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9 Commits

Author SHA1 Message Date
LeRatierBretonnien 8e37ccb631 Add module data path 2023-01-25 16:46:32 +01:00
LeRatierBretonnien 00c8ae8f85 Add crafting skills 2023-01-24 22:53:35 +01:00
LeRatierBretonnien 57dc0505cc Add crafting skills 2023-01-24 20:26:59 +01:00
LeRatierBretonnien 108cda292e Manage weapons 2023-01-23 20:51:06 +01:00
LeRatierBretonnien 8e00d3e599 Manage weapons 2023-01-22 20:47:58 +01:00
LeRatierBretonnien 9362d3d6bc Manage weapons 2023-01-22 20:47:41 +01:00
LeRatierBretonnien 8f9ecff285 Manage weapons 2023-01-22 20:27:22 +01:00
LeRatierBretonnien 17e8fb4aa6 Add Weapon rolls 2023-01-22 10:23:05 +01:00
LeRatierBretonnien 2566fac378 Fix weapons 2023-01-18 16:42:33 +01:00
21 changed files with 557 additions and 256 deletions

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@ -16,6 +16,7 @@
"TypeReaction": "Reaction",
"TypeStance": "Stance",
"TypeTrait": "Trait",
"TypeCondition": "Condition"
"TypeCondition": "Condition",
"TypeCraftingskill": "Crafting Skill"
}
}

View File

@ -45,6 +45,7 @@ export class Avd12ActorSheet extends ActorSheet {
equippedWeapons: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquippedWeapons()) ),
equippedArmor: this.actor.getEquippedArmor(),
equippedShield: this.actor.getEquippedShield(),
craftingSkills: this.actor.getCraftingSkills(),
subActors: duplicate(this.actor.getSubActors()),
moneys: duplicate(this.actor.getMoneys()),
focusData: this.actor.computeFinalFocusData(),
@ -129,11 +130,25 @@ export class Avd12ActorSheet extends ActorSheet {
const li = $(event.currentTarget).parents(".item");
this.actor.rollSpell( li.data("item-id") )
});
html.find('.roll-crafting').click((event) => {
const li = $(event.currentTarget).parents(".item");
this.actor.rollCrafting( li.data("item-id") )
});
html.find('.roll-universal').click((event) => {
let skillKey = $(event.currentTarget).data("skill-key")
this.actor.rollUniversal(skillKey)
});
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

