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8 Commits
fvtt-cruci
...
fvtt-cruci
Author | SHA1 | Date | |
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cb54f6eda3 | |||
f55fc1d59a | |||
ea06648a67 | |||
49c3560771 | |||
dfadc5e1ca | |||
cb3f555a4e | |||
13646814ba | |||
38e27061ad |
0
images/icons/feats/.directory
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0
images/icons/feats/Blessing Lore.webp
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0
images/icons/feats/Miracle Lore.webp
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images/icons/iconic_characters/Jenette.webp
Executable file
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images/icons/iconic_characters/Jonah.webp
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images/icons/iconic_characters/Nadgar.webp
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images/icons/iconic_characters/Nigel.webp
Executable file
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images/icons/saves/fortitude_save.webp
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images/icons/saves/reflex_save.webp
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images/icons/saves/will_save.webp
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0
images/icons/skills/Athletics.webp
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images/icons/skills/Brawn.webp
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images/icons/skills/Charm.webp
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0
images/icons/skills/Haggle.webp
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0
images/icons/skills/Intuition.webp
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images/icons/skills/Ride Mount.webp
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Before Width: | Height: | Size: 8.9 KiB After Width: | Height: | Size: 11 KiB |
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images/ui/crucible_pause_logo.jpg
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@ -45,12 +45,14 @@ export class CrucibleActorSheet extends ActorSheet {
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spells: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getLore())),
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equipments: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquipmentsOnly()) ),
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equippedWeapons: this.actor.checkAndPrepareEquipments(duplicate(this.actor.getEquippedWeapons()) ),
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equippedArmor: this.actor.getEquippedArmor(),
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equippedShield: this.actor.getEquippedShield(),
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feats: duplicate(this.actor.getFeats()),
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subActors: duplicate(this.actor.getSubActors()),
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race: duplicate(this.actor.getRace()),
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moneys: duplicate(this.actor.getMoneys()),
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encCapacity: this.actor.getEncumbranceCapacity(),
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saveRoll: this.actor.getSaveRoll(),
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saveRolls: this.actor.getSaveRoll(),
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containersTree: this.actor.containersTree,
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encCurrent: this.actor.encCurrent,
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options: this.options,
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@ -94,17 +96,6 @@ export class CrucibleActorSheet extends ActorSheet {
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this.actor.createEmbeddedDocuments('Item', [{ name: "NewItem", type: dataType }], { renderSheet: true })
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})
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html.find('.spec-group-activate').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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let itemId = li.data("item-id");
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this.actor.specPowerActivate( itemId)
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});
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html.find('.spec-group-deactivate').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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let itemId = li.data("item-id");
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this.actor.specPowerDeactivate( itemId)
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});
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html.find('.equip-activate').click(ev => {
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const li = $(ev.currentTarget).parents(".item")
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let itemId = li.data("item-id")
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@ -116,37 +107,6 @@ export class CrucibleActorSheet extends ActorSheet {
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this.actor.equipDeactivate( itemId)
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});
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html.find('.effect-used').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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let itemId = li.data("item-id");
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this.actor.perkEffectUsed( itemId)
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});
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html.find('.perk-status').change(ev => {
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const li = $(ev.currentTarget).parents(".item");
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let itemId = li.data("item-id");
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this.actor.updatePerkStatus( itemId, ev.currentTarget.value)
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});
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html.find('.power-cost-spent').change(ev => {
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const li = $(ev.currentTarget).parents(".item");
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let itemId = li.data("item-id");
