5 Commits

Author SHA1 Message Date
uberwald abea77906d 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>
2026-01-21 13:56:09 +01:00
uberwald 7283f5f15b Update skill sheet 2026-01-14 14:16:31 +01:00
uberwald 56492c40a0 Add spells rolls and enhance CSS styling 2026-01-12 10:48:54 +01:00
uberwald 3634e9da9e Add spells rolls and enhance CSS styling 2026-01-12 10:46:16 +01:00
uberwald 0bc6b43ffe Add spells rolls and enhance CSS styling 2026-01-12 10:45:20 +01:00
41 changed files with 3199 additions and 3590 deletions
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@@ -0,0 +1,10 @@
# IDE
.idea/
.vs/
styles/*.css
# Node Modules
node_modules/
.history
-122
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@@ -1,122 +0,0 @@
# Configuration des Types d'Armes - PRISM RPG
## Aperçu
Ce système permet de configurer et d'ajouter des types d'armes et des groupes d'armes personnalisés via les Settings de Foundry VTT.
## Fichiers Créés
### 1. `/module/settings.mjs`
- Enregistre les settings pour les types d'armes personnalisés
- Enregistre les settings pour les groupes d'armes personnalisés
- Crée le menu de configuration dans les Settings
### 2. `/module/applications/weapon-types-config.mjs`
- Application FormApplication pour éditer les types et groupes d'armes
- Interface avec onglets (Types d'Armes / Groupes d'Armes)
- Fonctionnalités d'ajout, édition et suppression
- Bouton de réinitialisation aux valeurs par défaut
### 3. `/templates/weapon-types-config.hbs`
- Template Handlebars pour l'interface de configuration
- Affichage en onglets
- Formulaires pour chaque type/groupe d'arme
### 4. `/styles/weapon-types-config.less`
- Styles CSS pour l'interface de configuration
- Design cohérent avec le système PRISM RPG
## Fichiers Modifiés
### 1. `/module/config/weapon.mjs`
- Conversion des constantes `TYPE` et `WEAPON_GROUP` en Proxies dynamiques
- Ajout de fonctions `getWeaponTypes()` et `getWeaponGroups()`
- Les types/groupes sont maintenant chargés depuis les settings
- Rétrocompatibilité maintenue
### 2. `/module/models/weapon.mjs`
- Import des fonctions `getWeaponTypeChoices()` et `getWeaponGroupChoices()`
- Utilisation de fonctions dynamiques au lieu de constantes statiques
- Les choix sont mis à jour automatiquement depuis les settings
### 3. `/prism-rpg.mjs`
- Import du module `settings.mjs`
- Appel de `registerSettings()` dans le hook `init`
### 4. `/module/applications/_module.mjs`
- Export de `WeaponTypesConfig`
### 5. `/module/utils.mjs`
- Ajout du template `weapon-types-config.hbs` dans les templates préchargés
### 6. `/styles/fvtt-prism-rpg.less`
- Import du fichier `weapon-types-config.less`
### 7. `/lang/en.json`
- Ajout de toutes les clés de traduction pour les settings
- Section `Settings` avec toutes les chaînes nécessaires
## Utilisation
### Pour les Game Masters
1. Ouvrir les **Settings** de Foundry VTT
2. Aller dans **Game Settings**
3. Chercher **Configure Weapons** dans la section PRISM RPG
4. Cliquer sur le bouton pour ouvrir l'interface de configuration
### Interface de Configuration
#### Onglet "Weapon Types"
- **ID**: Identifiant unique (non modifiable pour les types par défaut)
- **Label**: Nom affiché du type d'arme
- **APC**: Coût en points d'action
- **Hands**: Nombre de mains requises (0, 1, ou 2)
#### Onglet "Weapon Groups"
- **ID**: Identifiant unique (non modifiable pour les groupes par défaut)
- **Label**: Nom affiché du groupe
- **Passive ID**: Identifiant de la passive
- **Passive Label**: Nom de la passive
- **Passive Description**: Description de l'effet de la passive
### Ajout d'un Type/Groupe d'Arme
1. Cliquer sur le bouton **+** dans l'onglet approprié
2. Un nouvel ID unique sera généré automatiquement
3. Remplir les champs
4. Cliquer sur **Save Changes**
### Suppression d'un Type/Groupe d'Arme
1. Cliquer sur l'icône **poubelle** à côté du type/groupe
2. L'entrée sera supprimée
3. Cliquer sur **Save Changes**
### Réinitialisation
Le bouton **Reset to Defaults** permet de revenir aux valeurs par défaut du système.
