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fvtt-pegas
@ -495,7 +495,7 @@ export class PegasusActor extends Actor {
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/* -------------------------------------------- */
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async activateViceOrVirtue(itemId) {
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let item = this.items.find(item => item.id == itemId)
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if (item?.system) {
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if (item && item.system) {
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let nrg = duplicate(this.system.nrg)
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if (!item.system.activated) { // Current value
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@ -581,7 +581,7 @@ export class PegasusActor extends Actor {
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/* -------------------------------------------- */
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async activatePower(itemId) {
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let item = this.items.find(item => item.id == itemId)
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if (item?.system) {
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if (item && item.system) {
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let nrg = duplicate(this.system.nrg)
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if (!item.system.activated) { // Current value
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@ -764,17 +764,17 @@ export class PegasusActor extends Actor {
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/* -------------------------------------------- */
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modifyStun(incDec) {
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if (incDec < 0 && (this.system.secondary.confidence.status == "anxious" || this.system.secondary.confidence.status == "lostface")) {
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if ( incDec < 0 && (this.system.secondary.confidence.status == "anxious" || this.system.secondary.confidence.status == "lostface") ) {
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ui.notifications.warn("Unable to recover STUN because of Confidence status : " + this.system.secondary.confidence.status)
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return
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}
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let myself = this
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let combat = duplicate(myself.system.combat)
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combat.stunlevel += incDec
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let daze = this.effects.find(e => e.label == "Daze")
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let daze = this.effects.find( e => e.label == "Daze")
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if (daze && combat.stunlevel == 0) {
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this.deleteEmbeddedDocuments("ActiveEffect", [daze.id])
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this.deleteEmbeddedDocuments("ActiveEffect", [ daze.id ] )
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}
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if (combat.stunlevel >= 0) {
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myself.update({ 'system.combat': combat })
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@ -786,7 +786,7 @@ export class PegasusActor extends Actor {
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if (!daze) {
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this.createEmbeddedDocuments("ActiveEffect", [
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{ label: 'Daze', icon: 'icons/svg/daze.svg', flags: { core: { statusId: 'daze' } } }
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])
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])
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}
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if (incDec > 0) {
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chatData.content = `<div>${this.name} suffered a Stun level.</div`
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@ -811,7 +811,7 @@ export class PegasusActor extends Actor {
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/* -------------------------------------------- */
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modifyMomentum(incDec) {
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if (this.system.combat.stunlevel > 0) {
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if ( this.system.combat.stunlevel > 0 ) {
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ui.notifications.warn("Unable to gain/use Momentum while stunned")
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return
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}
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@ -1467,7 +1467,7 @@ export class PegasusActor extends Actor {
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updates['system.momentum.max'] = momentum
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}
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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)
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let mrLevel = (this.system.statistics.agi.value + this.system.statistics.str.value) - this.system.statistics.phy.value
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mrLevel = (mrLevel < 1) ? 1 : mrLevel;
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if (mrLevel != this.system.mr.value) {
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updates['system.mr.value'] = mrLevel
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@ -1502,7 +1502,7 @@ export class PegasusActor extends Actor {
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}
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if (this.isOwner || game.user.isGM) {
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// Update current hindrance level
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let hindrance = 0; //this.system.combat.hindrancedice
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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.status == "wounded") {
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hindrance += 1
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@ -1517,11 +1517,6 @@ export class PegasusActor extends Actor {
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let effect = await PegasusUtility.getEffectFromCompendium("Fear")
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this.createEmbeddedDocuments('Item', [effect])
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}
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} else { // Remove fear if healed
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let fear = this.items.find(it => it.name.toLowerCase() == "fear" && it.type == "effect")
