Add spells rolls and enhance CSS styling
- Add spell roll functionality to character sheets - Enhance CSS and LESS styling for better visual presentation - Update character templates and models - Remove old backup files (roll-old.mjs, roll.mjs.backup) - Improve character combat and equipment templates - Update utility functions and actor documents Generated by Mistral Vibe. Co-Authored-By: Mistral Vibe <vibe@mistral.ai>
This commit is contained in:
@@ -18,10 +18,15 @@ export default class PrismRPGCharacterSheet extends PrismRPGActorSheet {
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rollInitiative: PrismRPGCharacterSheet.#onRollInitiative,
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armorHitPointsPlus: PrismRPGCharacterSheet.#onArmorHitPointsPlus,
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armorHitPointsMinus: PrismRPGCharacterSheet.#onArmorHitPointsMinus,
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armorPointsPlus: PrismRPGCharacterSheet.#onArmorPointsPlus,
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armorPointsMinus: PrismRPGCharacterSheet.#onArmorPointsMinus,
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actionPointsPlus: PrismRPGCharacterSheet.#onActionPointsPlus,
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actionPointsMinus: PrismRPGCharacterSheet.#onActionPointsMinus,
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manaPointsPlus: PrismRPGCharacterSheet.#onManaPointsPlus,
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manaPointsMinus: PrismRPGCharacterSheet.#onManaPointsMinus,
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hpPlus: PrismRPGCharacterSheet.#onHpPlus,
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hpMinus: PrismRPGCharacterSheet.#onHpMinus,
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postItemToChat: PrismRPGCharacterSheet.#onPostItemToChat,
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},
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}
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@@ -158,43 +163,215 @@ export default class PrismRPGCharacterSheet extends PrismRPGActorSheet {
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await this.document.system.rollInitiative()
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}
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static #onArmorHitPointsPlus(event, target) {
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static async #onArmorHitPointsPlus(event, target) {
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let armorHP = this.actor.system.combat.armorHitPoints
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armorHP += 1
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this.actor.update({ "system.combat.armorHitPoints": armorHP })
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}
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static #onArmorHitPointsMinus(event, target) {
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static async #onArmorHitPointsMinus(event, target) {
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let armorHP = this.actor.system.combat.armorHitPoints
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armorHP -= 1
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this.actor.update({ "system.combat.armorHitPoints": Math.max(armorHP, 0) })
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}
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static #onManaPointsPlus(event, target) {
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static async #onManaPointsPlus(event, target) {
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let mana = this.actor.system.manaPoints.value
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mana += 1
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this.actor.update({ "system.manaPoints.value": Math.min(mana, this.actor.system.manaPoints.max) })
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}
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static #onManaPointsMinus(event, target) {
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static async #onManaPointsMinus(event, target) {
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let mana = this.actor.system.manaPoints.value
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mana -= 1
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this.actor.update({ "system.manaPoints.value": Math.max(mana, 0) })
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}
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static #onHpPlus(event, target) {
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static async #onArmorPointsPlus(event, target) {
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let armor = this.actor.system.armorPoints.value
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armor += 1
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this.actor.update({ "system.armorPoints.value": Math.min(armor, this.actor.system.armorPoints.max) })
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}
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static async #onArmorPointsMinus(event, target) {
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let armor = this.actor.system.armorPoints.value
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armor -= 1
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this.actor.update({ "system.armorPoints.value": Math.max(armor, 0) })
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}
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static async#onActionPointsPlus(event, target) {
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let actionPoints = this.actor.system.actionPoints.value
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actionPoints += 1
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this.actor.update({ "system.actionPoints.value": Math.min(actionPoints, this.actor.system.actionPoints.max) })
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}
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static async#onActionPointsMinus(event, target) {
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let actionPoints = this.actor.system.actionPoints.value
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actionPoints -= 1
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this.actor.update({ "system.actionPoints.value": Math.max(actionPoints, 0) })
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}
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static async#onHpPlus(event, target) {
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let hp = this.actor.system.hp.value
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hp += 1
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this.actor.update({ "system.hp.value": Math.min(hp, this.actor.system.hp.max) })
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}
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static #onHpMinus(event, target) {
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static async#onHpMinus(event, target) {
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let hp = this.actor.system.hp.value
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hp -= 1
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this.actor.update({ "system.hp.value": Math.max(hp, 0) })
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}
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static #onCreateEquipment(event, target) {
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static async #onCreateEquipment(event, target) {
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}
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static async #onPostItemToChat(event, target) {
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console.log("PRISM RPG | PostItemToChat action triggered", { event: event, target: target })
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// Try to find the item element from the clicked target or its parents
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let itemElement = null
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// First try with the target (the actual clicked element)
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if (event.target) {
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itemElement = event.target.closest('[data-item-id]')
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}
