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11 Commits

Author SHA1 Message Date
ea06648a67 Add vehicles item 2022-08-04 10:26:24 +02:00
49c3560771 Add shield skills 2022-08-04 10:25:40 +02:00
dfadc5e1ca Savesrolls + HP 2022-08-03 09:36:15 +02:00
cb3f555a4e Savesrolls + HP 2022-08-03 09:34:33 +02:00
13646814ba Fixes dices issues 2022-08-02 23:37:13 +02:00
38e27061ad Fixes dices issues 2022-08-02 23:37:06 +02:00
826677e8ca Fixes dices issues 2022-08-02 23:33:59 +02:00
487e00474c Fixes dices issues 2022-08-02 23:33:43 +02:00
277cf7075c Various fixes and ehnagcements 2022-08-01 21:39:17 +02:00
e7faf7937b Manage complex skills 2022-07-31 19:48:23 +02:00
1143fa0d57 Modify Skills again 2022-07-31 19:42:51 +02:00
42 changed files with 427 additions and 219 deletions

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@ -45,12 +45,14 @@ export class CrucibleActorSheet extends ActorSheet {
spells: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getLore())),
equipments: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquipmentsOnly()) ),
equippedWeapons: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquippedWeapons()) ),
equippedArmor: this.actor.getEquippedArmor(),
equippedShield: this.actor.getEquippedShield(),
feats: duplicate(this.actor.getFeats()),
subActors: duplicate(this.actor.getSubActors()),
race: duplicate(this.actor.getRace()),
moneys: duplicate(this.actor.getMoneys()),
encCapacity: this.actor.getEncumbranceCapacity(),
saveRoll: this.actor.getSaveRoll(),
saveRolls: this.actor.getSaveRoll(),
containersTree: this.actor.containersTree,
encCurrent: this.actor.encCurrent,
options: this.options,
@ -94,17 +96,6 @@ export class CrucibleActorSheet extends ActorSheet {
this.actor.createEmbeddedDocuments('Item', [{ name: "NewItem", type: dataType }], { renderSheet: true })
})
html.find('.spec-group-activate').click(ev => {
const li = $(ev.currentTarget).parents(".item");
let itemId = li.data("item-id");
this.actor.specPowerActivate( itemId)
});
html.find('.spec-group-deactivate').click(ev => {
const li = $(ev.currentTarget).parents(".item");
let itemId = li.data("item-id");
this.actor.specPowerDeactivate( itemId)
});
html.find('.equip-activate').click(ev => {
const li = $(ev.currentTarget).parents(".item")
let itemId = li.data("item-id")
@ -116,37 +107,6 @@ export class CrucibleActorSheet extends ActorSheet {
this.actor.equipDeactivate( itemId)
});
html.find('.effect-used').click(ev => {
const li = $(ev.currentTarget).parents(".item");
let itemId = li.data("item-id");
this.actor.perkEffectUsed( itemId)
});
html.find('.perk-status').change(ev => {
const li = $(ev.currentTarget).parents(".item");
let itemId = li.data("item-id");
this.actor.updatePerkStatus( itemId, ev.currentTarget.value)
});
html.find('.power-cost-spent').change(ev => {
const li = $(ev.currentTarget).parents(".item");
let itemId = li.data("item-id");
this.actor.updatePowerSpentCost( itemId, ev.currentTarget.value)
});
html.find('.power-dmg-roll').click(ev => {
const li = $(ev.currentTarget).parents(".item")
let itemId = li.data("item-id")
this.actor.powerDmgRoll( itemId )
})
html.find('.perk-used').change(ev => {
const li = $(ev.currentTarget).parents(".item")
let itemId = li.data("item-id")
let index = Number($(ev.currentTarget).data("use-index") )
this.actor.updatePerkUsed( itemId, index, ev.currentTarget.checked )
});
html.find('.subactor-edit').click(ev => {
const li = $(ev.currentTarget).parents(".item");
let actorId = li.data("actor-id");
@ -178,46 +138,6 @@ export class CrucibleActorSheet extends ActorSheet {
this.actor.incDecAmmo( li.data("item-id"), +1 )
} );
html.find('.stun-minus').click(event => {
this.actor.modifyStun( -1 )
} )
html.find('.stun-plus').click(event => {
this.actor.modifyStun( 1 )
} )
html.find('.momentum-minus').click(event => {
this.actor.modifyMomentum( -1 )
} )
html.find('.momentum-plus').click(event => {
this.actor.modifyMomentum( 1 )
} )
html.find('.unarmed-attack').click((event) => {
this.actor.rollUnarmedAttack();
});
html.find('.generic-pool-roll').click((event) => {
this.openGenericRoll()
} );
html.find('.attack-melee').click((event) => {
this.actor.rollPool( 'com', false, "melee-atk");
});
html.find('.attack-ranged').click((event) => {
this.actor.rollPool( 'agi', false, "ranged-atk");
});
html.find('.defense-roll').click((event) => {
this.actor.rollPool( 'def', true);
});
html.find('.damage-melee').click((event) => {
this.actor.rollPool( 'str', false, "melee-dmg");
});
html.find('.damage-ranged').click((event) => {
this.actor.rollPool( 'per', false, "ranged-dmg");
});
html.find('.damage-resistance').click((event) => {
this.actor.rollPool( 'phy', false, "dmg-res");
});
html.find('.roll-ability').click((event) => {
const abilityKey = $(event.currentTarget).data("ability-key");
this.actor.rollAbility(abilityKey);
@ -227,28 +147,25 @@ export class CrucibleActorSheet extends ActorSheet {
const skillId = li.data("item-id")
this.actor.rollSkill(skillId)
});
html.find('.weapon-roll').click((event) => {
html.find('.roll-weapon').click((event) => {
const li = $(event.currentTarget).parents(".item");
const weaponId = li.data("item-id");
this.actor.rollWeapon(weaponId);
const skillId = li.data("item-id")
this.actor.rollWeapon(skillId)
});
html.find('.armor-roll').click((event) => {
const li = $(event.currentTarget).parents(".item");
const armorId = li.data("item-id");
this.actor.rollArmor(armorId);
html.find('.roll-armor-die').click((event) => {
//TODO
ui.notifications.warn("Not implemented")
});
html.find('.roll-shield-die').click((event) => {
//TODO
ui.notifications.warn("Not implemented")
});
html.find('.weapon-damage-roll').click((event) => {
const li = $(event.currentTarget).parents(".item");
const weaponId = li.data("item-id");
this.actor.rollWeapon(weaponId, true);
html.find('.roll-save').click((event) => {
const saveKey = $(event.currentTarget).data("save-key")
this.actor.rollSave(saveKey)
});
html.find('.weapon-damage').click((event) => {
const li = $(event.currentTarget).parents(".item");
const weapon = this.actor.getOwnedItem(li.data("item-id"));
this.actor.rollDamage(weapon, 'damage');
});
html.find('.lock-unlock-sheet').click((event) => {
this.options.editScore = !this.options.editScore;
@ -264,35 +181,12 @@ export class CrucibleActorSheet extends ActorSheet {
this.actor.equipItem( li.data("item-id") );
this.render(true);
});
html.find('.power-activate').click(ev => {
const li = $(ev.currentTarget).parents(".item");
this.actor.activatePower( li.data("item-id") );
this.render(true);
});
html.find('.vice-virtue-activate').click(ev => {
const li = $(ev.currentTarget).parents(".item")
this.actor.activateViceOrVirtue( li.data("item-id") )
this.render(true);
})
html.find('.change-worstfear').change(ev => {
this.actor.manageWorstFear( ev.currentTarget.checked )
});
html.find('.change-desires').change(ev => {
this.actor.manageDesires( ev.currentTarget.checked )
});
html.find('.update-field').change(ev => {
const fieldName = $(ev.currentTarget).data("field-name");
let value = Number(ev.currentTarget.value);
this.actor.update( { [`${fieldName}`]: value } );
});
html.find('.perk-active').click(ev => {
const li = $(ev.currentTarget).parents(".item");
this.actor.activatePerk( li.data("item-id") );
this.render(true);
});
}
/* -------------------------------------------- */

