First PC sheet, WIP

This commit is contained in:
2025-12-20 17:20:01 +01:00
parent 189b03ca91
commit e75824cd20
19 changed files with 961 additions and 600 deletions
+6 -67
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@@ -7,7 +7,7 @@ export default class PrismRPGCharacterSheet extends PrismRPGActorSheet {
static DEFAULT_OPTIONS = {
classes: ["character"],
position: {
width: 750,
width: 780,
height: 780,
},
window: {
@@ -15,14 +15,9 @@ export default class PrismRPGCharacterSheet extends PrismRPGActorSheet {
},
actions: {
createEquipment: PrismRPGCharacterSheet.#onCreateEquipment,
rangedAttackDefense: PrismRPGCharacterSheet.#onRangedAttackDefense,
rollInitiative: PrismRPGCharacterSheet.#onRollInitiative,
armorHitPointsPlus: PrismRPGCharacterSheet.#onArmorHitPointsPlus,
armorHitPointsMinus: PrismRPGCharacterSheet.#onArmorHitPointsMinus,
divinityPointsPlus: PrismRPGCharacterSheet.#onDivinityPointsPlus,
divinityPointsMinus: PrismRPGCharacterSheet.#onDivinityPointsMinus,
aetherPointsPlus: PrismRPGCharacterSheet.#onAetherPointsPlus,
aetherPointsMinus: PrismRPGCharacterSheet.#onAetherPointsMinus,
},
}
@@ -49,11 +44,6 @@ export default class PrismRPGCharacterSheet extends PrismRPGActorSheet {
spells: {
template: "systems/fvtt-prism-rpg/templates/character-spells.hbs",
},
/* Miracles disabled - Legacy from Lethal Fantasy
miracles: {
template: "systems/fvtt-prism-rpg/templates/character-miracles.hbs",
},
*/
biography: {
template: "systems/fvtt-prism-rpg/templates/character-biography.hbs",
},
@@ -79,11 +69,6 @@ export default class PrismRPGCharacterSheet extends PrismRPGActorSheet {
if (this.actor.system.biodata.magicUser) {
tabs.spells = { id: "spells", group: "sheet", icon: "fa-sharp-duotone fa-solid fa-wand-magic-sparkles", label: "PRISMRPG.Label.spells" }
}
/* Miracles disabled - Legacy from Lethal Fantasy
if (this.actor.system.biodata.clericUser) {
tabs.miracles = { id: "miracles", group: "sheet", icon: "fa-sharp-duotone fa-solid fa-hands-praying", label: "PRISMRPG.Label.miracles" }
}
*/
for (const v of Object.values(tabs)) {
v.active = this.tabGroups[v.group] === v.id
v.cssClass = v.active ? "active" : ""
@@ -128,13 +113,6 @@ export default class PrismRPGCharacterSheet extends PrismRPGActorSheet {
context.spells = doc.itemTypes.spell
context.hasSpells = context.spells.length > 0
break
/* Miracles disabled - Legacy from Lethal Fantasy
case "miracles":
context.tab = context.tabs.miracles
context.miracles = doc.itemTypes.miracle
context.hasMiracles = context.miracles.length > 0
break
*/
case "combat":
context.tab = context.tabs.combat
context.weapons = doc.itemTypes.weapon
@@ -172,19 +150,6 @@ export default class PrismRPGCharacterSheet extends PrismRPGActorSheet {
}
}
static async #onRangedAttackDefense(event, target) {
// Future use : const hasTarget = false
let roll = await PrismRPGRoll.promptRangedDefense({
actorId: this.actor.id,
actorName: this.actor.name,
actorImage: this.actor.img,
})
if (!roll) return null
await roll.toMessage({}, { rollMode: roll.options.rollMode })
}
static async #onRollInitiative(event, target) {
await this.document.system.rollInitiative()
}
@@ -201,34 +166,6 @@ export default class PrismRPGCharacterSheet extends PrismRPGActorSheet {
this.actor.update({ "system.combat.armorHitPoints": Math.max(armorHP, 0) })
}
static #onDivinityPointsPlus(event, target) {
let points = this.actor.system.divinityPoints.value
points += 1
points = Math.min(points, this.actor.system.divinityPoints.max)
this.actor.update({ "system.divinityPoints.value": points })
}
static #onDivinityPointsMinus(event, target) {