@ -58,12 +58,12 @@ 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") )
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]
@ -76,17 +76,17 @@ export class Avd12Actor extends Actor {
skill.modifier += Number(trait.system.bonusvalue)
}
// Apply armor penalties
if ( armorPenalties[skillKey]) {
if (armorPenalties[skillKey]) {
console.log("Found armor penalties : ", armorPenalties, skillKey)
skill.modifier += Number(armorPenalties[skillKey])
}
// Apply shield penalties
if ( shieldPenalties[skillKey]) {
if (shieldPenalties[skillKey]) {
console.log("Found shield penalties : ", shieldPenalties, skillKey)
skill.modifier += Number(shieldPenalties[skillKey])
}
// Process additionnal bonuses
for(let item of this.items) {
for (let item of this.items) {
if (item.system.bonus && item.system.bonus[skillKey]) {
skill.modifier += Number(item.system.bonus[skillKey].value)
}
@ -95,19 +95,32 @@ export class Avd12Actor extends Actor {
}
}
}
/* -------------------------------------------- */
rebuildMitigations() {
for (let mitiKey in this.system.mitigation) {
let mitigation = this.system.mitigation[mitiKey]
for(let item of this.items) {
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() {
@ -118,6 +131,7 @@ export class Avd12Actor extends Actor {
this.rebuildSkills()
this.rebuildMitigations()
this.rebuildBonus()
}
super.prepareDerivedData();
@ -133,7 +147,7 @@ export class Avd12Actor extends Actor {
this.rebuildSkills()
super._onUpdateEmbeddedDocuments(embeddedName, ...args)
}*/
/* -------------------------------------------- */
getEncumbranceCapacity() {
return 1;
@ -146,7 +160,25 @@ 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;
}
/* -------------------------------------------- */
getCraftingSkills() {
let comp = duplicate(this.items.filter(item => item.type == 'craftingskill') || [])
Avd12Utility.sortArrayObjectsByName(comp)
return comp;
}
@ -199,10 +231,30 @@ 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) {
//console.log(weapon)
weapon.attackBonus = this.system.bonus.weapon.attack + weapon.system.attackbonus + 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) {
@ -384,7 +436,7 @@ 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.")
@ -402,22 +454,22 @@ 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)
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)
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})
this.update({ 'system.focus': focusData })
}
//console.log("FINAL BONUS", focusBonus, focusregenbonus, burnchancebonus)
return {
focusPoints : focusPoints,
focusPoints: focusPoints,
burnChance: focusData.burnChance + burnchancebonus,
focusRegen: focusRegen,
spellAttackBonus: focusData.spellAttackBonus,
@ -426,7 +478,7 @@ export class Avd12Actor extends Actor {
}
}
return {
focusPoints : 0,
focusPoints: 0,
burnChance: 0,
focusRegen: 0,
spellAttackBonus: 0,
@ -442,12 +494,21 @@ export class Avd12Actor extends Actor {
await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
}
}
/* -------------------------------------------- */
clearInitiative(){
this.getFlag("world", "initiative", -1)
}
/* -------------------------------------------- */
getInitiativeScore(combatId, combatantId) {
if (this.type == 'character') {
this.rollMR(true, combatId, combatantId)
let init = this.getFlag("world", "initiative" )
console.log("INIT", init)
if (!init || init == -1) {
ChatMessage.create( { content: "Roll your initiative for this combat"} )
}
return init
}
console.log("Init required !!!!")
return -1;
}
@ -615,13 +676,30 @@ export class Avd12Actor extends Actor {
skill.attr = duplicate(attr)
let rollData = this.getCommonRollData()
rollData.mode = "skill"
rollMode.skillKey = skillKey
rollData.skill = skill
rollData.title = "Roll Skill " + skill.name
rollData.title = "Roll Skill " + skill.name
rollData.img = skill.img
this.startRoll(rollData)
}
}
/* -------------------------------------------- */
rollUniversal(skillKey) {
let skill = this.system.universal.skills[skillKey]
if (skill) {
skill = duplicate(skill)
skill.name = Avd12Utility.upperFirst(skillKey)
let rollData = this.getCommonRollData()
rollData.mode = "universal"
rollData.skillKey = skillKey
rollData.skill = skill
rollData.title = "Roll Skill " + skill.name
rollData.img = skill.img
this.startRoll(rollData)
}
}
/* -------------------------------------------- */
async rollSpell(spellId) {
let spell = this.items.get(spellId)
@ -638,7 +716,7 @@ export class Avd12Actor extends Actor {
if (spell.system.spelltype != "utility") {
this.startRoll(rollData)
} else {
this.spentFocusPoints( spell )
this.spentFocusPoints(spell)
let msg = await Avd12Utility.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-avd12/templates/chat/chat-utility-spell.hbs`, rollData)
})
@ -650,168 +728,68 @@ export class Avd12Actor extends Actor {
}
/* -------------------------------------------- */
spentFocusPoints( 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})
this.update({ 'system.focus': focusData })
}
/* -------------------------------------------- */
rollCrafting(craftId) {
let crafting = this.items.get(craftId)
if (crafting) {
crafting = duplicate(crafting)
let rollData = this.getCommonRollData()
rollData.mode = "crafting"
rollData.crafting = crafting
rollData.img = crafting.img
this.startRoll(rollData)
} else {
ui.notifications.warn("Unable to find the relevant weapon ")
}
}
/* -------------------------------------------- */
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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@ -27,4 +27,14 @@ export class Avd12Combat extends Combat {
}
}
/* -------------------------------------------- */
_onDelete() {
let combatants = this.combatants.contents
for (let c of combatants) {
let actor = game.actors.get(c.actorId)
actor.clearInitiative()
}
super._onDelete()
}
}