View File

@ -61,12 +61,35 @@ export class CrucibleActor extends Actor {
super.prepareData();
}
/* -------------------------------------------- */
computeHitPoints() {
let hp = duplicate(this.data.data.secondary.hp)
let max = (this.data.data.abilities.str.value + this.data.data.abilities.con.value) * 6
if (max != hp.max || hp.value > max) {
hp.max = max
hp.value = max // Init case
this.update({ 'data.secondary.hp': hp })
}
}
/* -------------------------------------------- */
computeEffortPoints() {
let effort = duplicate(this.data.data.secondary.effort)
let max = (this.data.data.abilities.con.value + this.data.data.abilities.int.value) * 6
if (max != effort.max || effort.value > max) {
effort.max = max
effort.value = max // Init case
this.update({ 'data.secondary.effort': effort })
}
}
/* -------------------------------------------- */
prepareDerivedData() {
if (this.type == 'character') {
if (this.type == 'character' || game.user.isGM) {
this.data.data.encCapacity = this.getEncumbranceCapacity()
this.buildContainerTree()
this.computeHitPoints()
this.computeEffortPoints()
}
super.prepareDerivedData();
@ -123,12 +146,27 @@ export class CrucibleActor extends Actor {
CrucibleUtility.sortArrayObjectsByName(comp)
return comp;
}
getEquippedArmor() {
let comp = this.data.items.find(item => item.type == 'armor' && item.data.data.equipped)
if (comp) {
return duplicate(comp)
}
return undefined
}
/* -------------------------------------------- */
getShields() {
let comp = duplicate(this.data.items.filter(item => item.type == 'shield') || []);
CrucibleUtility.sortArrayObjectsByName(comp)
return comp;
}
getEquippedShield() {
let comp = this.data.items.find(item => item.type == 'shield' && item.data.data.equipped)
if (comp) {
return duplicate(comp)
}
return undefined
}
/* -------------------------------------------- */
getRace() {
let race = this.data.items.filter(item => item.type == 'race')
return race[0] ?? [];
@ -166,6 +204,9 @@ export class CrucibleActor extends Actor {
/* -------------------------------------------- */
getSkills() {
let comp = duplicate(this.data.items.filter(item => item.type == 'skill') || [])
for (let skill of comp) {
CrucibleUtility.updateSkill(skill)
}
CrucibleUtility.sortArrayObjectsByName(comp)
return comp
}
@ -179,8 +220,22 @@ export class CrucibleActor extends Actor {
/* -------------------------------------------- */
async equipItem(itemId) {
let item = this.data.items.find(item => item.id == itemId);
let item = this.data.items.find(item => item.id == itemId)
if (item && item.data.data) {
if (item.type == "armor") {
let armor = this.data.items.find(item => item.id != itemId && item.type == "armor" && item.data.data.equipped)
if (armor) {
ui.notifications.warn("You already have an armor equipped!")
return
}
}
if (item.type == "shield") {
let shield = this.data.items.find(item => item.id != itemId && item.type == "shield" && item.data.data.equipped)
if (shield) {
ui.notifications.warn("You already have a shield equipped!")
return
}
}
let update = { _id: item.id, "data.equipped": !item.data.data.equipped };
await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
}
@ -210,15 +265,18 @@ export class CrucibleActor extends Actor {
getSaveRoll() {
return {
reflex: {
"label": "Reflex",
"label": "Reflex Save",
"img": "systems/fvtt-crucible-rpg/images/icons/saves/reflex_save.webp",
"value": this.data.data.abilities.agi.value + this.data.data.abilities.wit.value
},
fortitude: {
"label": "Fortitude",
"label": "Fortitude Save",
"img": "systems/fvtt-crucible-rpg/images/icons/saves/fortitude_save.webp",
"value": this.data.data.abilities.str.value + this.data.data.abilities.con.value
},
willpower: {
"label": "Willpower",
"label": "Willpower Save",
"img": "systems/fvtt-crucible-rpg/images/icons/saves/will_save.webp",
"value": this.data.data.abilities.int.value + this.data.data.abilities.cha.value
}
}
@ -403,12 +461,12 @@ export class CrucibleActor extends Actor {
}
ChatMessage.create(chatData)
if (skill.data.data.exp >= 25) {
await this.updateEmbeddedDocuments('Item', [{ _id: skill.id, 'data.exp': 0, 'data.level': skill.data.data.level + 1 }])
await this.updateEmbeddedDocuments('Item', [{ _id: skill.id, 'data.exp': 0, 'data.explevel': skill.data.data.explevel + 1 }])
let chatData = {
user: game.user.id,
rollMode: game.settings.get("core", "rollMode"),
whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')),
content: `<div>${this.name} has gained 1 SL in the skill ${skill.name} (new SL : ${skill.data.data.level}) !</div`
content: `<div>${this.name} has gained 1 exp SL in the skill ${skill.name} (new exp SL : ${skill.data.data.explevel}) !</div`
}
ChatMessage.create(chatData)
}
@ -445,10 +503,12 @@ export class CrucibleActor extends Actor {
rollData.img = this.img
rollData.featsDie = this.getFeatsWithDie()
rollData.featsSL = this.getFeatsWithSL()
rollData.armors = this.getArmors()
rollData.featDieName = "none"
rollData.featSLName = "none"
rollData.rollAdvantage = "none"
rollData.advantage = "none"
rollData.disadvantage = "none"
if (abilityKey) {
rollData.ability = this.getAbility(abilityKey)
@ -472,7 +532,12 @@ export class CrucibleActor extends Actor {
rollSkill(skillId) {
let skill = this.data.items.get(skillId)
if (skill) {
if (skill.data.islore && skill.data.level == 0) {
ui.notifications.warn("You can't use Lore Skills with a SL of 0.")
return
}
skill = duplicate(skill)
CrucibleUtility.updateSkill(skill)
let abilityKey = skill.data.ability
let rollData = this.getCommonRollData(abilityKey)
rollData.mode = "skill"
@ -483,6 +548,43 @@ export class CrucibleActor extends Actor {
}
}
/* -------------------------------------------- */
rollWeapon(weaponId) {
let weapon = this.data.items.get(weaponId)
if (weapon) {
weapon = duplicate(weapon)
let skill = this.data.items.find(item => item.name.toLowerCase() == weapon.data.skill.toLowerCase())
if (skill) {
skill = duplicate(skill)
CrucibleUtility.updateSkill(skill)
let abilityKey = skill.data.ability
let rollData = this.getCommonRollData(abilityKey)
rollData.mode = "weapon"
rollData.skill = skill
rollData.weapon = weapon
rollData.img = weapon.img
this.startRoll(rollData)
} else {
ui.notifications.warn("Unable to find the relevant skill for weapon " + weapon.name)
}
}
}
/* -------------------------------------------- */
rollSave(saveKey) {
let saves = this.getSaveRoll()
let save = saves[saveKey]
if (save) {
save = duplicate(save)
let rollData = this.getCommonRollData()
rollData.mode = "save"
rollData.save = save
//rollData.img = skill.img
this.startRoll(rollData)
}
}
/* -------------------------------------------- */
async startRoll(rollData) {
this.syncRoll(rollData)

