Update skill sheet

This commit is contained in:
2026-01-14 14:16:31 +01:00
parent 56492c40a0
commit 7d353e1695
18 changed files with 266 additions and 331 deletions
+2
View File
@@ -516,6 +516,8 @@
"skills": "Skills",
"sub-attribute": "Sub-Attribute",
"subattributes": "Sub-Attributes",
"subAttribute1": "Sub-Attribute 1",
"subAttribute2": "Sub-Attribute 2",
"spells": "Spells",
"str": "STR",
"titleChallenge": "Challenge",
+23 -9
View File
@@ -261,15 +261,29 @@ export const CHOICE_MODIFIERS = {
}
export const ASCII = `
······················································································································
: :
:@@@ @@@@@@@@ @@@@@@@ @@@ @@@ @@@@@@ @@@ @@@@@@@@ @@@@@@ @@@ @@@ @@@@@@@ @@@@@@ @@@@@@ @@@ @@@ :
:@@! @@! @!! @@! @@@ @@! @@@ @@! @@! @@! @@@ @@!@!@@@ @!! @@! @@@ !@@ @@! !@@ :
:@!! @!!!:! @!! @!@!@!@! @!@!@!@! @!! @!!!:! @!@!@!@! @!@@!!@! @!! @!@!@!@! !@@!! !@!@! :
:!!: !!: !!: !!: !!! !!: !!! !!: !!: !!: !!! !!: !!! !!: !!: !!! !:! !!: :
:: ::.: : : :: :: : : : : : : : : ::.: : : : : : :: : : : : : ::.: : .: :
: :
······················································································································
┌─────────────────────────────────────────────────────┐
│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
View File
@@ -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}${currentMana - totalManaCost})`
)
-2
View File
@@ -6,9 +6,7 @@ export { default as PrismRPGSkill } from "./skill.mjs"
export { default as PrismRPGArmor } from "./armor.mjs"
export { default as PrismRPGShield } from "./shield.mjs"
export { default as PrismRPGRacialAbility } from "./racial-ability.mjs"
export { default as PrismRPGVulnerability } from "./vulnerability.mjs"
export { default as PrismRPGEquipment } from "./equipment.mjs"
export { default as PrismRPGMiracle } from "./miracle.mjs"
export { default as PrismRPGRace } from "./race.mjs"
export { default as PrismRPGClass } from "./class.mjs"
export { default as PrismRPGCharacterPath } from "./character-path.mjs"
+25
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@@ -32,4 +32,29 @@ export default class PrismRPGArmor extends foundry.abstract.TypeDataModel {
/** @override */
static LOCALIZATION_PREFIXES = ["PRISMRPG.Armor"]
static migrateData(data) {
// Migrate old money types to new ones
if (data?.money) {
const moneyMigration = {
"tinbit": "coppercoin",
"copper": "coppercoin",
"silver": "silvercoin",
"gold": "goldcoin",
"platinum": "note"
}
if (moneyMigration[data.money]) {
data.money = moneyMigration[data.money]
}
// If still invalid, default to coppercoin
if (!SYSTEM.MONEY[data.money]) {
console.warn(`Prism RPG | Migrate armor: Invalid money type "${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
View File
@@ -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
View File
@@ -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)
}
}
+3 -5
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@@ -53,9 +53,7 @@ Hooks.once("init", function () {
armor: models.PrismRPGArmor,
shield: models.PrismRPGShield,
spell: models.PrismRPGSpell,
// Vulnerability: models.PrismRPGVulnerability, // Disabled - Legacy from Lethal Fantasy
equipment: models.PrismRPGEquipment,
// Miracle: models.PrismRPGMiracle // Disabled - Legacy from Lethal Fantasy, PRISM uses Divine class features instead
race: models.PrismRPGRace,
class: models.PrismRPGClass,
"character-path": models.PrismRPGCharacterPath,
