First row of tests and fixes

This commit is contained in:
2026-03-05 22:50:53 +01:00
parent 12458925a1
commit f28df2ae76
23 changed files with 442 additions and 126 deletions
+1
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@@ -65,6 +65,7 @@ Hooks.once("init", function () {
})
CONFIG.ChatMessage.documentClass = documents.AwEChatMessage
CONFIG.Dice.rolls.push(documents.AwERoll)
})
Hooks.once("ready", function () {
+35 -1
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@@ -1,4 +1,13 @@
{
"TYPES.Item.ability": "Ability",
"TYPES.Item.field": "Field",
"TYPES.Item.archetype": "Archetype",
"TYPES.Item.background": "Background",
"TYPES.Item.kit": "Kit",
"TYPES.Item.weapon": "Weapon",
"TYPES.Item.equipment": "Equipment",
"TYPES.Actor.character": "Hero",
"TYPES.Actor.creature": "Creature",
"AWEMMY.Actor.Character": "Hero",
"AWEMMY.Actor.Creature": "Creature",
"AWEMMY.Attribute.Agility": "Agility",
@@ -19,10 +28,12 @@
"AWEMMY.Condition.Slowed": "Slowed",
"AWEMMY.Condition.Vulnerable": "Vulnerable",
"AWEMMY.Ability.Cost.Free": "Free",
"AWEMMY.Ability.TypeLabel": "Type",
"AWEMMY.Ability.Type.Field": "Field",
"AWEMMY.Ability.Type.Archetype": "Archetype",
"AWEMMY.Ability.Type.General": "General",
"AWEMMY.Ability.Type.Beginner": "Beginner",
"AWEMMY.Archetype.PrerequisiteLevel": "Prerequisite Level",
"AWEMMY.Item.Ability": "Ability",
"AWEMMY.Item.Field": "Field",
"AWEMMY.Item.Archetype": "Archetype",
@@ -34,6 +45,13 @@
"AWEMMY.Roll.Success": "Success",
"AWEMMY.Roll.Failure": "Failure",
"AWEMMY.Roll.CriticalFailure": "Critical Failure",
"AWEMMY.Roll.Check": "Check",
"AWEMMY.Roll.Roll": "Roll",
"AWEMMY.Roll.DialogTitle": "Roll: {name}",
"AWEMMY.Roll.SituationalBonus": "Situational Bonus",
"AWEMMY.Roll.DC": "DC",
"AWEMMY.Roll.Visibility": "Visibility",
"AWEMMY.Roll.Private": "Private Roll",
"AWEMMY.Sheet.Tab.Main": "Main",
"AWEMMY.Sheet.Tab.Biography": "Biography",
"AWEMMY.Sheet.Tab.Equipment": "Equipment",
@@ -42,25 +60,41 @@
"AWEMMY.Character.Level": "Level",
"AWEMMY.Character.Stride": "Stride",
"AWEMMY.Character.HP": "HP",
"AWEMMY.Character.HPTemp": "Temp HP",
"AWEMMY.Character.FlowPoints": "Flow Points",
"AWEMMY.Character.FlowPointsTemp": "Temp FP",
"AWEMMY.Character.BoostLevel": "Boost Level",
"AWEMMY.Character.Mod": "MOD",
"AWEMMY.Character.DC": "DC",
"AWEMMY.Character.Bonus": "+/",
"AWEMMY.Character.Field": "Field",
"AWEMMY.Character.Attribute": "Attribute",
"AWEMMY.Character.Attributes": "Attributes",
"AWEMMY.Character.Identity": "Identity",
"AWEMMY.Character.Description": "Description",
"AWEMMY.Character.Notes": "Notes",
"AWEMMY.Character.Pronouns": "Pronouns",
"AWEMMY.Character.Specialization": "Specialization",
"AWEMMY.Creature.EurekaRubric": "Eureka Rubric",
"AWEMMY.Creature.Claims": "Claims",
"AWEMMY.Creature.Evidence": "Evidence",
"AWEMMY.Creature.Hints": "Hints",
"AWEMMY.Ability.Cost": "Cost",
"AWEMMY.Creature.Threshold1": "Threshold 1",
"AWEMMY.Creature.Threshold2": "Threshold 2",
"AWEMMY.Ability.CostLabel": "Cost",
"AWEMMY.Ability.Frequency": "Frequency",
"AWEMMY.Ability.Requirements": "Requirements",
"AWEMMY.Ability.Trigger": "Trigger",
"AWEMMY.Ability.Traits": "Traits",
"AWEMMY.Ability.AddTrait": "Add trait...",
"AWEMMY.Weapon.Range": "Range",
"AWEMMY.Weapon.Damage": "Damage",
"AWEMMY.Weapon.DamageType": "Damage Type",
"AWEMMY.Weapon.AttackAttribute": "Attack Attribute",
"AWEMMY.Field.KeyAttribute": "Key Attribute",
"AWEMMY.Field.KeyAttribute2": "Secondary Key Attribute",
"AWEMMY.Field.Specializations": "Specializations",
"AWEMMY.Field.AddSpecialization": "Add specialization...",
"AWEMMY.Field.KnowledgeBonus": "Knowledge Bonus",
"AWEMMY.Background.Bonus": "Background Bonus",
"AWEMMY.Kit.Field": "Field",
+43 -1
