3 Commits

Author SHA1 Message Date
9716a88413 Rework organization 2024-07-26 12:52:24 +02:00
9148f35b97 Rework organization 2024-07-26 12:52:10 +02:00
115fcc4f18 Initial dice roller 2024-03-28 21:40:20 +11:00
69 changed files with 659 additions and 1441 deletions

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# Rolemaster Standard System for Foundry VTT
This system is based on the video tutorials by Cédric Hauteville you can watch them here: https://www.youtube.com/playlist?list=PLFV9z59nkHDccUbRXVt623UdloPTclIrz parts of it were also lifted from the Foundry VTT Boilerplate system by XXX.
## Introduction
Icons have been sourced from https://game-icons.net
This repo is an independant fork from https://github.com/Cynicide/RMSS-FoundryVTT from Cynicide, in order to implement a fully playable Rolemaster FRP system in FoundryVTT.
Dice shapes are licensed under Creative Commons Attribution-Noncommercial-Share Alike 3.0 License and appear from https://www.deviantart.com/jpatterson/art/Polyhedral-RPG-Gaming-Dice-Dec-2014-502024799 created by jpatterson
All rights to the system remain property of Iron Crown Enterprises (http://ironcrown.com/). This system will not include any of the book content and aims to provide only what is on the character sheet.
Dice 10 Icon (https://game-icons.net/1x1/skoll/d10.html) by Skoll and licensed under CC BY 3.0 https://creativecommons.org/licenses/by/3.0/
## How to Use
Download the latest release from this repository and then extract the rmss folder. Drag it into the systems folder of your FoundryVTT Data Directory. More detailed instructions can be found [here](docs/INSTALL.md) in the docs directory (to be updated).
This system uses less for CSS you can see a good installation guide for VSCode at https://code.visualstudio.com/docs/languages/css#_transpiling-sass-and-less-into-css
Further information on how the system works can be found [here](docs/USAGE.md) (to be updated)
User Notes
## Goals/ToDo
Project goals include:
- A functionaing character sheet that automates some of the basic maths.
- A dice roller that allows you to perform the most common rolls in the system.
- A basic combat tracker
Skill Categories and Skills cannot be renamed if they are owned and you cannot drag a duplicate named skill to the sheet
I maintain a public Trello board here where I log my work items: https://trello.com/b/JkXd5EGx/rmss-for-foundryvtt-features
## Credits
This system is based on:
- The Foundry VTT Boilerplate system by Asacolips. (https://gitlab.com/asacolips-projects/foundry-mods/boilerplate)
- The video tutorials by Cédric Hauteville you can watch them here: https://www.youtube.com/playlist?list=PLFV9z59nkHDccUbRXVt623UdloPTclIrz
- The Rolemaster FRP is derivated from the RMSS system from Cynicide, available here https://github.com/Cynicide/RMSS-FoundryVTT
Icons used in this system have been sourced from https://game-icons.net
This system uses less for CSS. If you change the CSS and need to rebuild it you can see a good installation guide for Less on VSCode at https://code.visualstudio.com/docs/languages/css#_transpiling-sass-and-less-into-css

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var gulp = require('gulp');
var less = require('gulp-less');
var less = require('gulp.less');
gulp.task('less', function (cb) {
gulp
@ -15,4 +15,4 @@ gulp.task(
gulp.watch('less/*.less', gulp.series('less'));
cb();
})
);
);

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@ -1,5 +1,4 @@
{
"rmss": {
"player_character": {
"name": "Name:",
@ -44,8 +43,7 @@
"equipment": "Equipment",
"spells": "Spells",
"status_record": "Status Record",
"experience_points": "Experience Points",
"background": "Background"
"experience_points": "Experience Points"
},
"pc_sheet_fixed_info": {
"race": "Race:",

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@ -46,8 +46,4 @@
font-weight: bold;
border-bottom: 1px solid;
background-image: linear-gradient(rgba(0, 0, 0, 0.1) 0 0);
}
.skill-box {
margin-left: 1.2rem;
background-color: lightgrey;
}

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@ -12,7 +12,7 @@
padding-bottom: 3px;
display: flex;
justify-content: flex-end;
//flex-direction: column;
flex-direction: column;
justify-content: center;
}
@ -36,7 +36,7 @@
padding-bottom: 3px;
display: flex;
justify-content: flex-end;
//flex-direction: column;
flex-direction: column;
justify-content: center;
background-image: linear-gradient(rgba(0, 0, 0, 0.1) 0 0);
}
@ -45,9 +45,4 @@
font-weight: bold;
border-bottom: 1px solid;
background-image: linear-gradient(rgba(0, 0, 0, 0.1) 0 0);
}
.skills-name-left-align {
text-align: left;
padding-left: 2px;
}

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Before

Width:  |  Height:  |  Size: 31 KiB

View File

@ -27,7 +27,4 @@
font-family: Signika, sans-serif;
font-size: 12px;
text-align: center;
}
.select-fixed-width {
width: 100px;
}

View File

@ -15,11 +15,6 @@
.roll-button-container {
display: flex;
flex-direction: row;
justify-content: flex-start;
}
.roll-button {
margin-top: 2px;
width: 96px;
max-width: 96px;
flex-direction: column;
justify-content: flex-end;
}

View File

@ -1,6 +1,6 @@
export const rmss = {};
rmss.currency_type = {
rmss.curreny_type = {
mp: "rmss.curreny_type.mp",
pp: "rmss.curreny_type.pp",
gp: "rmss.curreny_type.gp",
@ -9,66 +9,6 @@ rmss.currency_type = {
cp: "rmss.curreny_type.cp"
};
rmss.difficulties = {
routine: {key: "routine", label:"Routine (+30)", value: 30},
easy: {key: "easy", label:"Easy (+20)", value: 20},
light: {key: "light", label:"Light (+10)", value: 10},
medium: {key: "medium", label:"Medium (0)", value: 0},
hard: {key: "hard", label:"Hard (-10)", value: -10},
very_hard: {key: "very_hard", label:"Very Hard (-20)", value: -20},
extremely_hard: {key: "extremely_hard", label:"Extremely Hard (-30)", value: -30},
sheer_folly: {key: "sheer_folly", label:"Sheer Folly (-50)", value: -50},
absurd: {key: "absurd", label:"Absurd (-70)", value: -70},
};
rmss.gameSystems = [
{key: "common", label:"Common"},
{key: "merp", label:"Middle Earth Role Playing (MERP)"},
{key: "rmfrp", label:"Rolemaster Fantasy Role Playing (RMFRP)"},
];
rmss.combatSituations = [
{key: "none", label:"None (0)", modifier: 0},
{key: "melee", label:"Melee environment (-20)", modifier: -20},
{key: "missile", label:"Under missile fire (-10)", modifier: -10},
];
rmss.rankBonusProgressionList = [
{key: "standard", label:"Standard"},
{key: "limited", label:"Limited"},
{key: "combined", label:"Combined"},
{key: "race", label:"Linked to Race"},
]
rmss.lightOrDarknessModifiers = [
{key: "none", label:"None", modifierLight: 0, modifierDark: 0},
{key: "noshadows", label:"No shadows", modifierLight: 10, modifierDark: -30},
{key: "lightshadows", label:"Light shadows", modifierLight: 5, modifierDark: -20},
{key: "mediumshadows", label:"Medium shadows", modifierLight: 0, modifierDark: 0},
{key: "heavyshadows", label:"Heavy shadows", modifierLight: -10, modifierDark: 10},
{key: "dark", label:"Darkness", modifierLight: -25, modifierDark: 30},
{key: "pitchblack", label:"Pitch black", modifierLight: -40, modifierDark: 40},
]
rmss.hitsPerRound = [
{key: "none", label:"None", modifier: 0},
{key: "one", label:"One", modifier: -5},
{key: "two", label:"Two", modifier: -10},
{key: "three", label:"Three", modifier: -20},
{key: "four", label:"Four", modifier: -25},
{key: "five", label:"Five", modifier: -30},
{key: "six", label:"Six", modifier: -35},
{key: "seven", label:"Seven", modifier: -40},
{key: "eight", label:"Eight", modifier: -45},
{key: "nine", label:"Nine", modifier: -50},
{key: "ten", label:"Ten", modifier: -55},
{key: "eleven", label:"Eleven", modifier: -60},
{key: "twelve", label:"Twelve", modifier: -65},
{key: "thirteen", label:"Thirteen", modifier: -70},
{key: "fourteen", label:"Fourteen", modifier: -75},
{key: "fifteen", label:"Fifteen", modifier: -80}
];
rmss.stats = {
agility: {
fullname: "Agility",

4
module/controls.js vendored
View File

@ -8,8 +8,8 @@ function getSceneControlButtons(controls) {
return;
}
controls.push({
name: "fvtt-rolemaster-frp",
title: "Rolemaster FRP System",
name: "rmss",
title: "Rolemaster Standard System",
icon: "fas fa-r",
layer: "ControlsLayer",
tools: [

