6 Commits

Author SHA1 Message Date
8f9ecff285 Manage weapons 2023-01-22 20:27:22 +01:00
17e8fb4aa6 Add Weapon rolls 2023-01-22 10:23:05 +01:00
2566fac378 Fix weapons 2023-01-18 16:42:33 +01:00
06b605176e Various enhancements 2022-12-21 14:43:20 +01:00
f73af29949 Various enhancements 2022-12-21 14:42:28 +01:00
e0026adfcd Various spell stuff enhancements 2022-12-20 17:47:46 +01:00
18 changed files with 378 additions and 195 deletions

View File

@ -132,8 +132,14 @@ export class Avd12ActorSheet extends ActorSheet {
html.find('.roll-weapon').click((event) => {
const li = $(event.currentTarget).parents(".item");
const skillId = li.data("item-id")
this.actor.rollWeapon(skillId)
const weponId = li.data("item-id")
this.actor.rollWeapon(weponId)
});
html.find('.roll-weapon-damage').click((event) => {
const li = $(event.currentTarget).parents(".item");
const dmg = $(event.currentTarget).data("damage")
const weaponId = li.data("item-id")
this.actor.rollWeaponDamage(weaponId, dmg)
});

View File

@ -58,10 +58,13 @@ export class Avd12Actor extends Actor {
computeHitPoints() {
if (this.type == "character") {
}
}
}
/* -------------------------------------------- */
rebuildSkills() {
let armorPenalties = Avd12Utility.getArmorPenalty(this.items.find(item => item.type == "armor"))
let shieldPenalties = Avd12Utility.getArmorPenalty(this.items.find(item => item.type == "shield"))
for (let attrKey in this.system.attributes) {
let attr = this.system.attributes[attrKey]
for (let skillKey in attr.skills) {
@ -72,11 +75,52 @@ export class Avd12Actor extends Actor {
for (let trait of availableTraits) {
skill.modifier += Number(trait.system.bonusvalue)
}
// Apply armor penalties
if (armorPenalties[skillKey]) {
console.log("Found armor penalties : ", armorPenalties, skillKey)
skill.modifier += Number(armorPenalties[skillKey])
}
// Apply shield penalties
if (shieldPenalties[skillKey]) {
console.log("Found shield penalties : ", shieldPenalties, skillKey)
skill.modifier += Number(shieldPenalties[skillKey])
}
// Process additionnal bonuses
for (let item of this.items) {
if (item.system.bonus && item.system.bonus[skillKey]) {
skill.modifier += Number(item.system.bonus[skillKey].value)
}
}
skill.finalvalue = skill.modifier + attr.value
}
}
}
/* -------------------------------------------- */
rebuildMitigations() {
for (let mitiKey in this.system.mitigation) {
let mitigation = this.system.mitigation[mitiKey]
for (let item of this.items) {
if (item.system.mitigation && item.system.mitigation[mitiKey]) {
mitigation.value += Number(item.system.mitigation[mitiKey].value)
}
}
}
}
/* -------------------------------------------- */
rebuildBonus() {
for (let bonusKey in this.system.bonus) {
let bonus = this.system.bonus[bonusKey]
for (let content in bonus) {
let dataPath = bonusKey + "." + content
//console.log("Parsing", bonusKey, content, dataPath)
let availableTraits = this.items.filter(t => t.type == "trait" && t.system.computebonus && t.system.bonusdata == dataPath)
for (let trait of availableTraits) {
bonus[content] += Number(trait.system.bonusvalue)
}
}
}
}
/* -------------------------------------------- */
prepareDerivedData() {
@ -86,6 +130,8 @@ export class Avd12Actor extends Actor {
this.computeHitPoints()
this.rebuildSkills()
this.rebuildMitigations()
this.rebuildBonus()
}
super.prepareDerivedData();
@ -101,7 +147,7 @@ export class Avd12Actor extends Actor {
this.rebuildSkills()
super._onUpdateEmbeddedDocuments(embeddedName, ...args)
}*/
/* -------------------------------------------- */
getEncumbranceCapacity() {
return 1;
@ -114,10 +160,23 @@ export class Avd12Actor extends Actor {
return comp;
}
getEquippedWeapons() {
let comp = duplicate(this.items.filter(item => item.type == 'weapon' && item.system.equipped) || []);
let comp = duplicate(this.items.filter(item => item.type == 'weapon' && item.system.equipped) || [])
comp.forEach(item => {
this.prepareWeapon(item)
})
Avd12Utility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
getWeapons() {
let comp = duplicate(this.items.filter(item => item.type == 'weapon') || [])
comp.forEach(item => {
this.prepareWeapon(item)
})