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@@ -30,7 +30,9 @@ export default class AwEItemSheet extends HandlebarsApplicationMixin(foundry.app
dragDrop: [{ dragSelector: "[data-drag]", dropSelector: null }],
actions: {
toggleSheet: AwEItemSheet.#onToggleSheet,
editImage: AwEItemSheet.#onEditImage
editImage: AwEItemSheet.#onEditImage,
addTrait: AwEItemSheet.#onAddTrait,
removeTrait: AwEItemSheet.#onRemoveTrait
}
}
@@ -77,6 +79,16 @@ export default class AwEItemSheet extends HandlebarsApplicationMixin(foundry.app
_onRender(context, options) {
super._onRender(context, options)
this.#dragDrop.forEach(d => d.bind(this.element))
// Bind Enter key on tag input fields to trigger the addTrait/addSpecialization actions
this.element.querySelectorAll("input.new-tag[data-action]").forEach(input => {
input.addEventListener("keydown", event => {
if (event.key !== "Enter") return
event.preventDefault()
const actionName = input.dataset.action
const handler = this.options.actions?.[actionName]
if (handler) handler.call(this, event, input)
})
})
}
// #region Drag-and-Drop Workflow
@@ -182,4 +194,34 @@ export default class AwEItemSheet extends HandlebarsApplicationMixin(foundry.app
}
// #endregion
// #region Array field helpers (traits, specializations)
/**
* Handle adding a tag (trait, specialization) from the input field.
* @param {PointerEvent|KeyboardEvent} event - The initiating event.
* @param {HTMLElement} target - The input element.
*/
static async #onAddTrait(event, target) {
const value = target.value.trim()
if (!value) return
const fieldName = target.dataset.field ?? "system.traits"
const current = foundry.utils.getProperty(this.document, fieldName) ?? []
await this.document.update({ [fieldName]: [...current, value] })
target.value = ""
}
/**
* Handle removing a tag (trait, specialization) from an array field.
* @param {PointerEvent} event - The initiating click event.
* @param {HTMLElement} target - The remove button.
*/
static async #onRemoveTrait(event, target) {
const index = Number(target.dataset.index)
const fieldName = target.dataset.field ?? "system.traits"
const current = [...(foundry.utils.getProperty(this.document, fieldName) ?? [])]
current.splice(index, 1)
await this.document.update({ [fieldName]: current })
}
// #endregion
}
@@ -1,4 +1,5 @@
import AwEActorSheet from "./base-actor-sheet.mjs"
import { SYSTEM } from "../../config/system.mjs"
export default class AwECharacterSheet extends AwEActorSheet {
/** @override */
@@ -23,6 +24,9 @@ export default class AwECharacterSheet extends AwEActorSheet {
/** @override */
static PARTS = {
header: {
template: "systems/fvtt-adventures-with-emmy/templates/character-header.hbs"
},
main: {
template: "systems/fvtt-adventures-with-emmy/templates/character-main.hbs"
},
@@ -72,7 +76,10 @@ export default class AwECharacterSheet extends AwEActorSheet {
switch (partId) {
case "main":
context.tab = context.tabs.main
context.abilities = doc.itemTypes.ability
context.abilities = doc.itemTypes.ability.map(item => ({
...item,
costLabel: game.i18n.localize(SYSTEM.ABILITY_COST[item.system.cost]?.label ?? item.system.cost)
}))
break
case "biography":
context.tab = context.tabs.biography
+30 -1
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@@ -5,7 +5,11 @@ export default class AwEFieldSheet extends AwEItemSheet {
static DEFAULT_OPTIONS = {
classes: ["field"],
position: { width: 620 },
window: { contentClasses: ["field-content"] }
window: { contentClasses: ["field-content"] },
actions: {
addSpecialization: AwEFieldSheet.#onAddSpecialization,
removeSpecialization: AwEFieldSheet.#onRemoveSpecialization
}
}
/** @override */
@@ -14,4 +18,29 @@ export default class AwEFieldSheet extends AwEItemSheet {
template: "systems/fvtt-adventures-with-emmy/templates/field.hbs"
}
}
/**
* Handle adding a specialization.