View File

@ -40,31 +40,6 @@ export class RMSSActor extends Actor {
// Iterate through and apply Skill Category Bonuses for Skill items
this.calculateSkillBonuses();
this.computeWoundsMalus();
}
getStunnedModifier() {
if (this.system.state.stunned) {
return Math.min(-50 + (3*this.system.stats.self_discipline.stat_bonus), 0)
} else {
return 0;
}
}
computeWoundsMalus() {
// Compute % of wounds
let percent = 100 - (this.system.attributes.hits.current*100/this.system.attributes.hits.max);
let modifier = 0;
if (percent > 25 && percent < 50) {
modifier = -10;
} else if (percent >= 51 && percent < 75) {
modifier = -20;
} else if (percent >= 76) {
modifier = -30;
}
this.system.modifiers.woundsModifier = modifier;
console.log(`rmss | actor.js | Wounds Malus: ${this.system.modifiers.woundsModifier} ${percent}`);
}
/**
@ -258,35 +233,51 @@ export class RMSSActor extends Actor {
}
else
{
let applicable_stat_bonuses = [];
let applicable_stat_bonus = 0;
let app_stat_1_found = false;
let app_stat_2_found = false;
let app_stat_3_found = false;
// Iterate through the applicable stats and find their full names
for (const stat in CONFIG.rmss.stats) {
// If the configured App Stat matches the one of the stats in config
if (app_stat_1 === CONFIG.rmss.stats[stat].shortname) {
// Add the Stat Bonus to the array
applicable_stat_bonuses.push(this.system.stats[stat].stat_bonus);
app_stat_1_found = true;
// Get the Stat Bonus
applicable_stat_bonus = applicable_stat_bonus + this.system.stats[stat].stat_bonus;
}
if (app_stat_2 === CONFIG.rmss.stats[stat].shortname) {
// Add the Stat Bonus to the array
applicable_stat_bonuses.push(this.system.stats[stat].stat_bonus);
app_stat_2_found = true;
applicable_stat_bonus = applicable_stat_bonus + this.system.stats[stat].stat_bonus;
}
if (app_stat_3 === CONFIG.rmss.stats[stat].shortname) {
// Add the Stat Bonus to the array
applicable_stat_bonuses.push(this.system.stats[stat].stat_bonus);
app_stat_3_found = true;
applicable_stat_bonus = applicable_stat_bonus + this.system.stats[stat].stat_bonus;
}
}
// Compute the total bonus for the applicable stats
let applicable_stat_bonus = 0;
for (const bonus of applicable_stat_bonuses) {
applicable_stat_bonus += bonus;
}
// Apply the update if we found stat bonuses for every applicable stat
if ( item.system.stat_bonus != applicable_stat_bonus ) {
if (app_stat_1_found === true && app_stat_2_found === true && app_stat_3_found === true) {
// Apply the update if we found stat bonuses for every applicable stat
item.system.stat_bonus = applicable_stat_bonus;
// Update the total in the Item
item.calculateSkillCategoryTotalBonus(item);
}
else if (app_stat_1_found === true && app_stat_2_found === true && app_stat_3_found === false) {
// Apply the update if we found stat bonuses for the first two applicable stats
item.system.stat_bonus = applicable_stat_bonus;
// Update the total in the Item
item.calculateSkillCategoryTotalBonus(item);
}
else if (app_stat_1_found === true && app_stat_2_found === false && app_stat_3_found === false) {
// Apply the update if we found stat bonuses for the first applicable stat
item.system.stat_bonus = applicable_stat_bonus;
// Update the total in the Item
item.calculateSkillCategoryTotalBonus(item);
}
// Update the total in the Item
item.calculateSkillCategoryTotalBonus(item);
}
}
}

View File

@ -1,5 +1,3 @@
import { RFRPUtility } from "../rfrp-utility.js";
export class RMSSItem extends Item {
/** @override */
@ -20,25 +18,25 @@ export class RMSSItem extends Item {
if (!data.name.includes("(Copy)"))
{
if (this.type === "armor") {
await this.updateSource({img: "systems/fvtt-rolemaster-frp/assets/default/armor.svg"});
await this.updateSource({img: "systems/rmss/assets/default/armor.svg"});
}
else if (this.type === "weapon") {
await this.updateSource({img: "systems/fvtt-rolemaster-frp/assets/default/weapon.svg"});
await this.updateSource({img: "systems/rmss/assets/default/weapon.svg"});
}
else if (this.type === "skill") {
await this.updateSource({img: "systems/fvtt-rolemaster-frp/assets/default/skill.svg"});
await this.updateSource({img: "systems/rmss/assets/default/skill.svg"});
}
else if (this.type === "skill_category") {
await this.updateSource({img: "systems/fvtt-rolemaster-frp/assets/default/skill_category.svg"});
await this.updateSource({img: "systems/rmss/assets/default/skill_category.svg"});
}
else if (this.type === "spell") {
await this.updateSource({img: "systems/fvtt-rolemaster-frp/assets/default/spell.svg"});
await this.updateSource({img: "systems/rmss/assets/default/spell.svg"});
}
else if (this.type === "herb_or_poison") {
await this.updateSource({img: "systems/fvtt-rolemaster-frp/assets/default/herb_or_poison.svg"});
await this.updateSource({img: "systems/rmss/assets/default/herb_or_poison.svg"});
}
else if (this.type === "transport") {
await this.updateSource({img: "systems/fvtt-rolemaster-frp/assets/default/transport.svg"});
await this.updateSource({img: "systems/rmss/assets/default/transport.svg"});
}
}
}
@ -102,13 +100,19 @@ export class RMSSItem extends Item {
}
calculateSelectedSkillCategoryBonus(itemData) {
// Find the relevant skill category
let skillC = this.parent?.items || RFRPUtility.getSkillCategories();
if (skillC) {
let item = skillC.find(it => it.type == "skill_category" && it.name.toLowerCase() == itemData.system.category.toLowerCase());
this.system.category_bonus = item.system.total_bonus;
} else {
ui.notifications.warn("No Skill Categories found. Please create a Skill Category.");
if (this.isEmbedded === null) {
console.log(`rmss | item.js | Skill ${this.name} has no owner. Not calculating Skill Category bonus`);
}
else
{
const items = this.parent.items;
console.log(`rmss | item.js | Skill ${this.name} has owner, calculating skill category bonus.`);
for (const item of items) {
if (item.type === "skill_category" && item._id === itemData.system.category) {
console.log(`rmss | item.js | Calculating Skill Category bonus for skill: ${this.name}`);
this.system.category_bonus = item.system.total_bonus;
}
}
}
}
}

View File

@ -1,197 +0,0 @@
/* -------------------------------------------- */
export class RFRPUtility {
/* -------------------------------------------- */
static async init() {
}
/* -------------------------------------------- */
static async ready() {
this.registerSettings();
this.gameSystem = game.settings.get("fvtt-rolemaster-frp", "game_system");
const skillCategories = await RFRPUtility.loadCompendium("fvtt-rolemaster-frp.skill_categories")
this.skillCategories = skillCategories.map(i => i.toObject()).filter( i => i.system.game_system == "common" || i.system.game_system == this.gameSystem);
// Sort skill categories by name
this.skillCategories.sort((a, b) => a.name.localeCompare(b.name));
}
/* -------------------------------------------- */
static getSkillCategories() {
return this.skillCategories
}
/* -------------------------------------------- */
static registerSettings() {
game.settings.register("fvtt-rolemaster-frp", "game_system", {
name: "Game System",
hint: "List of Game Systems",
scope: "world",
default: "rmfrp",
requiresReload: true,
type: String,
config: true,
choices: {
rmfrp: "Rolemaster Fantasy Role Playing (RMFRP)",
merp: "Middle Earth Role Playing (MERP)"
}
});
}
/* -------------------------------------------- */
static async loadCompendiumData(compendium) {
const pack = game.packs.get(compendium);
return await pack?.getDocuments() ?? [];
}
/* -------------------------------------------- */
static async loadCompendium(compendium, filter = item => true) {
let compendiumData = await RFRPUtility.loadCompendiumData(compendium);
return compendiumData.filter(filter);
}
/* -------------------------------------------- */
static removeChatMessageId(messageId) {
if (messageId) {
game.messages.get(messageId)?.delete();
}
}
static findChatMessageId(current) {
return RFRPUtility.getChatMessageId(HeritiersUtility.findChatMessage(current));
}
static getChatMessageId(node) {
return node?.attributes.getNamedItem('data-message-id')?.value;
}
static findChatMessage(current) {
return RFRPUtility.findNodeMatching(current, it => it.classList.contains('chat-message') && it.attributes.getNamedItem('data-message-id'))
}
static findNodeMatching(current, predicate) {
if (current) {
if (predicate(current)) {
return current;
}
return RFRPUtility.findNodeMatching(current.parentElement, predicate);
}
return undefined;
}
/* -------------------------------------------- */
static getUsers(filter) {
return game.users.filter(filter).map(user => user._id);
}
/* -------------------------------------------- */
static getWhisperRecipients(rollMode, name) {
switch (rollMode) {
case "blindroll": return this.getUsers(user => user.isGM);
case "gmroll": return this.getWhisperRecipientsAndGMs(name);
case "selfroll": return [game.user.id];
}
return undefined;
}
/* -------------------------------------------- */
static getWhisperRecipientsAndGMs(name) {
let recep1 = ChatMessage.getWhisperRecipients(name) || [];
return recep1.concat(ChatMessage.getWhisperRecipients('GM'));
}
/* -------------------------------------------- */
static blindMessageToGM(chatOptions) {
let chatGM = foundry.utils.duplicate(chatOptions);
chatGM.whisper = this.getUsers(user => user.isGM);
chatGM.content = "Blinde message of " + game.user.name + "<br>" + chatOptions.content;
console.log("blindMessageToGM", chatGM);
game.socket.emit("system.fvtt-rolemaster-frp", { msg: "msg_gm_chat_message", data: chatGM });
}
/* -------------------------------------------- */
static async searchItem(dataItem) {
let item
if (dataItem.pack) {
let id = dataItem.id || dataItem._id
let items = await this.loadCompendium(dataItem.pack, item => item.id == id)
item = items[0] || undefined
} else {
item = game.items.get(dataItem.id)
}
return item
}
/* -------------------------------------------- */
static loadHandlebarsTemplates() {
const templatePaths = [
"systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-stats.html",
"systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-fixed-info.html",
"systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-armor-info.html",
"systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-resistance.html",
"systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-race-stat-fixed-info.html",
"systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-role-traits.html",
"systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-background-info.html",
"systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-skill-categories.html",
"systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-skills.html",
"systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-fav-skills.html",
"systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-items.html",
"systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-weapons.html",
"systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-money.html",
"systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-skill-categories.html",
"systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-skills.html",
"systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-armor.html",
"systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-herbs.html",
"systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-spells.html",
"systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-fav-spells.html",
"systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-fav-items.html",
"systems/fvtt-rolemaster-frp/templates/sheets/apps/app_skill_category_importer.html"
];
return loadTemplates(templatePaths);
}
/* -------------------------------------------- */
static loadHandlebarsHelpers() {
// Handlebars Helpers
Handlebars.registerHelper('count', function (list) {
return list.length;
})
Handlebars.registerHelper('includes', function (array, val) {
return array.includes(val);
})
Handlebars.registerHelper('upper', function (text) {
return text.toUpperCase();
})
Handlebars.registerHelper('lower', function (text) {
return text.toLowerCase()
})
Handlebars.registerHelper('upperFirst', function (text) {
if (typeof text !== 'string') return text
return text.charAt(0).toUpperCase() + text.slice(1)
})
Handlebars.registerHelper('notEmpty', function (list) {
return list.length > 0;
})
Handlebars.registerHelper('mul', function (a, b) {
return parseInt(a) * parseInt(b);
})
Handlebars.registerHelper("switch", function (value, options) {
this.switch_value = value;
return options.fn(this);
});
Handlebars.registerHelper("case", function (value, options) {
if (value === this.switch_value) {
return options.fn(this);
}
});
// Handle v12 removal of this helper
Handlebars.registerHelper('select', function (selected, options) {
const escapedValue = RegExp.escape(Handlebars.escapeExpression(selected));
const rgx = new RegExp(' value=[\"\']' + escapedValue + '[\"\']');
const html = options.fn(this);
return html.replace(rgx, "$& selected");
});
}
}

