Update skill sheet

This commit is contained in:
2026-01-14 14:16:31 +01:00
parent 56492c40a0
commit 7283f5f15b
18 changed files with 266 additions and 331 deletions
+23 -9
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@@ -261,15 +261,29 @@ export const CHOICE_MODIFIERS = {
}
export const ASCII = `
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:@@! @@! @!! @@! @@@ @@! @@@ @@! @@! @@! @@@ @@!@!@@@ @!! @@! @@@ !@@ @@! !@@ :
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:: ::.: : : :: :: : : : : : : : : ::.: : : : : : :: : : : : : ::.: : .: :
: :
······················································································································
┌─────────────────────────────────────────────────────┐
│8888888b. 8888888b. 8888888 .d8888b. 888b d888│
│888 Y88b 888 Y88b 888 d88P Y88b 8888b d8888│
│888 888 888 888 888 Y88b. 88888b.d88888│
│888 d88P 888 d88P 888 "Y888b. 888Y88888P888│
│8888888P" 8888888P" 888 "Y88b. 888 Y888P 888│
│888 888 T88b 888 "888 888 Y8P 888│
│888 888 T88b 888 Y88b d88P 888 " 888│
│888 888 T88b 8888888 "Y8888P" 888 888│
│ │
│ │
│ │
│8888888b. 8888888b. .d8888b. │
│888 Y88b 888 Y88b d88P Y88b │
│888 888 888 888 888 888 │
│888 d88P 888 d88P 888 │
│8888888P" 8888888P" 888 88888 │
│888 T88b 888 888 888 │
│888 T88b 888 Y88b d88P │
│888 T88b 888 "Y8888P88 │
└─────────────────────────────────────────────────────┘
`
/**
+13 -4
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@@ -119,18 +119,27 @@ export default class PrismRPGActor extends Actor {
rollTarget = this.items.find((i) => i.type === "miracle" && i.id === rollKey)
rollTarget.rollKey = rollKey
break
case "skill":
case "skill": {
rollTarget = this.items.find((i) => i.type === "skill" && i.id === rollKey)
rollTarget.rollKey = rollKey
if (rollTarget.system.category === "weapon") {
ui.notifications.warn(game.i18n.localize("PRISMRPG.Notifications.rollFromWeapon"))
return
}
// Get the primary attribute for D&D 5e style rolls
const attrKey = rollTarget.system.primaryAttribute || "dex"
rollTarget.characteristicValue = this.system.characteristics[attrKey].value
// Get the two sub-attributes for this skill
const subAttr1 = rollTarget.system.subAttribute1 || "prowess"
const subAttr2 = rollTarget.system.subAttribute2 || "initiative"
// Store both sub-attribute values for the dialog to choose from
rollTarget.subAttribute1 = subAttr1
rollTarget.subAttribute2 = subAttr2
rollTarget.subAttribute1Value = this.system.subAttributes?.[subAttr1]?.value || 0
rollTarget.subAttribute2Value = this.system.subAttributes?.[subAttr2]?.value || 0
rollTarget.subAttribute1Label = game.i18n.localize(SYSTEM.SUB_ATTRIBUTES?.[subAttr1]?.label || subAttr1)
rollTarget.subAttribute2Label = game.i18n.localize(SYSTEM.SUB_ATTRIBUTES?.[subAttr2]?.label || subAttr2)
rollTarget.proficiencyBonus = rollTarget.system.modifier
break
}
case "spell-attack":
case "spell-power":
case "spell-cast":
+39 -12
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@@ -127,11 +127,10 @@ export default class PrismRPGRoll extends Roll {
case "skill":
options.rollName = options.rollTarget.name
// D&D 5e style: ability modifier + proficiency bonus
const skillCharValue = options.rollTarget.characteristicValue
const skillAbilityMod = this.getAbilityModifier(skillCharValue)
// D&D 5e style: sub-attribute modifier + proficiency bonus
// Default to first sub-attribute, will be recalculated if player chooses different one
const proficiency = options.rollTarget.proficiencyBonus || 0
options.rollTarget.value = skillAbilityMod + proficiency
options.rollTarget.value = options.rollTarget.subAttribute1Value + proficiency
break
case "weapon-attack":
@@ -158,7 +157,7 @@ export default class PrismRPGRoll extends Roll {
const chaMod = this.getAbilityModifier(actor.system.characteristics.cha.value)
const bestMentalMod = Math.max(intMod, wisMod, chaMod)
options.rollTarget.value = bestMentalMod
// Store which characteristic is being used
if (bestMentalMod === intMod) {
options.rollTarget.mentalCharacteristic = "INT"
@@ -284,7 +283,8 @@ export default class PrismRPGRoll extends Roll {
attackerAimChoices,
hasTarget: options.hasTarget,
modifier: "+0",
advantage: "none"
advantage: "none",
config: SYSTEM
}
const content = await foundry.applications.handlebars.renderTemplate(
@@ -342,6 +342,15 @@ export default class PrismRPGRoll extends Roll {
}
}
// Recalculate bonus if player chose different sub-attribute for skill
if (rollContext.skillSubAttribute && options.rollType === "skill") {
const chosenSubAttrValue = rollContext.skillSubAttribute === options.rollTarget.subAttribute1 ?