* @param {PointerEvent} event - The initiating event.
* @param {HTMLElement} target - The input element.
*/
static async #onAddSpecialization(event, target) {
const value = target.value.trim()
if (!value) return
const current = this.document.system.specializations ?? []
await this.document.update({ "system.specializations": [...current, value] })
target.value = ""
}
/**
* Handle removing a specialization.
* @param {PointerEvent} event - The initiating click event.
* @param {HTMLElement} target - The remove button.
*/
static async #onRemoveSpecialization(event, target) {
const index = Number(target.dataset.index)
const current = [...(this.document.system.specializations ?? [])]
current.splice(index, 1)
await this.document.update({ "system.specializations": current })
}
}
+11 -27
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@@ -1,3 +1,5 @@
import AwERoll from "./roll.mjs"
export default class AwEActor extends Actor {
/** @override */
prepareData() {
@@ -33,38 +35,20 @@ export default class AwEActor extends Actor {
/**
* Roll an attribute check.
* @param {string} attributeId - The attribute to roll.
* @param {object} options - Roll options.
* @returns {Promise<Roll>} The roll result.
* @param {object} options - Roll options (passed through to AwERoll.prompt).
* @returns {Promise<AwERoll|null>} The evaluated roll, or null if cancelled.
*/
async rollAttribute(attributeId, options = {}) {
const attribute = this.system.attributes[attributeId]
if (!attribute) return null
const mod = attribute.mod ?? 0
const formula = `1d20 + ${mod}`
const roll = new Roll(formula)
await roll.evaluate()
// Determine outcome vs DC if provided
let outcome = null
if (options.dc !== undefined) {
const total = roll.total
const dc = options.dc
if (total >= dc + 10) outcome = "criticalSuccess"
else if (total >= dc) outcome = "success"
else if (total <= dc - 10) outcome = "criticalFailure"
else outcome = "failure"
}
// Send to chat
const attrLabel = attributeId.charAt(0).toUpperCase() + attributeId.slice(1)
const flavor = options.flavor || game.i18n.localize(`AWEMMY.Attribute.${attrLabel}`)
await roll.toMessage({
speaker: ChatMessage.getSpeaker({ actor: this }),
flavor,
rollMode: game.settings.get("core", "rollMode")
return AwERoll.prompt({
attributeKey: attributeId,
modifier: attribute.mod ?? 0,
actorId: this.id,
actorName: this.name,
actorImage: this.img,
...options
})
return { roll, outcome }
}
}
+21 -3
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@@ -1,7 +1,25 @@
import AwERoll from "./roll.mjs"
export default class AwEChatMessage extends ChatMessage {
/** @override */
async getHTML(...args) {
const html = await super.getHTML(...args)
return html
async _renderRollContent(messageData) {
if (this.rolls[0] instanceof AwERoll) {
const isPrivate = !this.isContentVisible
const roll = this.rolls[0]
const html = await foundry.applications.handlebars.renderTemplate(
AwERoll.CHAT_TEMPLATE,
{
flavor: this.flavor,
total: roll.total,
outcome: isPrivate ? null : roll.outcome,
dc: roll.dc,
isPrivate
}
)
messageData.message.content = html
return
}
return super._renderRollContent(messageData)
}
}
+133 -2
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@@ -1,5 +1,136 @@
import { SYSTEM } from "../config/system.mjs"
export default class AwERoll extends Roll {
constructor(formula, data = {}, options = {}) {
super(formula, data, options)
/** @type {string} */
static CHAT_TEMPLATE = "systems/fvtt-adventures-with-emmy/templates/chat-message.hbs"
// --- Accessors for roll options ---
get attributeKey() { return this.options.attributeKey }
get rollName() { return this.options.rollName }
get modifier() { return this.options.modifier ?? 0 }
get bonus() { return this.options.bonus ?? 0 }
get dc() { return this.options.dc }
get outcome() { return this.options.outcome }
get actorId() { return this.options.actorId }
get actorName() { return this.options.actorName }
get actorImage() { return this.options.actorImage }
// --- Outcome calculation ---
/**
* Compute the degree of success for a d20 check.