View File

@ -2,10 +2,10 @@ export default class RMSSPlayerSheet extends ActorSheet {
// Override Default Options, Set CSS Classes, Set Default Sheet, Set up Sheet Tabs
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
return mergeObject(super.defaultOptions, {
width: 860,
height: 780,
template: "systems/fvtt-rolemaster-frp/templates/sheets/actors/rmss-character-sheet.html",
template: "systems/rmss/templates/sheets/actors/rmss-character-sheet.html",
classes: ["rmss", "sheet", "actor"],
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "features" }]
});
@ -167,15 +167,7 @@ export default class RMSSPlayerSheet extends ActorSheet {
spells.push(i);
}
}
// Parse skill categories and re+levant skills
for (let s of skillcat) {
s.skills = [];
for (let sk of playerskill) {
if (sk.system.category.toLowerCase() === s.name.toLowerCase()) {
s.skills.push(sk);
}
}
}
// Sort Skill/Skillcat Arrays
skillcat.sort(function(a, b) {
@ -206,15 +198,11 @@ export default class RMSSPlayerSheet extends ActorSheet {
context.armor = armor;
context.herbs = herbs;
context.spells = spells;
// Dump context to console
console.log("ACTOR CONTEXT", context);
}
async renderCharacterSettings(data) {
console.log(data);
const configSheet = await renderTemplate("systems/fvtt-rolemaster-frp/templates/sheets/actors/dialogs/app_skill_category_importer.html", data);
const configSheet = await renderTemplate("systems/rmss/templates/sheets/actors/dialogs/app_skill_category_importer.html", data);
return (configSheet);
}
@ -229,7 +217,7 @@ export default class RMSSPlayerSheet extends ActorSheet {
html.find(".item-roll").click(ev => {
const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
new game.rmss.applications.RMSSToolsDiceRoller(item, this.actor).render(true);
new game.rmss.applications.RMSSToolsDiceRoller(item.name, item.system.total_bonus).render(true);
});
// -------------------------------------------------------------
@ -251,9 +239,7 @@ export default class RMSSPlayerSheet extends ActorSheet {
let selectOptions = {};
for (const pack of game.packs) {
if (pack.metadata.type === "Item") {
selectOptions[pack.metadata.id] = pack.metadata.label;
}
selectOptions[pack.metadata.id] = pack.metadata.label;
}
new game.rmss.applications.RMSSToolsSCImporter(selectOptions, this.actor).render(true);
});

View File

@ -7,10 +7,10 @@ export default class RMSSActorSheetConfig extends FormApplication {
}
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
return mergeObject(super.defaultOptions, {
classes: ["form"],
popOut: true,
template: "systems/fvtt-rolemaster-frp/templates/sheets/actors/apps/actor-settings.html"
template: "systems/rmss/templates/sheets/actors/apps/actor-settings.html"
});
}

View File

@ -1,28 +1,38 @@
import {
roll_one_to_onehundred,
roll_low_open_ended,
roll_high_open_ended,
roll_open_ended
} from "./rmss_dice_roller_rolls.js";
import {
getOpenEndedRollModifier,
processOpenEndedSixtySixRoll,
processOpenEndedRoll,
processHighOpenEndedRoll,
processLowOpenEndedRoll
} from "./rmss_dice_roller_processing.js";
export default class RMSSToolsDiceRoller extends FormApplication {
constructor(item, actor) {
constructor(itemName, characterBonus) {
super();
this.item = foundry.utils.duplicate(item);
this.actor = actor;
this.itemName = item.name;
this.characterBonus = Number(item.system.total_bonus);
this.stunnedModifier = actor.getStunnedModifier()
this.itemName = itemName;
this.characterBonus = characterBonus;
this.rollType = [
{ value: "one_to_onehundred", text: "1-100", selected: false },
{ value: "open_ended", text: "Open-Ended", selected: true },
{ value: "high_open_ended", text: "High Open-Ended", selected: false },
{ value: "low_open_ended", text: "Low Open-Ended", selected: false }
{value: "one_to_onehundred", text: "1-100", selected: false},
{value: "open_ended", text: "Open-Ended", selected: true},
{value: "high_open_ended", text: "High Open-Ended", selected: false},
{value: "low_open_ended", text: "Low Open-Ended", selected: false}
];
}
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
return mergeObject(super.defaultOptions, {
classes: ["form"],
title: "Rolemaster Dice Roller",
popOut: true,
width: 480,
height: 440,
template: "systems/fvtt-rolemaster-frp/templates/sheets/apps/app_dice_roller.html"
width: 380,
height: 210,
template: "systems/rmss/templates/sheets/apps/app_dice_roller.html"
});
}
@ -32,15 +42,6 @@ export default class RMSSToolsDiceRoller extends FormApplication {
itemName: this.itemName,
characterBonus: this.characterBonus,
selectOptions: this.rollType,
woundsModifier: this.actor.system.modifiers.woundsModifier,
config: CONFIG.rmss,
difficulty: 0,
combatSituation: 0,
lightningModifier: 0,
darknessModifier: 0,
hitsPerRound: 0,
isStunned: this.actor.system.state.stunned,
stunnedModifier: this.stunnedModifier
};
}
@ -52,112 +53,33 @@ export default class RMSSToolsDiceRoller extends FormApplication {
console.log("Rolling Dice");
console.log(formData);
console.log(event);
this.roll(event.submitter?.dataset?.value, formData);
}
/* -------------------------------------------- */
async showDiceSoNice(roll, rollMode) {
if (game.modules.get("dice-so-nice")?.active) {
if (game.dice3d) {
let whisper = null;
let blind = false;
rollMode = rollMode ?? game.settings.get("core", "rollMode");
switch (rollMode) {
case "blindroll": //GM only
blind = true;
case "gmroll": //GM + rolling player
whisper = this.getUsers(user => user.isGM);
break;
case "roll": //everybody
whisper = this.getUsers(user => user.active);
break;
case "selfroll":
whisper = [game.user.id];
break;
}
await game.dice3d.showForRoll(roll, game.user, true, whisper, blind);
}
switch (formData.rollType) {
case "one_to_onehundred":
this.roll_one_to_onehundred();
break;
case "open_ended":
this.roll_open_ended();
break;
case "high_open_ended":
this.roll_high_open_ended();
break;
case "low_open_ended":
this.roll_low_open_ended();
break;
}
}
/* -------------------------------------------- */
async roll(rollKey, formData) {
let baseRoll = await new Roll("1d100").roll();
await this.showDiceSoNice(baseRoll, game.settings.get("core", "rollMode"))
let rollType = this.rollType.find(r => r.value == rollKey)?.text;
let rollData = {
name: this.itemName,
rollKey: rollKey,
rollType: rollType,
difficulty: Number(formData.difficulty),
combatSituation: Number(formData?.combatSituation || 0),
lightningModifier: Number(formData?.lightningModifier || 0),
darknessModifier: Number(formData?.darknessModifier || 0),
characterBonus: Number(this.characterBonus),
woundsModifier: Number(this.actor.system.modifiers.woundsModifier),
hitsPerRound: Number(formData.hitsPerRound),
isStunned: this.actor.system.state.stunned,
stunnedModifier: this.stunnedModifier,
rolls: [baseRoll],
}
if (baseRoll.result == 66) {
rollData.content = "You rolled a 66!";
}
// Process the for low open ended rolls
if (rollKey === "open_ended" || rollKey === "low_open_ended") {
if (baseRoll.result < 6) {
rollData.lowopen = true
let newRoll = await new Roll("-1d100").roll();
await this.showDiceSoNice(newRoll, game.settings.get("core", "rollMode"))
rollData.rolls.push(newRoll);
while (newRoll.result > 95) {
newRoll = await new Roll("-1d100").roll();
await this.showDiceSoNice(newRoll, game.settings.get("core", "rollMode"))
rollData.rolls.push(newRoll);
}
}
}
// Process the for high open ended rolls
if (rollKey === "open_ended" || rollKey === "high_open_ended") {
if (baseRoll.result > 95) {
rollData.highopen = true
let newRoll = await new Roll("1d100").roll();
await this.showDiceSoNice(newRoll, game.settings.get("core", "rollMode"))
rollData.rolls.push(newRoll);
while (newRoll.result > 95) {
newRoll = await new Roll("1d100").roll();
await this.showDiceSoNice(newRoll, game.settings.get("core", "rollMode"))
rollData.rolls.push(newRoll);
}
}
}
// Compute total of rolls
rollData.totalRolls = rollData.rolls.reduce((acc, roll) => Number(acc) + Number(roll.result), 0);
rollData.totalFinal = rollData.totalRolls + Number(rollData.combatSituation) +
Number(rollData.lightningModifier) +
Number(rollData.darknessModifier) +
Number(this.actor.system.modifiers.woundsModifier) +
Number(formData.difficulty) +
Number(rollData.hitsPerRound) +
Number(rollData.stunnedModifier) +
Number(this.characterBonus);
console.log(">>> Roll Data: ", rollData);
// Define the Chat Message Template
let chatTemplate = "systems/fvtt-rolemaster-frp/templates/chat/chat_dice_roll.html";
// Pass the Data through to be used in the Chat Message
let chatData = rollData
// Render the Rolls to the Chat Window
renderTemplate(chatTemplate, chatData).then((html) => {
let chatOptions = {
style: CONST.CHAT_MESSAGE_STYLES.ROLL,
flavor: rollType,
rollMode: game.settings.get("core", "rollMode"),
content: html,
};
ChatMessage.create(chatOptions);
});
}
}
RMSSToolsDiceRoller.prototype.roll_one_to_onehundred = roll_one_to_onehundred;
RMSSToolsDiceRoller.prototype.roll_low_open_ended = roll_low_open_ended;
RMSSToolsDiceRoller.prototype.roll_high_open_ended = roll_high_open_ended;
RMSSToolsDiceRoller.prototype.roll_open_ended = roll_open_ended;
RMSSToolsDiceRoller.prototype.getOpenEndedRollModifier =
getOpenEndedRollModifier;
RMSSToolsDiceRoller.prototype.processOpenEndedSixtySixRoll =
processOpenEndedSixtySixRoll;
RMSSToolsDiceRoller.prototype.processOpenEndedRoll = processOpenEndedRoll;
RMSSToolsDiceRoller.prototype.processHighOpenEndedRoll =
processHighOpenEndedRoll;
RMSSToolsDiceRoller.prototype.processLowOpenEndedRoll = processLowOpenEndedRoll;