## Types d'Armes par Défaut
- **Light** (Légère) - 1 APC, 1 main
- **One-Handed** (Une main) - 2 APC, 1 main
- **Heavy** (Lourde) - 3 APC, 2 mains
- **Projectile** - Variable APC, 2 mains
## Groupes d'Armes par Défaut
1. **Longsword** - Passive: Turning Edge
2. **Warhammer** - Passive: Puncturing Blows
3. **Battleaxe** - Passive: Shield Eater
4. **Dagger** - Passive: Balancing Stance
5. **Crossbow** - Passive: Boltlock
6. **Longbow** - Passive: Volley Fire
## Remarques Techniques
- Les modifications sont sauvegardées au niveau du **monde** (scope: world)
- Un rechargement de la page est déclenché après sauvegarde
- Les valeurs par défaut restent toujours disponibles
- Les types/groupes personnalisés sont fusionnés avec les valeurs par défaut
- Utilisation de Proxies JavaScript pour une compatibilité maximale
+841 -38
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@@ -2669,44 +2669,6 @@ i.prismrpg {
.prismrpg .vulnerability-content input[type="checkbox"]:checked::after { .prismrpg .vulnerability-content input[type="checkbox"]:checked::after {
color: rgba(0, 0, 0, 0.1); color: rgba(0, 0, 0, 0.1);
} }
.prismrpg.fortune img {
border: 0px;
}
.prismrpg.fortune .intro-chat {
border-radius: 20px;
display: flex;
flex-direction: row;
}
.prismrpg.fortune .intro-chat .intro-img {
padding: 5px;
width: 80px;
align-self: center;
}
.prismrpg.fortune .intro-chat .intro-right {
display: flex;
flex-direction: column;
}
.prismrpg.fortune .intro-chat .intro-right .introText {
font-family: var(--font-secondary);
font-size: calc(var(--font-size-standard) * 1.2);
width: 210px;
text-align: center;
}
.prismrpg.fortune .button.control,
.prismrpg.fortune .fortune-accepted {
display: flex;
justify-content: center;
align-items: center;
font-size: calc(var(--font-size-standard) * 1.3);
}
.prismrpg.ask-roll {
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
font-family: var(--font-secondary);
font-size: calc(var(--font-size-standard) * 1.2);
}
.prismrpg .equipment-content { .prismrpg .equipment-content {
font-family: var(--font-primary); font-family: var(--font-primary);
font-size: calc(var(--font-size-standard) * 1); font-size: calc(var(--font-size-standard) * 1);
@@ -3700,6 +3662,549 @@ i.prismrpg {
gap: 1rem; gap: 1rem;
align-items: flex-start; align-items: flex-start;
} }
.chat-log .message-content .prismrpg-chat-card {
font-family: var(--font-primary);
border-radius: 6px;
overflow: hidden;
background: linear-gradient(135deg, rgba(0, 0, 0, 0.05) 0%, rgba(0, 0, 0, 0.02) 100%);
border: 1px solid rgba(0, 0, 0, 0.2);
margin: 2px 0;
}
.chat-log .message-content .prismrpg-chat-card .chat-header {
display: flex;
gap: 8px;
padding: 6px 8px;
background: linear-gradient(135deg, #2c2c2c 0%, #1a1a1a 100%);
border-bottom: 1px solid #444;
}
.chat-log .message-content .prismrpg-chat-card .chat-header .chat-portrait {
flex-shrink: 0;
width: 36px;
height: 36px;
border-radius: 50%;
overflow: hidden;
border: 2px solid #666;
box-shadow: 0 1px 4px rgba(0, 0, 0, 0.4);
}
.chat-log .message-content .prismrpg-chat-card .chat-header .chat-portrait img {
width: 100%;
height: 100%;
object-fit: cover;
}
.chat-log .message-content .prismrpg-chat-card .chat-header .chat-title {
flex: 1;
display: flex;
flex-direction: column;
justify-content: center;
gap: 2px;
}
.chat-log .message-content .prismrpg-chat-card .chat-header .chat-title .actor-name {
font-weight: bold;
font-size: 0.95em;
color: #e0e0e0;
text-shadow: 1px 1px 2px rgba(0, 0, 0, 0.5);
line-height: 1.1;
}
.chat-log .message-content .prismrpg-chat-card .chat-header .chat-title .roll-name {
font-size: 0.8em;
color: #aaa;
line-height: 1.1;
}
.chat-log .message-content .prismrpg-chat-card .chat-header .chat-title .roll-type-badge {
display: inline-block;
padding: 1px 6px;
border-radius: 10px;
font-size: 0.7em;
font-weight: bold;
text-transform: uppercase;
margin-top: 2px;
width: fit-content;
}
.chat-log .message-content .prismrpg-chat-card .chat-header .chat-title .roll-type-badge.attack {
background: linear-gradient(135deg, #c41e3a 0%, #8b0000 100%);
color: white;
box-shadow: 0 1px 2px rgba(196, 30, 58, 0.4);
}
.chat-log .message-content .prismrpg-chat-card .chat-header .chat-title .bad-result {
color: #ff6b6b;
font-size: 0.75em;
margin-top: 1px;
}
.chat-log .message-content .prismrpg-chat-card .chat-content {
padding: 6px 8px;
display: flex;
flex-direction: column;
gap: 6px;
}
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card {
background: rgba(255, 255, 255, 0.05);
border: 1px solid rgba(255, 255, 255, 0.1);
border-radius: 4px;
padding: 6px;
}
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .weapon-header,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .weapon-header,
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .spell-header,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .spell-header {
display: flex;
align-items: center;
gap: 6px;
margin-bottom: 4px;
padding-bottom: 4px;
border-bottom: 1px solid rgba(255, 255, 255, 0.1);
}
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .weapon-header .weapon-name,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .weapon-header .weapon-name,