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this.actor.updatePowerSpentCost( itemId, ev.currentTarget.value)
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});
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html.find('.power-dmg-roll').click(ev => {
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const li = $(ev.currentTarget).parents(".item")
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let itemId = li.data("item-id")
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this.actor.powerDmgRoll( itemId )
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})
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html.find('.perk-used').change(ev => {
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const li = $(ev.currentTarget).parents(".item")
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let itemId = li.data("item-id")
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let index = Number($(ev.currentTarget).data("use-index") )
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this.actor.updatePerkUsed( itemId, index, ev.currentTarget.checked )
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});
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html.find('.subactor-edit').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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let actorId = li.data("actor-id");
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@ -177,46 +137,6 @@ export class CrucibleActorSheet extends ActorSheet {
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const li = $(event.currentTarget).parents(".item")
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this.actor.incDecAmmo( li.data("item-id"), +1 )
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} );
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html.find('.stun-minus').click(event => {
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this.actor.modifyStun( -1 )
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} )
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html.find('.stun-plus').click(event => {
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this.actor.modifyStun( 1 )
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} )
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html.find('.momentum-minus').click(event => {
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this.actor.modifyMomentum( -1 )
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} )
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html.find('.momentum-plus').click(event => {
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this.actor.modifyMomentum( 1 )
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} )
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html.find('.unarmed-attack').click((event) => {
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this.actor.rollUnarmedAttack();
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});
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html.find('.generic-pool-roll').click((event) => {
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this.openGenericRoll()
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} );
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html.find('.attack-melee').click((event) => {
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this.actor.rollPool( 'com', false, "melee-atk");
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});
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html.find('.attack-ranged').click((event) => {
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this.actor.rollPool( 'agi', false, "ranged-atk");
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});
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html.find('.defense-roll').click((event) => {
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this.actor.rollPool( 'def', true);
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});
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html.find('.damage-melee').click((event) => {
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this.actor.rollPool( 'str', false, "melee-dmg");
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});
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html.find('.damage-ranged').click((event) => {
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this.actor.rollPool( 'per', false, "ranged-dmg");
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});
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html.find('.damage-resistance').click((event) => {
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this.actor.rollPool( 'phy', false, "dmg-res");
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});
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html.find('.roll-ability').click((event) => {
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const abilityKey = $(event.currentTarget).data("ability-key");
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@ -232,28 +152,18 @@ export class CrucibleActorSheet extends ActorSheet {
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const skillId = li.data("item-id")
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this.actor.rollWeapon(skillId)
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});
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html.find('.weapon-roll').click((event) => {
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const li = $(event.currentTarget).parents(".item");
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const weaponId = li.data("item-id");
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this.actor.rollWeapon(weaponId);
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html.find('.roll-armor-die').click((event) => {
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this.actor.rollArmorDie()
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});
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html.find('.armor-roll').click((event) => {
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const li = $(event.currentTarget).parents(".item");
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const armorId = li.data("item-id");
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this.actor.rollArmor(armorId);
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html.find('.roll-shield-die').click((event) => {