Avd12Utility.sortArrayObjectsByName(comp)
return comp;
}
/* -------------------------------------------- */
getArmors() {
let comp = duplicate(this.items.filter(item => item.type == 'armor') || []);
@ -167,10 +226,29 @@ export class Avd12Actor extends Actor {
return comp;
}
/* -------------------------------------------- */
getWeapons() {
let comp = duplicate(this.items.filter(item => item.type == 'weapon') || []);
Avd12Utility.sortArrayObjectsByName(comp)
return comp;
addDamages(damage, bonusDamage) {
//console.log(damage)
if (damage.damagetype != "none" && damage.dice) {
let fullBonus = Number(bonusDamage) + Number(damage.bonus)
damage.normal = damage.dice + '+' + fullBonus
damage.critical = damage.dice + '+' + Number(fullBonus) * 2
let parser = damage.dice.match(/(\d+)(d\d+)/)
let nbDice = 2
if (parser && parser[1]) {
nbDice = Number(parser[1]) * 2
}
damage.brutal = nbDice + parser[2] + "+" + Number(fullBonus) * 2
}
}
/* -------------------------------------------- */
prepareWeapon(weapon) {
weapon.attackBonus = this.system.bonus.weapon.attack + this.system.bonus[weapon.system.weapontype].attack
let bonusDamage = this.system.bonus.weapon.damage + this.system.bonus[weapon.system.weapontype].damage
this.addDamages(weapon.system.damages.primary, bonusDamage)
bonusDamage = this.system.bonus.weapon.damage + this.system.bonus[weapon.system.weapontype].crits
this.addDamages(weapon.system.damages.secondary, bonusDamage)
bonusDamage = this.system.bonus.weapon.damage + this.system.bonus[weapon.system.weapontype].brutals
this.addDamages(weapon.system.damages.tertiary + bonusDamage)
}
/* -------------------------------------------- */
getItemById(id) {
@ -352,7 +430,7 @@ export class Avd12Actor extends Actor {
/* -------------------------------------------- */
async preprocessItem(event, item, onDrop = false) {
//console.log('ITEM', item)
if ( item.system.focus && item.system.focus?.isfocus) {
if (item.system.focus && item.system.focus?.isfocus) {
let focusItem = this.items.find(it => it.system.focus?.isfocus)
if (focusItem) {
ui.notifications.warn("You already have a Focus Item in your equipment.")
@ -370,21 +448,31 @@ export class Avd12Actor extends Actor {
let focus = this.items.find(it => it.system.focus?.isfocus)
if (focus) {
let focusData = Avd12Utility.computeFocusData(focus.system.focus)
let focusBonus = this.items.filter( it => it.system.focuspointsbonus > 0).reduce((sum, item2) => sum = item2.system.focuspointsbonus, 0)
let focusregenbonus = this.items.filter( it => it.system.focusregenbonus > 0).reduce((sum, item2) => sum = item2.system.focusregenbonus, 0)
let burnchancebonus = this.items.filter( it => it.system.burnchancebonus > 0).reduce((sum, item2) => sum = item2.system.burnchancebonus, 0)
console.log("FINAL BONUS", focusBonus, focusregenbonus, burnchancebonus)
let focusBonus = this.items.filter(it => it.system.focuspointsbonus > 0).reduce((sum, item2) => sum = item2.system.focuspointsbonus, 0)
let focusregenbonus = this.items.filter(it => it.system.focusregenbonus > 0).reduce((sum, item2) => sum = item2.system.focusregenbonus, 0)
let burnchancebonus = this.items.filter(it => it.system.burnchancebonus > 0).reduce((sum, item2) => sum = item2.system.burnchancebonus, 0)
let focusPoints = focusData.focusPoints + focusBonus
let focusRegen = focusData.focusRegen + focusregenbonus
//console.log("Update focus", focusPoints, focusRegen)
if (focusPoints != this.system.focus.focuspoints || focusRegen != this.system.focus.focusregen) {
let focusData = duplicate(this.system.focus)
focusData.focuspoints = focusPoints
focusData.focusregen = focusRegen
this.update({ 'system.focus': focusData })
}
//console.log("FINAL BONUS", focusBonus, focusregenbonus, burnchancebonus)
return {
focusPoints : focusData.focusPoints + focusBonus,
focusPoints: focusPoints,
burnChance: focusData.burnChance + burnchancebonus,
focusRegen: focusData.focusRegen + focusregenbonus,
focusRegen: focusRegen,
spellAttackBonus: focusData.spellAttackBonus,
spellDamageBonus: focusData.spellDamageBonus,
currentFocusPoints: this.system.focus.currentFocusPoints
currentFocusPoints: this.system.focus.currentfocuspoints