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .spell-header .weapon-name,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .spell-header .weapon-name,
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .weapon-header .spell-name,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .weapon-header .spell-name,
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .spell-header .spell-name,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .spell-header .spell-name {
font-size: 0.95em;
color: #d4af37;
}
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .weapon-header .badge,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .weapon-header .badge,
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .spell-header .badge,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .spell-header .badge {
padding: 1px 4px;
border-radius: 3px;
font-size: 0.65em;
font-weight: bold;
text-transform: uppercase;
}
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .weapon-header .badge.implement,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .weapon-header .badge.implement,
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .spell-header .badge.implement,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .spell-header .badge.implement {
background: #4a5cf7;
color: white;
}
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .weapon-header .badge.upcast,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .weapon-header .badge.upcast,
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .spell-header .badge.upcast,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .spell-header .badge.upcast {
background: #9b59b6;
color: white;
}
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .weapon-header .attribute-used,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .weapon-header .attribute-used,
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .spell-header .attribute-used,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .spell-header .attribute-used {
font-size: 0.75em;
color: #999;
font-style: italic;
}
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .weapon-stats,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .weapon-stats,
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .spell-stats,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .spell-stats {
display: flex;
flex-wrap: wrap;
gap: 4px;
}
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .weapon-stats .stat-item,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .weapon-stats .stat-item,
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .spell-stats .stat-item,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .spell-stats .stat-item {
display: flex;
align-items: center;
gap: 3px;
padding: 2px 6px;
background: rgba(0, 0, 0, 0.2);
border-radius: 3px;
font-size: 0.75em;
}
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .weapon-stats .stat-item i,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .weapon-stats .stat-item i,
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .spell-stats .stat-item i,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .spell-stats .stat-item i {
color: #888;
font-size: 0.85em;
}
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .weapon-stats .stat-item.apc,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .weapon-stats .stat-item.apc,
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .spell-stats .stat-item.apc,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .spell-stats .stat-item.apc {
background: rgba(255, 193, 7, 0.2);
border: 1px solid rgba(255, 193, 7, 0.4);
}
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .weapon-stats .stat-item.apc i,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .weapon-stats .stat-item.apc i,
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .spell-stats .stat-item.apc i,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .spell-stats .stat-item.apc i {
color: #ffc107;
}
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .weapon-stats .stat-item.damage,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .weapon-stats .stat-item.damage,
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .spell-stats .stat-item.damage,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .spell-stats .stat-item.damage {
background: rgba(244, 67, 54, 0.2);
border: 1px solid rgba(244, 67, 54, 0.4);
}
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .weapon-stats .stat-item.damage i,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .weapon-stats .stat-item.damage i,
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .spell-stats .stat-item.damage i,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .spell-stats .stat-item.damage i {
color: #f44336;
}
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .weapon-stats .stat-item.range,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .weapon-stats .stat-item.range,
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .spell-stats .stat-item.range,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .spell-stats .stat-item.range {
background: rgba(76, 175, 80, 0.2);
border: 1px solid rgba(76, 175, 80, 0.4);
}
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .weapon-stats .stat-item.range i,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .weapon-stats .stat-item.range i,