options.rollTarget.subAttribute1Value :
options.rollTarget.subAttribute2Value
const proficiencyBonus = options.rollTarget.proficiencyBonus || 0
bonus = chosenSubAttrValue + proficiencyBonus
}
let extraModifier = rollContext.modifier === "" ? 0 : Number.parseInt(rollContext.modifier, 10)
totalModifier = bonus + extraModifier
@@ -388,12 +397,27 @@ export default class PrismRPGRoll extends Roll {
totalManaCost = options.rollTarget.system.manaCost + upcastLevel
totalAPC = options.rollTarget.system.apc + upcastLevel
manaUpkeep = options.rollTarget.system.manaUpkeep
// Get mental characteristic info from rollTarget
mentalCharacteristic = options.rollTarget.mentalCharacteristic
mentalCharValue = options.rollTarget.mentalCharValue
}
// Store skill sub-attribute information
let skillSubAttribute = null
let skillSubAttributeLabel = null
let skillSubAttributeValue = null
if (options.rollType === "skill" && rollContext.skillSubAttribute) {
skillSubAttribute = rollContext.skillSubAttribute
const subAttrConfig = SYSTEM.SUB_ATTRIBUTES?.[skillSubAttribute]
if (subAttrConfig) {
skillSubAttributeLabel = game.i18n.localize(subAttrConfig.label)
}
skillSubAttributeValue = rollContext.skillSubAttribute === options.rollTarget.subAttribute1 ?
options.rollTarget.subAttribute1Value :
options.rollTarget.subAttribute2Value
}
const rollData = {
type: options.rollType,
rollType: options.rollType,
@@ -411,6 +435,9 @@ export default class PrismRPGRoll extends Roll {
manaUpkeep,
mentalCharacteristic,
mentalCharValue,
skillSubAttribute,
skillSubAttributeLabel,
skillSubAttributeValue,
...rollContext,
}
@@ -420,7 +447,7 @@ export default class PrismRPGRoll extends Roll {
if (options.rollType === "spell-cast" && totalManaCost > 0) {
const actor = game.actors.get(options.actorId)
const currentMana = actor.system.manaPoints.value
// Check if enough mana
if (currentMana < totalManaCost) {
ui.notifications.error(
@@ -428,12 +455,12 @@ export default class PrismRPGRoll extends Roll {
)
return null
}
// Spend mana
await actor.update({
"system.manaPoints.value": currentMana - totalManaCost
await actor.update({
"system.manaPoints.value": currentMana - totalManaCost
})
ui.notifications.info(
`Spent ${totalManaCost} Mana (${currentMana}${currentMana - totalManaCost})`
)
-2
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@@ -6,9 +6,7 @@ export { default as PrismRPGSkill } from "./skill.mjs"
export { default as PrismRPGArmor } from "./armor.mjs"
export { default as PrismRPGShield } from "./shield.mjs"
export { default as PrismRPGRacialAbility } from "./racial-ability.mjs"
export { default as PrismRPGVulnerability } from "./vulnerability.mjs"
export { default as PrismRPGEquipment } from "./equipment.mjs"
export { default as PrismRPGMiracle } from "./miracle.mjs"
export { default as PrismRPGRace } from "./race.mjs"
export { default as PrismRPGClass } from "./class.mjs"
export { default as PrismRPGCharacterPath } from "./character-path.mjs"
+25
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@@ -32,4 +32,29 @@ export default class PrismRPGArmor extends foundry.abstract.TypeDataModel {
/** @override */
static LOCALIZATION_PREFIXES = ["PRISMRPG.Armor"]
static migrateData(data) {
// Migrate old money types to new ones
if (data?.money) {
const moneyMigration = {
"tinbit": "coppercoin",
"copper": "coppercoin",
"silver": "silvercoin",
"gold": "goldcoin",
"platinum": "note"
}
if (moneyMigration[data.money]) {
data.money = moneyMigration[data.money]
}
// If still invalid, default to coppercoin
if (!SYSTEM.MONEY[data.money]) {
console.warn(`Prism RPG | Migrate armor: Invalid money type "${data.money}", defaulting to coppercoin`)
data.money = "coppercoin"
}
}
return super.migrateData(data)
}
}
-124
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@@ -1,124 +0,0 @@