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if (fear) {
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this.deleteEmbeddedDocuments('Item', [fear.id])
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}
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}
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/* Manage flag state for status */
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this.defeatedDisplayed = this.defeatedDisplayed && this.system.secondary.health.status != "defeated"
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@ -1578,11 +1573,9 @@ export class PegasusActor extends Actor {
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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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this.baseMDL = this.system.biodata.sizenum + this.system.biodata.sizebonus + this.system.statistics.str.value +
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this.system.statistics.str.mod + this.system.statistics.str.bonuseffect + meleeBonus
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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 = this.baseMDL + Number(w.system.damage)
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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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@ -1596,10 +1589,9 @@ export class PegasusActor extends Actor {
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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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this.baseRDL = roleBonus + rangedBonus
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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 = this.baseRDL + Number(w.system.damage)
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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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@ -1614,11 +1606,9 @@ export class PegasusActor extends Actor {
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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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this.baseADRL = roleBonus + armorBonus + this.system.statistics.phy.value + this.system.statistics.phy.mod +
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this.system.statistics.phy.bonuseffect + this.system.biodata.sizenum + this.system.biodata.sizebonus
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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.baseADRL + a.system.resistance
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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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@ -1628,10 +1618,7 @@ export class PegasusActor extends Actor {
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this.updateEmbeddedDocuments('Item', updates)
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}
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}
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/* -------------------------------------------- */
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getBaseADRL() {
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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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@ -1924,18 +1911,6 @@ export class PegasusActor extends Actor {
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await this.createEmbeddedDocuments('Item', newItems)
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}
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/* -------------------------------------------- */
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checkEFfectsHindranceDeletion(statKey) {
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let toRem = []
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let effects = this.items.filter(effect => effect.type == 'effect' && effect.system.oneuse &&
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effect.system.hindrance && (effect.system.stataffected == statKey || effect.system.stataffected == "all"))
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for (let effect of effects) {
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toRem.push(effect.id)
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}
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if (toRem.length > 0) {
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this.deleteEmbeddedDocuments('Item', toRem)
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}
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}
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/* -------------------------------------------- */
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computeCurrentHindrances(statKey) {
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@ -1947,9 +1922,11 @@ export class PegasusActor extends Actor {
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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(effect => effect.type == 'effect' && effect.system.hindrance && (effect.system.stataffected == statKey || effect.system.stataffected == "all"))
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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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hindrancesDices += effect.system.effectlevel
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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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if (statKey.toLowerCase() == "stl" && this.system.secondary.concealment.status == "exposed") {
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hindrancesDices += 1
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@ -2168,8 +2145,6 @@ export class PegasusActor extends Actor {
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rollData.noBonusDice = this.checkNoBonusDice()
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rollData.dicePool = []
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rollData.subKey = subKey
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rollData.MDL = this.baseMDL
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rollData.ADRL = this.baseADRL
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if (subKey == "melee-dmg" || subKey == "ranged-dmg" || subKey == "power-dmg") {
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rollData.isDamage = true
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@ -2254,7 +2229,6 @@ export class PegasusActor extends Actor {
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}
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rollData.hindranceDices = this.computeCurrentHindrances(statKey)
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rollData.minHindranceDices = rollData.hindranceDices
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this.processSizeBonus(rollData)