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@ -0,0 +1,131 @@
export async function getOpenEndedRollModifier() {
return await new Roll("1d100x>95").roll({ async: true });
}
export function processOpenEndedSixtySixRoll(baseroll, rolltype) {
// Log the Roll to Chat
let chatOptions = {
type: CONST.CHAT_MESSAGE_TYPES.ROLL,
rolls: [baseroll],
flavor: rolltype,
rollMode: game.settings.get("core", "rollMode"),
content: "You rolled a 66!",
};
ChatMessage.create(chatOptions);
}
export function processOpenEndedRoll(baseroll, rolltype) {
// Define the Chat Message Template
let chatTemplate = "systems/rmss/templates/chat/chat_dice_roll.html";
// Pass the Data through to be used in the Chat Message
let chatData = {
baseroll: baseroll,
total: baseroll.result,
highopen: false,
lowopen: false,
};
// Render the Rolls to the Chat Window
renderTemplate(chatTemplate, chatData).then((html) => {
let chatOptions = {
type: CONST.CHAT_MESSAGE_TYPES.ROLL,
rolls: [baseroll],
flavor: rolltype,
rollMode: game.settings.get("core", "rollMode"),
content: html,
};
ChatMessage.create(chatOptions);
});
}
export async function processHighOpenEndedRoll(baseroll, rolltype) {
// Get the Base Roll followed by the High Open Ended Roll
let originalRoll = baseroll;
let openendedRoll = await this.getOpenEndedRollModifier();
// Create a rolls array for Dice So Nice integration.
let rolls = [originalRoll, openendedRoll];
// Create an Array to hold the High Open Ended Roll Results and set the total to base roll
let openendedResults = [];
let total = Number(originalRoll.result);
// Each time the High Open Ended Roll is triggered add the result to an array and add it to the total.
for (const rollResult of openendedRoll.dice[0].results) {
openendedResults.push(rollResult.result);
total = total + Number(rollResult.result);
}
// Define the Chat Message Template
let chatTemplate = "systems/rmss/templates/chat/chat_dice_roll.html";
// Pass the Data through to be used in the Chat Message
let chatData = {
baseroll: baseroll,
opeendedresults: [openendedResults],
highopen: true,
lowopen: false,
total: total,
};
// Render the Rolls to the Chat Window
renderTemplate(chatTemplate, chatData).then((html) => {
let chatOptions = {
type: CONST.CHAT_MESSAGE_TYPES.ROLL,
rolls: rolls,
flavor: rolltype,
rollMode: game.settings.get("core", "rollMode"),
content: html,
};
ChatMessage.create(chatOptions);
});
}
export async function processLowOpenEndedRoll(baseroll, rolltype) {
// Get the Base Roll followed by the Low Open Ended Roll
let originalRoll = baseroll;
let openendedRoll = await this.getOpenEndedRollModifier();
// Create a rolls array for Dice So Nice integration.
let rolls = [originalRoll, openendedRoll];
// Create an Array to hold the Low Open Ended Roll Results and set the total to base roll
let openendedResults = [];
let total = Number(originalRoll.result);
// Each time the Low Open Ended Roll is triggered add the result to an array and subtract it from the total.
for (const rollResult of openendedRoll.dice[0].results) {
openendedResults.push(rollResult.result);
total = total - Number(rollResult.result);
}
// Define the Chat Message Template
let chatTemplate = "systems/rmss/templates/chat/chat_dice_roll.html";
// Pass the Data through to be used in the Chat Message
let chatData = {
baseroll: baseroll,
rolls: rolls,
opeendedresults: [openendedResults],
highopen: false,
lowopen: true,
total: total,
};
// Render the Rolls to the Chat Window
renderTemplate(chatTemplate, chatData).then((html) => {
let chatOptions = {
type: CONST.CHAT_MESSAGE_TYPES.ROLL,
rolls: rolls,
flavor: rolltype,
rollMode: game.settings.get("core", "rollMode"),
content: html,
};
ChatMessage.create(chatOptions);
});
}

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@ -0,0 +1,71 @@
export async function roll_one_to_onehundred() {
// Construct the Roll instance
let baseroll = await new Roll("1d100 + @characterBonus", {characterBonus: this.characterBonus}).roll({async: true});
let rolltype = "Roll Type: 1-100";
// Log the Roll to Chat
let chatOptions = {
type: CONST.CHAT_MESSAGE_TYPES.ROLL,
rolls: [baseroll],
flavor: rolltype,
rollMode: game.settings.get("core", "rollMode")
};
ChatMessage.create(chatOptions);
this.close();
};
export async function roll_low_open_ended() {
// Construct the Roll instance
let baseroll = await new Roll("1d100").roll({async: true});
console.log(baseroll.result);
let rolltype = "Roll Type: Low Open-Ended";
switch (true) {
case (baseroll.result < 6):
this.processLowOpenEndedRoll(baseroll, rolltype);
break;
case (baseroll.result === 66):
this.processOpenEndedSixtySixRoll(baseroll, rolltype);
break;
default:
this.processOpenEndedRoll(baseroll, rolltype);
}
}
export async function roll_high_open_ended() {
// Construct the Roll instance
let baseroll = await new Roll("1d100").roll({async: true});
console.log(baseroll.result);
let rolltype = "Roll Type: High Open-Ended";
switch (true) {
case (baseroll.result === 66):
this.processOpenEndedSixtySixRoll(baseroll, rolltype);
break;
case (baseroll.result > 95):
this.processHighOpenEndedRoll(baseroll, rolltype);
break;
default:
this.processOpenEndedRoll(baseroll, rolltype);
}
}
export async function roll_open_ended() {
// Construct the Roll instance
let baseroll = await new Roll("1d100").roll({async: true});
console.log(baseroll.result);
let rolltype = "Roll Type: Open-Ended";
switch (true) {
case (baseroll.result < 6):
this.processLowOpenEndedRoll(baseroll, rolltype);
break;
case (baseroll.result === 66):
this.processOpenEndedSixtySixRoll(baseroll, rolltype);
break;
case (baseroll.result > 95):
this.processHighOpenEndedRoll(baseroll, rolltype);
break;
default:
this.processOpenEndedRoll(baseroll, rolltype);
}
}

View File

@ -7,11 +7,11 @@ export default class RMSSToolsSCImporter extends FormApplication {
}
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
return mergeObject(super.defaultOptions, {
classes: ["form"],
popOut: true,
title: "Import Skill Categories",
template: "systems/fvtt-rolemaster-frp/templates/sheets/apps/app_skill_category_importer.html"
template: "systems/rmss/templates/sheets/apps/app_skill_category_importer.html"
});
}
@ -27,27 +27,23 @@ export default class RMSSToolsSCImporter extends FormApplication {
}
async _updateObject(event, formData) {
//console.log("Update ", event, formData);
let itemType = event.submitter.value;
let toDelete = [];
console.log("Deleting Old Skill Categories.");
for (const item of this.character.items) {
if (item.type === itemType) {
toDelete.push(item.id);
if (item.type === "skill_category") {
item.delete();
}
}
this.character.deleteEmbeddedDocuments("Item", toDelete);
let comp = (itemType == "skill") ? formData.selectOptionsSkills : formData.selectOptionsCategories;
const pack = game.packs.get(comp);
const pack = game.packs.get(formData.selectOptions);
const skillCategoryData = await pack.getIndex();
console.log("Importing New Skills/Skill Categories.");
console.log("Importing New Skill Categories.");
for (const sc of skillCategoryData) {
const newitem = await pack.getDocument(sc._id);
let newDocuments = [];
if (newitem.type === itemType) {
if (newitem.type === "skill_category") {
console.log(newitem);
newDocuments.push(newitem);
}

View File

@ -3,17 +3,17 @@ export default class RMSSArmorSheet extends ItemSheet {
// Set the height and width
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
return mergeObject(super.defaultOptions, {
width: 530,
height: 440,
template: "systems/fvtt-rolemaster-frp/templates/sheets/items/rmss-armor-sheet.html",
template: "systems/rmss/templates/sheets/items/rmss-armor-sheet.html",
classes: ["rmss", "sheet", "item"]
});
}
// If our sheet is called here it is.
get template() {
return "systems/fvtt-rolemaster-frp/templates/sheets/items/rmss-armor-sheet.html";
return "systems/rmss/templates/sheets/items/rmss-armor-sheet.html";
}
// Make the data available to the sheet template

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@ -3,17 +3,17 @@ export default class RMSSHerbAndPoisonSheet extends ItemSheet {
// Set the height and width
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
return mergeObject(super.defaultOptions, {
width: 530,
height: 440,
template: "systems/fvtt-rolemaster-frp/templates/sheets/items/rmss-herb-or-poison-sheet.html",
template: "systems/rmss/templates/sheets/items/rmss-herb-or-poison-sheet.html",
classes: ["rmss", "sheet", "item"]
});
}
// If our sheet is called here it is.
get template() {
return "systems/fvtt-rolemaster-frp/templates/sheets/items/rmss-herb-or-poison-sheet.html";
return "systems/rmss/templates/sheets/items/rmss-herb-or-poison-sheet.html";
}
// Make the data available to the sheet template

View File

@ -3,17 +3,17 @@ export default class RMSSItemSheet extends ItemSheet {
// Set the height and width
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
return mergeObject(super.defaultOptions, {
width: 530,
height: 440,
template: "systems/fvtt-rolemaster-frp/templates/sheets/items/rmss-item-sheet.html",
template: "systems/rmss/templates/sheets/items/rmss-item-sheet.html",
classes: ["rmss", "sheet", "item"]
});
}
// If our sheet is called here it is.
get template() {
return "systems/fvtt-rolemaster-frp/templates/sheets/items/rmss-item-sheet.html";
return "systems/rmss/templates/sheets/items/rmss-item-sheet.html";
}
// Make the data available to the sheet template

View File

@ -3,17 +3,17 @@ export default class RMSSTransportSheet extends ItemSheet {
// Set the height and width
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
return mergeObject(super.defaultOptions, {
width: 530,
height: 440,
template: "systems/fvtt-rolemaster-frp/templates/sheets/items/rmss-transport-sheet.html",
template: "systems/rmss/templates/sheets/items/rmss-transport-sheet.html",
classes: ["rmss", "sheet", "item"]
});
}
// If our sheet is called here it is.
get template() {
return "systems/fvtt-rolemaster-frp/templates/sheets/items/rmss-transport-sheet.html";
return "systems/rmss/templates/sheets/items/rmss-transport-sheet.html";
}
// Make the data available to the sheet template