* - Critical Success : total ≥ dc + 10, OR natural 20 upgrades result
* - Success : total ≥ dc
* - Failure : total < dc
* - Critical Failure : total ≤ dc 10, OR natural 1 downgrades result
*
* @param {number} total The final roll total (d20 + modifiers)
* @param {number} dc The Difficulty Class to compare against
* @param {number} d20Value The raw d20 result (for nat-20 / nat-1 adjustment)
* @returns {"criticalSuccess"|"success"|"failure"|"criticalFailure"}
*/
static computeOutcome(total, dc, d20Value) {
const DEGREES = ["criticalFailure", "failure", "success", "criticalSuccess"]
let idx
if (total >= dc + 10) idx = 3
else if (total >= dc) idx = 2
else if (total <= dc - 10) idx = 0
else idx = 1
if (d20Value === 20) idx = Math.min(3, idx + 1)
if (d20Value === 1) idx = Math.max(0, idx - 1)
return DEGREES[idx]
}
// --- Prompt dialog ---
/**
* Open a dialog so the player can add a situational bonus and choose visibility,
* then evaluate and post the roll to chat.
*
* @param {object} options
* @param {string} options.attributeKey Attribute id (agility | fitness | awareness | influence)
* @param {number} options.modifier Base attribute modifier
* @param {number} [options.dc] Pre-set DC (skips DC field if provided)
* @param {string} options.actorId
* @param {string} options.actorName
* @param {string} options.actorImage
* @returns {Promise<AwERoll|null>} Resolved roll, or null if dialog was cancelled
*/
static async prompt(options = {}) {
const attrLabel = options.attributeKey
? game.i18n.localize(SYSTEM.ATTRIBUTES[options.attributeKey]?.label ?? options.attributeKey)
: (options.rollName ?? game.i18n.localize("AWEMMY.Roll.Check"))
const rollModes = Object.fromEntries(
Object.entries(CONFIG.Dice.rollModes).map(([k, v]) => [k, game.i18n.localize(v.label ?? v)])
)
const content = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-adventures-with-emmy/templates/roll-dialog.hbs",
{
attrLabel,
modifier: options.modifier ?? 0,
dc: options.dc ?? "",
rollModes,
visibility: game.settings.get("core", "rollMode")
}
)
const result = await foundry.applications.api.DialogV2.wait({
window: { title: game.i18n.format("AWEMMY.Roll.DialogTitle", { name: attrLabel }) },
classes: ["awemmy"],
content,
buttons: [{
label: game.i18n.localize("AWEMMY.Roll.Roll"),
callback: (_event, button) =>
Array.from(button.form.elements).reduce((obj, input) => {
if (input.name) obj[input.name] = input.value
return obj
}, {})
}],
rejectClose: false
})
if (!result) return null
const mod = options.modifier ?? 0
const bonus = parseInt(result.bonus) || 0
const dc = result.dc !== "" ? parseInt(result.dc) : undefined
const rollMode = result.visibility ?? game.settings.get("core", "rollMode")
// Build formula: 1d20 + mod [± bonus]
let formula = `1d20 + ${mod}`
if (bonus > 0) formula += ` + ${bonus}`
else if (bonus < 0) formula += ` - ${Math.abs(bonus)}`
const roll = new this(formula, {}, {
attributeKey: options.attributeKey,
rollName: attrLabel,
modifier: mod,
bonus,
dc,
actorId: options.actorId,
actorName: options.actorName,
actorImage: options.actorImage
})
await roll.evaluate()
// Compute degree of success when a DC is known
if (dc !== undefined) {
const d20Value = roll.dice[0]?.results[0]?.result ?? 0
roll.options.outcome = AwERoll.computeOutcome(roll.total, dc, d20Value)
}
await roll.toMessage({
speaker: ChatMessage.getSpeaker({ actor: game.actors.get(options.actorId) }),
flavor: attrLabel,
rollMode
})
return roll
}
}
+2 -2
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@@ -10,13 +10,13 @@ export default class AwEAbility extends foundry.abstract.TypeDataModel {
required: true,
nullable: false,
initial: "field",
choices: Object.keys(SYSTEM.ABILITY_TYPE)
choices: Object.fromEntries(Object.values(SYSTEM.ABILITY_TYPE).map(a => [a.id, a.label]))
})
schema.cost = new fields.StringField({
required: true,
nullable: false,
initial: "one",
choices: Object.keys(SYSTEM.ABILITY_COST)
choices: Object.fromEntries(Object.values(SYSTEM.ABILITY_COST).map(a => [a.id, a.label]))
})
schema.frequency = new fields.StringField({ initial: "", required: false, nullable: true })
schema.requirements = new fields.StringField({ initial: "", required: false, nullable: true })
