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