}
}
return {
focusPoints : 0,
focusPoints: 0,
burnChance: 0,
focusRegen: 0,
spellAttackBonus: 0,
@ -581,179 +669,81 @@ export class Avd12Actor extends Actor {
}
/* -------------------------------------------- */
rollSpell(spellId) {
async rollSpell(spellId) {
let spell = this.items.get(spellId)
if (spell) {
spell = duplicate(spell)
let rollData = this.getCommonRollData()
rollData.mode = "spell"
rollData.spell = spell
rollData.spellAttack = this.system.bonus.spell.attack
rollData.spellDamage = this.system.bonus.spell.damage
rollData.spellCost = Avd12Utility.getSpellCost(spell)
rollData.title = "Roll Spell " + spell.name
rollData.img = spell.img
if (spell.system.spelltype != "utility") {
let rollData = this.getCommonRollData()
rollData.mode = "spell"
rollData.spell = spell
rollData.spellAttack = this.system.bonus.spell.attack
rollData.spellDamage = this.system.bonus.spell.damage
rollData.spellCost = Avd12Utility.getSpellCost(spell)
rollData.title = "Roll Spell " + spell.name
rollData.img = spell.img
this.startRoll(rollData)
} else {
this.spentFocusPoints(spell)
let msg = await Avd12Utility.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-avd12/templates/chat/chat-utility-spell.hbs`, rollData)
})
msg.setFlag("world", "rolldata", rollData)
}
} else {
ui.notifications.warn("Unable to find the relevant spell.")
}
}
/* -------------------------------------------- */
spentFocusPoints(spell) {
let spellCost = Avd12Utility.getSpellCost(spell)
let focusData = duplicate(this.system.focus)
focusData.currentfocuspoints -= spellCost
focusData.currentfocuspoints = Math.max(focusData.currentfocuspoints, 0)
console.log("New fovcus", this.system, focusData)
this.update({ 'system.focus': focusData })
}
/* -------------------------------------------- */
rollWeapon(weaponId) {
let weapon = this.items.get(weaponId)
if (weapon) {
weapon = duplicate(weapon)
let skill = this.items.find(item => item.name.toLowerCase() == weapon.system.skill.toLowerCase())
if (skill) {
skill = duplicate(skill)
Avd12Utility.updateSkill(skill)
let abilityKey = skill.system.ability
let rollData = this.getCommonRollData(abilityKey)
rollData.mode = "weapon"
rollData.skill = skill
rollData.weapon = weapon
rollData.img = weapon.img
if (!rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
rollData.forceDisadvantage = this.isAttackDisadvantage()
}
/*if (rollData.weapon.system.isranged && rollData.tokensDistance > Avd12Utility.getWeaponMaxRange(rollData.weapon) ) {
ui.notifications.warn(`Your target is out of range of your weapon (max: ${Avd12Utility.getWeaponMaxRange(rollData.weapon)} - current : ${rollData.tokensDistance})` )
return
}*/
this.startRoll(rollData)
} else {
ui.notifications.warn("Unable to find the relevant skill for weapon " + weapon.name)
}
this.prepareWeapon(weapon)
let rollData = this.getCommonRollData()
rollData.modifier = this.system.bonus[weapon.system.weapontype]
rollData.mode = "weapon"
rollData.weapon = weapon
rollData.img = weapon.img
this.startRoll(rollData)
} else {
ui.notifications.warn("Unable to find the relevant weapon ")
}
}
/* -------------------------------------------- */
rollDefenseMelee(attackRollData) {
let weapon = this.items.get(attackRollData.defenseWeaponId)
async rollWeaponDamage(weaponId, damageType) {
let weapon = this.items.get(weaponId)
if (weapon) {
weapon = duplicate(weapon)
let skill = this.items.find(item => item.name.toLowerCase() == weapon.system.skill.toLowerCase())
if (skill) {
skill = duplicate(skill)
Avd12Utility.updateSkill(skill)
let abilityKey = skill.system.ability
let rollData = this.getCommonRollData(abilityKey)
rollData.defenderTokenId = undefined // Cleanup
rollData.mode = "weapondefense"
rollData.shield = this.getEquippedShield()
rollData.attackRollData = duplicate(attackRollData)
rollData.skill = skill
rollData.weapon = weapon
rollData.img = weapon.img
if (!rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
rollData.forceDisadvantage = this.isDefenseDisadvantage()
}
this.startRoll(rollData)
} else {
ui.notifications.warn("Unable to find the relevant skill for weapon " + weapon.name)
}
} else {
ui.notifications.warn("Weapon not found ! ")