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this.actor.rollShieldDie()
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});
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html.find('.weapon-damage-roll').click((event) => {
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const li = $(event.currentTarget).parents(".item");
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const weaponId = li.data("item-id");
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this.actor.rollWeapon(weaponId, true);
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html.find('.roll-save').click((event) => {
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const saveKey = $(event.currentTarget).data("save-key")
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this.actor.rollSave(saveKey)
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});
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html.find('.weapon-damage').click((event) => {
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const li = $(event.currentTarget).parents(".item");
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const weapon = this.actor.getOwnedItem(li.data("item-id"));
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this.actor.rollDamage(weapon, 'damage');
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});
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html.find('.lock-unlock-sheet').click((event) => {
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this.options.editScore = !this.options.editScore;
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@ -269,35 +179,12 @@ export class CrucibleActorSheet extends ActorSheet {
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this.actor.equipItem( li.data("item-id") );
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this.render(true);
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});
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html.find('.power-activate').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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this.actor.activatePower( li.data("item-id") );
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this.render(true);
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});
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html.find('.vice-virtue-activate').click(ev => {
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const li = $(ev.currentTarget).parents(".item")
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this.actor.activateViceOrVirtue( li.data("item-id") )
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this.render(true);
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})
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html.find('.change-worstfear').change(ev => {
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this.actor.manageWorstFear( ev.currentTarget.checked )
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});
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html.find('.change-desires').change(ev => {
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this.actor.manageDesires( ev.currentTarget.checked )
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});
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html.find('.update-field').change(ev => {
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const fieldName = $(ev.currentTarget).data("field-name");
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let value = Number(ev.currentTarget.value);
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this.actor.update( { [`${fieldName}`]: value } );
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});
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html.find('.perk-active').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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this.actor.activatePerk( li.data("item-id") );
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this.render(true);
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});
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}
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/* -------------------------------------------- */
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@ -61,12 +61,35 @@ export class CrucibleActor extends Actor {
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super.prepareData();
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}
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/* -------------------------------------------- */
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computeHitPoints() {
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let hp = duplicate(this.data.data.secondary.hp)
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let max = (this.data.data.abilities.str.value + this.data.data.abilities.con.value) * 6
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if (max != hp.max || hp.value > max) {
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hp.max = max
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hp.value = max // Init case
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this.update({ 'data.secondary.hp': hp })
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}
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}
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/* -------------------------------------------- */
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computeEffortPoints() {
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let effort = duplicate(this.data.data.secondary.effort)
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let max = (this.data.data.abilities.con.value + this.data.data.abilities.int.value) * 6
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if (max != effort.max || effort.value > max) {
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effort.max = max
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effort.value = max // Init case
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this.update({ 'data.secondary.effort': effort })
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}
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}
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/* -------------------------------------------- */