let points = this.actor.system.divinityPoints.value
points -= 1
points = Math.max(points, 0)
this.actor.update({ "system.divinityPoints.value": points })
}
static #onAetherPointsPlus(event, target) {
let points = this.actor.system.aetherPoints.value
points += 1
points = Math.min(points, this.actor.system.aetherPoints.max)
this.actor.update({ "system.aetherPoints.value": points })
}
static #onAetherPointsMinus(event, target) {
let points = this.actor.system.aetherPoints.value
points -= 1
points = Math.max(points, 0)
this.actor.update({ "system.aetherPoints.value": points })
}
static #onCreateEquipment(event, target) {
}
@@ -269,9 +206,11 @@ export default class PrismRPGCharacterSheet extends PrismRPGActorSheet {
async _onRoll(event, target) {
if (this.isEditMode) return
const rollType = event.target.dataset.rollType
let rollKey = event.target.dataset.rollKey;
let rollDice = event.target.dataset?.rollDice;
// Use closest to find the rollable element in case user clicked on a child
const rollableElement = event.target.closest('.rollable') || event.target
const rollType = rollableElement.dataset.rollType
let rollKey = rollableElement.dataset.rollKey;
let rollDice = rollableElement.dataset?.rollDice;
this.actor.prepareRoll(rollType, rollKey, rollDice)
+5 -3
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@@ -162,9 +162,11 @@ export default class PrismRPGMonsterSheet extends PrismRPGActorSheet {
async _onRoll(event, target) {
if (this.isEditMode) return
const rollType = event.target.dataset.rollType
let rollKey = event.target.dataset.rollKey
let rollDice = event.target.dataset?.rollDice || "0"
// Use closest to find the rollable element in case user clicked on a child
const rollableElement = event.target.closest('.rollable') || event.target
const rollType = rollableElement.dataset.rollType
let rollKey = rollableElement.dataset.rollKey
let rollDice = rollableElement.dataset?.rollDice || "0"
this.actor.system.prepareMonsterRoll(rollType, rollKey, rollDice)
}
}
+20 -1
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@@ -94,6 +94,17 @@ export default class PrismRPGActor extends Actor {
name: game.i18n.localize(`PRISMRPG.Label.${rollKey}`)
}
break
case "sub-attribute":
if (!this.system.subAttributes || !this.system.subAttributes[rollKey]) {
ui.notifications.error(`Sub-attribute ${rollKey} not found`)
return
}
rollTarget = {
...foundry.utils.duplicate(this.system.subAttributes[rollKey]),
rollKey: rollKey,
name: game.i18n.localize(SYSTEM.SUB_ATTRIBUTES[rollKey].label)
}
break
case "granted":
rollTarget = {
name: rollKey,
@@ -112,6 +123,10 @@ export default class PrismRPGActor extends Actor {
rollTarget = foundry.utils.duplicate(this.system.saves[rollKey])
rollTarget.rollKey = rollKey
rollTarget.rollDice = rollDice
// Pass the characteristic value for D&D 5e modifier calculation
rollTarget.characteristicValue = this.system.characteristics[rollKey].value
// The save bonus is the proficiency modifier (value stored in saves)
rollTarget.saveBonus = this.system.saves[rollKey].value
break
case "spell":
rollTarget = this.items.find((i) => i.type === "spell" && i.id === rollKey)
@@ -128,12 +143,16 @@ export default class PrismRPGActor extends Actor {
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
rollTarget.proficiencyBonus = rollTarget.system.modifier
break
case "spell-attack":
case "spell-power":
case "miracle-attack":
case "miracle-power":
rollTarget = this.items.find((i) => (i.type === "miracle" || i.type == "spell") && i.id === rollKey)
rollTarget = this.items.find((i) => (i.type === "miracle" || i.type === "spell") && i.id === rollKey)