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@ -19,7 +19,6 @@ export class Avd12ItemSheet extends ItemSheet {
});
}
/* -------------------------------------------- */
_getHeaderButtons() {
let buttons = super._getHeaderButtons();
@ -53,8 +52,12 @@ export class Avd12ItemSheet extends ItemSheet {
// Specific case for formating descriptions of sub-items
if (this.object.type == "module") {
for (let level of this.object.system.levels) {
for (let id in level.features) {
level.features[id].descriptionHTML = await TextEditor.enrichHTML(level.features[id].system.description, { async: true })
if ( level && level.features) {
for (let id in level.features) {
if ( level.features[id] ) {
level.features[id].descriptionHTML = await TextEditor.enrichHTML(level.features[id].system.description, { async: true })
}
}
}
}
}
@ -250,7 +253,13 @@ export class Avd12ItemSheet extends ItemSheet {
levels[levelIndex].choices[choiceIndex].features[featureId] = undefined
this.object.update({ 'system.levels': levels })
})
html.find('.module-level-delete').click(ev => {
let levels = duplicate(this.object.system.levels)
let levelIndex = Number($(ev.currentTarget).data("level-index"))
levels.splice(levelIndex,levelIndex)
this.object.update({ 'system.levels': levels })
})
html.find('.choice-level-selected').change(ev => {
this.processChoiceLevelSelection(ev)
})

View File

@ -9,6 +9,7 @@ export const defaultItemImg = {
module: "systems/fvtt-avd12/images/icons/focus2.webp",
money: "systems/fvtt-avd12/images/icons/focus2.webp",
spell: "systems/fvtt-avd12/images/icons/spell1.webp",
craftingskill: "systems/fvtt-avd12/images/icons/cloak2.webp",
}
/**

View File

@ -528,6 +528,9 @@ export class Avd12Utility {
if (rollData.skill) {
diceFormula += "+" + rollData.skill.finalvalue
}
if (rollData.crafting) {
diceFormula += "+" + rollData.crafting.system.level
}
if (rollData.spellAttack) {
diceFormula += "+" + rollData.spellAttack
}
@ -536,6 +539,9 @@ export class Avd12Utility {
if (rollData.skill && rollData.skill.good) {
diceFormula += "+1d4"
}
if (rollData.weapon ) {
diceFormula += "+" + rollData.weapon.attackBonus
}
rollData.diceFormula = diceFormula
// Performs roll
@ -562,6 +568,10 @@ export class Avd12Utility {
content: await renderTemplate(`systems/fvtt-avd12/templates/chat/chat-generic-result.hbs`, rollData)
})
msg.setFlag("world", "rolldata", rollData)
if (rollData.skillKey == "initiative") {
console.log("REGISTERED")
actor.setFlag("world", "initiative", myRoll.total)
}
console.log("Rolldata result", rollData)
}

15
packs/weapons.db Normal file
View File

@ -0,0 +1,15 @@
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<span class="item-field-skill skill-label">
<a class="roll-skill" data-attr-key="{{attrKey}}" data-skill-key="{{skillKey}}">
<i class="fa-solid fa-dice-d12"></i> {{upperFirst skillKey}} {{skill.finalvalue}}</a>
</span>
<input type="checkbox" class="skill-good-checkbox" name="system.attributes.{{attrKey}}.skills.{{skillKey}}.good" {{checked skill.good}} />
</div>
{{/each}}
<div class="flexrow flexrow-no-expand">
<span class="attribute-label">&nbsp;</span>
</div>
{{#if (eq attrKey "might")}}
<div class="flexrow flexrow-no-expand">
<span class="attribute-label">Universal</span>
</div>
{{#each @root.system.universal.skills as |skill skillKey|}}
<div class="flexrow flexrow-no-expand">
<span class="item-field-skill skill-label">
<a class="roll-universal" data-skill-key="{{skillKey}}">
<i class="fa-solid fa-dice-d12"></i> {{upperFirst skillKey}}
</a>
</span>
<input type="text" class="item-input-small" name="system.universal.skills.{{skillKey}}.finalvalue" value="{{skill.finalvalue}}" data-dtype="Number"/>
</div>
{{/each}}
</div>
{{else}}
<div class="flexrow">
</div>
{{/if}}
</div>
{{/each}}
</div>
<div class="ability-item">
</div>
<div class="ability-item status-block">
</div>
</div>
</div>
</div>
@ -109,7 +128,7 @@
</div>
</div>
{{!-- Combat Tab --}}
{{!-- Modules Tab --}}
<div class="tab modules" data-group="primary" data-tab="modules">
<div class="flexcol">
@ -197,6 +216,34 @@
<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">
@ -225,7 +272,6 @@
</div>
</li>
{{/each}}
</ul>
</div>
@ -466,6 +512,39 @@
</div>
{{!-- Equipement Tab --}}
<div class="tab crafting" data-group="primary" data-tab="crafting">
<ul class="item-list alternate-list">
<li class="item flexrow list-item items-title-bg">
<span class="item-name-label-header">
<h3><label class="items-title-text">Crafting</label></h3>
</span>
<span class="item-field-label-short">
<label class="short-label">Level</label>
</span>
<div class="item-controls item-controls-fixed">
<a class="item-control item-add" data-type="weapon" title="Create Item"><i class="fas fa-plus"></i></a>
</div>
</li>
{{#each craftingSkills as |crafting key|}}
<li class="item flexrow list-item list-item-shadow" data-item-id="{{crafting._id}}">
<a class="item-edit item-name-img" title="Edit Item"><img class="sheet-competence-img"
src="{{crafting.img}}" /></a>
<span class="item-name-label"> <a class="roll-crafting"><i class="fa-solid fa-dice-d12"> </i>{{crafting.name}}</a></span>
<span class="item-field-label-short"><label>{{crafting.system.level}}</label></span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}
</ul>
</div>
{{!-- Biography Tab --}}
<div class="tab biodata" data-group="primary" data-tab="biodata">
<div class="grid grid-2col">