import { SYSTEM } from "../config/system.mjs"
export default class PrismRPGMiracle extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const requiredInteger = { required: true, nullable: false, integer: true }
const schema = {}
schema.description = new fields.HTMLField({
required: false,
blank: true,
initial: "",
textSearch: true,
})
// Miracle level (1-7+)
schema.level = new fields.NumberField({
...requiredInteger,
initial: 1,
min: 1,
max: 25,
})
// Miracle type
schema.miracleType = new fields.StringField({
required: true,
initial: "combat",
choices: SYSTEM.MIRACLE_TYPES
})
// APC to pray
schema.apc = new fields.NumberField({
...requiredInteger,
required: true,
initial: 1,
min: 0,
label: "Action Point Cost"
})
// Faith cost (if applicable in Prism RPG)
schema.faithCost = new fields.NumberField({
...requiredInteger,
required: true,
initial: 0,
min: 0,
label: "Faith Cost"
})
// Divine favor required
schema.divineFavor = new fields.StringField({
required: true,
initial: "",
label: "Divine Favor"
})
// Components (Miracles have 'religious' component)
schema.components = new fields.SchemaField({
verbal: new fields.BooleanField({ initial: false }),
somatic: new fields.BooleanField({ initial: false }),
material: new fields.BooleanField({ initial: false }),
catalyst: new fields.BooleanField({ initial: false }),
religious: new fields.BooleanField({ initial: true })
})
schema.materialComponent = new fields.StringField({
required: true,
initial: ""
})
schema.catalyst = new fields.StringField({
required: true,
initial: ""
})
// Prayer parameters
schema.prayerTime = new fields.StringField({
required: true,
initial: "1 action"
})
schema.miracleRange = new fields.StringField({
required: true,
initial: "Touch"
})
schema.areaAffected = new fields.StringField({
required: true,
initial: "Single target"
})
schema.duration = new fields.StringField({
required: true,
initial: "Instantaneous"
})
schema.savingThrow = new fields.StringField({
required: true,
initial: ""
})
// Keywords
schema.keywords = new fields.ArrayField(
new fields.StringField()
)
// Miracle augment (if applicable)
schema.augment = new fields.StringField({
required: true,
initial: "",
label: "Miracle Augment"
})
schema.augmentDescription = new fields.HTMLField({
required: true,
initial: "",
label: "Augment Description"
})
return schema
}
/** @override */
static LOCALIZATION_PREFIXES = ["PRISMRPG.Miracle"]
}
+25
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@@ -69,4 +69,29 @@ export default class PrismRPGShield extends foundry.abstract.TypeDataModel {
/** @override */
static LOCALIZATION_PREFIXES = ["PRISMRPG.Shield"]
static migrateData(data) {
// Migrate old money types to new ones
if (data?.money) {
const moneyMigration = {
"tinbit": "coppercoin",
"copper": "coppercoin",
"silver": "silvercoin",
"gold": "goldcoin",
"platinum": "note"
}
if (moneyMigration[data.money]) {
data.money = moneyMigration[data.money]
}
// If still invalid, default to coppercoin
if (!SYSTEM.MONEY[data.money]) {
console.warn(`Prism RPG | Migrate shield: Invalid money type "${data.money}", defaulting to coppercoin`)
data.money = "coppercoin"
}
}
return super.migrateData(data)
}
}
+30 -23
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@@ -1,4 +1,5 @@
import { CORE_SKILLS_CHOICES, CORE_SKILL_BONUS, CORE_SKILLS } from "../config/skill.mjs"
import { SUB_ATTRIBUTES } from "../config/character.mjs"
/**
* Core Skill data model for Prism RPG
@@ -21,14 +22,6 @@ export default class PrismRPGSkill extends foundry.abstract.TypeDataModel {
initial: ""
})
// Core Skill type (from the 18 available Core Skills)
schema.coreSkill = new fields.StringField({
required: true,
initial: "acrobatics",
choices: CORE_SKILLS_CHOICES,
label: "Core Skill"
})
// Is this the character's chosen Core Skill?