}
}
/* -------------------------------------------- */
rollDefenseRanged(attackRollData) {
let rollData = this.getCommonRollData()
rollData.defenderTokenId = undefined // Cleanup
rollData.mode = "rangeddefense"
if (attackRollData) {
rollData.attackRollData = duplicate(attackRollData)
rollData.effectiveRange = Avd12Utility.getWeaponRange(attackRollData.weapon)
rollData.tokensDistance = attackRollData.tokensDistance // QoL copy
}
rollData.sizeDice = Avd12Utility.getSizeDice(this.system.biodata.size)
rollData.distanceBonusDice = 0 //Math.max(0, Math.floor((rollData.tokensDistance - rollData.effectiveRange) + 0.5))
rollData.hasCover = "none"
rollData.situational = "none"
rollData.useshield = false
rollData.shield = this.getEquippedShield()
this.startRoll(rollData)
}
/* -------------------------------------------- */
rollShieldDie() {
let shield = this.getEquippedShield()
if (shield) {
shield = duplicate(shield)
this.prepareWeapon(weapon)
let rollData = this.getCommonRollData()
rollData.mode = "shield"
rollData.shield = shield
rollData.useshield = true
rollData.img = shield.img
this.startRoll(rollData)
}
}
rollData.damageFormula = weapon.system.damages.primary[damageType]
rollData.mode = "weapon-damage"
rollData.weapon = weapon
rollData.damageType = damageType
rollData.img = weapon.img
let myRoll = new Roll(rollData.damageFormula).roll({ async: false })
await Avd12Utility.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
rollData.roll = myRoll
let msg = await Avd12Utility.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-avd12/templates/chat/chat-damage-result.hbs`, rollData)
})
msg.setFlag("world", "rolldata", rollData)
/* -------------------------------------------- */
async rollArmorDie(rollData = undefined) {
let armor = this.getEquippedArmor()
if (armor) {
armor = duplicate(armor)
let reduce = 0
let multiply = 1
let disadvantage = false
let advantage = false
let messages = ["Armor applied"]
if (rollData) {
if (Avd12Utility.isArmorLight(armor) && Avd12Utility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
return { armorIgnored: true, nbSuccess: 0, messages: ["Armor ignored : Penetrating weapons ignore Light Armors."] }
}
if (Avd12Utility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
messages.push("Armor reduced by 1 (Penetrating weapon)")
reduce = 1
}
if (Avd12Utility.isWeaponLight(rollData.attackRollData.weapon)) {
messages.push("Armor with advantage (Light weapon)")
advantage = true
}
if (Avd12Utility.isWeaponHeavy(rollData.attackRollData.weapon)) {
messages.push("Armor with disadvantage (Heavy weapon)")
disadvantage = true
}
if (Avd12Utility.isWeaponHack(rollData.attackRollData.weapon)) {
messages.push("Armor reduced by 1 (Hack weapon)")
reduce = 1
}
if (Avd12Utility.isWeaponUndamaging(rollData.attackRollData.weapon)) {
messages.push("Armor multiplied by 2 (Undamaging weapon)")
multiply = 2
}
}
let diceColor = armor.system.absorprionroll
let armorResult = await Avd12Utility.getRollTableFromDiceColor(diceColor, false)
console.log("Armor log", armorResult)
let armorValue = Math.max(0, (Number(armorResult.text) + reduce) * multiply)
if (advantage || disadvantage) {
let armorResult2 = await Avd12Utility.getRollTableFromDiceColor(diceColor, false)
let armorValue2 = Math.max(0, (Number(armorResult2.text) + reduce) * multiply)
if (advantage) {
armorValue = (armorValue2 > armorValue) ? armorValue2 : armorValue
messages.push(`Armor advantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
}
if (disadvantage) {
armorValue = (armorValue2 < armorValue) ? armorValue2 : armorValue
messages.push(`Armor disadvantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
}
}
armorResult.armorValue = armorValue
if (!rollData) {
ChatMessage.create({ content: "Armor result : " + armorValue })
}
messages.push("Armor result : " + armorValue)
return { armorIgnored: false, nbSuccess: armorValue, rawArmor: armorResult.text, messages: messages }
} else {
ui.notifications.warn("Unable to find the relevant weapon ")
}
return { armorIgnored: true, nbSuccess: 0, messages: ["No armor equipped."] }
}
/* -------------------------------------------- */