-7
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@@ -63,12 +63,5 @@ export default class AwECharacter extends foundry.abstract.TypeDataModel {
attr.mod = level + attr.boostLevel + attr.bonus
attr.dc = 10 + attr.mod
}
// Compute max HP if not overridden
// Base HP = 10 + (level * 2) + fitness modifier
const fitnessMod = this.attributes.fitness.mod ?? 0
if (this.hp.max === 10) {
this.hp.max = 10 + (level * 2) + fitnessMod
}
}
}
+4 -3
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@@ -10,13 +10,14 @@ export default class AwEField extends foundry.abstract.TypeDataModel {
required: true,
nullable: false,
initial: "agility",
choices: Object.keys(SYSTEM.ATTRIBUTES)
choices: Object.fromEntries(Object.values(SYSTEM.ATTRIBUTES).map(a => [a.id, a.label]))
})
schema.keyAttribute2 = new fields.StringField({
required: false,
nullable: true,
initial: null,
choices: [...Object.keys(SYSTEM.ATTRIBUTES), null]
initial: "",
blank: true,
choices: { "": "—", ...Object.values(SYSTEM.ATTRIBUTES).reduce((o, a) => { o[a.id] = a.label; return o }, {}) }
})
schema.specializations = new fields.ArrayField(new fields.StringField())
schema.knowledgeBonus = new fields.StringField({ initial: "", required: false, nullable: true })
+1 -1
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@@ -14,7 +14,7 @@ export default class AwEWeapon extends foundry.abstract.TypeDataModel {
required: true,
nullable: false,
initial: "agility",
choices: Object.keys(SYSTEM.ATTRIBUTES)
choices: Object.fromEntries(Object.values(SYSTEM.ATTRIBUTES).map(a => [a.id, a.label]))
})
schema.traits = new fields.ArrayField(new fields.StringField())
+12 -3
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@@ -5,12 +5,12 @@
</div>
<div class="item-body">
<div class="form-group">
<label>Type</label>
<label>{{localize "AWEMMY.Ability.TypeLabel"}}</label>
{{formField systemFields.abilityType value=system.abilityType localize=true}}
</div>
<div class="form-group">
<label>{{localize "AWEMMY.Ability.Cost"}}</label>
{{formField systemFields.cost value=system.cost}}
<label>{{localize "AWEMMY.Ability.CostLabel"}}</label>
{{formField systemFields.cost value=system.cost localize=true}}
</div>
<div class="form-group">
<label>{{localize "AWEMMY.Ability.Frequency"}}</label>
@@ -24,6 +24,15 @@
<label>{{localize "AWEMMY.Ability.Trigger"}}</label>
{{formInput systemFields.trigger value=system.trigger}}
</div>
<div class="form-group">
<label>{{localize "AWEMMY.Ability.Traits"}}</label>
<div class="tags-list">
{{#each system.traits}}
<span class="tag">{{this}} <a data-action="removeTrait" data-index="{{@index}}">×</a></span>
{{/each}}
<input type="text" class="new-tag" data-action="addTrait" placeholder="{{localize 'AWEMMY.Ability.AddTrait'}}" />
</div>
</div>
</div>
<fieldset>
<legend>Description</legend>
+1 -1
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@@ -5,7 +5,7 @@
</div>
<div class="item-body">
<div class="form-group">
<label>Prerequisite Level</label>
<label>{{localize "AWEMMY.Archetype.PrerequisiteLevel"}}</label>
{{formInput systemFields.prerequisiteLevel value=system.prerequisiteLevel}}
</div>
</div>
+6 -6
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@@ -1,17 +1,17 @@
<section class="tab character-biography {{tab.cssClass}}" data-tab="{{tab.id}}" data-group="{{tab.group}}">
<fieldset>
<legend>Identity</legend>
<legend>{{localize "AWEMMY.Character.Identity"}}</legend>
<div class="form-group">
<label>Pronouns</label>
<label>{{localize "AWEMMY.Character.Pronouns"}}</label>
{{formInput systemFields.pronouns value=system.pronouns disabled=isPlayMode}}
</div>
<div class="form-group">
<label>{{localize "AWEMMY.Kit.Field"}}</label>
<label>{{localize "AWEMMY.Character.Field"}}</label>
{{formInput systemFields.fieldName value=system.fieldName disabled=isPlayMode}}
</div>
<div class="form-group">
<label>Specialization</label>
<label>{{localize "AWEMMY.Character.Specialization"}}</label>
{{formInput systemFields.specialization value=system.specialization disabled=isPlayMode}}
</div>
<div class="form-group">
@@ -25,7 +25,7 @@
</fieldset>
<fieldset>
<legend>Description</legend>