View File

@ -49,8 +49,12 @@ export class CrucibleItemSheet extends ItemSheet {
/* -------------------------------------------- */
async getData() {
const objectData = CrucibleUtility.data(this.object);
if ( objectData.type == "skill") {
console.log(objectData)
CrucibleUtility.updateSkill(objectData)
}
let itemData = foundry.utils.deepClone(CrucibleUtility.templateData(this.object));
let itemData = foundry.utils.deepClone(CrucibleUtility.templateData(this.object))
let formData = {
title: this.title,
id: this.id,
@ -60,6 +64,7 @@ export class CrucibleItemSheet extends ItemSheet {
editable: this.isEditable,
cssClass: this.isEditable ? "editable" : "locked",
weaponSkills: CrucibleUtility.getWeaponSkills(),
shieldSkills: CrucibleUtility.getShieldSkills(),
data: itemData,
limited: this.object.limited,
options: this.options,

View File

@ -61,15 +61,18 @@ export class CrucibleRollDialog extends Dialog {
html.find('#advantage').change((event) => {
this.rollData.advantage = event.currentTarget.value
})
html.find('#disadvantage').change((event) => {
this.rollData.disadvantage = event.currentTarget.value
})
html.find('#rollAdvantage').change((event) => {
this.rollData.rollAdvantage = event.currentTarget.value
})
html.find('#featDieName').change((event) => {
/*html.find('#featDieName').change((event) => {
this.rollData.featDieName = event.currentTarget.value
})
html.find('#featDieSL').change((event) => {
this.rollData.featDieSL = event.currentTarget.value
})
})*/
}
}