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prepareDerivedData() {
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if (this.type == 'character') {
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if (this.type == 'character' || game.user.isGM) {
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this.data.data.encCapacity = this.getEncumbranceCapacity()
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this.buildContainerTree()
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this.computeHitPoints()
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this.computeEffortPoints()
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}
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super.prepareDerivedData();
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@ -123,12 +146,27 @@ export class CrucibleActor extends Actor {
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CrucibleUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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getEquippedArmor() {
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let comp = this.data.items.find(item => item.type == 'armor' && item.data.data.equipped)
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if (comp) {
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return duplicate(comp)
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}
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return undefined
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}
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/* -------------------------------------------- */
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getShields() {
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let comp = duplicate(this.data.items.filter(item => item.type == 'shield') || []);
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CrucibleUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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getEquippedShield() {
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let comp = this.data.items.find(item => item.type == 'shield' && item.data.data.equipped)
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if (comp) {
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return duplicate(comp)
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}
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return undefined
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}
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/* -------------------------------------------- */
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getRace() {
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let race = this.data.items.filter(item => item.type == 'race')
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return race[0] ?? [];
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@ -182,8 +220,22 @@ export class CrucibleActor extends Actor {
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/* -------------------------------------------- */
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async equipItem(itemId) {
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let item = this.data.items.find(item => item.id == itemId);
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let item = this.data.items.find(item => item.id == itemId)
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if (item && item.data.data) {
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if (item.type == "armor") {
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let armor = this.data.items.find(item => item.id != itemId && item.type == "armor" && item.data.data.equipped)
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if (armor) {
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ui.notifications.warn("You already have an armor equipped!")
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return
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}
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}
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if (item.type == "shield") {
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let shield = this.data.items.find(item => item.id != itemId && item.type == "shield" && item.data.data.equipped)
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if (shield) {
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ui.notifications.warn("You already have a shield equipped!")
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return
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}
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}
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let update = { _id: item.id, "data.equipped": !item.data.data.equipped };
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await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
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}
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@ -213,15 +265,18 @@ export class CrucibleActor extends Actor {
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getSaveRoll() {
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return {
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reflex: {
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"label": "Reflex",
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"label": "Reflex Save",
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"img": "systems/fvtt-crucible-rpg/images/icons/saves/reflex_save.webp",
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"value": this.data.data.abilities.agi.value + this.data.data.abilities.wit.value
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},
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fortitude: {
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"label": "Fortitude",
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"label": "Fortitude Save",
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"img": "systems/fvtt-crucible-rpg/images/icons/saves/fortitude_save.webp",
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"value": this.data.data.abilities.str.value + this.data.data.abilities.con.value
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},
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willpower: {
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"label": "Willpower",
