Update skill sheet
This commit is contained in:
@@ -516,6 +516,8 @@
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"skills": "Skills",
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"sub-attribute": "Sub-Attribute",
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"subattributes": "Sub-Attributes",
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"subAttribute1": "Sub-Attribute 1",
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"subAttribute2": "Sub-Attribute 2",
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"spells": "Spells",
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"str": "STR",
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"titleChallenge": "Challenge",
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@@ -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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@@ -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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@@ -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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@@ -394,6 +403,21 @@ export default class PrismRPGRoll extends Roll {
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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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@@ -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]
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const subAttributeMod = subAttribute?.value || 0
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return attributeMod + this.modifier
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return subAttributeMod + this.modifier
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}
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/**
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* Get the available sub-attribute choices for this skill
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*/
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get subAttributeChoices() {
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const choices = {}
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if (this.subAttribute1) {
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choices[this.subAttribute1] = SUB_ATTRIBUTES[this.subAttribute1]?.label || this.subAttribute1
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}
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if (this.subAttribute2) {
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choices[this.subAttribute2] = SUB_ATTRIBUTES[this.subAttribute2]?.label || this.subAttribute2
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}
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return choices
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}
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}
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@@ -1,17 +0,0 @@
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export default class PrismRPGVulnerability 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({ required: true, textSearch: true })
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schema.cost = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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schema.gainedPoints = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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return schema
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}
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|
||||
/** @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)
|
||||
}
|
||||
}
|
||||
|
||||
+3
-5
@@ -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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -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>
|
||||
@@ -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}}
|
||||
|
||||
@@ -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">
|
||||
|
||||
@@ -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
@@ -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>
|
||||
|
||||
Reference in New Issue
Block a user