View File

@ -5,6 +5,7 @@ import { CrucibleCommands } from "./crucible-commands.js";
/* -------------------------------------------- */
const __level2Dice = ["d0", "d4", "d6", "d8", "d10", "d12"];
const __name2DiceValue = { "0": 0, "d0": 0, "d4": 4, "d6": 6, "d8": 8, "d10": 10, "d12": 12 }
const __skillLevel2Dice = ["0d8", "1d8", "2d8","3d8", "4d8", '6d8', "8d8", "10d8"]
/* -------------------------------------------- */
export class CrucibleUtility {
@ -54,12 +55,17 @@ export class CrucibleUtility {
static getWeaponSkills() {
return duplicate(this.weaponSkills)
}
/*-------------------------------------------- */
static getShieldSkills() {
return duplicate(this.shieldSkills)
}
/* -------------------------------------------- */
static async ready() {
const skills = await CrucibleUtility.loadCompendium("fvtt-crucible-rpg.skills")
this.skills = skills.map(i => i.toObject())
this.weaponSkills = duplicate( this.skills.filter( item => item.data.isweaponskill))
this.shieldSkills = duplicate( this.skills.filter( item => item.data.isshieldskill))
}
/* -------------------------------------------- */
@ -258,38 +264,97 @@ export class CrucibleUtility {
}
}
/* -------------------------------------------- */
static updateSkill( skill) {
skill.data.level = skill.data.background + skill.data.basic + skill.data.class + skill.data.explevel
if (skill.data.level > 7) { skill.data.level = 7}
skill.data.skilldice = __skillLevel2Dice[skill.data.level]
}
/* -------------------------------------------- */
static async rollCrucible(rollData) {
let actor = game.actors.get(rollData.actorId)
let diceFormula = String(rollData.ability.value) + "d6cs>=5"
// ability/save => 0
let diceFormula
let startFormula = "0d6cs>=5"
if ( rollData.ability) {
startFormula = String(rollData.ability.value) + "d6cs>=5"
}
if ( rollData.save) {
startFormula = String(rollData.save.value) + "d6cs>=5"
}
diceFormula = startFormula
// skill => 2
// feat => 4
// bonus => 6
if (rollData.skill) {
let level = rollData.skill.data.level
if (rollData.featSLName != "none") {
let feat = rollData.featsSL.find(item => item.name == rollData.featSLName )
level += feat.data.sl
rollData.featSL = feat.data.sl
if (rollData.skill.data.issl2 ) {
rollData.hasSLBonus = true
level += 2
if (level > 7) { level = 7}
}
diceFormula += "+" + String(level) + "d8cs>=5"
rollData.skill.data.skilldice = __skillLevel2Dice[level]
diceFormula += "+" + String(rollData.skill.data.skilldice) + "cs>=5"
if (rollData.skill.data.skilltype == "complex" && rollData.skill.data.level == 0) {
rollData.complexSkillDisadvantage = true
rollData.rollAdvantage = "roll-disadvantage"
}
if (rollData.skill.data.isfeatdie) {
rollData.hasFeatDie = true
diceFormula += "+ 1d10cs>=5"
} else {
diceFormula += `+ 0d10cs>=5`
}
if (rollData.skill.data.bonusdice != "none") {
rollData.hasBonusDice = rollData.skill.data.bonusdice
diceFormula += `+ ${rollData.hasBonusDice}cs>=5`
} else {
diceFormula += `+ 0d6cs>=5`
}
} else {
diceFormula += `+ 0d8cs=>5 + 0d10cs>=5 + 0d6cs>=5`
}
// advantage => 8
let advFormula = "+ 0d8cs>=5"
if(rollData.advantage == "advantage1") {
diceFormula += "+ 1d10cs>=5"
advFormula = "+ 1d8cs>=5"
}
if(rollData.advantage == "advantage2") {
diceFormula += "+ 2d10cs>=5"
advFormula = "+ 2d8cs>=5"
}
if(rollData.advantage == "disadvantage1") {
diceFormula += "- 1d10cs>=5"
diceFormula += advFormula
// disadvantage => 10
let disFormula = "- 0d8cs>=5"
if(rollData.disadvantage == "disadvantage1") {
disFormula = "- 1d8cs>=5"
}
if(rollData.advantage == "disadvantage2") {
diceFormula += "- 2d10cs>=5"
if(rollData.disadvantage == "disadvantage2") {
disFormula = "- 2d8cs>=5"
}
if (rollData.featDieName != "none") {
diceFormula += "+ 1d10cs>=5"
diceFormula += disFormula
// armor => 12
let skillArmorPenalty = 0
for (let armor of rollData.armors) {
skillArmorPenalty += armor.data.skillpenalty
}
if (rollData.skill && rollData.skill.data.armorpenalty && skillArmorPenalty > 0 ) {
rollData.skillArmorPenalty = skillArmorPenalty
diceFormula += `- ${skillArmorPenalty}d8cs>=5`
} else {
diceFormula += `- 0d8cs>=5`
}
// Performs roll
console.log("Roll formula", diceFormula)
let myRoll = rollData.roll
if (!myRoll) { // New rolls only of no rerolls
myRoll = new Roll(diceFormula).roll({ async: false })
@ -313,7 +378,7 @@ export class CrucibleUtility {
}
}
// Manage exp
if (rollData.skill) {
if (rollData.skill && rollData.skill.data.level > 0) {
let nbSkillSuccess = rollData.roll.terms[2].total
if ( nbSkillSuccess == 0 || nbSkillSuccess == rollData.skill.data.level) {
actor.incrementSkillExp(rollData.skill._id, 1)

View File

@ -1,3 +1,3 @@
{"_id":"5PsVeLb1GGwQKoeW","name":"Shield 1","type":"shield","img":"systems/fvtt-crucible-rpg/images/icons/armors/Shield%201.webp","data":{"shielddie":"d8","equipped":false,"cost":0,"description":"<p><strong>Shield Skill Level 1 : d8 Shield Die</strong></p>\n<p>&nbsp;</p>\n<p>You may use your Shield&nbsp; <span style=\"text-decoration: underline;\">once per Action Round</span> to add a d8 to a single Defense Roll (melee defense) or Target Roll (ranged defense).</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"FHnHgwJxWD60i6Jp","name":"Shield 0","type":"shield","img":"systems/fvtt-crucible-rpg/images/icons/armors/Shield%200.webp","data":{"shielddie":"d6","equipped":false,"cost":0,"description":"<p><strong>Shield Skill Level 0 : d6 Shield Die</strong></p>\n<p>&nbsp;</p>\n<p>You may use your Shield&nbsp; <span style=\"text-decoration: underline;\">once per Action Round</span> to add a d6 to a single Defense Roll (melee defense) or Target Roll (ranged defense).</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"jyOPd1XJGOck5DpR","name":"Shield 2","type":"shield","img":"systems/fvtt-crucible-rpg/images/icons/armors/Shield%202.webp","data":{"shielddie":"d8","equipped":false,"cost":0,"description":"<p><strong>Shield Skill Level 2 : d10 Shield Die</strong></p>\n<p>&nbsp;</p>\n<p>You may use your Shield&nbsp; <span style=\"text-decoration: underline;\">once per Action Round</span> to add a d10 to a single Defense Roll (melee defense) or Target Roll (ranged defense).</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"jyOPd1XJGOck5DpR","name":"Shield 2","type":"shield","img":"systems/fvtt-crucible-rpg/images/icons/armors/Shield%202.webp","data":{"shielddie":"d10","equipped":false,"cost":0,"description":"<p><strong>Shield Skill Level 2 : d10 Shield Die</strong></p>\n<p>&nbsp;</p>\n<p>You may use your Shield&nbsp; <span style=\"text-decoration: underline;\">once per Action Round</span> to add a d10 to a single Defense Roll (melee defense) or Target Roll (ranged defense).</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}