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 +23,11 @@
</li>
{{/if}}
{{#if crafting}}
<li>Crafting : {{crafting.name}} ({{crafting.system.level}})
</li>
{{/if}}
{{#if spell}}
<li>Spell : {{spell.name}} ({{spell.system.level}})
</li>
@ -30,6 +35,7 @@
</li>
{{/if}}
<li>Bonus/Malus {{bonusMalusRoll}} </li>
<li>Dice Formula {{diceFormula}} </li>
<li>Result {{roll.total}} </li>

View File

@ -15,6 +15,20 @@
</div>
{{/if}}
{{#if crafting}}
<div class="flexrow">
<span class="roll-dialog-label">Crafting : </span>
<span class="roll-dialog-label">{{crafting.name}} ({{crafting.system.level}})</span>
</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>
@ -47,22 +61,26 @@
</select>
</div>
{{#if spell}}
{{#if (eq skillKey "initiative") }}
{{else}}
<div class="flexrow">
<span class="roll-dialog-label">Target check : </span>
<select id="targetCheck" name="targetCheck">
{{#select targetCheck}}
<option value="none">None</option>
<option value="5">5 (Trivial)</option>
<option value="7">7 (Easy)</option>
<option value="10">10 (Regular)</option>
<option value="14">14 (Difficult)</option>
<option value="20">20 (Heroic)</option>
{{/select}}
</select>
</div>
{{#if (or spell weapon)}}
{{else}}
<div class="flexrow">
<span class="roll-dialog-label">Target check : </span>
<select id="targetCheck" name="targetCheck">
{{#select targetCheck}}
<option value="none">None</option>
<option value="5">5 (Trivial)</option>
<option value="7">7 (Easy)</option>
<option value="10">10 (Regular)</option>
<option value="14">14 (Difficult)</option>
<option value="20">20 (Heroic)</option>
{{/select}}
</select>
</div>
{{/if}}
{{/if}}
</div>

View File

@ -0,0 +1,32 @@
<form class="{{cssClass}}" autocomplete="off">
<header class="sheet-header">
<img class="item-sheet-img" src="{{img}}" data-edit="img" title="{{name}}"/>
<div class="header-fields">
<h1 class="charname"><input name="name" type="text" value="{{name}}" placeholder="Name"/></h1>
</div>
</header>
{{> systems/fvtt-avd12/templates/items/partial-item-nav.hbs}}
{{!-- Sheet Body --}}
<section class="sheet-body">
{{> systems/fvtt-avd12/templates/items/partial-item-description.hbs}}
<div class="tab details" data-group="primary" data-tab="details">
<div class="tab" data-group="primary">
<ul>
<li class="flexrow">
<label class="item-field-label-long">Level</label>
<input type="text" class="item-field-label-short" name="system.level" value="{{system.level}}" data-dtype="Number"/>
</li>
</ul>
</div>
</div>
</section>
</form>