schema.isCoreSkill = new fields.BooleanField({
required: true,
@@ -36,18 +29,18 @@ export default class PrismRPGSkill extends foundry.abstract.TypeDataModel {
label: "Is Core Skill"
})
// Primary attribute for this skill (str, dex, con, int, wis, cha)
schema.primaryAttribute = new fields.StringField({
// First sub-attribute for this skill
schema.subAttribute1 = new fields.StringField({
required: true,
initial: "dex",
label: "Primary Attribute"
initial: "prowess",
label: "Sub-Attribute 1"
})
// If Core Skill, which attribute receives the +2 bonus?
schema.attributeBonus = new fields.StringField({
// Second sub-attribute for this skill
schema.subAttribute2 = new fields.StringField({
required: true,
initial: "",
label: "Attribute Bonus"
initial: "initiative",
label: "Sub-Attribute 2"
})
// Skill modifier (includes Core Skill bonus if applicable)
@@ -114,9 +107,9 @@ export default class PrismRPGSkill extends foundry.abstract.TypeDataModel {
prepareDerivedData() {
super.prepareDerivedData()
// D&D 5e style: Core Skill gives +2 proficiency bonus
// Core Skill gives +5 proficiency bonus
if (this.isCoreSkill) {
this.modifier = 2
this.modifier = 5
this.canAdvancedCheck = true
} else {
this.modifier = 0
@@ -126,16 +119,30 @@ export default class PrismRPGSkill extends foundry.abstract.TypeDataModel {
/**
* Calculate skill check bonus
* @param {string} attributeKey The attribute to use (str, dex, con, int, wis, cha)
* @param {string} subAttributeKey The sub-attribute to use (prowess, vigor, etc.)
* @returns {number} Total skill check bonus
*/
getSkillCheckBonus(attributeKey) {
getSkillCheckBonus(subAttributeKey) {
let actor = this.parent?.actor
if (!actor) return this.modifier
const attribute = actor.system.characteristics?.[attributeKey]
const attributeMod = attribute?.mod || 0
const subAttribute = actor.system.subAttributes?.[subAttributeKey]
const subAttributeMod = subAttribute?.value || 0
return attributeMod + this.modifier
return subAttributeMod + this.modifier
}
/**
* Get the available sub-attribute choices for this skill
*/
get subAttributeChoices() {
const choices = {}
if (this.subAttribute1) {
choices[this.subAttribute1] = SUB_ATTRIBUTES[this.subAttribute1]?.label || this.subAttribute1
}
if (this.subAttribute2) {
choices[this.subAttribute2] = SUB_ATTRIBUTES[this.subAttribute2]?.label || this.subAttribute2
}
return choices
}
}
-17
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@@ -1,17 +0,0 @@
export default class PrismRPGVulnerability extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const requiredInteger = { required: true, nullable: false, integer: true }
const schema = {}
schema.description = new fields.HTMLField({ required: true, textSearch: true })
schema.cost = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
schema.gainedPoints = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
return schema
}
/** @override */
static LOCALIZATION_PREFIXES = ["PRISMRPG.Vulnerability"]
}
+25
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@@ -133,4 +133,29 @@ export default class PrismRPGWeapon extends foundry.abstract.TypeDataModel {
/** @override */
static LOCALIZATION_PREFIXES = ["PRISMRPG.Weapon"]
static migrateData(data) {
// Migrate old money types to new ones
if (data?.money) {
const moneyMigration = {
"tinbit": "coppercoin",
"copper": "coppercoin",
"silver": "silvercoin",
"gold": "goldcoin",
"platinum": "note"
}
if (moneyMigration[data.money]) {
data.money = moneyMigration[data.money]
}
// If still invalid, default to coppercoin
if (!SYSTEM.MONEY[data.money]) {
console.warn(`Prism RPG | Migrate weapon: Invalid money type "${data.money}", defaulting to coppercoin`)
data.money = "coppercoin"
}
}
return super.migrateData(data)
}
}