View File

@ -6,7 +6,6 @@
{"_id":"8o812uFRJbtKrbvc","name":"Blessings Lore","type":"skill","img":"systems/fvtt-crucible-rpg/images/icons/skills/Blessing%20Lore.png","data":{"ability":"cha","armorpenalty":false,"bonusdice":"none","level":0,"background":0,"basic":0,"class":0,"exp":0,"description":"<p>Chaplain Class Only</p>\n<p>&nbsp;</p>\n<p>You can use the Chaplain Blessings Class Power</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"BKRHCd3kMfmQ7tcI","name":"Water Lore","type":"skill","img":"systems/fvtt-crucible-rpg/images/icons/skills/Water%20Lore.webp","data":{"ability":"int","armorpenalty":true,"bonusdice":"","level":0,"background":0,"basic":0,"class":0,"exp":0,"description":"<p>You can cast Water Lore spells.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"KR9JDNO8QkeNPa8W","name":"Haggle","type":"skill","img":"systems/fvtt-crucible-rpg/images/icons/skills/Haggle.png","data":{"ability":"wit","armorpenalty":false,"bonusdice":"none","level":0,"background":0,"basic":0,"class":0,"exp":0,"description":"<p>I'll give you half of your asking price and make you like it.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"name":"Axe","type":"skill","img":"systems/fvtt-crucible-rpg/images/icons/icon_skill.webp","data":{"ability":"agi","armorpenalty":false,"isproficient":true,"isweaponskill":true,"isinnate":false,"bonusdice":"none","level":2,"background":0,"basic":0,"class":0,"exp":0,"description":""},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{"core":{"sourceId":"Item.49wlzRnFpAaOx3A6"}},"_id":"LQD7mPqaM6RizBdu"}
{"_id":"SyaqDmAk6PEG2wZI","name":"Air Lore","type":"skill","img":"systems/fvtt-crucible-rpg/images/icons/skills/Air%20Lore.webp","data":{"ability":"int","armorpenalty":true,"bonusdice":"none","level":0,"background":0,"basic":0,"class":0,"exp":0,"description":"<p>You can cast Air Lore Spells.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"T4YzMBGXyDrzEaBA","name":"Earth Lore","type":"skill","img":"systems/fvtt-crucible-rpg/images/icons/skills/Earth%20Lore.webp","data":{"ability":"int","armorpenalty":true,"bonusdice":"","level":0,"background":0,"basic":0,"class":0,"exp":0,"description":"<p>You can cast Earth Lore spells.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"XenGlvxetLv0A92F","name":"Acrobatics","type":"skill","img":"systems/fvtt-crucible-rpg/images/icons/skills/Acrobatics.webp","data":{"ability":"agi","armorpenalty":true,"bonusdice":"","level":0,"background":0,"basic":0,"class":0,"exp":0,"description":"<p>Handy for swinging from Chandaliers, sliding down stair rails, rolling between the legs of a Giant, and other feats of astonishing balance and agility.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
@ -14,6 +13,7 @@
{"_id":"Y4o571K5DQseDaGT","name":"Swim","type":"skill","img":"systems/fvtt-crucible-rpg/images/icons/skills/Swim.webp","data":{"ability":"str","armorpenalty":true,"bonusdice":"","level":0,"background":0,"basic":0,"class":0,"exp":0,"description":"<p>Kick you feet and don't forget to breathe!</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"ZfIwXZwaBKaVoYbG","name":"Athletics","type":"skill","img":"systems/fvtt-crucible-rpg/images/icons/skills/Athletics.png","data":{"ability":"agi","armorpenalty":true,"bonusdice":"none","level":0,"background":0,"basic":0,"class":0,"exp":0,"description":"<p>Your ability to run, jump, and climb; a measure of your physical coordination.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"cc74gHSQK4hRR8Vj","name":"Brawn","type":"skill","img":"systems/fvtt-crucible-rpg/images/icons/skills/Brawn.png","data":{"ability":"str","armorpenalty":false,"bonusdice":"none","level":0,"background":0,"basic":0,"class":0,"exp":0,"description":"<p>A combination of your Size and Strength.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"fJjXMpUILcN983XV","name":"Axe","type":"skill","img":"systems/fvtt-crucible-rpg/images/icons/icon_skill.webp","data":{"ability":"agi","armorpenalty":false,"isproficient":true,"isweaponskill":true,"isshiedskill":false,"isfeatdie":false,"issl2":false,"islore":false,"skilltype":"complex","isinnate":false,"bonusdice":"none","background":0,"basic":0,"class":0,"exp":0,"explevel":0,"description":"","level":2,"isshieldskill":true},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{"core":{"sourceId":"Item.Cnw8keaxD1SI3vun"}}}
{"_id":"fegRI4Vsyr0Us1Ga","name":"Research","type":"skill","img":"systems/fvtt-crucible-rpg/images/icons/skills/Research.webp","data":{"ability":"int","armorpenalty":false,"bonusdice":"","level":0,"background":0,"basic":0,"class":0,"exp":0,"description":"<p>Give me a moment to look that up....</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"i8eeE2I9vv2kHwdJ","name":"Shadow Lore","type":"skill","img":"systems/fvtt-crucible-rpg/images/icons/skills/Shadow%20Lore.webp","data":{"ability":"int","armorpenalty":true,"bonusdice":"","level":0,"background":0,"basic":0,"class":0,"exp":0,"description":"<p>You can cast Shadow Lore spells.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"lfB80K2lFSzQH442","name":"Intuition","type":"skill","img":"systems/fvtt-crucible-rpg/images/icons/skills/Intuition.png","data":{"ability":"wit","armorpenalty":false,"bonusdice":"none","level":0,"background":0,"basic":0,"class":0,"exp":0,"description":"<p>I see what you did there.&nbsp; I think you're up to something....</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
@ -23,3 +23,5 @@
{"_id":"s2AAQviLttcHul3X","name":"Charm","type":"skill","img":"systems/fvtt-crucible-rpg/images/icons/skills/Charm.png","data":{"ability":"cha","armorpenalty":false,"bonusdice":"none","level":0,"background":0,"basic":0,"class":0,"exp":0,"description":"<p>Getting someone to do what you want because they want to do it.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"xlYUHAUSfQrsjQoi","name":"Survival","type":"skill","img":"systems/fvtt-crucible-rpg/images/icons/skills/Survival.webp","data":{"ability":"wit","armorpenalty":false,"bonusdice":"","level":0,"background":0,"basic":0,"class":0,"exp":0,"description":"<p>Help me set this snare and we'll eat like kings in the morning.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"yAhtkgqf7pKyjJTA","name":"Poison Use","type":"skill","img":"systems/fvtt-crucible-rpg/images/icons/skills/Poison%20Use.webp","data":{"ability":"dex","armorpenalty":false,"bonusdice":"","level":0,"background":0,"basic":0,"class":0,"exp":0,"description":"<p>Let me apply this to my blade.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"fJjXMpUILcN983XV","name":"Axe","type":"skill","img":"systems/fvtt-crucible-rpg/images/icons/icon_skill.webp","data":{"ability":"agi","armorpenalty":false,"isproficient":true,"isweaponskill":true,"isshieldskill":false,"isfeatdie":false,"issl2":false,"islore":false,"skilltype":"complex","isinnate":false,"bonusdice":"none","background":0,"basic":0,"class":0,"exp":0,"explevel":0,"description":"","isshiedskill":false,"level":2},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{"core":{"sourceId":"Item.Cnw8keaxD1SI3vun"}}}
{"_id":"fJjXMpUILcN983XV","name":"Axe","type":"skill","img":"systems/fvtt-crucible-rpg/images/icons/icon_skill.webp","data":{"ability":"agi","armorpenalty":false,"isproficient":true,"isweaponskill":true,"isshieldskill":true,"isfeatdie":false,"issl2":false,"islore":false,"skilltype":"complex","isinnate":false,"bonusdice":"none","background":0,"basic":0,"class":0,"exp":0,"explevel":0,"description":"","isshiedskill":false,"level":2},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{"core":{"sourceId":"Item.Cnw8keaxD1SI3vun"}}}