<legend>{{localize "AWEMMY.Character.Description"}}</legend>
{{formInput
systemFields.description
enriched=enrichedDescription
@@ -36,7 +36,7 @@
</fieldset>
<fieldset>
<legend>Notes</legend>
<legend>{{localize "AWEMMY.Character.Notes"}}</legend>
{{formInput
systemFields.notes
enriched=enrichedNotes
+1 -1
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@@ -34,7 +34,7 @@
<img class="item-img" src="{{item.img}}" data-tooltip="{{item.name}}" />
<div class="item-name">{{item.name}}</div>
<div class="item-damage">{{item.system.damageFormula}} ({{item.system.damageType}})</div>
<div class="item-range">Range: {{item.system.range}}</div>
<div class="item-range">{{localize "AWEMMY.Weapon.Range"}}: {{item.system.range}}</div>
<div class="item-controls">
<a data-action="edit" data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}"><i class="fas fa-edit"></i></a>
{{#if ../isEditMode}}
+56
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@@ -0,0 +1,56 @@
<div class="actor-header character-main-{{#if isPlayMode}}play{{else}}edit{{/if}}">
<img class="actor-img" src="{{actor.img}}" data-edit="img" data-action="editImage" data-tooltip="{{actor.name}}" />
<div class="actor-identity">
{{formInput fields.name value=source.name classes="actor-name"}}
<div class="actor-details">
<div class="detail-item">
<label>{{localize "AWEMMY.Character.Level"}}</label>
{{formInput systemFields.level value=system.level disabled=isPlayMode}}
</div>
<div class="detail-item">
<label>{{localize "AWEMMY.Character.Stride"}}</label>
{{formInput systemFields.stride value=system.stride disabled=isPlayMode}}
</div>
</div>
</div>
<div class="actor-stats">
{{!-- HP --}}
<div class="resource-block">
<label>{{localize "AWEMMY.Character.HP"}}</label>
<div class="resource-values">
{{formInput systemFields.hp.fields.value value=system.hp.value classes="hp-value"}}
<span class="separator">/</span>
{{formInput systemFields.hp.fields.max value=system.hp.max disabled=isPlayMode classes="hp-max"}}
</div>
<div class="resource-temp">
<label>{{localize "AWEMMY.Character.HPTemp"}}</label>
{{formInput systemFields.hp.fields.temp value=system.hp.temp classes="hp-temp"}}
</div>
</div>
{{!-- Flow Points --}}
<div class="resource-block">
<label>{{localize "AWEMMY.Character.FlowPoints"}}</label>
<div class="resource-values">
{{formInput systemFields.flowPoints.fields.value value=system.flowPoints.value classes="fp-value"}}
</div>
<div class="resource-temp">
<label>{{localize "AWEMMY.Character.FlowPointsTemp"}}</label>
{{formInput systemFields.flowPoints.fields.temp value=system.flowPoints.temp classes="fp-temp"}}
</div>
{{#if isPlayMode}}
<div class="resource-stepper">
<button type="button" data-action="flowPointsPlus" data-tooltip="+1">+</button>
<button type="button" data-action="flowPointsMinus" data-tooltip="-1"></button>
</div>
{{/if}}
</div>
</div>
<div class="sheet-controls">
<button type="button" data-action="toggleSheet" data-tooltip="{{#if isPlayMode}}{{localize 'AWEMMY.Sheet.EditMode'}}{{else}}{{localize 'AWEMMY.Sheet.PlayMode'}}{{/if}}">
{{#if isPlayMode}}<i class="fa-solid fa-lock"></i>{{else}}<i class="fa-solid fa-unlock"></i>{{/if}}
</button>
</div>
</div>
+17 -62
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@@ -1,91 +1,46 @@
<section class="character-main character-main-{{#if isPlayMode}}play{{else}}edit{{/if}}">
{{!-- Header: image + name + basic stats --}}
<div class="actor-header">
<img class="actor-img" src="{{actor.img}}" data-edit="img" data-action="editImage" data-tooltip="{{actor.name}}" />
<div class="actor-identity">
{{formInput fields.name value=source.name classes="actor-name"}}
<div class="actor-details">
<div class="detail-item">
<label>{{localize "AWEMMY.Character.Level"}}</label>
{{formInput systemFields.level value=system.level disabled=isPlayMode}}
</div>
<div class="detail-item">
<label>{{localize "AWEMMY.Character.Stride"}}</label>
{{formInput systemFields.stride value=system.stride disabled=isPlayMode}}
</div>
</div>
</div>
<div class="actor-stats">
{{!-- HP --}}
<div class="resource-block">
<label>{{localize "AWEMMY.Character.HP"}}</label>
<div class="resource-values">