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// If not found, try with currentTarget (the element with the action)
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if (!itemElement && event.currentTarget) {
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itemElement = event.currentTarget.closest('[data-item-id]')
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}
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// If still not found, try with the target parameter
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if (!itemElement && target) {
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itemElement = target.closest('[data-item-id]')
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}
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console.log("PRISM RPG | Found item element", { itemElement: itemElement })
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if (!itemElement) {
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console.warn("PRISM RPG | Could not find item element for posting to chat")
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return
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}
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const itemId = itemElement.dataset.itemId
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if (!itemId) {
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console.warn("PRISM RPG | Item ID not found for posting to chat")
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return
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}
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const item = this.actor.items.get(itemId)
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if (!item) {
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console.warn("PRISM RPG | Item not found for posting to chat", { itemId: itemId })
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return
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}
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// Create a chat message with the item data
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const speaker = ChatMessage.getSpeaker({ actor: this.actor })
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const content = await this.formatItemForChat(item)
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await ChatMessage.create({
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content: content,
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speaker: speaker,
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})
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}
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async formatItemForChat(item) {
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// Format the item data for chat display
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const itemTypeClass = `${item.type}-item`
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let htmlContent = `
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<div class="prismrpg-item-chat-card ${itemTypeClass}">
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<div class="item-header">
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<h3>${item.name}</h3>
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<span class="item-type">${game.i18n.localize(`TYPES.Item.${item.type}`) || item.type}</span>
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</div>
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`
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// Add item image if available
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if (item.img && !item.img.includes('icons/svg/mystery-man.svg')) {
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htmlContent += `<div class="item-image"><img src="${item.img}" alt="${item.name}"></div>`
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}
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// Add item description if available
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if (item.system.description && item.system.description.trim() !== '') {
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const enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(item.system.description, { async: true })
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htmlContent += `<div class="item-description">${enrichedDescription}</div>`
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}
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// Add specific item data based on item type
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htmlContent += `<div class="item-details">`
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switch (item.type) {
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case 'weapon':
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htmlContent += `
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<div class="item-detail"><strong>Type:</strong> ${item.system.weaponType || 'Unknown'}</div>
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<div class="item-detail"><strong>Damage:</strong> ${item.system.damage || 'N/A'}</div>
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<div class="item-detail"><strong>APC:</strong> ${item.system.apc || 0}</div>
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`
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if (item.system.damageType) {
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const damageTypes = []
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if (item.system.damageType.piercing) damageTypes.push('Piercing')
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if (item.system.damageType.bludgeoning) damageTypes.push('Bludgeoning')
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if (item.system.damageType.slashing) damageTypes.push('Slashing')
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if (damageTypes.length > 0) {
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htmlContent += `<div class="item-detail"><strong>Damage Type:</strong> ${damageTypes.join('/')}</div>`
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}
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}
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break
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case 'armor':
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htmlContent += `
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<div class="item-detail"><strong>Armor Type:</strong> ${item.system.armorType || 'Unknown'}</div>
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<div class="item-detail"><strong>Armor Points:</strong> ${item.system.armorPoints || 0}</div>
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<div class="item-detail"><strong>APC:</strong> ${item.system.apc || 0}</div>
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`
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break
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case 'shield':
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htmlContent += `
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<div class="item-detail"><strong>Shield Type:</strong> ${item.system.shieldType || 'Unknown'}</div>
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<div class="item-detail"><strong>Armor Points:</strong> ${item.system.armorPoints || 0}</div>
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<div class="item-detail"><strong>APC:</strong> ${item.system.apc || 0}</div>
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`
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break
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case 'skill':
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htmlContent += `
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<div class="item-detail"><strong>Modifier:</strong> ${item.system.modifier || 0}</div>
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<div class="item-detail"><strong>Core Skill:</strong> ${item.system.isCoreSkill ? 'Yes' : 'No'}</div>
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`
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break
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case 'spell':
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htmlContent += `
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<div class="item-detail"><strong>Level:</strong> ${item.system.level || 'Unknown'}</div>
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<div class="item-detail"><strong>Mana Cost:</strong> ${item.system.manaCost || 0}</div>