View File

@ -14,7 +14,7 @@
{"_id":"Sm3Pze2LY6BnoTBq","name":"Mace","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Mace.webp","data":{"ability":"str","isproficient":false,"qualities":"","flaws":"","damage":"Bludgeoning","range":"Melee","maxrange":"","minstr":0,"cost":0,"equipped":false,"description":"<p>Mace</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"VOg1kpjhJ7h3XsSk","name":"Club","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Club.webp","data":{"ability":"str","isproficient":false,"qualities":"","flaws":"Light","damage":"Bludgeoning","range":"Melee","maxrange":"","minstr":0,"cost":0,"equipped":false,"description":"<p>Club</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"WvqALDHVEVt6TskF","name":"Javelin","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Javelin.webp","data":{"ability":"agi","isproficient":false,"qualities":"Penetrating","flaws":"","damage":"Piercing","range":"2 Zones","maxrange":"4 Zones","minstr":0,"cost":0,"equipped":false,"description":"<p>Javelin</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"XTfw2cefPXucQgMG","name":"Crossbow","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Crossbow.webp","data":{"ability":"dex","isproficient":false,"qualities":"Penetrating","flaws":"Reload","damage":"Piercing","range":"3 Zones","maxrange":"5 Zones","minstr":0,"cost":0,"equipped":false,"description":"<p>Crossbow</p>\n<p>Requires 1 Action to reload after shooting - So you can only shoot every other Action Round.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"XTfw2cefPXucQgMG","name":"Crossbow","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Crossbow.webp","data":{"isproficient":false,"skill":"Axe","qualities":"Penetrating","flaws":"Reload","damage":"Piercing","range":"3 Zones","maxrange":"5 Zones","minstr":0,"cost":0,"equipped":false,"description":"<p>Crossbow</p>\n<p>Requires 1 Action to reload after shooting - So you can only shoot every other Action Round.</p>","ability":"dex"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"XUAMSiOmPHi1LEHs","name":"2-H Hammer","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/2-H%20Hammer.webp","data":{"ability":"str","isproficient":false,"qualities":"Heavy","flaws":"","damage":"Bludgeoning","range":"Melee","maxrange":"","minstr":2,"cost":0,"equipped":false,"description":"<p>2-H Hammer</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"ZfBqMaYjg5z8Kh97","name":"Hand Axe (Melee)","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Hand%20Axe.webp","data":{"ability":"str","isproficient":false,"qualities":"Hack","flaws":"Light","damage":"Slashing","range":"Melee","maxrange":"","minstr":0,"cost":0,"equipped":false,"description":"<p>Hand Axe</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
{"_id":"ZoooviRlvZIQR6d2","name":"Sting","type":"weapon","img":"systems/fvtt-crucible-rpg/images/icons/weapons/Sting.webp","data":{"ability":"agi","isproficient":false,"qualities":"","flaws":"","damage":"Piercing","range":"Close","maxrange":"","minstr":0,"cost":0,"equipped":false,"description":"<p>Sting - natural weapon</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}

View File

@ -581,7 +581,9 @@ ul, li {
.sheet-competence-img {
width: 24px;
max-width: 24px;
height: 24px;
max-height: 24px;
flex-grow: 0;
margin-right: 0.25rem;
}
@ -1238,9 +1240,9 @@ ul, li {
color: #CCC
}
#pause > img {
content: url(../images/ui/crucible_game_logo.png);
content: url(../images/ui/crucible_pause_logo.jpg);
height: 160px;
width: 256px;
width: 160px;
top: -80px;
left: calc(50% - 132px);
}

View File

@ -208,11 +208,11 @@
"styles": [
"styles/simple.css"
],
"templateVersion": 10,
"templateVersion": 14,
"title": "Crucible RPG",
"manifest": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/raw/master/system.json",
"download": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/archive/fvtt-crucible-rpg-v0.1.16.zip",
"download": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/archive/fvtt-crucible-rpg-v0.1.22.zip",
"url": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg",
"version": "0.1.16",
"version": "0.1.22",
"background" : "./images/ui/crucible_welcome_page.webp"
}

View File

@ -4,6 +4,7 @@
"templates": {
"biodata": {
"biodata": {
"class": "",
"age": 0,
"size": "",
"weight": "",
@ -66,13 +67,13 @@
"hp": {
"label": "Hitpoint",
"abbrev": "hb",
"value": 0,
"value": -1,
"max": 0
},
"effort": {
"label": "Effort",
"abbrev": "eff",
"value": 0,
"value": -1,
"max": 0
}
},
@ -121,15 +122,18 @@
"armorpenalty": false,
"isproficient": false,
"isweaponskill": false,
"isshieldskill": false,
"isfeatdie": false,
"issl2": false,
"islore": false,
"skilltype": "",
"isinnate": false,
"bonusdice": "",
"level": 0,
"background": 0,
"basic": 0,
"class": 0,
"exp": 0,
"explevel": 0,
"description": ""
},
"armor": {
@ -145,6 +149,7 @@
},
"shield": {
"shielddie": "",
"skill": "",
"equipped": false,
"cost": 0,
"description":""