{{formInput systemFields.hp.fields.value value=system.hp.value classes="hp-value"}}
<span class="separator">/</span>
{{formInput systemFields.hp.fields.max value=system.hp.max disabled=isPlayMode classes="hp-max"}}
</div>
</div>
{{!-- Flow Points --}}
<div class="resource-block">
<label>{{localize "AWEMMY.Character.FlowPoints"}}</label>
<div class="resource-values">
{{formInput systemFields.flowPoints.fields.value value=system.flowPoints.value classes="fp-value"}}
</div>
{{#if isPlayMode}}
<div class="resource-stepper">
<button type="button" data-action="flowPointsPlus" data-tooltip="+1">+</button>
<button type="button" data-action="flowPointsMinus" data-tooltip="-1"></button>
</div>
{{/if}}
</div>
</div>
<div class="sheet-controls">
<button type="button" data-action="toggleSheet" data-tooltip="{{#if isPlayMode}}{{localize 'AWEMMY.Sheet.EditMode'}}{{else}}{{localize 'AWEMMY.Sheet.PlayMode'}}{{/if}}">
{{#if isPlayMode}}<i class="fa-solid fa-lock"></i>{{else}}<i class="fa-solid fa-unlock"></i>{{/if}}
</button>
</div>
</div>
<section class="tab character-main {{tab.cssClass}}" data-tab="{{tab.id}}" data-group="{{tab.group}}">
{{!-- Attributes Table --}}
<fieldset>
<legend>Attributes</legend>
<legend>{{localize "AWEMMY.Character.Attributes"}}</legend>
<table class="attributes-table">
<thead>
<tr>
<th>Attribute</th>
<th>{{localize "AWEMMY.Character.Attribute"}}</th>
<th>{{localize "AWEMMY.Character.BoostLevel"}}</th>
<th>{{localize "AWEMMY.Character.Mod"}}</th>
<th>{{localize "AWEMMY.Character.DC"}}</th>
<th>{{localize "AWEMMY.Character.Bonus"}}</th>
</tr>
</thead>
<tbody>
<tr>
<td class="attr-label rollable" data-attribute-id="agility">{{localize "AWEMMY.Attribute.Agility"}} <i class="fa-solid fa-dice-d20"></i></td>
<td>{{formInput systemFields.attributes.fields.agility.fields.boostLevel value=system.attributes.agility.boostLevel disabled=isPlayMode}}</td>
<td>{{system.attributes.agility.mod}}</td>
<td>{{system.attributes.agility.dc}}</td>
<td class="attr-mod">{{system.attributes.agility.mod}}</td>
<td class="attr-dc">{{system.attributes.agility.dc}}</td>
<td>{{formInput systemFields.attributes.fields.agility.fields.bonus value=system.attributes.agility.bonus disabled=isPlayMode}}</td>
</tr>
<tr>
<td class="attr-label rollable" data-attribute-id="fitness">{{localize "AWEMMY.Attribute.Fitness"}} <i class="fa-solid fa-dice-d20"></i></td>
<td>{{formInput systemFields.attributes.fields.fitness.fields.boostLevel value=system.attributes.fitness.boostLevel disabled=isPlayMode}}</td>
<td>{{system.attributes.fitness.mod}}</td>
<td>{{system.attributes.fitness.dc}}</td>
<td class="attr-mod">{{system.attributes.fitness.mod}}</td>
<td class="attr-dc">{{system.attributes.fitness.dc}}</td>
<td>{{formInput systemFields.attributes.fields.fitness.fields.bonus value=system.attributes.fitness.bonus disabled=isPlayMode}}</td>
</tr>
<tr>
<td class="attr-label rollable" data-attribute-id="awareness">{{localize "AWEMMY.Attribute.Awareness"}} <i class="fa-solid fa-dice-d20"></i></td>
<td>{{formInput systemFields.attributes.fields.awareness.fields.boostLevel value=system.attributes.awareness.boostLevel disabled=isPlayMode}}</td>
<td>{{system.attributes.awareness.mod}}</td>
<td>{{system.attributes.awareness.dc}}</td>
<td class="attr-mod">{{system.attributes.awareness.mod}}</td>
<td class="attr-dc">{{system.attributes.awareness.dc}}</td>
<td>{{formInput systemFields.attributes.fields.awareness.fields.bonus value=system.attributes.awareness.bonus disabled=isPlayMode}}</td>
</tr>
<tr>
<td class="attr-label rollable" data-attribute-id="influence">{{localize "AWEMMY.Attribute.Influence"}} <i class="fa-solid fa-dice-d20"></i></td>
<td>{{formInput systemFields.attributes.fields.influence.fields.boostLevel value=system.attributes.influence.boostLevel disabled=isPlayMode}}</td>
<td>{{system.attributes.influence.mod}}</td>
<td>{{system.attributes.influence.dc}}</td>
<td class="attr-mod">{{system.attributes.influence.mod}}</td>
<td class="attr-dc">{{system.attributes.influence.dc}}</td>
<td>{{formInput systemFields.attributes.fields.influence.fields.bonus value=system.attributes.influence.bonus disabled=isPlayMode}}</td>
</tr>
</tbody>
</table>