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<div class="item-detail"><strong>Casting Time:</strong> ${item.system.castingTime || 'N/A'}</div>
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`
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break
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case 'miracle':
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htmlContent += `
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<div class="item-detail"><strong>Prayer Time:</strong> ${item.system.prayerTime || 'N/A'}</div>
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`
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break
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case 'equipment':
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htmlContent += `
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<div class="item-detail"><strong>Weight:</strong> ${item.system.weight || 'N/A'}</div>
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`
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break
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default:
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// For other item types, just show basic info
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htmlContent += `<div class="item-detail"><strong>Item Type:</strong> ${item.type}</div>`
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}
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htmlContent += `</div></div>`
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return htmlContent
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}
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_onRender(context, options) {
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@@ -159,38 +159,14 @@ export default class PrismRPGActor extends Actor {
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case "weapon-damage-medium":
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case "weapon-attack": {
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let weapon = this.items.find((i) => i.type === "weapon" && i.id === rollKey)
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let skill
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let skills = this.items.filter((i) => i.type === "skill" && i.name.toLowerCase() === weapon.name.toLowerCase())
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if (skills.length > 0) {
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skill = this.getBestWeaponClassSkill(skills, rollType, 1.0)
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} else {
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skills = this.items.filter((i) => i.type === "skill" && i.name.toLowerCase().replace(" skill", "") === weapon.name.toLowerCase())
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if (skills.length > 0) {
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skill = this.getBestWeaponClassSkill(skills, rollType, 1.0)
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} else {
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skills = this.items.filter((i) => i.type === "skill" && i.system.weaponClass === weapon.system.weaponClass)
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if (skills.length > 0) {
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skill = this.getBestWeaponClassSkill(skills, rollType, 0.5)
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} else {
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skills = this.items.filter((i) => i.type === "skill" && i.system.weaponClass.includes(SYSTEM.WEAPON_CATEGORIES[weapon.system.weaponClass]))
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if (skills.length > 0) {
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skill = this.getBestWeaponClassSkill(skills, rollType, 0.25)
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} else {
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ui.notifications.warn(game.i18n.localize("PRISMRPG.Notifications.skillNotFound"))
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return
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}
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}
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}
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}
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if (!weapon || !skill) {
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console.error("Weapon or skill not found", weapon, skill)
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if (!weapon) {
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console.error("Weapon not found", weapon, skill)
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ui.notifications.warn(game.i18n.localize("PRISMRPG.Notifications.skillNotFound"))
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return
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}
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// Create a plain object for rollTarget to ensure weapon data is preserved
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rollTarget = {
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...skill.toObject(),
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weapon: weapon.toObject(),
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rollKey: rollKey,
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combat: foundry.utils.duplicate(this.system.combat),
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
+51
-51
@@ -89,6 +89,11 @@ export default class PrismRPGCharacter extends foundry.abstract.TypeDataModel {
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max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
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})
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schema.actionPoints = new fields.SchemaField({
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value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
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})
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schema.biodata = new fields.SchemaField({
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level: new fields.NumberField({ ...requiredInteger, initial: 1, min: 1 }),
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alignment: new fields.StringField({ required: true, nullable: false, initial: "" }),
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@@ -165,6 +170,21 @@ export default class PrismRPGCharacter extends foundry.abstract.TypeDataModel {
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prepareDerivedData() {
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super.prepareDerivedData();
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// Calculate action points max based on level
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const level = this.biodata.level
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let actionPointsMax = 4
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if (level >= 3 && level <= 5) {
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actionPointsMax = 5
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} else if (level >= 6 && level <= 8) {
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actionPointsMax = 6
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} else if (level >= 9 && level <= 10) {
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actionPointsMax = 7
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}
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// Set max action points (but don't override if already set to a higher value)
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if (this.actionPoints.max < actionPointsMax) {
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this.actionPoints.max = actionPointsMax
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}
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// Calculate sub-attributes from parent characteristics
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// Sub-attribute = lowest ability modifier between the two parent characteristics
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for (let subAttrKey in SYSTEM.SUB_ATTRIBUTES) {
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@@ -241,66 +261,46 @@ export default class PrismRPGCharacter extends foundry.abstract.TypeDataModel {
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await roll.toMessage({}, { rollMode: roll.options.rollMode })