@@ -69,7 +67,6 @@ Hooks.once("init", function () {
foundry.documents.collections.Items.unregisterSheet("core", foundry.appv1.sheets.ActorSheet)
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGSkillSheet, { types: ["skill"], makeDefault: true })
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGRacialAbilitySheet, { types: ["racial-ability"], makeDefault: true })
// Foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGVulnerabilitySheet, { types: ["vulnerability"], makeDefault: true }) // Disabled - Legacy from Lethal Fantasy
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGWeaponSheet, { types: ["weapon"], makeDefault: true })
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGSpellSheet, { types: ["spell"], makeDefault: true })
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGArmorSheet, { types: ["armor"], makeDefault: true })
@@ -78,7 +75,6 @@ Hooks.once("init", function () {
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGRaceSheet, { types: ["race"], makeDefault: true })
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGClassSheet, { types: ["class"], makeDefault: true })
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGCharacterPathSheet, { types: ["character-path"], makeDefault: true })
// Foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGMiracleSheet, { types: ["miracle"], makeDefault: true }) // Disabled - Legacy from Lethal Fantasy
// Other Document Configuration
CONFIG.ChatMessage.documentClass = documents.PrismRPGChatMessage
@@ -133,9 +129,11 @@ function preLocalizeConfig() {
for (const choice of choicesToLocalize) {
if (CONFIG.PRISMRPG[choice]) {
const localized = {}
for (const [key, label] of Object.entries(CONFIG.PRISMRPG[choice])) {
CONFIG.PRISMRPG[choice][key] = game.i18n.localize(label)
localized[key] = game.i18n.localize(label)
}
CONFIG.PRISMRPG[choice] = localized
}
}
}
+2 -59
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@@ -8,13 +8,7 @@
<fieldset>
<legend>{{localize "PRISMRPG.Label.biodata"}}</legend>
<div class="biodata">
<div class="biodata-elem">
<span class="name">Class</span>
{{formInput
systemFields.biodata.fields.class
value=system.biodata.class
}}
</div>
{{!-- Class and Mortal fields removed - don't exist in DataModel --}}
<div class="biodata-elem">
<span class="name">Level</span>
{{formInput
@@ -22,13 +16,6 @@
value=system.biodata.level
}}
</div>
<div class="biodata-elem">
<span class="name">Mortal</span>
{{formInput
systemFields.biodata.fields.mortal
value=system.biodata.mortal
}}
</div>
<div class="biodata-elem">
<span class="name">Age</span>
{{formInput systemFields.biodata.fields.age value=system.biodata.age}}
@@ -82,51 +69,7 @@
value=system.biodata.magicUser
}}
</div>
<!-- <div class="biodata-elem">
<span class="name">Cleric User</span>
{{formInput
systemFields.biodata.fields.clericUser
value=system.biodata.clericUser
}}
</div> -->
<div class="biodata-elem">
<span class="name">Save bonus (1/5levels)</span>
{{formInput
systemFields.modifiers.fields.saveModifier
value=system.modifiers.saveModifier
disabled=true
}}
</div>
{{#if system.biodata.magicUser}}
<div class="biodata-elem">
<span class="name">Spell bonus (1/5levels)</span>
{{formInput
systemFields.modifiers.fields.levelSpellModifier
value=system.modifiers.levelSpellModifier
disabled=true
}}
</div>
{{/if}}
{{#if system.biodata.clericUser}}
<div class="biodata-elem">
<span class="name">Miracle bonus (1/5levels)</span>
{{formInput
systemFields.modifiers.fields.levelMiracleModifier