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .spell-stats .stat-item.range i,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .spell-stats .stat-item.range i {
color: #4caf50;
}
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .weapon-stats .stat-item.reload,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .weapon-stats .stat-item.reload,
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .spell-stats .stat-item.reload,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .spell-stats .stat-item.reload {
background: rgba(255, 152, 0, 0.2);
border: 1px solid rgba(255, 152, 0, 0.4);
}
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .weapon-stats .stat-item.reload i,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .weapon-stats .stat-item.reload i,
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .spell-stats .stat-item.reload i,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .spell-stats .stat-item.reload i {
color: #ff9800;
}
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .weapon-stats .stat-item.mana,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .weapon-stats .stat-item.mana,
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .spell-stats .stat-item.mana,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .spell-stats .stat-item.mana {
background: rgba(33, 150, 243, 0.2);
border: 1px solid rgba(33, 150, 243, 0.4);
}
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .weapon-stats .stat-item.mana i,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .weapon-stats .stat-item.mana i,
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .spell-stats .stat-item.mana i,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .spell-stats .stat-item.mana i {
color: #2196f3;
}
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .weapon-stats .stat-item.upkeep,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .weapon-stats .stat-item.upkeep,
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .spell-stats .stat-item.upkeep,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .spell-stats .stat-item.upkeep {
background: rgba(156, 39, 176, 0.2);
border: 1px solid rgba(156, 39, 176, 0.4);
}
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .weapon-stats .stat-item.upkeep i,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .weapon-stats .stat-item.upkeep i,
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .spell-stats .stat-item.upkeep i,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .spell-stats .stat-item.upkeep i {
color: #9c27b0;
}
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .weapon-stats .stat-item.characteristic,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .weapon-stats .stat-item.characteristic,
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .spell-stats .stat-item.characteristic,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .spell-stats .stat-item.characteristic {
background: rgba(103, 58, 183, 0.2);
border: 1px solid rgba(103, 58, 183, 0.4);
}
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .weapon-stats .stat-item.characteristic i,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .weapon-stats .stat-item.characteristic i,
.chat-log .message-content .prismrpg-chat-card .chat-content .weapon-info-card .spell-stats .stat-item.characteristic i,
.chat-log .message-content .prismrpg-chat-card .chat-content .spell-info-card .spell-stats .stat-item.characteristic i {
color: #673ab7;
}
.chat-log .message-content .prismrpg-chat-card .chat-content .special-badge {
display: inline-block;
padding: 2px 6px;
background: linear-gradient(135deg, #ff6b6b 0%, #c92a2a 100%);
color: white;
border-radius: 3px;
font-size: 0.75em;
font-weight: bold;
width: fit-content;
box-shadow: 0 1px 2px rgba(255, 107, 107, 0.4);
}
.chat-log .message-content .prismrpg-chat-card .chat-content .aiming-info {
display: flex;
align-items: center;
gap: 4px;
padding: 3px 6px;
background: rgba(76, 175, 80, 0.1);
border-left: 2px solid #4caf50;
border-radius: 3px;
font-size: 0.8em;
}
.chat-log .message-content .prismrpg-chat-card .chat-content .aiming-info i {
color: #4caf50;
}
.chat-log .message-content .prismrpg-chat-card .chat-content .formula-display {
display: flex;
align-items: center;
gap: 6px;
padding: 4px 8px;
background: rgba(0, 0, 0, 0.3);
border-radius: 3px;
font-family: 'Courier New', monospace;
font-size: 0.85em;
border: 1px dashed rgba(255, 255, 255, 0.2);
}
.chat-log .message-content .prismrpg-chat-card .chat-content .formula-display i {
color: #888;
}
.chat-log .message-content .prismrpg-chat-card .chat-content .modifier-info {
display: flex;
gap: 8px;
padding: 3px 6px;
background: rgba(255, 255, 255, 0.05);
border-radius: 3px;
font-size: 0.75em;
}
.chat-log .message-content .prismrpg-chat-card .chat-content .modifier-info span {
color: #aaa;
}
.chat-log .message-content .prismrpg-chat-card .chat-content .dice-breakdown {
display: flex;
align-items: center;
gap: 4px;
padding: 2px 6px;
background: rgba(255, 255, 255, 0.05);
border-radius: 3px;
font-size: 0.8em;
}
.chat-log .message-content .prismrpg-chat-card .chat-content .dice-breakdown i {
color: #888;
}