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this.addEffects(rollData, isInit, isPower, subKey == "power-dmg")
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@ -2305,7 +2279,7 @@ export class PegasusActor extends Actor {
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}
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/* -------------------------------------------- */
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getExtraTICsFromEffect() {
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let effects = this.items.filter(it => it.type == "effect" && Number(it.system.extratics) > 0)
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let effects = this.items.filter(it => it.type == "effect" && Number(it.system.extratics)>0)
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let nbTics = 0
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for (let e of effects) {
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nbTics += Number(e.system.extratics)
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@ -2434,8 +2408,8 @@ export class PegasusActor extends Actor {
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rollData.title = "MR / Initiative"
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rollData.nbTIC = ((this.type == "character") ? 2 : 1) + this.getExtraTICsFromEffect()
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rollData.TICs = []
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for (let i = 0; i < rollData.nbTIC; i++) {
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rollData.TICs.push({ text: "NONE", revealed: false, displayed: false })
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for(let i=0; i<rollData.nbTIC; i++) {
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rollData.TICs.push( {text:"NONE", revealed: false, displayed: false})
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}
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}
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this.startRoll(rollData);
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@ -16,7 +16,7 @@ export class PegasusCombatTracker extends CombatTracker {
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let combatData = await super.getData()
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for (let t of combatData.turns) {
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let c = game.combat.combatants.get(t.id)
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t.displayTIC = (c.actor.isOwner && c.actor.hasPlayerOwner && !game.user.isGM) || (c.actor.type == "npc" && !c.actor.hasPlayerOwner && game.user.isGM)
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t.displayTIC = (c.actor.isOwner && c.actor.hasPlayerOwner) || (c.actor.type == "npc" && !c.actor.hasPlayerOwner && game.user.isGM)
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let TICs = c.getFlag("world", "TICs")
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if (TICs) {
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t.TICs = TICs
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@ -104,6 +104,7 @@ export class PegasusCombat extends Combat {
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user: game.user.id,
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alias: combatant.actor.name,
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rollMode: game.settings.get("core", "rollMode"),
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whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')),
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content: msg
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}
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ChatMessage.create(chatData);
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@ -152,6 +153,7 @@ export class PegasusCombat extends Combat {
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user: game.user.id,
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alias: combatant.actor.name,
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rollMode: game.settings.get("core", "rollMode"),
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whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')),
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content: `<div>${combatant.actor.name} is performing ${ticData[num].text}</div`
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};
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ChatMessage.create(chatData);
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@ -104,12 +104,6 @@ export class PegasusRollDialog extends Dialog {
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if (armor) {
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armor.applied = toggled
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}
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this.rollData.armorUsed = false
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for(let a of this.rollData.armorsList) {
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if (a.applied) {
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this.rollData.armorUsed = true
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}
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}
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console.log("Armor", armorIdx, toggled)
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PegasusUtility.updateArmorDicePool(this.rollData)
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}
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@ -126,12 +120,6 @@ export class PegasusRollDialog extends Dialog {
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}
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weapon.applied = toggled
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}
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this.rollData.weaponUsed = false
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for(let a of this.rollData.weaponsList) {
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if (a.applied) {
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this.rollData.weaponUsed = true
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}
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}
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console.log("Weapon", weaponIdx, toggled, weapon)
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PegasusUtility.updateDamageDicePool(this.rollData)
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}
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@ -296,13 +284,6 @@ export class PegasusRollDialog extends Dialog {
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PegasusUtility.removeFromDicePool(this.rollData, idx)
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this.refreshDialog()
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})
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html.find('.pool-remove-hindrance-dice').click(async (event) => {
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if (this.rollData.hindranceDices > this.rollData.minHindranceDices) {