View File

@ -3,17 +3,17 @@ export default class RMSSWeaponSheet extends ItemSheet {
// Set the height and width
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
return mergeObject(super.defaultOptions, {
width: 530,
height: 440,
template: "systems/fvtt-rolemaster-frp/templates/sheets/items/rmss-weapon-sheet.html",
template: "systems/rmss/templates/sheets/items/rmss-weapon-sheet.html",
classes: ["rmss", "sheet", "item"]
});
}
// If our sheet is called here it is.
get template() {
return "systems/fvtt-rolemaster-frp/templates/sheets/items/rmss-weapon-sheet.html";
return "systems/rmss/templates/sheets/items/rmss-weapon-sheet.html";
}
// Make the data available to the sheet template

View File

@ -3,17 +3,17 @@ export default class RMSSSkillCategorySheet extends ItemSheet {
// Set the height and width
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
return mergeObject(super.defaultOptions, {
width: 580,
height: 440,
template: "systems/fvtt-rolemaster-frp/templates/sheets/skills/rmss-skill-category-sheet.html",
template: "systems/rmss/templates/sheets/skills/rmss-skill-category-sheet.html",
classes: ["rmss", "sheet", "item"]
});
}
// If our sheet is called here it is.
get template() {
return "systems/fvtt-rolemaster-frp/templates/sheets/skills/rmss-skill-category-sheet.html";
return "systems/rmss/templates/sheets/skills/rmss-skill-category-sheet.html";
}
// Make the data available to the sheet template

View File

@ -1,28 +1,26 @@
import { RFRPUtility } from "../../rfrp-utility.js";
// Our Item Sheet extends the default
export default class RMSSSkillSheet extends ItemSheet {
// Set the height and width
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
return mergeObject(super.defaultOptions, {
width: 530,
height: 440,
template: "systems/fvtt-rolemaster-frp/templates/sheets/skills/rmss-skill-sheet.html",
template: "systems/rmss/templates/sheets/skills/rmss-skill-sheet.html",
classes: ["rmss", "sheet", "item"]
});
}
// If our sheet is called here it is.
get template() {
return "systems/fvtt-rolemaster-frp/templates/sheets/skills/rmss-skill-sheet.html";
return "systems/rmss/templates/sheets/skills/rmss-skill-sheet.html";
}
// Make the data available to the sheet template
async getData() {
const baseData = await super.getData();
let enrichedDescription = await TextEditor.enrichHTML(this.item.system.description, { async: true });
let enrichedDescription = await TextEditor.enrichHTML(this.item.system.description, {async: true});
// Get a list of the parent item's skill categories for the dropdown
let ownedSkillCategories = this.prepareSkillCategoryValues();
@ -53,16 +51,16 @@ export default class RMSSSkillSheet extends ItemSheet {
html.find(".skillsheet-newrank").click(ev => {
switch (ev.currentTarget.getAttribute("value")) {
case "0":
this.object.update({ system: { new_ranks: { value: 1 } } });
this.object.update({system: {new_ranks: { value: 1 }}});
break;
case "1":
this.object.update({ system: { new_ranks: { value: 2 } } });
this.object.update({system: {new_ranks: { value: 2 }}});
break;
case "2":
this.object.update({ system: { new_ranks: { value: 3 } } });
this.object.update({system: {new_ranks: { value: 3 }}});
break;
case "3":
this.object.update({ system: { new_ranks: { value: 0 } } });
this.object.update({system: {new_ranks: { value: 0 }}});
break;
}
});
@ -72,20 +70,23 @@ export default class RMSSSkillSheet extends ItemSheet {
// If this Skill is owned then we will return a list of Skill Categories and allow them to choose
// Otherwise we'll just return 'Skill has no owner'
prepareSkillCategoryValues() {
let skillCategories = RFRPUtility.getSkillCategories();
if (this.item.isEmbedded) {
skillCategories = this.item.parent.items.filter(it => it.type == "skill_category");
let skillNoOwner = {None: "Skill Has No Owner"};
if (this.item.isEmbedded === null) {
return (skillNoOwner);
}
else
{
const skillCategories = this.item.parent.getOwnedItemsByType("skill_category");
return (skillCategories);
}
//console.log("CATEG", skillCategories);
return (skillCategories);
}
// Determine which Skill Category is selected and test that it is in the current list of categories.
// If it isn't set it to None.
prepareSelectedSkillCategory(ownedSkillCategories, selectedSkillCategory) {
let defaultSelectedCategory = "None";
let skillC = ownedSkillCategories.find(it => it.name.toLowerCase() == selectedSkillCategory.toLowerCase());
if (skillC) {
if (Object.keys(ownedSkillCategories).includes(selectedSkillCategory)) {
return (selectedSkillCategory);
} else {
return (defaultSelectedCategory);
@ -96,14 +97,19 @@ export default class RMSSSkillSheet extends ItemSheet {
// Iterate through the owned skill categories and if one of them matches the item id of currently
// selected skill category then set the Skill Category Bonus field to the Total Bonus field of the Skill Category
prepareSelectedSkillCategoryBonus(selected_skillcat) {
let skillC = this.parent?.items || RFRPUtility.getSkillCategories();
if (skillC) {
let item = skillC.find(it => it.type == "skill_category" && it.name.toLowerCase() == itemData.system.category.toLowerCase());
if (item) {
this.system.category_bonus = item.system.total_bonus;
return
if (this.item.isEmbedded === null) {
console.log("Skill has no owner");
}
else
{
const items = this.object.parent.items;
for (const item of items) {
if (item.type === "skill_category" && item._id === selected_skillcat) {
console.log(`rmss | rmss_skill_sheet | Calculating Skill Category bonus for skill: ${this.object.name}`);
this.object.system.category_bonus = item.system.total_bonus;
}
}
}
ui.notifications.warn("No Skill Categories found for " + this.name + ". Please create and link a Skill Category.");
}
}

View File

@ -3,7 +3,7 @@ export default class RMSSSpellSheet extends ItemSheet {
// Set the height and width
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
return mergeObject(super.defaultOptions, {
width: 530,
height: 440,
classes: ["rmss", "sheet", "item"]
@ -12,7 +12,7 @@ export default class RMSSSpellSheet extends ItemSheet {
// If our sheet is called here it is.
get template() {
return "systems/fvtt-rolemaster-frp/templates/sheets/spells/rmss-spell-sheet.html";
return "systems/rmss/templates/sheets/spells/rmss-spell-sheet.html";
}
// Make the data available to the sheet template

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@ -0,0 +1,53 @@
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2024/08/10-00:13:42.653716 7f9286a006c0 Recovering log #111
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2024/08/10-00:13:42.702252 7f9286a006c0 Delete type=0 #111
2024/08/10-00:15:09.358300 7f9285a006c0 Level-0 table #116: started
2024/08/10-00:15:09.358337 7f9285a006c0 Level-0 table #116: 0 bytes OK
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2024/08/10-00:15:09.392733 7f9285a006c0 Manual compaction at level-0 from '!items!1HevhbCbvMonyQXe' @ 72057594037927935 : 1 .. '!items!yRIFroc5VC9Oj3qY' @ 0 : 0; will stop at (end)
2024/08/10-00:15:09.392780 7f9285a006c0 Manual compaction at level-1 from '!items!1HevhbCbvMonyQXe' @ 72057594037927935 : 1 .. '!items!yRIFroc5VC9Oj3qY' @ 0 : 0; will stop at (end)

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2024/08/10-00:12:37.578313 7f9287e006c0 Delete type=0 #107
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2024/08/10-00:13:00.464827 7f9285a006c0 Level-0 table #112: 0 bytes OK
2024/08/10-00:13:00.471404 7f9285a006c0 Delete type=0 #110
2024/08/10-00:13:00.478060 7f9285a006c0 Manual compaction at level-0 from '!items!1HevhbCbvMonyQXe' @ 72057594037927935 : 1 .. '!items!yRIFroc5VC9Oj3qY' @ 0 : 0; will stop at (end)
2024/08/10-00:13:00.478094 7f9285a006c0 Manual compaction at level-1 from '!items!1HevhbCbvMonyQXe' @ 72057594037927935 : 1 .. '!items!yRIFroc5VC9Oj3qY' @ 0 : 0; will stop at (end)

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2024/08/10-00:15:09.368108 7f9285a006c0 Level-0 table #5: 33871 bytes OK
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2024/08/10-00:12:37.581095 7f928cc006c0 Recovering log #25
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{"name":"Awareness • Searching","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"In/Re/SD","app_stat_1":"In","app_stat_2":"Re","app_stat_3":"SD","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.NZl30XPdtYjHqtwp"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662897647294,"modifiedTime":1670979422361,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"pa35A84DZkI6I611"}
{"name":"Weapon • Support","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"Ag/St/Ag","app_stat_1":"Ag","app_stat_2":"St","app_stat_3":"Ag","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.8a1d0Z2MfJe0R1Eb"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662898823756,"modifiedTime":1670980279746,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"pkxuna2rIm1ZjyEK"}
{"name":"Armor • Heavy","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"St/Ag/St","app_stat_1":"St","app_stat_2":"Ag","app_stat_3":"St","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.7UA8xwzcBrKZfFk9"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662897366792,"modifiedTime":1670979372753,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"r6D1tALgD1wR0GGj"}
{"name":"Weapon • 2-H Energy","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"Ag/Ag/Ag","app_stat_1":"Ag","app_stat_2":"Ag","app_stat_3":"Ag","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.CXllZNGgTe80uZRQ"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662898744329,"modifiedTime":1670980272057,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"rw987ZssCMcfx8n7"}
{"name":"Urban","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"In/Pr/Re","app_stat_1":"In","app_stat_2":"Pr","app_stat_3":"Re","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.JAY4cM0lv1wZm3vo"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662898721300,"modifiedTime":1670980058009,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"sV50mwPLEO7ju9nT"}
{"name":"Communcations","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"Re/Me/Em","app_stat_1":"Re","app_stat_2":"Me","app_stat_3":"Em","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.fh63pdckz6VYGAFc"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662897838640,"modifiedTime":1670979489034,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"tXyzk5v0PTLAxmFk"}
{"name":"Body Development","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"Co/SD/Co","app_stat_1":"Co","app_stat_2":"SD","app_stat_3":"Co","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.cWtQ0YU3kGBhL8iR"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662897724809,"modifiedTime":1670979475450,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"y6Tq2DSvZm0dIZ7A"}
{"name":"Science/Analytic • Specialized","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"Re/Me/Re","app_stat_1":"Re","app_stat_2":"Me","app_stat_3":"Re","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.BfDFjciYPFezmes0"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662898290307,"modifiedTime":1670979851643,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"yHwwkDNq6DuylHYa"}
{"name":"Science/Analytic • Technical","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"Re/Me/Ag","app_stat_1":"Re","app_stat_2":"Me","app_stat_3":"Ag","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.BfDFjciYPFezmes0"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662898290307,"modifiedTime":1670979874641,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"z1Z1K02tzG1JU5wN"}
{"name":"Mind Point Development","type":"skill_category","img":"systems/rmss/assets/default/skill_category.svg","system":{"description":"Description here.","applicable_stats":"SD","app_stat_1":"SD","app_stat_2":"None","app_stat_3":"None","development_cost":"0","ranks":0,"new_ranks":{"value":0,"max":3,"max_default":3},"rank_bonus":0,"stat_bonus":0,"prof_bonus":0,"special_bonus_1":0,"special_bonus_2":0,"total_bonus":0,"favorite":false},"effects":[],"flags":{"core":{"sourceId":"Item.Q7rKLS4gJwH2Lygw"}},"_stats":{"systemId":"rmss","systemVersion":"0.0.3","coreVersion":"10.291","createdTime":1662898277091,"modifiedTime":1670979677773,"lastModifiedBy":"AKzFUDVFn0NcwQv9"},"folder":null,"sort":0,"ownership":{"default":0,"AKzFUDVFn0NcwQv9":3},"_id":"zYUB46z7lYODAIK2"}