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@ -19,7 +19,6 @@ export class Avd12ItemSheet extends ItemSheet {
});
}
/* -------------------------------------------- */
_getHeaderButtons() {
let buttons = super._getHeaderButtons();

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@ -11,7 +11,11 @@ const __focusRegenBond = { "bondnone": 6, "bondeasy": 8, "bondcommon": 12, "bond
const __bonusSpellDamageBond = { "bondnone": 0, "bondeasy": 1, "bondcommon": 1, "bonduncommon": 1, "bondrare": 2, "bondlegendary": 2, "bondmythic": 3, "bonddivine": 4 }
const __bonusSpellAttackBond = { "bondnone": 0, "bondeasy": 0, "bondcommon": 1, "bonduncommon": 1, "bondrare": 2, "bondlegendary": 2, "bondmythic": 3, "bonddivine": 4 }
const __spellCost = { "beginner": 1, "novice": 2, "expert": 4, "master": 6, "grandmaster": 8 }
const __armorPenalties = {"light": { block: -2, dodge: -1}, "medium": { dodge: -3, block: -2, castingtime: 1, stealth: -2, speed: -1,
"heavy": { dodge: -4, block: -3, stealth: -3, castingtime: 2, speed: -3 }, "ultraheavy": { dodge: -5, block: -4, stealth: -5, castingtime: 2, speed: -3 },
"lightshield": {dodge: -1, block: +1}, "heavyshield": {dodge: -2, block: 2, speed: -1, stealth: -1} }
}
/* -------------------------------------------- */
export class Avd12Utility {
@ -439,6 +443,15 @@ export class Avd12Utility {
static getSpellCost(spell) {
return __spellCost[spell.system.level]
}
/* -------------------------------------------- */
static getArmorPenalty( item ) {
if (item && (item.type == "shield" || item.type == "armor")) {
return __armorPenalties[item.system.category]
}
return {}
}
/* -------------------------------------------- */
static chatDataSetup(content, modeOverride, isRoll = false, forceWhisper) {
let chatData = {
@ -523,6 +536,9 @@ export class Avd12Utility {
if (rollData.skill && rollData.skill.good) {
diceFormula += "+1d4"
}
if (rollData.weapon ) {
diceFormula += "+" + rollData.weapon.attackBonus
}
rollData.diceFormula = diceFormula
// Performs roll
@ -541,6 +557,10 @@ export class Avd12Utility {
}
}
if (rollData.spell) {
actor.spentFocusPoints(rollData.spell)
}
let msg = await this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-avd12/templates/chat/chat-generic-result.hbs`, rollData)
})