.chat-log .message-content .prismrpg-chat-card .chat-content .roll-damage-button {
padding: 4px 10px;
background: linear-gradient(135deg, #c41e3a 0%, #8b0000 100%);
color: white;
border: none;
border-radius: 4px;
font-weight: bold;
font-size: 0.85em;
cursor: pointer;
display: flex;
align-items: center;
gap: 6px;
justify-content: center;
transition: all 0.2s;
box-shadow: 0 1px 3px rgba(196, 30, 58, 0.4);
margin-top: 4px;
}
.chat-log .message-content .prismrpg-chat-card .chat-content .roll-damage-button:hover {
transform: translateY(-1px);
box-shadow: 0 2px 4px rgba(196, 30, 58, 0.6);
}
.chat-log .message-content .prismrpg-chat-card .chat-content .roll-damage-button i {
font-size: 1em;
}
.chat-log .message-content .prismrpg-chat-card .roll-result {
padding: 8px;
background: linear-gradient(135deg, rgba(212, 175, 55, 0.2) 0%, rgba(212, 175, 55, 0.1) 100%);
border-top: 1px solid rgba(212, 175, 55, 0.5);
}
.chat-log .message-content .prismrpg-chat-card .roll-result .result-total {
display: flex;
align-items: center;
justify-content: space-between;
gap: 10px;
}
.chat-log .message-content .prismrpg-chat-card .roll-result .result-total .total-label {
font-size: 0.85em;
color: #aaa;
text-transform: uppercase;
letter-spacing: 0.5px;
}
.chat-log .message-content .prismrpg-chat-card .roll-result .result-total .total-value {
font-size: 1.8em;
font-weight: bold;
color: #d4af37;
text-shadow: 0 1px 3px rgba(212, 175, 55, 0.5);
line-height: 1;
}
.chat-log .message-content .prismrpg-chat-card .roll-result .d30-result {
margin-top: 4px;
padding: 3px 6px;
background: rgba(0, 0, 0, 0.2);
border-radius: 3px;
font-size: 0.8em;
text-align: center;
}
.chat-log .message-content .prismrpg-chat-card .roll-result .d30-result i {
color: #d4af37;
margin-right: 4px;
}
.chat-log .message-content .prismrpg-chat-card .result-badge {
padding: 6px;
text-align: center;
font-size: 0.9em;
font-weight: bold;
border-top: 1px solid;
}
.chat-log .message-content .prismrpg-chat-card .result-badge.success {
background: linear-gradient(135deg, rgba(76, 175, 80, 0.3) 0%, rgba(76, 175, 80, 0.1) 100%);
border-color: #4caf50;
color: #4caf50;
}
.chat-log .message-content .prismrpg-chat-card .result-badge.failure {
background: linear-gradient(135deg, rgba(244, 67, 54, 0.3) 0%, rgba(244, 67, 54, 0.1) 100%);
border-color: #f44336;
color: #f44336;
}
.chat-log .message-content .prismrpg-chat-card .result-badge i {
margin-right: 6px;
font-size: 1em;
}
.chat-log .message-content .prismrpg-chat-card .damage-info {
padding: 6px;
background: rgba(255, 255, 255, 0.05);
border-radius: 3px;
font-size: 0.8em;
color: #aaa;
}
.chat-log .message-content.fortune img {
border: 0px;
}
.chat-log .message-content.fortune .intro-chat {
border-radius: 20px;
display: flex;
flex-direction: row;
}
.chat-log .message-content.fortune .intro-chat .intro-img {
padding: 5px;
width: 80px;
align-self: center;
}
.chat-log .message-content.fortune .intro-chat .intro-right {
display: flex;
flex-direction: column;
}
.chat-log .message-content.fortune .intro-chat .intro-right .introText {
font-family: var(--font-secondary);
font-size: calc(var(--font-size-standard) * 1.2);
width: 210px;
text-align: center;
}
.chat-log .message-content.fortune .button.control,
.chat-log .message-content.fortune .fortune-accepted {
display: flex;
justify-content: center;
align-items: center;
font-size: calc(var(--font-size-standard) * 1.3);
}
.chat-log .message-content.ask-roll {
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
font-family: var(--font-secondary);
font-size: calc(var(--font-size-standard) * 1.2);
}
.chat-log .message-content .prismrpg-item-chat-card {
font-family: var(--font-primary);
border-radius: 4px;
overflow: hidden;
background: linear-gradient(135deg, rgba(0, 0, 0, 0.05) 0%, rgba(0, 0, 0, 0.02) 100%);
border: 1px solid rgba(0, 0, 0, 0.2);
margin: 2px 0;
box-shadow: 0 1px 3px rgba(0, 0, 0, 0.1);
}
.chat-log .message-content .prismrpg-item-chat-card .item-header {
display: flex;
align-items: center;
justify-content: space-between;
padding: 4px 8px;
background: linear-gradient(135deg, #2c2c2c 0%, #1a1a1a 100%);
border-bottom: 1px solid #444;
}
.chat-log .message-content .prismrpg-item-chat-card .item-header h3 {
margin: 0;
font-size: 0.95em;
font-weight: bold;
color: #d4af37;
text-shadow: 1px 1px 2px rgba(0, 0, 0, 0.5);
font-family: var(--font-secondary);
}
.chat-log .message-content .prismrpg-item-chat-card .item-header .item-type {
padding: 1px 6px;
border-radius: 10px;
font-size: 0.65em;
font-weight: bold;
text-transform: uppercase;
background: rgba(255, 255, 255, 0.15);
color: #fff;
border: 1px solid rgba(255, 255, 255, 0.2);
letter-spacing: 0.3px;
}
.chat-log .message-content .prismrpg-item-chat-card .item-image {
display: flex;
justify-content: center;
align-items: center;
padding: 6px;
background: rgba(0, 0, 0, 0.1);
border-bottom: 1px solid rgba(255, 255, 255, 0.1);
}
.chat-log .message-content .prismrpg-item-chat-card .item-image img {
max-width: 50px;
max-height: 50px;
border-radius: 3px;
border: 1px solid rgba(212, 175, 55, 0.3);
box-shadow: 0 1px 3px rgba(0, 0, 0, 0.3);
transition: transform 0.2s ease;
}
.chat-log .message-content .prismrpg-item-chat-card .item-image img:hover {
transform: scale(1.05);