View File

@ -41,10 +41,6 @@
border-bottom: 1px solid;
background-image: linear-gradient(rgba(0, 0, 0, 0.1) 0 0);
}
.skill-box {
margin-left: 1.2rem;
background-color: lightgrey;
}
.container {
display: flex;
}
@ -203,6 +199,7 @@
padding-bottom: 3px;
display: flex;
justify-content: flex-end;
flex-direction: column;
justify-content: center;
}
.skills-grid-container > div:nth-child(22n+1),
@ -224,6 +221,7 @@
padding-bottom: 3px;
display: flex;
justify-content: flex-end;
flex-direction: column;
justify-content: center;
background-image: linear-gradient(rgba(0, 0, 0, 0.1) 0 0);
}
@ -232,10 +230,6 @@
border-bottom: 1px solid;
background-image: linear-gradient(rgba(0, 0, 0, 0.1) 0 0);
}
.skills-name-left-align {
text-align: left;
padding-left: 2px;
}
.money-column {
flex-direction: column;
}
@ -498,9 +492,6 @@
font-size: 12px;
text-align: center;
}
.select-fixed-width {
width: 100px;
}
.applicable-stats-grid-container {
display: grid;
grid-template-columns: [app-stat-1] 33% [app-stat-2] 33% [app-stat-3] 33%;
@ -531,13 +522,8 @@
}
.roll-button-container {
display: flex;
flex-direction: row;
justify-content: flex-start;
}
.roll-button {
margin-top: 2px;
width: 96px;
max-width: 96px;
flex-direction: column;
justify-content: flex-end;
}
.sheet form {
display: flex;

74
rmss.js
View File

@ -19,13 +19,40 @@ import RMSSSkillSheet from "./module/sheets/skills/rmss_skill_sheet.js";
import RMSSPlayerSheet from "./module/sheets/actors/rmss_player_sheet.js";
import RMSSToolsSCImporter from "./module/sheets/apps/rmss_import_skill_categories.js";
import RMSSToolsDiceRoller from "./module/sheets/apps/rmss_dice_roller.js";
import { RFRPUtility } from "./module/rfrp-utility.js";
/** Preload handlebars templates for character sheets */
async function preloadHandlebarsTemplates() {
const templatePaths = [
"systems/rmss/templates/sheets/actors/parts/actor-stats.html",
"systems/rmss/templates/sheets/actors/parts/actor-fixed-info.html",
"systems/rmss/templates/sheets/actors/parts/actor-armor-info.html",
"systems/rmss/templates/sheets/actors/parts/actor-resistance.html",
"systems/rmss/templates/sheets/actors/parts/actor-race-stat-fixed-info.html",
"systems/rmss/templates/sheets/actors/parts/actor-role-traits.html",
"systems/rmss/templates/sheets/actors/parts/actor-background-info.html",
"systems/rmss/templates/sheets/actors/parts/actor-skill-categories.html",
"systems/rmss/templates/sheets/actors/parts/actor-skills.html",
"systems/rmss/templates/sheets/actors/parts/actor-fav-skills.html",
"systems/rmss/templates/sheets/actors/parts/actor-items.html",
"systems/rmss/templates/sheets/actors/parts/actor-weapons.html",
"systems/rmss/templates/sheets/actors/parts/actor-money.html",
"systems/rmss/templates/sheets/actors/parts/actor-skill-categories.html",
"systems/rmss/templates/sheets/actors/parts/actor-skills.html",
"systems/rmss/templates/sheets/actors/parts/actor-armor.html",
"systems/rmss/templates/sheets/actors/parts/actor-herbs.html",
"systems/rmss/templates/sheets/actors/parts/actor-spells.html",
"systems/rmss/templates/sheets/actors/parts/actor-fav-spells.html",
"systems/rmss/templates/sheets/actors/parts/actor-fav-items.html",
"systems/rmss/templates/sheets/apps/app_skill_category_importer.html"
];
return loadTemplates(templatePaths);
}
// Register Scene Controls
// registerGetSceneControlButtonsHook();
// Hook the init function and set up our system
Hooks.once("init", function () {
Hooks.once("init", function() {
console.log("rmss | Initialising Rolemaster Standard System");
// Load our custom actor and item classes
@ -47,7 +74,7 @@ Hooks.once("init", function () {
CONFIG.fontDefinitions["PragRoman"] = {
editor: true,
fonts: [
{ urls: ["systems/fvtt-rolemaster-frp/assets/fonts/PragRoman.woff2"] }
{urls: ["systems/rmss/assets/fonts/PragRoman.woff2"]}
]
};
@ -64,30 +91,35 @@ Hooks.once("init", function () {
console.log("rmss | Registering RMSS sheets");
// Items
Items.registerSheet("fvtt-rolemaster-frp", RMSSItemSheet, { makeDefault: true, label: "rmss.entity_sheet.item", types: ["item"] });
Items.registerSheet("fvtt-rolemaster-frp", RMSSArmorSheet, { makeDefault: true, label: "rmss.entity_sheet.armor", types: ["armor"] });
Items.registerSheet("fvtt-rolemaster-frp", RMSSTransportSheet, { makeDefault: true, label: "rmss.entity_sheet.transport", types: ["transport"] });
Items.registerSheet("fvtt-rolemaster-frp", RMSSWeaponSheet, { makeDefault: true, label: "rmss.entity_sheet.weapon", types: ["weapon"] });
Items.registerSheet("fvtt-rolemaster-frp", RMSSHerbOrPoisonSheet, { makeDefault: true, label: "rmss.entity_sheet.herb_or_poison", types: ["herb_or_poison"] });
Items.registerSheet("rmss", RMSSItemSheet, {makeDefault: true, label: "rmss.entity_sheet.item", types: ["item"]});
Items.registerSheet("rmss", RMSSArmorSheet, {makeDefault: true, label: "rmss.entity_sheet.armor", types: ["armor"]});
Items.registerSheet("rmss", RMSSTransportSheet, {makeDefault: true, label: "rmss.entity_sheet.transport", types: ["transport"]});
Items.registerSheet("rmss", RMSSWeaponSheet, {makeDefault: true, label: "rmss.entity_sheet.weapon", types: ["weapon"]});
Items.registerSheet("rmss", RMSSHerbOrPoisonSheet, {makeDefault: true, label: "rmss.entity_sheet.herb_or_poison", types: ["herb_or_poison"]});
// Spells
Items.registerSheet("fvtt-rolemaster-frp", RMSSSpellSheet, { makeDefault: true, label: "rmss.entity_sheet.spell", types: ["spell"] });
Items.registerSheet("rmss", RMSSSpellSheet, {makeDefault: true, label: "rmss.entity_sheet.spell", types: ["spell"]});
// Skills
Items.registerSheet("fvtt-rolemaster-frp", RMSSSkillCategorySheet, { makeDefault: true, label: "rmss.entity_sheet.skill_category", types: ["skill_category"] });
Items.registerSheet("fvtt-rolemaster-frp", RMSSSkillSheet, { makeDefault: true, label: "rmss.entity_sheet.skill", types: ["skill"] });
Items.registerSheet("rmss", RMSSSkillCategorySheet, {makeDefault: true, label: "rmss.entity_sheet.skill_category", types: ["skill_category"]});
Items.registerSheet("rmss", RMSSSkillSheet, {makeDefault: true, label: "rmss.entity_sheet.skill", types: ["skill"]});
// Actors
Actors.registerSheet("fvtt-rolemaster-frp", RMSSPlayerSheet, { makeDefault: true, label: "rmss.entity_sheet.player_characrer", types: ["character"] });
Actors.registerSheet("rmss", RMSSPlayerSheet, {makeDefault: true, label: "rmss.entity_sheet.player_characrer", types: ["character"]});
RFRPUtility.loadHandlebarsTemplates();
RFRPUtility.loadHandlebarsHelpers();
// Preload Handlebars Templates
console.log("rmss | Preloading Handlebars Templates");
preloadHandlebarsTemplates();
// Handlebars Helpers
Handlebars.registerHelper("switch", function(value, options) {
this.switch_value = value;
return options.fn(this);
});
Handlebars.registerHelper("case", function(value, options) {
if (value === this.switch_value) {
return options.fn(this);
}
});
});
Hooks.once("ready", async function () {
console.log("rmss | Ready");
// Load Utility
await RFRPUtility.ready();
})