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"label": "Willpower Save",
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"img": "systems/fvtt-crucible-rpg/images/icons/saves/will_save.webp",
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"value": this.data.data.abilities.int.value + this.data.data.abilities.cha.value
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}
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}
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@ -498,7 +553,7 @@ export class CrucibleActor extends Actor {
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let weapon = this.data.items.get(weaponId)
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if (weapon) {
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weapon = duplicate(weapon)
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let skill = this.data.items.find( item => item.name.toLowerCase() == weapon.data.skill.toLowerCase())
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let skill = this.data.items.find(item => item.name.toLowerCase() == weapon.data.skill.toLowerCase())
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if (skill) {
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skill = duplicate(skill)
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CrucibleUtility.updateSkill(skill)
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@ -516,6 +571,44 @@ export class CrucibleActor extends Actor {
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}
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}
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/* -------------------------------------------- */
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rollShieldDie() {
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let shield = this.getEquippedShield()
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if (shield) {
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shield = duplicate(shield)
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let rollData = this.getCommonRollData()
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rollData.mode = "shield"
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rollData.shield = shield
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rollData.img = shield.img
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this.startRoll(rollData)
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}
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}
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/* -------------------------------------------- */
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rollArmorDie() {
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let armor = this.getEquippedArmor()
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if (armor) {
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armor = duplicate(armor)
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let diceValue = armor.data.absorprionroll
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}
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}
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/* -------------------------------------------- */
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rollSave(saveKey) {
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let saves = this.getSaveRoll()
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let save = saves[saveKey]
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if (save) {
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save = duplicate(save)
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let rollData = this.getCommonRollData()
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rollData.mode = "save"
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rollData.save = save
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//rollData.img = skill.img
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this.startRoll(rollData)
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}
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}
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/* -------------------------------------------- */
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async startRoll(rollData) {
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this.syncRoll(rollData)
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@ -7,11 +7,11 @@ import { CrucibleRollDialog } from "./crucible-roll-dialog.js";
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export class CrucibleCommands {
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static init() {
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if (!game.system.crucible.commands) {
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if (!game.system.cruciblerpg.commands) {
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const crucibleCommands = new CrucibleCommands();
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//crucibleCommands.registerCommand({ path: ["/char"], func: (content, msg, params) => crucibleCommands.createChar(msg), descr: "Create a new character" });
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//crucibleCommands.registerCommand({ path: ["/pool"], func: (content, msg, params) => crucibleCommands.poolRoll(msg), descr: "Generic Roll Window" });
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game.system.crucible.commands = crucibleCommands;
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game.system.cruciblerpg.commands = crucibleCommands;
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}
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}
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constructor() {
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|
86
modules/crucible-hotbar.js
Normal file
@ -0,0 +1,86 @@
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|
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export class CrucibleHotbar {
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|
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/**
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* Create a macro when dropping an entity on the hotbar
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* Item - open roll dialog for item
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||||