}
.chat-log .message-content .prismrpg-item-chat-card .item-description {
padding: 6px 8px;
color: #000;
font-size: 0.8em;
line-height: 1.3;
background: rgba(255, 255, 255, 0.8);
border-bottom: 1px solid rgba(255, 255, 255, 0.1);
font-style: italic;
}
.chat-log .message-content .prismrpg-item-chat-card .item-details {
padding: 6px 8px;
display: flex;
flex-direction: column;
gap: 3px;
}
.chat-log .message-content .prismrpg-item-chat-card .item-details .item-detail {
display: flex;
align-items: center;
padding: 2px 6px;
background: rgba(255, 255, 255, 0.03);
border-left: 2px solid rgba(212, 175, 55, 0.5);
border-radius: 2px;
font-size: 0.8em;
}
.chat-log .message-content .prismrpg-item-chat-card .item-details .item-detail strong {
color: #d4af37;
margin-right: 6px;
min-width: 90px;
font-weight: bold;
}
.chat-log .message-content .prismrpg-item-chat-card .item-details .item-detail:nth-child(even) {
background: rgba(0, 0, 0, 0.05);
}
.chat-log .message-content .prismrpg-item-chat-card.weapon-item .item-header {
background: linear-gradient(135deg, #c41e3a 0%, #8b0000 100%);
}
.chat-log .message-content .prismrpg-item-chat-card.armor-item .item-header {
background: linear-gradient(135deg, #4a5cf7 0%, #2c3e9e 100%);
}
.chat-log .message-content .prismrpg-item-chat-card.spell-item .item-header {
background: linear-gradient(135deg, #9b59b6 0%, #6c3483 100%);
}
.chat-log .message-content .prismrpg-item-chat-card.skill-item .item-header {
background: linear-gradient(135deg, #16a085 0%, #0e6655 100%);
}
.chat-log .message-content .prismrpg-item-chat-card.equipment-item .item-header {
background: linear-gradient(135deg, #f39c12 0%, #b8730f 100%);
}
.application.dialog.prismrpg { .application.dialog.prismrpg {
color: var(--color-dark-1); color: var(--color-dark-1);
} }
@@ -3724,6 +4229,25 @@ i.prismrpg {
border-radius: 4px; border-radius: 4px;
padding: 0.5rem; padding: 0.5rem;
} }
.prismrpg-roll-dialog .dialog-weapon-options {
margin-top: 8px;
}
.prismrpg-roll-dialog .dialog-weapon-options .dialog-save {
margin: 4px 0;
}
.prismrpg-roll-dialog .dialog-weapon-options .dialog-save label {
display: flex;
align-items: center;
cursor: pointer;
}
.prismrpg-roll-dialog .dialog-weapon-options .dialog-save label input[type="checkbox"] {
margin-right: 8px;
cursor: pointer;
}
.prismrpg-roll-dialog .dialog-weapon-options .dialog-save select {
margin-left: 8px;
min-width: 10rem;
}
.prismrpg-range-defense-dialog { .prismrpg-range-defense-dialog {
width: 18rem; width: 18rem;
} }
@@ -3847,6 +4371,285 @@ i.prismrpg {
font-size: calc(var(--font-size-standard) * 1); font-size: calc(var(--font-size-standard) * 1);
text-shadow: 0 0 10px var(--color-shadow-primary); text-shadow: 0 0 10px var(--color-shadow-primary);
} }
.dice-roll .damage-roll-button {
margin-top: 0.5em;
margin-bottom: 0.25em;
}
.dice-roll .damage-roll-button .roll-damage-button {
background: linear-gradient(135deg, #8b0000 0%, #dc143c 100%);
color: white;
border: 1px solid #6b0000;
border-radius: 3px;
padding: 4px 10px;
font-weight: 600;
cursor: pointer;
font-size: 0.85em;
box-shadow: 0 1px 3px rgba(0, 0, 0, 0.2);
transition: all 0.2s ease;
}
.dice-roll .damage-roll-button .roll-damage-button:hover {
background: linear-gradient(135deg, #a00000 0%, #ff1744 100%);
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.3);
transform: translateY(-1px);
}
.dice-roll .damage-roll-button .roll-damage-button i {
margin-right: 4px;
font-size: 0.9em;
}
.prismrpg-roll-dialog-modern {
font-family: var(--font-primary);
}
.prismrpg-roll-dialog-modern .dialog-header {
background: linear-gradient(135deg, rgba(33, 33, 33, 0.95) 0%, rgba(66, 66, 66, 0.95) 100%);
border-bottom: 2px solid #d4af37;
padding: 8px 10px;
margin: -8px -8px 8px -8px;
border-radius: 4px 4px 0 0;
}
.prismrpg-roll-dialog-modern .dialog-header .character-info {
display: flex;
flex-direction: column;
gap: 4px;
}
.prismrpg-roll-dialog-modern .dialog-header .character-info .character-name {
font-size: 1em;
font-weight: bold;
color: #d4af37;
text-shadow: 0 1px 2px rgba(0, 0, 0, 0.5);
}
.prismrpg-roll-dialog-modern .dialog-header .character-info .item-name {
display: flex;
align-items: center;
gap: 4px;
font-size: 0.9em;
color: #e0e0e0;
}
.prismrpg-roll-dialog-modern .dialog-header .character-info .item-name i {
color: #d4af37;
font-size: 0.85em;
}
.prismrpg-roll-dialog-modern .dialog-header .character-info .item-name.weapon i {
color: #f44336;
}
.prismrpg-roll-dialog-modern .dialog-header .character-info .item-name.spell i {
color: #9c27b0;
}
.prismrpg-roll-dialog-modern .dialog-content {
display: flex;
flex-direction: column;
gap: 8px;
}
.prismrpg-roll-dialog-modern .option-section {
background: rgba(0, 0, 0, 0.1);
border: 1px solid rgba(0, 0, 0, 0.2);
border-radius: 4px;
padding: 6px 8px;
}
.prismrpg-roll-dialog-modern .option-section.weapon-section {
border-left: 3px solid #f44336;
}
.prismrpg-roll-dialog-modern .option-section.spell-section {
border-left: 3px solid #9c27b0;
}
.prismrpg-roll-dialog-modern .option-section .section-title {
display: flex;
align-items: center;
gap: 4px;
font-weight: bold;
font-size: 0.9em;
color: var(--color-dark-1);
margin-bottom: 6px;
padding-bottom: 4px;