value=system.modifiers.levelMiracleModifier
disabled=true
}}
</div>
{{/if}}
<div class="biodata-elem">
<span class="name">Last HD roll</span>
{{formInput
systemFields.biodata.fields.hpPerLevel
value=system.biodata.hpPerLevel
disabled=true
}}
</div>
{{!-- Cleric User, modifiers, and hpPerLevel fields removed - don't exist in DataModel --}}
</div>
</fieldset>
-52
View File
@@ -1,52 +0,0 @@
<section class="tab character-{{tab.id}} {{tab.cssClass}}" data-tab="{{tab.id}}" data-group="{{tab.group}}">
<div class="main-div">
<fieldset>
<legend>{{localize "PRISMRPG.Label.manaPoints"}}</legend>
<div class="miracle-details">
<div class="miracle-detail">
<span>Current</span>
{{formField systemFields.manaPoints.fields.value value=system.manaPoints.value localize=true}}
<a data-action="manaPointsPlus"><i class="fa-solid fa-hexagon-plus"></i></a>
<a data-action="manaPointsMinus"><i class="fa-solid fa-hexagon-minus"></i></a>
<span>Max</span>
{{formField systemFields.manaPoints.fields.max value=system.manaPoints.max localize=true
disabled=isPlayMode}}
</div>
</div>
</fieldset>
<fieldset>
<legend>{{localize "PRISMRPG.Label.miracles"}}{{#if isEditMode}}<a class="action" data-tooltip="{{localize "
PRISMRPG.Tooltip.addMiracle"}}" data-tooltip-direction="UP"><i class="fas fa-plus"
data-action="createMiracle"></i></a>{{/if}}</legend>
<div class="miracles">
{{#each miracles as |item|}}
<div class="miracle" data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}" data-drag="true">
<img class="item-img" src="{{item.img}}" data-tooltip="{{item.name}}" />
<div class="name">
{{item.name}}
</div>
<a class="rollable" data-roll-type="miracle-attack" data-roll-key="{{item.id}}" data-tooltip="Miracle Attack">
<i class="lf-roll-small fa-solid fa-swords" data-roll-type="miracle-attack" data-roll-key="{{item.id}}"></i>
</a>
<a class="rollable" data-roll-type="miracle-power" data-roll-key="{{item.id}}" data-tooltip="Miracle Power">
<i class="fa-duotone fa-solid fa-stars" data-roll-type="miracle-power" data-roll-key="{{item.id}}"></i>
</a>
<div class="controls">
<a data-tooltip="{{localize 'PRISMRPG.Edit'}}" data-action="edit" data-item-id="{{item.id}}"
data-item-uuid="{{item.uuid}}"><i class="fas fa-edit"></i></a>
<a data-tooltip="{{localize 'PRISMRPG.Delete'}}" data-action="delete" data-item-id="{{item.id}}"
data-item-uuid="{{item.uuid}}"><i class="fas fa-trash"></i></a>
</div>
</div>
{{/each}}
</div>
</fieldset>
</div>
</section>
+17 -1
View File
@@ -111,6 +111,22 @@
</div>
{{/if}}
{{#if (eq rollType "skill")}}
{{#if rollData.skillSubAttributeLabel}}
<div class="skill-info-card">
<div class="skill-header">
<strong class="skill-name">Skill Check</strong>
</div>
<div class="skill-stats">
<div class="stat-item subattribute">
<i class="fas fa-diagram-project"></i>
<span>{{rollData.skillSubAttributeLabel}} (+{{rollData.skillSubAttributeValue}})</span>
</div>
</div>
</div>
{{/if}}
{{/if}}
{{#if rollData.letItFly}}
<div class="special-badge">Let It Fly!</div>
{{/if}}
@@ -180,7 +196,7 @@
{{/if}}
</div>
{{/if}}
{{#if isResource}}
<div class="result-badge {{resultType}}">
{{#if isPrivate}}
+23
View File
@@ -149,6 +149,29 @@
{{/if}}
{{/if}}
{{! Skill Options }}
{{#if (eq rollType "skill")}}
<div class="option-section skill-section">
<div class="section-title">
<i class="fas fa-dice-d20"></i>
<span>Skill Options</span>
</div>
{{! Choose which sub-attribute to use }}
<div class="option-row">
<label>Use Sub-Attribute:</label>