rollTarget.rollKey = rollKey
break
case "shield-roll": {
+35 -3
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@@ -7,6 +7,15 @@ import { SYSTEM } from "../config/system.mjs"
export default class PrismRPGRoll extends Roll {
static CHAT_TEMPLATE = "systems/fvtt-prism-rpg/templates/chat-message.hbs"
/**
* Calculate D&D 5e style ability modifier from ability score
* @param {number} abilityScore The ability score value (3-18+)
* @returns {number} The ability modifier
*/
static getAbilityModifier(abilityScore) {
return Math.floor((abilityScore - 10) / 2)
}
// Getters for roll data
get type() {
return this.options.type
@@ -89,17 +98,40 @@ export default class PrismRPGRoll extends Roll {
switch (options.rollType) {
case "characteristic":
options.rollName = options.rollTarget.name
// Value already set in actor.mjs
// Calculate D&D 5e modifier from characteristic value
options.rollTarget.value = this.getAbilityModifier(options.rollTarget.value)
break
case "sub-attribute":
options.rollName = options.rollTarget.name
// Sub-attribute value is already a modifier (calculated in prepareDerivedData)
break
case "challenge":
case "save":
options.rollName = game.i18n.localize(`PRISMRPG.Label.${options.rollTarget.rollKey}`)
break
case "save":
options.rollName = `${game.i18n.localize(`PRISMRPG.Label.${options.rollTarget.rollKey}`)} Save`
// Calculate D&D 5e saving throw: ability modifier + proficiency bonus
// Get the characteristic value from rollTarget
const charValue = options.rollTarget.characteristicValue
const abilityMod = this.getAbilityModifier(charValue)
const saveBonus = options.rollTarget.saveBonus || 0
// Store separate values for display
options.rollTarget.abilityModifier = abilityMod
options.rollTarget.saveProficiency = saveBonus
// Add the save bonus (proficiency) stored in saves
options.rollTarget.value = abilityMod + saveBonus
break
case "skill":
options.rollName = options.rollTarget.name
options.rollTarget.value = Math.floor(options.rollTarget.system.skillTotal / 10)
// D&D 5e style: ability modifier + proficiency bonus
const skillCharValue = options.rollTarget.characteristicValue
const skillAbilityMod = this.getAbilityModifier(skillCharValue)
const proficiency = options.rollTarget.proficiencyBonus || 0
options.rollTarget.value = skillAbilityMod + proficiency
break
case "weapon-attack":
-17
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@@ -144,23 +144,6 @@ export default class PrismRPGCharacter extends foundry.abstract.TypeDataModel {
}, {}),
)
// Core Skill system (Prism RPG)
schema.coreSkill = new fields.SchemaField({
skill: new fields.StringField({
required: false,
nullable: true,
initial: null,
choices: SYSTEM.CORE_SKILLS_CHOICES,
label: "Selected Core Skill"
}),
attributeChoice: new fields.StringField({
required: false,
nullable: true,
initial: null,
label: "Attribute Choice for +2 Bonus"
})
})
return schema
}
+9 -2
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@@ -36,6 +36,13 @@ 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({
required: true,
initial: "dex",
label: "Primary Attribute"
})
// If Core Skill, which attribute receives the +2 bonus?
schema.attributeBonus = new fields.StringField({
required: true,
@@ -107,9 +114,9 @@ export default class PrismRPGSkill extends foundry.abstract.TypeDataModel {
prepareDerivedData() {
super.prepareDerivedData()
// If this is the character's Core Skill, apply bonuses
// D&D 5e style: Core Skill gives +2 proficiency bonus
if (this.isCoreSkill) {
this.modifier = CORE_SKILL_BONUS?.basic || 5
this.modifier = 2
this.canAdvancedCheck = true
} else {
this.modifier = 0