* Actor - open actor sheet
|
||||
* Journal - open journal sheet
|
||||
*/
|
||||
static init( ) {
|
||||
|
||||
Hooks.on("hotbarDrop", async (bar, documentData, slot) => {
|
||||
// Create item macro if rollable item - weapon, spell, prayer, trait, or skill
|
||||
if (documentData.type == "Item") {
|
||||
console.log("Drop done !!!", bar, documentData, slot)
|
||||
let item = documentData.data
|
||||
let command = `game.system.cruciblerpg.CrucibleHotbar.rollMacro("${item.name}", "${item.type}");`
|
||||
let macro = game.macros.contents.find(m => (m.name === item.name) && (m.command === command))
|
||||
if (!macro) {
|
||||
macro = await Macro.create({
|
||||
name: item.name,
|
||||
type: "script",
|
||||
img: item.img,
|
||||
command: command
|
||||
}, { displaySheet: false })
|
||||
}
|
||||
game.user.assignHotbarMacro(macro, slot);
|
||||
}
|
||||
// Create a macro to open the actor sheet of the actor dropped on the hotbar
|
||||
else if (documentData.type == "Actor") {
|
||||
let actor = game.actors.get(documentData.id);
|
||||
let command = `game.actors.get("${documentData.id}").sheet.render(true)`
|
||||
let macro = game.macros.contents.find(m => (m.name === actor.name) && (m.command === command));
|
||||
if (!macro) {
|
||||
macro = await Macro.create({
|
||||
name: actor.data.name,
|
||||
type: "script",
|
||||
img: actor.data.img,
|
||||
command: command
|
||||
}, { displaySheet: false })
|
||||
game.user.assignHotbarMacro(macro, slot);
|
||||
}
|
||||
}
|
||||
// Create a macro to open the journal sheet of the journal dropped on the hotbar
|
||||
else if (documentData.type == "JournalEntry") {
|
||||
let journal = game.journal.get(documentData.id);
|
||||
let command = `game.journal.get("${documentData.id}").sheet.render(true)`
|
||||
let macro = game.macros.contents.find(m => (m.name === journal.name) && (m.command === command));
|
||||
if (!macro) {
|
||||
macro = await Macro.create({
|
||||
name: journal.data.name,
|
||||
type: "script",
|
||||
img: "",
|
||||
command: command
|
||||
}, { displaySheet: false })
|
||||
game.user.assignHotbarMacro(macro, slot);
|
||||
}
|
||||
}
|
||||
return false;
|
||||
});
|
||||
}
|
||||
|
||||
/** Roll macro */
|
||||
static rollMacro(itemName, itemType, bypassData) {
|
||||
const speaker = ChatMessage.getSpeaker()
|
||||
let actor
|
||||
if (speaker.token) actor = game.actors.tokens[speaker.token]
|
||||
if (!actor) actor = game.actors.get(speaker.actor)
|
||||
if (!actor) {
|
||||
return ui.notifications.warn(`Select your actor to run the macro`)
|
||||
}
|
||||
|
||||
let item = actor.items.find(it => it.name === itemName && it.type == itemType)
|
||||
if (!item ) {
|
||||
return ui.notifications.warn(`Unable to find the item of the macro in the current actor`)
|
||||
}
|
||||
// Trigger the item roll
|
||||
if (item.type === "weapon") {
|
||||
return actor.rollWeapon( item.id)
|
||||
}
|
||||
if (item.type === "skill") {
|
||||
return actor.rollSkill( item.id)
|
||||
}
|
||||
}
|
||||
|
||||
}
|
@ -64,6 +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,
|
||||
|
@ -15,6 +15,7 @@ import { CrucibleNPCSheet } from "./crucible-npc-sheet.js";
|
||||
import { CrucibleUtility } from "./crucible-utility.js";
|
||||
import { CrucibleCombat } from "./crucible-combat.js";
|
||||
import { CrucibleItem } from "./crucible-item.js";
|
||||
import { CrucibleHotbar } from "./crucible-hotbar.js"
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Foundry VTT Initialization */
|
||||
@ -22,7 +23,12 @@ import { CrucibleItem } from "./crucible-item.js";
|
||||
|
||||
/************************************************************************************/
|
||||
Hooks.once("init", async function () {
|
||||
|
||||
console.log(`Initializing Crucible RPG`);
|
||||
|
||||
game.system.cruciblerpg = {
|
||||
CrucibleHotbar
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
// preload handlebars templates
|
||||
@ -56,7 +62,6 @@ Hooks.once("init", async function () {
|
||||
CONFIG.Actor.documentClass = CrucibleActor
|
||||
CONFIG.Item.documentClass = CrucibleItem
|
||||
//CONFIG.Token.objectClass = CrucibleToken
|
||||
game.system.crucible = { };
|
||||
|
||||
/* -------------------------------------------- */
|
||||
// Register sheet application classes
|
||||
@ -67,8 +72,7 @@ Hooks.once("init", async function () {
|
||||
Items.unregisterSheet("core", ItemSheet);
|
||||
Items.registerSheet("fvtt-crucible", CrucibleItemSheet, { makeDefault: true });
|
||||
|
||||
CrucibleUtility.init();
|
||||
|
||||
CrucibleUtility.init()
|
||||
});
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -103,6 +107,7 @@ Hooks.once("ready", function () {
|
||||
|
||||
welcomeMessage();
|
||||
CrucibleUtility.ready()
|
||||
CrucibleHotbar.init()
|
||||
})
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
@ -55,12 +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))
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@ -271,15 +276,26 @@ export class CrucibleUtility {
|
||||
|
||||
let actor = game.actors.get(rollData.actorId)
|
||||
|
||||
// stat => 0
|
||||
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"
|
||||
}
|
||||
if ( rollData.shield) {
|
||||
startFormula = "1" + String(rollData.shield.data.shielddie) + "cs>=5"
|
||||
}
|
||||
diceFormula = startFormula
|
||||
|
||||
// skill => 2
|
||||
// feat => 4
|
||||
// bonus => 6
|
||||
if (rollData.skill) {
|
||||
let level = rollData.skill.data.level
|
||||
if (level == 0 && rollData.skill.data.isfeatdie ) {
|
||||
if (rollData.skill.data.issl2 ) {
|
||||
rollData.hasSLBonus = true
|
||||
level += 2
|
||||
if (level > 7) { level = 7}
|
||||
@ -292,7 +308,7 @@ export class CrucibleUtility {
|
||||
rollData.rollAdvantage = "roll-disadvantage"
|
||||
}
|
||||
|
||||
if (rollData.skill.data.level > 0 && rollData.skill.data.isfeatdie) {
|
||||
if (rollData.skill.data.isfeatdie) {
|
||||
rollData.hasFeatDie = true
|
||||
diceFormula += "+ 1d10cs>=5"
|
||||
} else {
|
||||
@ -331,7 +347,9 @@ export class CrucibleUtility {
|
||||
// armor => 12
|
||||
let skillArmorPenalty = 0
|
||||
for (let armor of rollData.armors) {
|
||||
skillArmorPenalty += armor.data.skillpenalty
|
||||
if (armor.data.equipped) {
|
||||
skillArmorPenalty += armor.data.skillpenalty
|
||||
}
|
||||
}
|
||||
if (rollData.skill && rollData.skill.data.armorpenalty && skillArmorPenalty > 0 ) {
|
||||