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this.rollData.hindranceDices--;
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}
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this.refreshDialog()
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})
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}
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@ -165,8 +165,7 @@ export class PegasusUtility {
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static getDiceList() {
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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" },
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{ 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" },
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{ key: "d12", level: 5, img: "systems/fvtt-pegasus-rpg/images/dice/d12.webp" },
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{ key: "hindrance", level: 0, img: "systems/fvtt-pegasus-rpg/images/dice/hindrance-dice.png"}]
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{ key: "d12", level: 5, img: "systems/fvtt-pegasus-rpg/images/dice/d12.webp" }]
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}
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/* -------------------------------------------- */
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@ -284,15 +283,11 @@ export class PegasusUtility {
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/* -------------------------------------------- */
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static addDicePool(rollData, diceKey, level) {
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if (diceKey == "hindrance") {
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rollData.hindranceDices +=1
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} else {
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let newDice = {
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name: "dice-click", key: diceKey, level: level,
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img: `systems/fvtt-pegasus-rpg/images/dice/${diceKey}.webp`
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}
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rollData.dicePool.push(newDice)
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let newDice = {
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name: "dice-click", key: diceKey, level: level,
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img: `systems/fvtt-pegasus-rpg/images/dice/${diceKey}.webp`
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}
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rollData.dicePool.push(newDice)
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}
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/*-------------------------------------------- */
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@ -792,7 +787,7 @@ export class PegasusUtility {
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// De-actived used effects from perks
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let toRem = []
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for (let effect of rollData.effectsList) {
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if (effect?.effect?.system.isUsed && effect.effect.system.oneuse) {
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if (effect.effect && effect.effect.system.isUsed && effect.effect.system.oneuse) {
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effect.defenderTokenId = rollData.defenderTokenId
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if (effect.foreign) {
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if (game.user.isGM) {
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@ -806,11 +801,11 @@ export class PegasusUtility {
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}
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}
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}
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let actor = game.actors.get(rollData.actorId)
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if (toRem.length > 0) {
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//console.log("Going to remove one use effects", toRem)
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let actor = game.actors.get(rollData.actorId)
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actor.deleteEmbeddedDocuments('Item', toRem)
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}
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actor.checkEFfectsHindranceDeletion(rollData.statKey)
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}
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/* -------------------------------------------- */
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@ -1536,13 +1536,4 @@ Focus FOC: #ff0084
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max-width: 48px;
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max-height: 48px;
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flex-grow: 0;
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}
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.dice-pool-image-add {
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border: 0;
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margin-left: 4px;
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min-width: 32px;
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min-height: 32px;
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max-width: 32px;
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max-height: 32px;
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flex-grow: 0;
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}
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@ -244,15 +244,15 @@
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"flags": {}
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}
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],
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"primaryTokenAttribute": "",
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"secondaryTokenAttribute": "",
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"primaryTokenAttribute": "secondary.health.status",
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"secondaryTokenAttribute": "secondary.delirium.status",
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"socket": true,
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"styles": [
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"styles/simple.css"
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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": "11.0.23",
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"download": "https://www.uberwald.me/gitea/uberwald/fvtt-pegasus-rpg/archive/fvtt-pegasus-rpg-v11.0.23.zip",
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"version": "11.0.14",