View File

@ -15,7 +15,23 @@
{{> systems/fvtt-avd12/templates/items/partial-item-description.hbs}}
<div class="tab details" data-group="primary" data-tab="details">
TODO : The tre of module choices will be displayed here for players, with the "selected" option only
<div class="flexcol">
{{#each system.levels as |level index|}}
<div class="flexrow flex-center">
{{#each level.choices as |choice choiceIndex|}}
<span class="module-level-box {{#if choice.selected}}color-selected{{/if}}">
<ul>
{{#each choice.features as |feature id|}}
<li>{{feature.name}}</li>
{{/each}}
</ul>
</span>
{{/each}}
</div>
{{/each}}
</div>
</div>
{{#if isGM}}
@ -26,7 +42,10 @@
{{#each system.levels as |level index|}}
<hr>
<li class="flexrow">
<h2 class="item-field-label-long">Level {{add index 1}}</h2>
<h2 class="item-field-label-long">Level {{add index 1}}</h2>
<span class="item-field-label-short">
<a class="item-control module-level-delete" data-level-index="{{index}}" title="Delete Level"><i class="fas fa-trash"></i></a>
</span>
</li>
<ul class="ul-level1">

View File

@ -41,10 +41,13 @@
</li>
{{/if}}
<!--
<li class="flexrow">
<label class="item-field-label-long">Selected</label>
<input type="checkbox" class="item-field-label-short" name="system.selected" {{checked system.selected}} />
</li>
-->
</ul>
</div>
</div>

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

@ -1,43 +1,3 @@
<li class='flexrow'>
<label class='item-field-label-long'>
Focus Points Bonus
</label>
<input
type='text'
class='item-field-label-short'
name='system.focuspointsbonus'
value="{{system.focuspointsbonus}}"
data-dtype='Number'
/>
<label class='item-field-label-short'>
&nbsp;
</label>
<label class='item-field-label-long'>
Focus Regen Bonus
</label>
<input
type='text'
class='item-field-label-short'
name='system.focusregenbonus'
value="{{system.focusregenbonus}}"
data-dtype='Number'
/>
</li>
<li class='flexrow'>
<label class='item-field-label-long'>
Burn Chance Bonus
</label>
<input
type='text'
class='item-field-label-short'
name='system.burnchancebonus'
value="{{system.burnchancebonus}}"
data-dtype='Number'
/>
</li>
<li class='flexrow'>
<h3 class='item-field-label-long'>
@ -91,6 +51,26 @@
{{/each}}
</li>
{{#if (eq type "weapon")}}
<li class='flexrow'>
<div>
<label class='item-field-label-short'>
Attack Bonus
</label>
<input
type='text'
class='item-field-label-short padd-right'
name="system.attackbonus"
value="{{system.attackbonus}}"
data-dtype='Number'
/>
<label>
&nbsp;
</label>
</div>
</li>
{{/if}}
<li class='flexrow'>
<h3 class='item-field-label-long'>
Focus
@ -126,6 +106,46 @@
<span>Spell Damage Bonus : {{focusData.spellDamageBonus}} </span>
</li>
{{/if}}
<li class='flexrow'>
<label class='item-field-label-long'>
Focus Points Bonus
</label>
<input
type='text'
class='item-field-label-short'
name='system.focuspointsbonus'
value="{{system.focuspointsbonus}}"
data-dtype='Number'
/>
<label class='item-field-label-short'>
&nbsp;
</label>
<label class='item-field-label-long'>
Focus Regen Bonus
</label>
<input
type='text'
class='item-field-label-short'
name='system.focusregenbonus'
value="{{system.focusregenbonus}}"
data-dtype='Number'
/>
</li>
<li class='flexrow'>
<label class='item-field-label-long'>
Burn Chance Bonus
</label>
<input
type='text'
class='item-field-label-short'
name='system.burnchancebonus'
value="{{system.burnchancebonus}}"
data-dtype='Number'
/>
</li>
<li class='flexrow'>
<h3 class='item-field-label-long'>

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>