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4 Commits

Author SHA1 Message Date
cb54f6eda3 Add hotbar 2022-08-04 16:28:30 +02:00
f55fc1d59a Add hotbar 2022-08-04 16:28:10 +02:00
ea06648a67 Add vehicles item 2022-08-04 10:26:24 +02:00
49c3560771 Add shield skills 2022-08-04 10:25:40 +02:00
36 changed files with 270 additions and 32 deletions

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@ -45,6 +45,8 @@ 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()),
@ -150,6 +152,13 @@ export class CrucibleActorSheet extends ActorSheet {
const skillId = li.data("item-id")
this.actor.rollWeapon(skillId)
});
html.find('.roll-armor-die').click((event) => {
this.actor.rollArmorDie()
});
html.find('.roll-shield-die').click((event) => {
this.actor.rollShieldDie()
});
html.find('.roll-save').click((event) => {
const saveKey = $(event.currentTarget).data("save-key")
this.actor.rollSave(saveKey)

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@ -62,23 +62,23 @@ export class CrucibleActor extends Actor {
}
/* -------------------------------------------- */
computeHitPoints( ) {
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) {
if (max != hp.max || hp.value > max) {
hp.max = max
hp.value = max // Init case
this.update({ 'data.secondary.hp': hp})
this.update({ 'data.secondary.hp': hp })
}
}
/* -------------------------------------------- */
computeEffortPoints( ) {
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) {
if (max != effort.max || effort.value > max) {
effort.max = max
effort.value = max // Init case
this.update({ 'data.secondary.effort': effort})
this.update({ 'data.secondary.effort': effort })
}
}
@ -146,12 +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] ?? [];
@ -205,8 +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
}
@ -236,15 +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
}
}
@ -521,7 +553,7 @@ export class CrucibleActor extends Actor {
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())
let skill = this.data.items.find(item => item.name.toLowerCase() == weapon.data.skill.toLowerCase())
if (skill) {
skill = duplicate(skill)
CrucibleUtility.updateSkill(skill)
@ -538,8 +570,32 @@ export class CrucibleActor extends Actor {
}
}
}
/* -------------------------------------------- */
rollSave( saveKey) {
rollShieldDie() {
let shield = this.getEquippedShield()
if (shield) {
shield = duplicate(shield)
let rollData = this.getCommonRollData()
rollData.mode = "shield"
rollData.shield = shield
rollData.img = shield.img
this.startRoll(rollData)
}
}
/* -------------------------------------------- */
rollArmorDie() {
let armor = this.getEquippedArmor()
if (armor) {
armor = duplicate(armor)
let diceValue = armor.data.absorprionroll
}
}
/* -------------------------------------------- */
rollSave(saveKey) {
let saves = this.getSaveRoll()
let save = saves[saveKey]
if (save) {

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@ -7,11 +7,11 @@ import { CrucibleRollDialog } from "./crucible-roll-dialog.js";
export class CrucibleCommands {
static init() {
if (!game.system.crucible.commands) {
if (!game.system.cruciblerpg.commands) {
const crucibleCommands = new CrucibleCommands();
//crucibleCommands.registerCommand({ path: ["/char"], func: (content, msg, params) => crucibleCommands.createChar(msg), descr: "Create a new character" });
//crucibleCommands.registerCommand({ path: ["/pool"], func: (content, msg, params) => crucibleCommands.poolRoll(msg), descr: "Generic Roll Window" });
game.system.crucible.commands = crucibleCommands;
game.system.cruciblerpg.commands = crucibleCommands;
}
}
constructor() {

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@ -0,0 +1,86 @@
export class CrucibleHotbar {
/**
* Create a macro when dropping an entity on the hotbar
* Item - open roll dialog for item
* 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)
}
}
}

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@ -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,

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@ -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()
})
/* -------------------------------------------- */

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@ -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))
}
/* -------------------------------------------- */
@ -280,6 +285,9 @@ export class CrucibleUtility {
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
@ -339,7 +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

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2
packs/skills.db Executable file → Normal file
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@ -13,7 +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":{}}
{"_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,"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","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.&nbsp; I think you're up to something....</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"Up3b6rNa3VKAFQC3":3},"flags":{}}

0
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packs/weapons.db Executable file → Normal file
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@ -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;
}

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@ -202,17 +202,17 @@
]
}
],
"primaryTokenAttribute": "secondary.health",
"secondaryTokenAttribute": "secondary.delirium",
"primaryTokenAttribute": "secondary.hp",
"secondaryTokenAttribute": "secondary.effort",
"socket": true,
"styles": [
"styles/simple.css"
],
"templateVersion": 12,
"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-v0.1.20.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": "0.1.20",
"version": "0.1.23",
"background" : "./images/ui/crucible_welcome_page.webp"
}

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@ -4,6 +4,7 @@
"templates": {
"biodata": {
"biodata": {
"class": "",
"age": 0,
"size": "",
"weight": "",
@ -121,6 +122,7 @@
"armorpenalty": false,
"isproficient": false,
"isweaponskill": false,
"isshieldskill": false,
"isfeatdie": false,
"issl2": false,
"islore": false,
@ -147,6 +149,7 @@
},
"shield": {
"shielddie": "",
"skill": "",
"equipped": false,
"cost": 0,
"description":""

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@ -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>

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@ -26,6 +26,14 @@
</li>
{{/if}}
{{#if shield}}
<li>Shield : {{shield.name}} - {{shield.data.shieldie}}
({{#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|}}
@ -35,7 +43,7 @@
{{/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}}
@ -59,14 +67,14 @@
{{/each}})
</li>
{{/if}}
{{#if (eq advantage "disadvantage1")}}
{{#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")}}
{{#if (eq disadvantage "disadvantage2")}}
<li>2 Disadvantage Dice !
&nbsp;({{#each roll.terms.10.results as |die idx|}}
{{die.result}}&nbsp;
@ -101,7 +109,7 @@
{{/if}}
{{#if hasFeatDie}}
<li>Feature Die : d10
<li>Feat Die : d10
&nbsp;({{#each roll.terms.4.results as |die idx|}}
{{die.result}}&nbsp;
{{/each}})

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@ -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

@ -59,6 +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}}

View File

@ -18,8 +18,10 @@
{{#each saveRolls as |save key|}}
<li class="item flexrow list-item" data-attr-key="{{key}}">
<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>
<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}}

View File

@ -8,6 +8,13 @@
<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>