@@ -99,7 +54,7 @@
<div class="item-row" data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}">
<img class="item-img" src="{{item.img}}" data-tooltip="{{item.name}}" />
<div class="item-name">{{item.name}}</div>
<div class="item-cost">{{item.system.cost}}</div>
<div class="item-cost">{{item.costLabel}}</div>
<div class="item-controls">
<a data-action="edit" data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}" data-tooltip="Edit"><i class="fas fa-edit"></i></a>
{{#if ../isEditMode}}
+5 -2
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@@ -4,7 +4,10 @@
</div>
{{#unless isPrivate}}
<div class="roll-result">{{total}}</div>
<div class="roll-result">
{{total}}
{{#if dc}}<span class="roll-dc">/ DC {{dc}}</span>{{/if}}
</div>
{{#if outcome}}
<div class="outcome-badge {{outcome}}">
@@ -21,7 +24,7 @@
{{/if}}
{{else}}
<div class="private-result">
<i class="fa-solid fa-eye-slash"></i> Private Roll
<i class="fa-solid fa-eye-slash"></i> {{localize "AWEMMY.Roll.Private"}}
</div>
{{/unless}}
</div>
+2 -2
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@@ -89,11 +89,11 @@
{{formInput systemFields.eurekaEvidence value=system.eurekaEvidence}}
</div>
<div class="eureka-row">
<label>Threshold 1</label>
<label>{{localize "AWEMMY.Creature.Threshold1"}}</label>
{{formInput systemFields.eurekaThreshold1 value=system.eurekaThreshold1}}
</div>
<div class="eureka-row">
<label>Threshold 2</label>
<label>{{localize "AWEMMY.Creature.Threshold2"}}</label>
{{formInput systemFields.eurekaThreshold2 value=system.eurekaThreshold2}}
</div>
<div class="eureka-row">
+13
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@@ -8,10 +8,23 @@
<label>{{localize "AWEMMY.Field.KeyAttribute"}}</label>
{{formField systemFields.keyAttribute value=system.keyAttribute localize=true}}
</div>
<div class="form-group">
<label>{{localize "AWEMMY.Field.KeyAttribute2"}}</label>
{{formField systemFields.keyAttribute2 value=system.keyAttribute2 localize=true}}
</div>
<div class="form-group">
<label>{{localize "AWEMMY.Field.KnowledgeBonus"}}</label>
{{formInput systemFields.knowledgeBonus value=system.knowledgeBonus}}
</div>
<div class="form-group">
<label>{{localize "AWEMMY.Field.Specializations"}}</label>
<div class="tags-list">
{{#each system.specializations}}
<span class="tag">{{this}} <a data-action="removeSpecialization" data-index="{{@index}}">×</a></span>
{{/each}}
<input type="text" class="new-tag" data-action="addSpecialization" placeholder="{{localize 'AWEMMY.Field.AddSpecialization'}}" />
</div>
</div>
</div>
<fieldset>
<legend>Description</legend>
+31
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@@ -0,0 +1,31 @@
<form class="awemmy-roll-dialog">
{{! Attribute name + base modifier (read-only) }}
<div class="dialog-row check-label">
<span class="attr-name">{{attrLabel}}</span>
<span class="base-modifier">
{{#if (gt modifier 0)}}+{{modifier}}{{else}}{{modifier}}{{/if}}
</span>
</div>
{{! Situational bonus / penalty }}
<div class="dialog-row">
<label for="awe-bonus">{{localize "AWEMMY.Roll.SituationalBonus"}}</label>
<input type="number" id="awe-bonus" name="bonus" value="0" />
</div>
{{! DC (optional) }}
<div class="dialog-row">
<label for="awe-dc">{{localize "AWEMMY.Roll.DC"}}</label>
<input type="number" id="awe-dc" name="dc" value="{{dc}}" placeholder="—" />
</div>
{{! Roll visibility }}
<div class="dialog-row">
<label for="awe-visibility">{{localize "AWEMMY.Roll.Visibility"}}</label>
<select id="awe-visibility" name="visibility">
{{selectOptions rollModes selected=visibility localize=true}}
</select>
</div>
</form>
+9
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@@ -20,6 +20,15 @@
<label>{{localize "AWEMMY.Weapon.Range"}}</label>
{{formInput systemFields.range value=system.range}}
</div>
<div class="form-group">
<label>{{localize "AWEMMY.Ability.Traits"}}</label>
<div class="tags-list">
{{#each system.traits}}
<span class="tag">{{this}} <a data-action="removeTrait" data-index="{{@index}}">×</a></span>
{{/each}}
<input type="text" class="new-tag" data-action="addTrait" placeholder="{{localize 'AWEMMY.Ability.AddTrait'}}" />
</div>
</div>
</div>
<fieldset>
<legend>Description</legend>