View File

@ -17,6 +17,22 @@
{{/if}}
{{/each}}
</ul>
<li class="item flexrow list-item" data-attr-key="class">
<span class="ability-label " name="class">
<h4 class="ability-text-white ability-margin">Class</h4>
</span>
<select class="competence-base flexrow" type="text" name="data.biodata.class" value="{{data.biodata.class}}" data-dtype="String">
{{#select data.biodata.class}}
<option value="chaplain">Chaplain</option>
<option value="magus">Magus</option>
<option value="martial">Martial</option>
<option value="skalawag">Skalawag</option>
<option value="warden">Warden</option>
{{/select}}
</select>
</li>
</div>
<div class="ability-item">
@ -26,6 +42,24 @@
{{> systems/fvtt-crucible-rpg/templates/partial-actor-ability-block.html ability=ability key=key}}
{{/if}}
{{/each}}
{{#if equippedArmor}}
<li class="item flexrow list-item" data-attr-key="class">
<img class="sheet-competence-img" src="{{equippedArmor.img}}" />
<span class="ability-label " name="class">
<h4 class="ability-text-white ability-margin"><a class="roll-armor-die ability-margin">{{equippedArmor.name}}</a></h4>
</span>
</li>
{{/if}}
{{#if equippedShield}}
<li class="item flexrow list-item" data-attr-key="class">
<img class="sheet-competence-img" src="{{equippedShield.img}}" />
<span class="ability-label " name="equippedShield">
<h4 class="ability-text-white ability-margin"><a class="roll-shield-die ability-margin">{{ability-margin.name}}</a></h4>
</span>
</li>
{{/if}}
</ul>
</div>
@ -63,7 +97,7 @@
<label class="short-label">Ability</label>
</span>
<span class="item-field-label-short">
<label class="short-label">Score</label>
<label class="short-label">Dice</label>
</span>
<span class="item-field-label-long">
<label class="short-label">Background</label>
@ -75,7 +109,7 @@
src="{{skill.img}}" /></a>
<span class="item-name-label"><a class="roll-skill">{{skill.name}}</a></span>
<span class="item-field-label-short">{{upper skill.data.ability}}</span>
<span class="item-field-label-short">{{skill.data.level}}d8</span>
<span class="item-field-label-short">{{skill.data.skilldice}}</span>
<span class="item-field-label-long">&nbsp;-&nbsp;</span>
<div class="item-filler">&nbsp;</div>
<div class="item-controls item-controls-fixed">
@ -107,7 +141,7 @@
<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-long">{{weapon.name}}</span>
<span class="item-name-label-long"><a class ="roll-weapon">{{weapon.name}}</a></span>
<span class="item-field-label-short">{{weapon.data.ability}}</span>

View File

@ -18,28 +18,60 @@
<div>
<ul>
{{#if ability}}
<li>Ability : {{ability.label}} - {{ability.value}}d6</li>
{{#if save}}
<li>Save : {{save.label}} - {{save.value}}d6
({{#each roll.terms.0.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if ability}}
<li>Ability : {{ability.label}} - {{ability.value}}d6
({{#each roll.terms.0.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if skill}}
<li>Skill : {{skill.name}} - {{skill.data.level}}d8
{{#if featSL}}
- with Feat SL +{{featSL}}
{{/if}}
&nbsp;({{#each roll.terms.2.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if (eq advantage "advantage1")}}
<li>1 Advantage Die !</li>
<li>1 Advantage Die !
&nbsp;({{#each roll.terms.8.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if (eq advantage "advantage2")}}
<li>2 Advantage Dice !</li>
<li>2 Advantage Dice !
&nbsp;({{#each roll.terms.8.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if (eq advantage "disadvantage1")}}
<li>1 Disadvantage Die !</li>
{{#if (eq disadvantage "disadvantage1")}}
<li>1 Disadvantage Die !
&nbsp;({{#each roll.terms.10.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if (eq advantage "disadvantage2")}}
<li>2 Disadvantage Dice !</li>
{{#if (eq disadvantage "disadvantage2")}}
<li>2 Disadvantage Dice !
&nbsp;({{#each roll.terms.10.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if (eq rollAdvantage "roll-advantage")}}
<li>Roll with Advantage !</li>
@ -48,8 +80,32 @@
<li>Roll with Disadvantage !</li>
{{/if}}
{{#if (ne featDieName "none")}}
<li>Feature Die : d10 ({{featDieName}})</li>
{{#if skillArmorPenalty}}
<li>Armor Penalty : {{skillArmorPenalty}} Disadvantage Dice
&nbsp;({{#each roll.terms.12.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if hasBonusDice}}
<li>Skill bonus dice : {{hasBonusDice}}
&nbsp;({{#each roll.terms.6.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
{{#if complexSkillDisadvantage}}
<li>Roll with Disadvantage because of Complex Skill at SL 0 !</li>
{{/if}}
{{#if hasFeatDie}}
<li>Feat Die : d10
&nbsp;({{#each roll.terms.4.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})
</li>
{{/if}}
<li><strong>Number of successes</strong> {{nbSuccess}} </li>

View File

@ -28,6 +28,17 @@
</select>
</li>
<li class="flexrow"><label class="generic-label">Associated skill</label>
<select class="competence-base flexrow" type="text" name="data.skill" value="{{data.skill}}" data-dtype="String">
{{#select data.skill}}
{{#each shieldSkills as |skill idx|}}
<option value="{{skill.name}}">{{skill.name}}</option>
{{/each}}
{{/select}}
</select>
</li>
<li class="flexrow"><label class="generic-label">Equipped ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="data.equipped" {{checked data.equipped}}/></label>
</li>