rollData.skillArmorPenalty = skillArmorPenalty
|
||||
@ -341,6 +359,7 @@ export class CrucibleUtility {
|
||||
}
|
||||
|
||||
// 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 })
|
||||
|
@ -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> </p>\n<p>You may use your Shield <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> </p>\n<p>You may use your Shield <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> </p>\n<p>You may use your Shield <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> </p>\n<p>You may use your Shield <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":{}}
|
||||
|
@ -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> </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":{}}
|
||||
@ -14,7 +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":{}}
|
||||
{"name":"Axe (Copy)","type":"skill","img":"systems/fvtt-crucible-rpg/images/icons/icon_skill.webp","data":{"ability":"agi","armorpenalty":false,"isproficient":true,"isweaponskill":true,"isfeatdie":false,"islore":false,"skilltype":"complex","isinnate":false,"bonusdice":"none","background":0,"basic":0,"class":0,"exp":0,"explevel":0,"description":"","level":2},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{"core":{"sourceId":"Item.Cnw8keaxD1SI3vun"}},"_id":"fJjXMpUILcN983XV"}
|
||||
{"_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"}}}
|
||||
{"_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. I think you're up to something....</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}
|
||||
|
@ -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":{}}
|
||||
|
@ -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);
|
||||
}
|
||||
|
10
system.json
@ -202,17 +202,17 @@
|
||||
]
|
||||
}
|
||||
],
|
||||
"primaryTokenAttribute": "secondary.health",
|
||||
"secondaryTokenAttribute": "secondary.delirium",
|
||||
"primaryTokenAttribute": "secondary.hp",
|
||||
"secondaryTokenAttribute": "secondary.effort",
|
||||
"socket": true,
|
||||
"styles": [
|
||||
"styles/simple.css"
|
||||
],
|
||||
"templateVersion": 11,
|
||||
"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-v0.1.18.zip",
|
||||
"download": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/archive/fvtt-crucible-rpg-v0.1.23.zip",
|
||||
"url": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg",
|
||||
"version": "0.1.18",
|
||||
"version": "0.1.23",
|
||||
"background" : "./images/ui/crucible_welcome_page.webp"
|
||||
}
|
||||
|
@ -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
|
||||
}
|
||||
},
|
||||
@ -121,7 +122,9 @@
|
||||
"armorpenalty": false,
|
||||
"isproficient": false,
|
||||
"isweaponskill": false,
|
||||
"isshieldskill": false,
|
||||
"isfeatdie": false,
|
||||
"issl2": false,
|
||||
"islore": false,
|
||||
"skilltype": "",
|
||||
"isinnate": false,
|
||||
@ -146,6 +149,7 @@
|
||||
},
|
||||
"shield": {
|
||||
"shielddie": "",
|
||||
"skill": "",
|
||||
"equipped": false,
|
||||
"cost": 0,
|
||||
"description":""
|
||||
|
@ -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">{{equippedShield.name}}</a></h4>
|
||||
</span>
|
||||
</li>
|
||||
{{/if}}
|
||||
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
@ -54,7 +88,7 @@
|
||||
{{!-- Skills Tab --}}
|
||||
<div class="tab skills" data-group="primary" data-tab="skills">
|
||||
|
||||
<ul class="stat-list alternate-list">
|
||||
<ul class="stat-list alternate-list item-list">
|
||||
<li class="item flexrow list-item items-title-bg">
|
||||
<span class="item-name-label-header">
|
||||
<h3><label class="items-title-text">Skills</label></h3>
|
||||
|
@ -18,6 +18,22 @@
|
||||
|
||||
<div>
|
||||
<ul>
|
||||
{{#if save}}
|
||||
<li>Save : {{save.label}} - {{save.value}}d6
|
||||
({{#each roll.terms.0.results as |die idx|}}
|
||||
{{die.result}}
|
||||
{{/each}})
|
||||
</li>
|
||||
{{/if}}
|
||||
|
||||
{{#if shield}}
|
||||
<li>Shield : {{shield.name}} - {{shield.data.shieldie}}
|
||||
({{#each roll.terms.0.results as |die idx|}}
|
||||
{{die.result}}
|
||||
{{/each}})
|
||||
</li>
|
||||
{{/if}}
|
||||
|
||||
{{#if ability}}
|
||||
<li>Ability : {{ability.label}} - {{ability.value}}d6
|
||||
({{#each roll.terms.0.results as |die idx|}}
|
||||
@ -25,8 +41,9 @@
|
||||
{{/each}})
|
||||
</li>
|
||||
{{/if}}
|
||||
|
||||
{{#if skill}}
|
||||
<li>Skill : {{skill.name}} - {{skill.data.level}}d8
|
||||
<li>Skill : {{skill.name}} - {{skill.data.skilldice}}
|
||||
{{#if featSL}}
|
||||
- with Feat SL +{{featSL}}
|
||||
{{/if}}
|
||||
@ -50,14 +67,14 @@
|
||||
{{/each}})
|
||||
</li>
|
||||
{{/if}}
|
||||
{{#if (eq advantage "disadvantage1")}}
|
||||
{{#if (eq disadvantage "disadvantage1")}}
|
||||
<li>1 Disadvantage Die !
|
||||
({{#each roll.terms.10.results as |die idx|}}
|
||||
{{die.result}}
|
||||
{{/each}})
|
||||
</li>
|
||||
{{/if}}
|
||||
{{#if (eq advantage "disadvantage2")}}
|
||||
{{#if (eq disadvantage "disadvantage2")}}
|
||||
<li>2 Disadvantage Dice !
|
||||
({{#each roll.terms.10.results as |die idx|}}
|
||||
{{die.result}}
|
||||
@ -91,8 +108,8 @@
|
||||
<li>Roll with Disadvantage because of Complex Skill at SL 0 !</li>
|
||||
{{/if}}
|
||||
|
||||
{{#if (ne featDieName "none")}}
|
||||
<li>Feature Die : d10 ({{featDieName}})
|
||||
{{#if hasFeatDie}}
|
||||
<li>Feat Die : d10
|
||||
({{#each roll.terms.4.results as |die idx|}}
|
||||
{{die.result}}
|
||||
{{/each}})
|
||||
|
@ -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>
|
||||
|
@ -23,9 +23,12 @@
|
||||
</select>
|
||||
</li>
|
||||
|
||||
<li class="flexrow"><label class="generic-label">Is Feat Die (or SL +2) ?</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">Subject to Armor Penalty ?</label>
|
||||
<label class="attribute-value checkbox"><input type="checkbox" name="data.armorpenalty" {{checked data.armorpenalty}}/></label>
|
||||
@ -56,6 +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}}
|
||||
|
@ -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> </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>
|
||||
|
||||
|
@ -8,10 +8,26 @@
|
||||
|
||||
<div class="flexcol">
|
||||
|
||||
{{#if shield}}
|
||||
<div class="flexrow">
|
||||
<span class="roll-dialog-label">{{shield.name}} : </span>
|
||||
<span class="roll-dialog-label">{{shield.data.shielddie}}</span>
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
{{#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">
|
||||
|