15
packs/weapons.db Normal file
View File

@ -0,0 +1,15 @@
{"name":"Heavy 2-Handed Blunt Weapon [Iron]","type":"weapon","img":"systems/fvtt-avd12/images/icons/weapon2.webp","system":{"focuspointsbonus":0,"focusregenbonus":0,"burnchancebonus":0,"mitigation":{"physical":{"value":0},"psychic":{"value":0},"fire":{"value":0},"lightning":{"value":0},"cold":{"value":0},"dark":{"value":0},"divine":{"value":0},"arcane":{"value":0}},"bonus":{"block":{"value":0},"dodge":{"value":0},"resistance":{"value":0}},"focus":{"isfocus":false,"core":"corenone","treatment":"treatmentnone","bond":"bondnone"},"weight":200,"cost":1200,"health":0,"movespeed":0,"equipped":false,"weapontype":"crush","category":"heavy2h","minrange":0,"maxrange":0,"throwrange":0,"magical":false,"blackenediron":false,"silvered":false,"damages":{"primary":{"damagetype":"physical","dice":"2d8","bonus":"0"},"secondary":{"damagetype":"none","dice":"","bonus":"0"},"tertiary":{"damagetype":"none","dice":"","bonus":"0"}},"description":""},"effects":[],"flags":{"core":{"sourceId":"Item.MOcIlHar8MM7JNm7"}},"_stats":{"systemId":"fvtt-avd12","systemVersion":"10.0.11","coreVersion":"10.288","createdTime":1671358405255,"modifiedTime":1671361680079,"lastModifiedBy":"JgmaAbvFHQvSlowN"},"_id":"MOcIlHar0Cqlcw9R","folder":null,"sort":0,"ownership":{"default":0,"JgmaAbvFHQvSlowN":3}}
{"name":"Light 1-Handed Blunt Weapon [Iron]","type":"weapon","img":"systems/fvtt-avd12/images/icons/weapon2.webp","system":{"focuspointsbonus":0,"focusregenbonus":0,"burnchancebonus":0,"mitigation":{"physical":{"value":0},"psychic":{"value":0},"fire":{"value":0},"lightning":{"value":0},"cold":{"value":0},"dark":{"value":0},"divine":{"value":0},"arcane":{"value":0}},"bonus":{"block":{"value":0},"dodge":{"value":0},"resistance":{"value":0}},"focus":{"isfocus":false,"core":"corenone","treatment":"treatmentnone","bond":"bondnone"},"weight":50,"cost":350,"health":0,"movespeed":0,"equipped":false,"weapontype":"crush","category":"light1h","minrange":0,"maxrange":0,"throwrange":0,"magical":false,"blackenediron":false,"silvered":false,"damages":{"primary":{"damagetype":"physical","dice":"1d10","bonus":"0"},"secondary":{"damagetype":"none","dice":"","bonus":"0"},"tertiary":{"damagetype":"none","dice":"","bonus":"0"}},"description":""},"effects":[],"flags":{"core":{"sourceId":"Item.MOcIlHar8MM7JNm7"}},"_stats":{"systemId":"fvtt-avd12","systemVersion":"10.0.11","coreVersion":"10.288","createdTime":1671358405255,"modifiedTime":1671361680079,"lastModifiedBy":"JgmaAbvFHQvSlowN"},"_id":"MOcIlHar32dCrCv2","folder":null,"sort":0,"ownership":{"default":0,"JgmaAbvFHQvSlowN":3}}
{"name":"Heavy 1-Handed Slash Weapon [Iron]","type":"weapon","img":"systems/fvtt-avd12/images/icons/weapon2.webp","system":{"focuspointsbonus":0,"focusregenbonus":0,"burnchancebonus":0,"mitigation":{"physical":{"value":0},"psychic":{"value":0},"fire":{"value":0},"lightning":{"value":0},"cold":{"value":0},"dark":{"value":0},"divine":{"value":0},"arcane":{"value":0}},"bonus":{"block":{"value":0},"dodge":{"value":0},"resistance":{"value":0}},"focus":{"isfocus":false,"core":"corenone","treatment":"treatmentnone","bond":"bondnone"},"weight":100,"cost":600,"health":0,"movespeed":0,"equipped":false,"weapontype":"slash","category":"heavy1h","minrange":0,"maxrange":0,"throwrange":0,"magical":false,"blackenediron":false,"silvered":false,"damages":{"primary":{"damagetype":"physical","dice":"1d12","bonus":"0"},"secondary":{"damagetype":"none","dice":"","bonus":"0"},"tertiary":{"damagetype":"none","dice":"","bonus":"0"}},"description":""},"effects":[],"flags":{"core":{"sourceId":"Item.MOcIlHar8MM7JNm7"}},"_stats":{"systemId":"fvtt-avd12","systemVersion":"10.0.11","coreVersion":"10.288","createdTime":1671358405255,"modifiedTime":1671361680079,"lastModifiedBy":"JgmaAbvFHQvSlowN"},"_id":"MOcIlHar8Juk5ks7","folder":null,"sort":0,"ownership":{"default":0,"JgmaAbvFHQvSlowN":3}}
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@ -1293,6 +1294,11 @@ ul, li {
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View File