border-bottom: 1px solid rgba(0, 0, 0, 0.15);
}
.prismrpg-roll-dialog-modern .option-section .section-title i {
color: #d4af37;
font-size: 0.85em;
}
.prismrpg-roll-dialog-modern .info-display {
display: flex;
align-items: center;
gap: 4px;
padding: 4px 6px;
background: rgba(0, 0, 0, 0.15);
border-radius: 3px;
margin-bottom: 6px;
font-size: 0.8em;
color: #666;
}
.prismrpg-roll-dialog-modern .info-display i {
color: #4caf50;
font-size: 0.85em;
}
.prismrpg-roll-dialog-modern .info-display .info-text {
flex: 1;
}
.prismrpg-roll-dialog-modern .spell-info-display {
display: flex;
flex-wrap: wrap;
gap: 4px;
margin-bottom: 6px;
}
.prismrpg-roll-dialog-modern .spell-info-display .info-badge {
display: flex;
align-items: center;
gap: 3px;
padding: 3px 6px;
border-radius: 3px;
font-size: 0.75em;
font-weight: 500;
}
.prismrpg-roll-dialog-modern .spell-info-display .info-badge i {
font-size: 0.85em;
}
.prismrpg-roll-dialog-modern .spell-info-display .info-badge.characteristic {
background: rgba(103, 58, 183, 0.2);
border: 1px solid rgba(103, 58, 183, 0.4);
color: #673ab7;
}
.prismrpg-roll-dialog-modern .spell-info-display .info-badge.characteristic i {
color: #673ab7;
}
.prismrpg-roll-dialog-modern .spell-info-display .info-badge.mana {
background: rgba(33, 150, 243, 0.2);
border: 1px solid rgba(33, 150, 243, 0.4);
color: #2196f3;
}
.prismrpg-roll-dialog-modern .spell-info-display .info-badge.mana i {
color: #2196f3;
}
.prismrpg-roll-dialog-modern .spell-info-display .info-badge.apc {
background: rgba(255, 193, 7, 0.2);
border: 1px solid rgba(255, 193, 7, 0.4);
color: #ffc107;
}
.prismrpg-roll-dialog-modern .spell-info-display .info-badge.apc i {
color: #ffc107;
}
.prismrpg-roll-dialog-modern .spell-info-display .info-badge.upkeep {
background: rgba(156, 39, 176, 0.2);
border: 1px solid rgba(156, 39, 176, 0.4);
color: #9c27b0;
}
.prismrpg-roll-dialog-modern .spell-info-display .info-badge.upkeep i {
color: #9c27b0;
}
.prismrpg-roll-dialog-modern .option-row {
display: flex;
align-items: center;
gap: 6px;
margin-bottom: 4px;
}
.prismrpg-roll-dialog-modern .option-row:last-child {
margin-bottom: 0;
}
.prismrpg-roll-dialog-modern .option-row label {
font-size: 0.85em;
font-weight: 500;
color: var(--color-dark-2);
min-width: 90px;
}
.prismrpg-roll-dialog-modern .option-row select {
flex: 1;
}
.prismrpg-roll-dialog-modern .styled-select {
background: rgba(255, 255, 255, 0.9);
border: 1px solid rgba(0, 0, 0, 0.2);
border-radius: 3px;
padding: 4px 8px;
font-size: 0.85em;
color: var(--color-dark-1);
cursor: pointer;
transition: all 0.2s ease;
}
.prismrpg-roll-dialog-modern .styled-select:hover {
border-color: #d4af37;
box-shadow: 0 0 4px rgba(212, 175, 55, 0.3);
}
.prismrpg-roll-dialog-modern .styled-select:focus {
outline: none;
border-color: #d4af37;
box-shadow: 0 0 6px rgba(212, 175, 55, 0.5);
}
.prismrpg-roll-dialog-modern .styled-select.advantage-select,
.prismrpg-roll-dialog-modern .styled-select.modifier-select {
text-align: center;
font-weight: 500;
}
.prismrpg-roll-dialog-modern .checkbox-group {
display: flex;
flex-direction: column;
gap: 3px;
margin-bottom: 6px;
}
.prismrpg-roll-dialog-modern .checkbox-group .checkbox-label {
display: flex;
align-items: center;
cursor: pointer;
padding: 3px 4px;
border-radius: 3px;
transition: background 0.2s ease;
}
.prismrpg-roll-dialog-modern .checkbox-group .checkbox-label:hover {
background: rgba(0, 0, 0, 0.05);
}
.prismrpg-roll-dialog-modern .checkbox-group .checkbox-label input[type="checkbox"] {
margin-right: 6px;
cursor: pointer;
width: 14px;
height: 14px;
accent-color: #d4af37;
}
.prismrpg-roll-dialog-modern .checkbox-group .checkbox-label .checkbox-text {
display: flex;
align-items: center;
gap: 4px;
font-size: 0.8em;
color: var(--color-dark-2);
}
.prismrpg-roll-dialog-modern .checkbox-group .checkbox-label .checkbox-text i {
color: #888;
font-size: 0.85em;
}
.prismrpg-roll-dialog-modern .checkbox-group .checkbox-label input[type="checkbox"]:checked ~ .checkbox-text {
color: var(--color-dark-1);
font-weight: 500;
}
.prismrpg-roll-dialog-modern .checkbox-group .checkbox-label input[type="checkbox"]:checked ~ .checkbox-text i {
color: #d4af37;
}
.application.dialog.prismrpg .window-content {
background: linear-gradient(135deg, #f5f5f5 0%, #e0e0e0 100%);
padding: 8px;
}
.application.dialog.prismrpg .dialog-buttons {
padding: 6px 8px;
gap: 6px;
}
.application.dialog.prismrpg .dialog-buttons button {
background: linear-gradient(135deg, #4a4a4a 0%, #6a6a6a 100%);
border: 1px solid #3a3a3a;
color: white;
font-weight: 600;
padding: 6px 12px;
border-radius: 4px;
transition: all 0.2s ease;
}
.application.dialog.prismrpg .dialog-buttons button:hover {
background: linear-gradient(135deg, #5a5a5a 0%, #7a7a7a 100%);
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.2);
transform: translateY(-1px);
}
.application.dialog.prismrpg .dialog-buttons button.default,
.application.dialog.prismrpg .dialog-buttons button[data-button="roll"] {
background: linear-gradient(135deg, #d4af37 0%, #f4cf67 100%);
border-color: #b49030;
color: #2a2a2a;
}
.application.dialog.prismrpg .dialog-buttons button.default:hover,
.application.dialog.prismrpg .dialog-buttons button[data-button="roll"]:hover {