View File

@ -1,47 +1,32 @@
{
"id": "fvtt-rolemaster-frp",
"title": "Rolemaster FRP System",
"description": "The Rolemaster FRP system for FoundryVTT.",
"manifest": "https://www.uberwald.me/gitea/public/fvtt-rolemaster-frp/raw/branch/develop/system.json",
"download": "https://www.uberwald.me/gitea/public/fvtt-rolemaster-frp/archive/v12.0.13.zip",
"authors": [
{
"name": "Cynicide",
"email": ""
},
{
"name": "LeRatierBretonnien",
"email": ""
}
],
"version": "12.0.13",
"name": "rmss",
"title": "Rolemaster Standard System",
"description": "The Rolemaster Standard System system for FoundryVTT.",
"authors": [{
"name": "Cynicide"
}],
"version": "0.0.3",
"compatibility": {
"minimum": "12",
"verified": "12"
"minimum": 10,
"verified": "11.315",
"maximum": 11
},
"esmodules":[
"rmss.js"
],
"styles": ["rmss.css"],
"packs": [ {
"name": "skill_categories",
"label": "Skill Categories",
"system": "fvtt-rolemaster-frp",
"path": "./packs/skill_categories",
"name": "rmss_skill_categories",
"label": "RMSS Skill Categories",
"system": "rmss",
"path": "./packs/rmss_skill_categories.db",
"type": "Item"
},
{
"name": "skill-merp",
"label": "Skills (MERP)",
"system": "fvtt-rolemaster-frp",
"path": "./packs/skills-merp",
"type": "Item"
},
{
"name": "skill-rmfrp",
"label": "Skills (RMFRP)",
"system": "fvtt-rolemaster-frp",
"path": "./packs/skills-rmfrp",
"name": "smss_skill_categories",
"label": "Spacemaster Skill Categories",
"system": "rmss",
"path": "./packs/smss_skill_categories.db",
"type": "Item"
}
],
@ -52,9 +37,7 @@
"path": "lang/en.json"
}
],
"grid": {
"distance": 5,
"units": "ft"
},
"gridDistance": 5,
"gridUnits": "ft",
"license": "LICENSE.txt"
}

View File

@ -222,14 +222,6 @@
},
"character": {
"templates": ["background", "stats", "resistance_rolls", "armor_info", "fixed_info", "race_stat_fixed_info", "role_traits", "money", "description"],
"modifiers": {
"woundsModifier": 0
},
"state": {
"stunned": false,
"prone": false,
"noparry": false
},
"attributes": {
"level": {
"value": 1
@ -313,7 +305,6 @@
"skill": {
"templates": ["base"],
"category" : "",
"game_system": "common",
"ranks": 0,
"new_ranks": {
"value": 0,
@ -327,13 +318,11 @@
"special_bonus_2": 0,
"total_bonus": 0,
"favorite": false,
"bonus_progression": "standard",
"designation": "None"
},
"skill_category": {
"templates": ["base"],
"applicable_stats": "None",
"game_system": "common",
"app_stat_1": "None",
"app_stat_2": "None",
"app_stat_3": "None",
@ -350,7 +339,6 @@
"special_bonus_1": 0,
"special_bonus_2": 0,
"total_bonus": 0,
"bonus_progression": "standard",
"favorite": false
},
"spell": {

View File

@ -1,70 +1,28 @@
<div class="dice-roll">
<div class="dice-result">
Rolling for : {{name}}
</div>
{{#if highopen }}
<div class=dice-result>
Rolled over 95 - High Open-Ended!
</div>
{{/if}}
{{#if lowopen }}
<div class=dice-result>
Rolled under 6 - Low Open-Ended!
</div>
{{/if}}
<div class="dice-result">
Original Roll:
<h4 class="dice-total" >{{ baseroll.result }}</h4>
</div>
{{#if highopen }}
<div class=dice-result>
Rolled over 95 - High Open-Ended!
{{#each opeendedresults as |rollresult|}}
<h4 class="dice-total" >{{ rollresult }}</h4>
{{/each}}
</div>
{{/if}}
{{#if difficulty}}
<div class=dice-result>
Difficulty : {{difficulty}}
</div>
{{/if}}
{{#if lowopen }}
<div class=dice-result>
Rolled under 6 - Low Open-Ended!
{{#each opeendedresults as |rollresult|}}
<h4 class="dice-total" >{{ rollresult }}</h4>
{{/each}}
</div>
{{/if}}
{{#if combatSituation}}
<div class=dice-result>
Combat situation : {{combatSituation}}
</div>
{{/if}}
{{#if stunnedModifier}}
<div class=dice-result>
Stunned : {{stunnedModifier}}
</div>
{{/if}}
{{#if hitsPerRound}}
<div class=dice-result>
Hits/round malus : {{hitsPerRound}}
</div>
{{/if}}
{{#if lightningModifier}}
<div class=dice-result>
Lightning modifierLight : {{lightningModifier}}
</div>
{{/if}}
{{#if darknessModifier}}
<div class=dice-result>
Darkness modifierDark : {{darknessModifier}}
</div>
{{/if}}
{{#if woundsModifier}}
<div class="dice-result">
<div>% of hits malus : {{woundsModifier}}</div>
</div>
{{/if}}
<div class="dice-result">
Total of d100 rolls:
<h4 class="dice-total">{{totalRolls}}<br>
({{#each rolls as |roll|}}{{roll.total}}{{#unless @last}}, {{/unless}}{{/each}})</h4>
</div>
<div class=dice-result>
Character Bonus : {{characterBonus}}
</div>
<div class="dice-result">
Total :
<h4 class="dice-total">{{totalFinal}}</h4>
</div>
<div class="dice-result">
Total:
<h4 class="dice-total" >{{ total }}</h4>
</div>
</div>

View File

@ -15,11 +15,8 @@
<button type="button" class="import-skillcats" title="Import" acotr_id="">{{ localize "rmss.pc_sheet.import_skillcat" }}</button>
</div>
</div>
</div>
{{#each skillcat as |skill_category id|}}
<div class="skillcat-grid-container">
<div><a class="item-roll" title="Roll Check" data-item-id="{{skill_category._id}}">{{skill_category.name}}</a> <i class="fas fa-dice"></i></div>
<div>{{skill_category.name}}</div>
<div>{{skill_category.system.applicable_stats}}</div>
<div>{{skill_category.system.development_cost}}</div>
<div>{{skill_category.system.ranks}}</div>
@ -39,14 +36,8 @@
<div>{{skill_category.system.total_bonus}}</div>
<div class="skillcat-icons">
<a class="item-edit" title="Edit Category" data-item-id="{{skill_category._id}}"><i class="fas fa-edit"></i></a>
<a class="item-delete item" title="Delete Category" data-item-id="{{skill_category._id}}"><i class="fas fa-trash"></i></a>
<a class="item-delete item" title="Delete Category" data-item-id="{{skill_category._id}}"><i class="fas fa-trash"></i></a>
<a class="item-roll" title="Roll Check" data-item-id="{{skill_category._id}}"><i class="fas fa-dice"></i></a>
</div>
</div>
{{#if (count skill_category.skills)}}
<div class="skill-box">
{{> "systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-skills.html" }}
</div>
{{/if}}
{{/each}}
</div>

View File

@ -10,19 +10,16 @@
<div class="skills-grid-heading">{{ localize "rmss.pc_sheet_skills.special_bonus" }}</div>
<div class="skills-grid-heading">{{ localize "rmss.pc_sheet_skills.total_bonus" }}</div>
<div class="skills-grid-heading">
<a class="item-create" title="Create Skill" data-type="skill"><i class="fas fa-plus"></i>{{ localize "rmss.pc_sheet_skills.add_skill" }}</a>
<!--<a class="item-create" title="Create Skill" data-type="skill"><i class="fas fa-plus"></i>{{ localize "rmss.pc_sheet_skills.add_skill" }}</a>-->
</div>
</div>
{{#each skills as |skill id|}}
<div class="skills-grid-container">
{{#if skill.system.favorite}}
{{#each playerskill as |skill id|}}
{{#if skill.system.favorite}}
<div><a class="skill-favorite" data-item-id="{{skill._id}}"><i class="fa-regular fa-square-check"></i></a></div>
{{else}}
<div><a class="skill-favorite" data-item-id="{{skill._id}}"><i class="fa-regular fa-square"></i></a></div>
{{/if}}
<!--<div><input type="checkbox" name="system.favorite" {{checked skill.system.favorite}}/></div>-->
<div class="skills-name-left-align"><a class="item-roll" title="Roll Check" data-item-id="{{skill_category._id}}">{{skill.name}}<i class="fas fa-dice"></i></a></div>
<div>{{skill.name}}</div>
<div>{{skill.system.ranks}}</div>
<div>
{{#switch skill.system.new_ranks.value}}
@ -38,10 +35,9 @@
<div>{{skill.system.special_bonus_1}}</div>
<div>{{skill.system.special_bonus_2}}</div>
<div>{{skill.system.total_bonus}}</div>
<div >
<div>
<a class="item-edit" title="Edit Skill" data-item-id="{{skill._id}}"><i class="fas fa-edit"></i></a>
<a class="item-delete" title="Delete Skill" data-item-id="{{skill._id}}"><i class="fas fa-trash"></i></a>
</div>
</div>
{{/each}}
</div>