@ -51,11 +51,20 @@
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{
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@ -191,7 +191,7 @@
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@ -17,7 +17,7 @@
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@ -64,25 +64,11 @@
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@ -123,7 +109,7 @@
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@ -156,6 +142,22 @@
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src="{{spell.img}}" /></a>
<span class="item-name-label">
<a class="roll-spell">{{spell.name}} <i class="fa-solid fa-dice-d12"></i></a>
<a class="roll-spell"><i class="fa-solid fa-dice-d12"> </i>{{spell.name}}</a>
</span>
<span class="item-field-label-medium">{{upperFirst spell.system.spelltype}}</span>
<span class="item-field-label-medium">{{upperFirst spell.system.level}}</span>
@ -195,6 +197,34 @@
<div class="flexcol">
<ul class="item-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header item-name-label-header-long2">
<h3><label class="item-name-label-header-long2">Equipped Weapons</label></h3>
</span>
<span class="item-field-label-long">
<label class="short-label">Damage</label>
</span>
<span class="item-field-label-long">
<label class="short-label">Critical</label>
</span>
<span class="item-field-label-long">
<label class="short-label">Brutal</label>
</span>
</li>
{{#each equippedWeapons as |weapon key|}}
<li class="item flexrow list-item list-item-shadow" data-item-id="{{weapon._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{weapon.img}}" /></a>
<span class="item-name-label-long2"><a class="roll-weapon"><i class="fa-solid fa-dice-d12"></i>{{weapon.name}}</a></span>
<span class="item-field-label-long"><label><a class="roll-weapon-damage" data-damage="normal"><i class="fa-solid fa-dice-d12"></i>{{weapon.system.damages.primary.normal}}</label></a></span>
<span class="item-field-label-long"><label><a class="roll-weapon-damage" data-damage="critical"><i class="fa-solid fa-dice-d12"></i>{{weapon.system.damages.primary.critical}}</label></a></span>
<span class="item-field-label-long"><label><a class="roll-weapon-damage" data-damage="brutal"><i class="fa-solid fa-dice-d12"></i>{{weapon.system.damages.primary.brutal}}</label></a></span>
<div class="item-filler">&nbsp;</div>
</li>
{{/each}}
</ul>
<ul class="stat-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header">
@ -223,7 +253,6 @@
</div>
</li>
{{/each}}
</ul>
</div>

View File

@ -0,0 +1,34 @@
<div class="chat-message-header">
{{#if actorImg}}
<img class="actor-icon" src="{{actorImg}}" alt="{{alias}}" />
{{/if}}
<h4 class=chat-actor-name>{{alias}}</h4>
</div>
<hr>
{{#if img}}
<div >
<img class="chat-icon" src="{{img}}" alt="{{name}}" />
</div>
{{/if}}
<div class="flexcol">
</div>
<div>
<ul>
<li>Weapon : {{weapon.name}}
</li>
<li>Damage formula : {{damageFormula}} ({{upperFirst damageType}})
</li>
<li>Damage type : {{upperFirst weapon.system.damages.primary.damagetype}}
</li>
<li>Total : {{roll.total}}
</li>
</ul>
</div>
</div>

View File

@ -23,6 +23,13 @@
</li>
{{/if}}
{{#if spell}}
<li>Spell : {{spell.name}} ({{spell.system.level}})
</li>
<li>Focus Points Spent : {{spellCost}}
</li>
{{/if}}
<li>Dice Formula {{diceFormula}} </li>
<li>Result {{roll.total}} </li>