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"download": "https://www.uberwald.me/gitea/uberwald/fvtt-pegasus-rpg/archive/fvtt-pegasus-rpg-v11.0.14.zip",
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"background": "systems/fvtt-pegasus-rpg/images/ui/pegasus_welcome_page.webp"
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}
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@ -57,16 +57,7 @@
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{{/if}}
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{{/if}}
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{{#if (eq subKey "melee-dmg")}}
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{{#if (not weaponUsed)}}
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<li>MDL : {{MDL}}</li>
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{{/if}}
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{{/if}}
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{{#if (eq subKey "dmg-res")}}
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{{#if (not armorUsed)}}
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<li>ADRL : {{ADRL}}</li>
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{{/if}}
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{{#each armorsList as |armor idx|}}
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{{#if armor.applied}}
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<li>ADRL: {{armor.adrl}}</li>
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|
@ -26,7 +26,7 @@
|
||||
|
||||
{{#if statVehicle}}
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<div class="flexrow">
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||||
<span class="roll-dialog-label">{{upper statVehicle.label}} :</span>
|
||||
<span class="roll-dialog-label">{{upper statVehicle.label}} :</span>
|
||||
<select class="roll-dialog-label" id="statVehicleLevel" type="text" name="statVehicleLevel"
|
||||
value="{{statVehicle.currentlevel}}" data-dtype="Number" {{#if statKey}}disabled{{/if}}>
|
||||
{{#select statVehicle.currentlevel}}
|
||||
@ -37,72 +37,73 @@
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
{{#if specList}}
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">Spec : </span>
|
||||
<select class="roll-dialog-label" id="specList" type="text" name="selectedSpec" value="{{selectedSpec}}"
|
||||
data-dtype="String">
|
||||
{{#select selectedSpec}}
|
||||
<option value="0">None</option>
|
||||
{{#each specList as |spec idx|}}
|
||||
<option value="{{spec._id}}">{{spec.name}}</option>
|
||||
{{/each}}
|
||||
{{/select}}
|
||||
</select>
|
||||
<span class="small-label"> </span>
|
||||
</div>
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">Spec Dice : </span>
|
||||
<select class="roll-dialog-label" id="specDicesLevel" type="text" name="specDicesLevel"
|
||||
value="{{specDicesLevel}}" data-dtype="Number" {{#if specList}}disabled{{/if}}>
|
||||
{{#select specDicesLevel}}
|
||||
{{{optionsDiceList}}}
|
||||
{{/select}}
|
||||
</select>
|
||||
<span class="small-label"> </span>
|
||||
</div>
|
||||
{{/if}}
|
||||
{{#if specList}}
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">Spec : </span>
|
||||
<select class="roll-dialog-label" id="specList" type="text" name="selectedSpec" value="{{selectedSpec}}"
|
||||
data-dtype="String">
|
||||
{{#select selectedSpec}}
|
||||
<option value="0">None</option>
|
||||
{{#each specList as |spec idx|}}
|
||||
<option value="{{spec._id}}">{{spec.name}}</option>
|
||||
{{/each}}
|
||||
{{/select}}
|
||||
</select>
|
||||
<span class="small-label"> </span>
|
||||
</div>
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">Spec Dice : </span>
|
||||
<select class="roll-dialog-label" id="specDicesLevel" type="text" name="specDicesLevel"
|
||||
value="{{specDicesLevel}}" data-dtype="Number" {{#if specList}}disabled{{/if}}>
|
||||
{{#select specDicesLevel}}
|
||||
{{{optionsDiceList}}}
|
||||
{{/select}}
|
||||
</select>
|
||||
<span class="small-label"> </span>
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
{{/if}}
|
||||
|
||||
|
||||
<div class="dice-pool-div">
|
||||
<span>
|
||||
<h3 class="dice-pool-label">Current pool</h3>
|
||||
</span>
|
||||
<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}}" alt="dices"></a></span>
|
||||
<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}}" alt="dices"></a></span>
|
||||
{{/each}}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{{#if noBonusDice}}
|
||||
<div class="flexrow">
|
||||
No bonus dice due to effect !
|
||||
</div>
|
||||
{{else}}
|
||||
<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}}" alt="dices"></a></span>
|
||||
{{/each}}
|
||||
</div>
|
||||
{{/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="pool-remove-hindrance-dice" data-dice-idx="{{idx}}" data-dice-level="2" data-dice-key="d6"><img class="dice-pool-image"
|
||||
<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 noBonusDice}}
|
||||
<div class="flexrow">
|
||||
No bonus dice due to effect !
|
||||
</div>
|
||||
{{else}}
|
||||
<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-add" src="{{dice.img}}" alt="dices"></a></span>
|
||||
{{/each}}
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
|
||||
<div class="flexrow">
|
||||
|
||||
<span class="roll-dialog-label">Modifiers : </span>
|
||||
@ -128,30 +129,21 @@
|
||||
<option value="d6">Outnumbered 2 Extra Allies d6</option>
|
||||
<option value="d8">Outnumbered 3 Extra Allies d8</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="d12">Eyes/head d12
|
||||
<option>
|
||||
<option value="d12">Eyes/head d12<option>
|
||||
<option value="none4">===== Impact DMG Bonus</option>
|
||||
<option value="d4">Soft d4
|
||||
<option>
|
||||
<option value="d6">Thin/Flimsy d6
|
||||
<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="d4">Soft d4<option>
|
||||
<option value="d6">Thin/Flimsy d6<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="d4">Concentrated
|
||||
<option>
|
||||
<option value="d4">Off Hand d4
|
||||
<option>
|
||||
<option value="d4">Concentrated<option>
|
||||
<option value="d4">Off Hand d4<option>
|
||||
<option value="d6">Higher Ground d6</option>
|
||||
{{/select}}
|
||||
</select>
|
||||
</select>
|
||||
</div>
|
||||
|
||||
</div>
|
||||
@ -162,14 +154,14 @@
|
||||
{{else}}
|
||||
{{> systems/fvtt-pegasus-rpg/templates/partial-roll-select-effects.html}}
|
||||
{{/if}}
|
||||
|
||||
|
||||
{{#if isInit}}
|
||||
{{#each TICs as |tic index|}}
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">TIC {{add index 1}}:</span>
|
||||
<input class="roll-input-tic" id="roll-input-tic{{index}}" type="text" value="{{tic.text}}" data-dtype="String">
|
||||
</div>
|
||||
{{/each}}
|
||||
{{#each TICs as |tic index|}}
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">TIC {{add index 1}}:</span>
|
||||
<input class="roll-input-tic" id="roll-input-tic{{index}}" type="text" value="{{tic.text}}" data-dtype="String">
|
||||
</div>
|
||||
{{/each}}
|
||||
{{/if}}
|
||||
|
||||
</div>
|
||||
|
Loading…
Reference in New Issue
Block a user