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}
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/**
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* Rolls initiative for the character: 1d20 + initiative modifier
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* @param {string} combatId - Optional combat ID to update
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* @param {string} combatantId - Optional combatant ID to update
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* @returns {Promise<Roll|null>} The initiative roll or null if cancelled
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*/
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async rollInitiative(combatId = undefined, combatantId = undefined) {
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const hasTarget = false
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let actorClass = this.biodata.class;
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// Get the initiative sub-attribute modifier
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const initiativeModifier = this.subAttributes.initiative.value
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let wisDef = SYSTEM.CHARACTERISTICS_TABLES.wis.find((c) => c.value === this.characteristics.wis.value)
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let maxInit = Number(wisDef.init_cap) || 1000
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// Create the roll formula: 1d20 + initiative modifier
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const formula = `1d20 + ${initiativeModifier}`
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let roll = await PrismRPGRoll.promptInitiative({
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actorId: this.parent.id,
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actorName: this.parent.name,
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actorImage: this.parent.img,
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combatId,
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combatantId,
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actorClass,
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maxInit,
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// Roll the initiative
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let initRoll = new Roll(formula)
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await initRoll.evaluate()
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// Create the chat message
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let msg = await initRoll.toMessage({
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flavor: `${game.i18n.localize("PRISMRPG.Label.initiative")} - ${this.parent.name}`,
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speaker: ChatMessage.getSpeaker({ actor: this.parent })
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})
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if (!roll) return null
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await roll.toMessage({}, { rollMode: roll.options.rollMode })
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}
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async rollProgressionDice(combatId, combatantId, rollProgressionCount) {
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// Get all weapons from the actor
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let weapons = this.parent.items.filter(i => i.type === "weapon" && i.system.weaponType === "melee")
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let weaponsChoices = weapons.map(w => { return { id: w.id, name: `${w.name} (${w.system.combatProgressionDice.toUpperCase()})`, combatProgressionDice: w.system.combatProgressionDice.toUpperCase() } })
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let rangeWeapons = this.parent.items.filter(i => i.type === "weapon" && i.system.weaponType === "ranged")
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for (let w of rangeWeapons) {
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weaponsChoices.push({ id: `${w.id}simpleAim`, name: `${w.name} (Simple Aim: ${w.system.speed.simpleAim.toUpperCase()})`, combatProgressionDice: w.system.speed.simpleAim.toUpperCase() })
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weaponsChoices.push({ id: `${w.id}carefulAim`, name: `${w.name} (Careful Aim: ${w.system.speed.carefulAim.toUpperCase()})`, combatProgressionDice: w.system.speed.carefulAim.toUpperCase() })
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weaponsChoices.push({ id: `${w.id}focusedAim`, name: `${w.name} (Focused Aim: ${w.system.speed.focusedAim.toUpperCase()})`, combatProgressionDice: w.system.speed.focusedAim.toUpperCase() })
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// Wait for 3D dice animation if enabled
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if (game?.dice3d) {
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await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
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}
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if (this.biodata.magicUser || this.biodata.clericUser) {
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let spells = this.parent.items.filter(i => i.type === "spell" || i.type === "miracle")
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for (let s of spells) {
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let title = ""
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let formula = ""
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if (s.type === "spell") {
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let dice = PrismRPGUtils.getLethargyDice(s.system.level)
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title = `${s.name} (Casting time: ${s.system.castingTime}, Lethargy: ${dice})`
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formula = `${s.system.castingTime}+${dice}`
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} else {
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title = `${s.name} (Prayer time: ${s.system.prayerTime})`
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formula = `${s.system.prayerTime}`
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}
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weaponsChoices.push({ id: s.id, name: title, combatProgressionDice: formula })
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// Update the combatant's initiative if in combat
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if (combatId && combatantId) {
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let combat = game.combats.get(combatId)
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if (combat) {
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await combat.updateEmbeddedDocuments("Combatant", [{
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_id: combatantId,
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initiative: initRoll.total
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}])
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}
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}
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let roll = await PrismRPGRoll.promptCombatAction({
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actorId: this.parent.id,
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actorName: this.parent.name,
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actorImage: this.parent.img,
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weaponsChoices,
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combatId,
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combatantId,
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rollProgressionCount,
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type: "progression",
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||||
|
||||
})
|
||||
return initRoll
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -177,6 +177,11 @@ export default class PrismRPGUtils {
|
||||
return str ? str.toUpperCase() : '';
|
||||
})
|
||||
|
||||
Handlebars.registerHelper('replace', function (str, search, replacement) {
|
||||
if (!str) return '';
|
||||
return str.replace(search, replacement);
|
||||
})
|
||||
|
||||
Handlebars.registerHelper('isEnabled', function (configKey) {
|
||||
return game.settings.get("bol", configKey);
|
||||
})
|
||||
|
||||
Reference in New Issue
Block a user