View File

@ -23,12 +23,15 @@
</select>
</li>
<li class="flexrow"><label class="generic-label">Subject to Armor Penalty ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="data.armorpenalty" {{checked data.armorpenalty}}/></label>
<li class="flexrow"><label class="generic-label">Is Feat Die ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="data.isfeatdie" {{checked data.isfeatdie}}/></label>
</li>
<li class="flexrow"><label class="generic-label">Is SL +2 ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="data.issl2" {{checked data.issl2}}/></label>
</li>
<li class="flexrow"><label class="generic-label">Is Proficient ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="data.isproficient" {{checked data.isproficient}}/></label>
<li class="flexrow"><label class="generic-label">Subject to Armor Penalty ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="data.armorpenalty" {{checked data.armorpenalty}}/></label>
</li>
<li class="flexrow"><label class="generic-label">Skill Type</label>
@ -41,19 +44,7 @@
</li>
<li class="flexrow"><label class="generic-label">Skill Dice</label>
<select class="competence-base flexrow" type="text" name="data.level" value="{{data.level}}" data-dtype="Number">
{{#select data.level}}
<option value="0">0</option>
<option value="1">1</option>
<option value="2">2</option>
<option value="3">3</option>
<option value="4">4</option>
<option value="5">5</option>
<option value="6">6</option>
<option value="7">7</option>
<option value="8">8</option>
{{/select}}
</select>
<input type="text" class="" name="data.skilldice" value="{{data.skilldice}} (level {{data.level}})" data-dtype="String" disabled/>
</li>
<li class="flexrow"><label class="generic-label">Is Innate ?</label>
@ -68,6 +59,10 @@
<label class="attribute-value checkbox"><input type="checkbox" name="data.isweaponskill" {{checked data.isweaponskill}}/></label>
</li>
<li class="flexrow"><label class="generic-label">Is Shield Skill ?</label>
<label class="attribute-value checkbox"><input type="checkbox" name="data.isshieldskill" {{checked data.isshieldskill}}/></label>
</li>
<li class="flexrow"><label class="generic-label">Bonus dice</label>
<select class="competence-base flexrow" type="text" name="data.bonusdice" value="{{data.bonusdice}}" data-dtype="String">
{{#select data.bonusdice}}
@ -96,7 +91,11 @@
<input type="text" class="" name="data.class" value="{{data.class}}" data-dtype="Number"/>
</li>
<li class="flexrow"><label class="generic-label">Exp</label>
<li class="flexrow"><label class="generic-label">Exp level</label>
<input type="text" class="" name="data.explevel" value="{{data.explevel}}" data-dtype="Number"/>
</li>
<li class="flexrow"><label class="generic-label">Gained exp (+1 to Exp level at 25)</label>
<input type="text" class="" name="data.exp" value="{{data.exp}}" data-dtype="Number"/>
</li>

View File

@ -31,7 +31,7 @@
</li>
<li class="flexrow"><label class="generic-label">Associated skill</label>
<select class="competence-base flexrow" type="text" name="data.skill" value="{{data.skill}}" data-dtype="Number">
<select class="competence-base flexrow" type="text" name="data.skill" value="{{data.skill}}" data-dtype="String">
{{#select data.skill}}
{{#each weaponSkills as |skill idx|}}
<option value="{{skill.name}}">{{skill.name}}</option>

View File

@ -1,4 +1,29 @@
<ul class="status-block">
<li class="item flexrow list-item" data-attr-key="hp">
<span class="ability-label " name="hp">
<h4 class="ability-text-white ability-margin">HP</h4>
</span>
<span class="ability-label ability-margin"><input class="input-numeric-short" name="data.secondary.hp.value" value="{{data.secondary.hp.value}}"></span>
<span class="ability-label ability-margin"> / {{data.secondary.hp.max}}</span>
</li>
<li class="item flexrow list-item" data-attr-key="hp">
<span class="ability-label " name="hp">
<h4 class="ability-text-white ability-margin">Effort</h4>
</span>
<span class="ability-label ability-margin"><input class="input-numeric-short" name="data.secondary.effort.value" value="{{data.secondary.effort.value}}"></span>
<span class="ability-label ability-margin"> / {{data.secondary.effort.max}}</span>
</li>
</ul>
<li>&nbsp;</li>
{{#each saveRolls as |save key|}}
<li class="item flexrow list-item" data-attr-key="{{key}}">
<img class="sheet-competence-img" src="{{save.img}}" />
<span class="ability-label" name="{{key}}">
<h4 class="ability-text-white ability-margin">
<a class="roll-save ability-margin" data-save-key="{{key}}">{{save.label}} {{save.value}}</a></h4>
</span>
</li>
{{/each}}
<ul>

View File

@ -8,25 +8,54 @@
<div class="flexcol">
{{#if save}}
<div class="flexrow">
<span class="roll-dialog-label">{{save.label}} : </span>
<span class="roll-dialog-label">{{save.value}}d6</span>
</div>
{{/if}}
{{#if ability}}
<div class="flexrow">
<span class="roll-dialog-label">Ability : </span>
<span class="roll-dialog-label">{{ability.value}}d6</span>
</div>
{{/if}}
{{#if weapon}}
<div class="flexrow">
<span class="roll-dialog-label">Weapon : </span>
<span class="roll-dialog-label">{{weapon.name}}</span>
</div>
{{/if}}
{{#if skill}}
<div class="flexrow">
<span class="roll-dialog-label">Skill : </span>
<span class="roll-dialog-label">{{skill.name}} - {{skill.data.level}}d8</span>
<span class="roll-dialog-label">{{skill.name}} - {{skill.data.skilldice}}</span>
</div>
<div class="flexrow">
<span class="roll-dialog-label">Feature die or SL+2? : </span>
<span class="roll-dialog-label">{{#if skill.data.isfeatdie}} Yes {{else}} No {{/if}}</span>
</div>
{{/if}}
<div class="flexrow">
<span class="roll-dialog-label">Advantage/Disadvantage : </span>
<span class="roll-dialog-label">Advantage : </span>
<select class="status-small-label color-class-common" type="text" id="advantage" value="{{advantage}}" data-dtype="String" >
{{#select advantage}}
<option value="none">None</option>
<option value="advantage1">1 Advantage</option>
<option value="advantage2">2 Advantages</option>
{{/select}}
</select>
</div>
<div class="flexrow">
<span class="roll-dialog-label">Disadvantage : </span>
<select class="status-small-label color-class-common" type="text" id="disadvantage" value="{{disadvantage}}" data-dtype="String" >
{{#select isadvantage}}
<option value="none">None</option>
<option value="disadvantage1">1 Disadvantage</option>
<option value="disadvantage2">2 Disadvantages</option>
{{/select}}
@ -44,30 +73,6 @@
</select>
</div>
<div class="flexrow">
<span class="roll-dialog-label">Feature Die : </span>
<select class="status-small-label color-class-common" type="text" id="featDieName" value="{{featDieName}}" data-dtype="String" >
{{#select featDieName}}
<option value="none">None</option>
{{#each featsDie as |feat idx|}}
<option value="{{feat.name}}">{{feat.name}}</option>
{{/each}}
{{/select}}
</select>
</div>
<div class="flexrow">
<span class="roll-dialog-label">Feature SL : </span>
<select class="status-small-label color-class-common" type="text" id="featSLName" value="{{featSLName}}" data-dtype="String" >
{{#select featSLName}}
<option value="none">None</option>
{{#each featsSL as |feat idx|}}
<option value="{{feat.name}}">{{feat.name}} ({{feat.data.sl}})</option>
{{/each}}
{{/select}}
</select>
</div>
</div>
</form>