View File

@ -0,0 +1,28 @@
<div class="chat-message-header">
{{#if actorImg}}
<img class="actor-icon" src="{{actorImg}}" alt="{{alias}}" />
{{/if}}
<h4 class=chat-actor-name>{{alias}}</h4>
</div>
<hr>
{{#if img}}
<div >
<img class="chat-icon" src="{{img}}" alt="{{name}}" />
</div>
{{/if}}
<div class="flexcol">
</div>
<div>
<ul>
<li>Utility Spell {{spell.name}} has been casted !
</li>
<li>Focus Points Spent : {{spellCost}}
</li>
</ul>
</div>
</div>

View File

@ -15,6 +15,13 @@
</div>
{{/if}}
{{#if weapon}}
<div class="flexrow">
<span class="roll-dialog-label">Weapon Attack Bonus : </span>
<span class="roll-dialog-label">{{weapon.attackBonus}}</span>
</div>
{{/if}}
{{#if spell}}
<div class="flexrow">
<span class="roll-dialog-label">Spell : </span>
@ -47,6 +54,9 @@
</select>
</div>
{{#if spell}}
{{else}}
<div class="flexrow">
<span class="roll-dialog-label">Target check : </span>
<select id="targetCheck" name="targetCheck">
@ -60,6 +70,7 @@
{{/select}}
</select>
</div>
{{/if}}
</div>

View File

@ -21,6 +21,15 @@
{{> systems/fvtt-avd12/templates/items/partial-common-item-fields.hbs}}
<li class="flexrow">
<label class="item-field-label-long">Shield type</label>
<select class="item-field-label-long" type="text" name="system.category" value="{{system.category}}" data-dtype="String">
{{#select system.category}}
{{> systems/fvtt-avd12/templates/items/partial-options-shield-types.hbs}}
{{/select}}
</select>
</li>
<li class="flexrow">
<label class="item-field-label-long">Equipped</label>
<input type="checkbox" class="item-field-label-short" name="system.equipped" {{checked system.equipped}} />

View File

@ -69,6 +69,20 @@
</select>
</li>
<li class="flexrow">
<label class="item-field-label-long">Secondary Damage</label>
<input type="text" class="item-field-label-short" name="system.damagesecondary" value="{{system.damagesecondary}}" data-dtype="String"/>
</li>
<li class="flexrow">
<label class="item-field-label-long">Secondary Damage Type</label>
<select class="item-field-label-long" type="text" name="system.damagesecondarytype" value="{{system.damagesecondarytype}}" data-dtype="String">
{{#select system.damagetype}}
{{> systems/fvtt-avd12/templates/items/partial-options-damage-types.hbs}}
{{/select}}
</select>
</li>
<li class="flexrow">
<label class="item-field-label-long">Range</label>
<input type="text" class="item-field-label-short" name="system.range" value="{{system.range}}" data-dtype="Number"/>

View File

@ -90,15 +90,15 @@
<label class="item-field-label-long">{{upperFirst key}}</label>
<div class="flexrow">
<label class="item-field-label-short">Type</label>
<select class="item-field-label-long" type="text" name="system.damages.{{key}}.damagetype" value="{{system.damagetype}}" data-dtype="String">
{{#select system.damagetype}}
<select class="item-field-label-long" type="text" name="system.damages.{{key}}.damagetype" value="{{damage.damagetype}}" data-dtype="String">
{{#select damage.damagetype}}
{{> systems/fvtt-avd12/templates/items/partial-options-damage-types.hbs}}
{{/select}}
</select>
</div>
<div class="flexrow">
<label class="item-field-label-short">Dice</label>
<input type="text" class="item-field-label-short" name="system.damages.{{key}}.dice" value="{{damage.dice}}" data-dtype="Number"/>
<input type="text" class="item-field-label-short" name="system.damages.{{key}}.dice" value="{{damage.dice}}" data-dtype="String"/>
</div>
<div class="flexrow">
<label class="item-field-label-short">Bonus</label>

View File

@ -0,0 +1,2 @@
<option value="lightshield">Light Shield</option>
<option value="heavyshield">Heavy Shield</option>

View File

@ -3,3 +3,4 @@
<option value="blunt">Blunt</option>
<option value="slash">Slash</option>
<option value="pierce">Pierce</option>
<option value="crush">Crush</option>