View File

@ -19,7 +19,6 @@
<div class="resource-entry">
{{ localize "rmss.player_character.resources.hits" }}
<h4><input name="system.attributes.hits.current" type="Number" value="{{system.attributes.hits.current}}"/>/<input name="system.attributes.hits.max" type="Number" value="{{system.attributes.hits.max}}"/></h4>
<div>Wounds Modifier : {{system.modifiers.woundsModifier}}</div>
</div>
<div class="resource-entry">
@ -71,9 +70,9 @@
{{!-- Default tab is specified in actor-sheet.mjs --}}
<a class="item" data-tab="Record">{{ localize "rmss.pc_sheet_tabs.record" }}</a>
<a class="item" data-tab="SkillCategory">{{ localize "rmss.pc_sheet_tabs.skill_categories" }}</a>
<a class="item" data-tab="Skills">{{ localize "rmss.pc_sheet_tabs.skills" }}</a>
<a class="item" data-tab="Equipment">{{ localize "rmss.pc_sheet_tabs.equipment" }}</a>
<a class="item" data-tab="Spells">{{ localize "rmss.pc_sheet_tabs.spells" }}</a>
<a class="item" data-tab="Background">{{ localize "rmss.pc_sheet_tabs.background" }}</a>
<a class="item" data-tab="StatusRecord">{{ localize "rmss.pc_sheet_tabs.status_record" }}</a>
<a class="item" data-tab="ExperiencePoints">{{ localize "rmss.pc_sheet_tabs.experience_points" }}</a>
</nav>
@ -82,74 +81,65 @@
<div class="tab record" data-group="primary" data-tab="Record">
<div class="container">
<div class="fixed-info-container">
{{> "systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-fixed-info.html" }}
{{> "systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-armor-info.html" }}
{{> "systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-resistance.html" }}
{{> "systems/rmss/templates/sheets/actors/parts/actor-fixed-info.html" }}
{{> "systems/rmss/templates/sheets/actors/parts/actor-armor-info.html" }}
{{> "systems/rmss/templates/sheets/actors/parts/actor-resistance.html" }}
{{> "systems/rmss/templates/sheets/actors/parts/actor-race-stat-fixed-info.html" }}
{{> "systems/rmss/templates/sheets/actors/parts/actor-role-traits.html" }}
{{> "systems/rmss/templates/sheets/actors/parts/actor-background-info.html" }}
</div>
<div class="stat-container">
{{> "systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-stats.html" }}
<div class="favorite-container">
<span class="label-name">Stunned : </span><input type="checkbox" name="system.state.stunned" {{checked system.state.stunned}}/>
<span class="label-name">Prone : </span><input type="checkbox" name="system.state.prone" {{checked system.state.prone}}/>
</div>
{{> "systems/rmss/templates/sheets/actors/parts/actor-stats.html" }}
<div class="favorite-container">
<h2>Favorite Skills</h2>
{{> "systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-fav-skills.html" }}
{{> "systems/rmss/templates/sheets/actors/parts/actor-fav-skills.html" }}
<h2>Favorite Spells</h2>
{{> "systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-fav-spells.html" }}
{{> "systems/rmss/templates/sheets/actors/parts/actor-fav-spells.html" }}
<h2>Equipped Items</h2>
{{> "systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-fav-items.html" }}
{{> "systems/rmss/templates/sheets/actors/parts/actor-fav-items.html" }}
<h2>Description</h2>
{{editor enrichedDescription target="system.description" button=true owner=owner editable=editable}}
</div>
</div>
</div>
</div>
<div class="tab skill_categories" data-group="primary" data-tab="SkillCategory">
{{> "systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-skill-categories.html" }}
{{> "systems/rmss/templates/sheets/actors/parts/actor-skill-categories.html" }}
</div>
<div class="tab skills" data-group="primary" data-tab="Skills">
{{> "systems/rmss/templates/sheets/actors/parts/actor-skills.html" }}
</div>
<div class="tab equipment" data-group="primary" data-tab="Equipment">
<div class="container">
<div class="equipment-container">
<h2>Items</h2>
{{> "systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-items.html" }}
{{> "systems/rmss/templates/sheets/actors/parts/actor-items.html" }}
<h2>Weapons</h2>
{{> "systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-weapons.html" }}
{{> "systems/rmss/templates/sheets/actors/parts/actor-weapons.html" }}
<h2>Armor and Equipables</h2>
{{> "systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-armor.html" }}
{{> "systems/rmss/templates/sheets/actors/parts/actor-armor.html" }}
<h2>Herbs and Poisons</h2>
{{> "systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-herbs.html" }}
{{> "systems/rmss/templates/sheets/actors/parts/actor-herbs.html" }}
</div>
<div class="money-container">
<h2>Wealth</h2>
{{> "systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-money.html" }}
{{> "systems/rmss/templates/sheets/actors/parts/actor-money.html" }}
</div>
</div>
</div>
<div class="tab spells" data-group="primary" data-tab="Spells">
<div class="spell-container">
{{> "systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-spells.html" }}
{{> "systems/rmss/templates/sheets/actors/parts/actor-spells.html" }}
</div>
</div>
<div class="tab background" data-group="primary" data-tab="Background">
<div class="container">
<div class="fixed-info-container">
{{> "systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-race-stat-fixed-info.html" }}
</div>
<div class="fixed-info-container">
{{> "systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-role-traits.html" }}
{{> "systems/fvtt-rolemaster-frp/templates/sheets/actors/parts/actor-background-info.html" }}
</div>
</div>
</div>
</section>
</form>

View File

@ -1,96 +1,27 @@
<form>
<div class="dice-roller-container">
<div class="dice-roller-options">
<div class="dice-roller-item">
<div>Rolling for:</div>
<div>{{itemName}}</div>
</div>
<div class="dice-roller-item">
<div>Character Bonus:</div>
<div>{{characterBonus}}</div>
</div>
<div class="dice-roller-item">
<div>Difficulty:</div>
<div>
<select name="difficulty">
{{selectOptions config.difficulties selected="0" valueKey="value" labelKey="label"}}
</select>
<div class="dice-roller-container">
<div class="dice-roller-options">
<div class="dice-roller-item">
<div>Rolling for:</div><div>{{itemName}}</div>
</div>
<div class="dice-roller-item">
<div>Character Bonus:</div><div>{{characterBonus}}</div>
</div>
<div class="dice-roller-item">
<div>Misc Bonus:</div><div><input name="miscBonus" value="0" /></div>
</div>
<div class="dice-roller-item">
<div>Select Roll Type:</div>
<div>
<select name="rollType" value="None" itemid="blah">
{{#each selectOptions as |option|}}
<option value="{{option.value}}" {{#if option.selected}}selected{{/if}}>{{option.text}}</option>
{{/each}}
</select>
</div>
</div>
</div>
<div class="dice-roller-item">
<div>% of hits taken malus:</div>
<div>{{woundsModifier}}</div>
</div>
{{#if isStunned}}
<div class="dice-roller-item">
<div>Stunned:</div>
<div>{{stunnedModifier}}</div>
</div>
{{/if}}
<div class="dice-roller-item">
<div>Combat situations:</div>
<div>
<select name="combatSituation">
{{#select combatSituation}}
{{#each config.combatSituations as |situation|}}
<option value="{{situation.modifier}}">{{situation.label}}</option>
{{/each}}
{{/select}}
</select>
<div class="roll-button-container">
<button type="submit">Roll</button>
</div>
</div>
<div class="dice-roller-item">
<div>Hits/round taken:</div>
<div>
<select name="hitsPerRound">
{{#select hitsPerRound}}
{{#each config.hitsPerRound as |hit|}}
<option value="{{hit.modifier}}">{{hit.label}}</option>
{{/each}}
{{/select}}
</select>
</div>
</div>
<div class="dice-roller-item">
<div>Lightning, if required:</div>
<div>
<select name="lightningModifier">
{{#select lightningModifier}}
{{#each config.lightOrDarknessModifiers as |lightning|}}
<option value="{{lightning.modifierLight}}">{{lightning.label}}</option>
{{/each}}
{{/select}}
</select>
</div>
</div>
<div class="dice-roller-item">
<div>Darkness, if advantageous:</div>
<div>
<select name="darknessModifier">
{{#select lightningModifier}}
{{#each config.lightOrDarknessModifiers as |darkness|}}
<option value="{{darkness.modifierDark}}">{{darkness.label}}</option>
{{/each}}
{{/select}}
</select>
</div>
</div>
<div class="dice-roller-item">
<div>Misc Bonus:</div>
<div><input name="miscBonus" value="0" /></div>
</div>
<div class="roll-button-container">
{{#each selectOptions as |option|}}
<button type="submit" class="roll-button" data-value="{{option.value}}">{{option.text}}</button>
{{/each}}
</div>
</div>
</div>
</form>

View File

@ -1,25 +1,17 @@
<form>
<div>
<h3>Import Skill Categories/Skills</h3>
<h3>Import Skill Categories</h3>
<div>
WARNING: This will erase your existing Skill Categories or Skills and import all Skill Categories/Skills from the selected Compendium.
WARNING: This will erase your existing Skill Categories and import all Skill Categories from the selected Compendium.
</div>
<div class="flexrow">
<span >Select Skill Categories Compendium:</span>
<select name="selectOptionsCategories" class="compendium-selector" value="None" itemid="blah">
<div>
Select Compendium:
<select name="selectOptions" class="compendium-selector" value="None" itemid="blah">
{{selectOptions selectOptions}}
</select>
<button class="import-skillcats" value="skill_category" name="skill_category" title="Import">Import Skill Categories</button>
</select></div>
<div>
<button class="import-skillcats" title="Import">Import</button>
</div>
<div class="flexrow">
<span>Select Skills Compendium:</span>
<select name="selectOptionsSkills" class="compendium-selector" value="None" itemid="blah">
{{selectOptions selectOptions}}
</select>
<button class="import-skills" value="skill" name="skill" title="Import">Import Skills</button>
</div>
</div>
</form>

View File

@ -4,19 +4,7 @@
<h1><input name="name" type="text" value="{{item.name}}" placeholder="{{ localize 'Name' }}"/></h1>
</header>
<div class="sheet-content">
<div class="flexrow">
<div>Rank Bonus Progression
<select class="select-fixed-width" name="system.bonus_progression" value="{{system.bonus_progression}}" itemid="{{ item._id }}">
{{selectOptions config.rankBonusProgressionList selected=system.bonus_progression valueAttr="key" labelAttr="label"}}
</select>
</div>
<div>Game system
<select class="select-fixed-width" name="system.game_system" value="{{system.game_system}}" itemid="{{ item._id }}">
{{selectOptions config.gameSystems selected=system.game_system valueAttr="key" labelAttr="label"}}
</select>
</div>
</div>
<div class="applicable-stats-grid-container">
<div class="applicable-stats-grid-container">
<div>
Applicable Stat 1
<select name="system.app_stat_1" class="app-stat-selector" value="{{system.app_stat_1}}" itemid="{{ item._id }}">

View File

@ -4,22 +4,10 @@
<h1><input name="name" type="text" value="{{item.name}}" placeholder="{{ localize 'Name' }}"/></h1>
</header>
<div class="sheet-content">
<div class="flexrow">
<div>Rank Bonus Progression
<select class="select-fixed-width" name="system.bonus_progression" value="{{system.bonus_progression}}" itemid="{{ item._id }}">
{{selectOptions config.rankBonusProgressionList selected=system.bonus_progression valueAttr="key" labelAttr="label"}}
</select>
</div>
<div>Game system
<select class="select-fixed-width" name="system.game_system" value="{{system.game_system}}" itemid="{{ item._id }}">
{{selectOptions config.gameSystems selected=system.game_system valueAttr="key" labelAttr="label"}}
</select>
</div>
</div>
<div>
<div>
Skill Category
<select name="system.category" class="app-stat-selector" value="{{system.category}}">
{{selectOptions owned_skillcats selected=selected_skillcat nameAttr="name" valueAttr="name" labelAttr="name"}}
<select name="system.category" class="app-stat-selector" value="{{system.category}}" itemid="{{ item._id }}">
{{selectOptions owned_skillcats selected=selected_skillcat }}
</select>
</div>
<div>