<select name="skillSubAttribute" class="styled-select">
<option value="{{rollTarget.subAttribute1}}" selected>
{{rollTarget.subAttribute1Label}} (+{{rollTarget.subAttribute1Value}})
</option>
<option value="{{rollTarget.subAttribute2}}">
{{rollTarget.subAttribute2Label}} (+{{rollTarget.subAttribute2Value}})
</option>
</select>
</div>
</div>
{{/if}}
{{! Advantage/Disadvantage }}
{{#if hasAdvantage}}
<div class="option-section">
+21 -1
View File
@@ -89,7 +89,7 @@
{{! Spell-specific options }}
<fieldSet class="dialog-spell-options">
<legend>Spell Options</legend>
<div class="dialog-save" style="font-size: 0.9em; color: #666; margin-bottom: 0.5em;">
<span>Casting with: {{rollTarget.mentalCharacteristic}} ({{rollTarget.mentalCharValue}}, +{{rollTarget.value}})</span>
<br><span>Base Cost: {{rollTarget.system.manaCost}} Mana, {{rollTarget.system.apc}} APC</span>
@@ -117,6 +117,26 @@
{{/if}}
{{/if}}
{{! Skill Options }}
{{#if (eq rollType "skill")}}
<fieldSet class="dialog-skill-options">
<legend>Skill Options</legend>
{{! Choose which sub-attribute to use }}
<div class="dialog-save">
<label>Use Sub-Attribute:</label>
<select name="skillSubAttribute" data-tooltip-direction="UP">
<option value="{{rollTarget.subAttribute1}}" selected>
{{rollTarget.subAttribute1Label}} (+{{rollTarget.subAttribute1Value}})
</option>
<option value="{{rollTarget.subAttribute2}}">
{{rollTarget.subAttribute2Label}} (+{{rollTarget.subAttribute2Value}})
</option>
</select>
</div>
</fieldSet>
{{/if}}
{{#if hasAdvantage}}
<fieldSet class="dialog-advantage">
<legend>{{localize "PRISMRPG.Roll.advantageDisadvantage"}}</legend>
+18 -22
View File
@@ -11,35 +11,31 @@
<p class="hint">{{localize "PRISMRPG.Hint.isCoreSkill"}}</p>
</div>
{{!-- Primary Attribute for Skill Checks --}}
{{!-- First Sub-Attribute for Skill Checks --}}
<div class="form-group">
<label>{{localize "PRISMRPG.Label.primaryAttribute"}}</label>
<select name="system.primaryAttribute">
{{#each config.CHARACTERISTICS}}
<option value="{{@key}}" {{#if (eq ../system.primaryAttribute @key)}}selected{{/if}}>
<label>{{localize "PRISMRPG.Label.subAttribute1"}}</label>
<select name="system.subAttribute1">
{{#each config.SUB_ATTRIBUTES}}
<option value="{{@key}}" {{#if (eq ../system.subAttribute1 @key)}}selected{{/if}}>
{{localize this.label}}
</option>
{{/each}}
</select>
<p class="hint">Primary attribute used for skill checks (D&D 5e style: ability modifier + proficiency)</p>
<p class="hint">First sub-attribute used for skill checks</p>
</div>
{{#if system.isCoreSkill}}
{{!-- Attribute Bonus Selection --}}
<div class="form-group">
<label>{{localize "PRISMRPG.Label.attributeBonusChoice"}}</label>
<select name="system.attributeBonus">
<option value="">{{localize "PRISMRPG.Label.selectAttribute"}}</option>
{{#each config.CHARACTERISTICS}}
<option value="{{@key}}" {{#if (eq ../system.attributeBonus @key)}}selected{{/if}}>
{{localize this.label}}
</option>
{{/each}}
</select>
<p class="hint">{{localize "PRISMRPG.Hint.attributeBonus"}}</p>
</div>
{{/if}}
{{!-- Second Sub-Attribute for Skill Checks --}}
<div class="form-group">
<label>{{localize "PRISMRPG.Label.subAttribute2"}}</label>
<select name="system.subAttribute2">
{{#each config.SUB_ATTRIBUTES}}
<option value="{{@key}}" {{#if (eq ../system.subAttribute2 @key)}}selected{{/if}}>
{{localize this.label}}
</option>
{{/each}}
</select>
<p class="hint">Second sub-attribute used for skill checks</p>
</div>
{{!-- Notes --}}
<fieldset>