background: linear-gradient(135deg, #e4bf47 0%, #ffdf77 100%);
}
#token-hud .hp-loss-wrap { #token-hud .hp-loss-wrap {
position: absolute; position: absolute;
left: 75px; left: 75px;
+25 -22
View File
@@ -140,34 +140,34 @@
}, },
"FIELDS": { "FIELDS": {
"moneys": { "moneys": {
"tinbit": { "coppercoin": {
"label": "Tin Bits", "label": "Copper Coin",
"value": { "value": {
"label": "Tin Bits" "label": "Copper Coin"
} }
}, },
"silver": { "silvercoin": {
"label": "Silver", "label": "Silver Coin",
"value": { "value": {
"label": "Silver" "label": "Silver Coin"
} }
}, },
"copper": { "goldcoin": {
"label": "Copper", "label": "Gold Coin",
"value": { "value": {
"label": "Copper" "label": "Gold Coin"
} }
}, },
"gold": { "note": {
"label": "Gold", "label": "Note",
"value": { "value": {
"label": "Gold" "label": "Note"
} }
}, },
"platinum": { "steam": {
"label": "Platinum", "label": "Steam",
"value": { "value": {
"label": "Platinum" "label": "Steam"
} }
} }
}, },
@@ -415,7 +415,7 @@
"rollProgressionDice": "Roll progression/Lethargy dice", "rollProgressionDice": "Roll progression/Lethargy dice",
"earned": "Earned", "earned": "Earned",
"divinityPoints": "Divinity points", "divinityPoints": "Divinity points",
"aetherPoints": "Aether points", "manaPoints": "Mana points",
"attacks": "Attacks", "attacks": "Attacks",
"monster": "Monster", "monster": "Monster",
"Resist" :"Resist", "Resist" :"Resist",
@@ -516,6 +516,8 @@
"skills": "Skills", "skills": "Skills",
"sub-attribute": "Sub-Attribute", "sub-attribute": "Sub-Attribute",
"subattributes": "Sub-Attributes", "subattributes": "Sub-Attributes",
"subAttribute1": "Sub-Attribute 1",
"subAttribute2": "Sub-Attribute 2",
"spells": "Spells", "spells": "Spells",
"str": "STR", "str": "STR",
"titleChallenge": "Challenge", "titleChallenge": "Challenge",
@@ -588,7 +590,8 @@
"piercing": "Piercing (P)", "piercing": "Piercing (P)",
"bludgeoning": "Bludgeoning (B)", "bludgeoning": "Bludgeoning (B)",
"slashing": "Slashing (S)", "slashing": "Slashing (S)",
"isProjectile": "Is Projectile?", "shortRange": "Short Range",
"longRange": "Long Range",
"range": "Range", "range": "Range",
"reloadAPC": "Reload APC", "reloadAPC": "Reload APC",
"bonuses": "Bonuses", "bonuses": "Bonuses",
@@ -879,11 +882,11 @@
} }
}, },
"Money": { "Money": {
"Coppers": "Copper", "CopperCoin": "Copper Coin",
"Golds": "Gold", "SilverCoin": "Silver Coin",
"Platinums": "Platinum", "GoldCoin": "Gold Coin",
"Silvers": "Silver", "Note": "Note",
"Tinbits": "Tin Bits" "Steam": "Steam"
}, },
"Notifications": { "Notifications": {
"rollFromWeapon": "Roll from an equipped weapon", "rollFromWeapon": "Roll from an equipped weapon",
+208 -3
View File
@@ -18,6 +18,15 @@ export default class PrismRPGCharacterSheet extends PrismRPGActorSheet {
rollInitiative: PrismRPGCharacterSheet.#onRollInitiative, rollInitiative: PrismRPGCharacterSheet.#onRollInitiative,
armorHitPointsPlus: PrismRPGCharacterSheet.#onArmorHitPointsPlus, armorHitPointsPlus: PrismRPGCharacterSheet.#onArmorHitPointsPlus,
armorHitPointsMinus: PrismRPGCharacterSheet.#onArmorHitPointsMinus, armorHitPointsMinus: PrismRPGCharacterSheet.#onArmorHitPointsMinus,
armorPointsPlus: PrismRPGCharacterSheet.#onArmorPointsPlus,
armorPointsMinus: PrismRPGCharacterSheet.#onArmorPointsMinus,
actionPointsPlus: PrismRPGCharacterSheet.#onActionPointsPlus,
actionPointsMinus: PrismRPGCharacterSheet.#onActionPointsMinus,
manaPointsPlus: PrismRPGCharacterSheet.#onManaPointsPlus,
manaPointsMinus: PrismRPGCharacterSheet.#onManaPointsMinus,
hpPlus: PrismRPGCharacterSheet.#onHpPlus,
hpMinus: PrismRPGCharacterSheet.#onHpMinus,
postItemToChat: PrismRPGCharacterSheet.#onPostItemToChat,
}, },
} }
@@ -154,19 +163,215 @@ export default class PrismRPGCharacterSheet extends PrismRPGActorSheet {
await this.document.system.rollInitiative() await this.document.system.rollInitiative()
} }
static #onArmorHitPointsPlus(event, target) { static async #onArmorHitPointsPlus(event, target) {
let armorHP = this.actor.system.combat.armorHitPoints let armorHP = this.actor.system.combat.armorHitPoints
armorHP += 1 armorHP += 1
this.actor.update({ "system.combat.armorHitPoints": armorHP }) this.actor.update({ "system.combat.armorHitPoints": armorHP })
} }
static #onArmorHitPointsMinus(event, target) { static async #onArmorHitPointsMinus(event, target) {
let armorHP = this.actor.system.combat.armorHitPoints let armorHP = this.actor.system.combat.armorHitPoints
armorHP -= 1 armorHP -= 1
this.actor.update({ "system.combat.armorHitPoints": Math.max(armorHP, 0) }) this.actor.update({ "system.combat.armorHitPoints": Math.max(armorHP, 0) })
} }
static #onCreateEquipment(event, target) { static async #onManaPointsPlus(event, target) {
let mana = this.actor.system.manaPoints.value
mana += 1
this.actor.update({ "system.manaPoints.value": Math.min(mana, this.actor.system.manaPoints.max) })
}
static async #onManaPointsMinus(event, target) {
let mana = this.actor.system.manaPoints.value
mana -= 1
this.actor.update({ "system.manaPoints.value": Math.max(mana, 0) })
}
static async #onArmorPointsPlus(event, target) {
let armor = this.actor.system.armorPoints.value
armor += 1
this.actor.update({ "system.armorPoints.value": Math.min(armor, this.actor.system.armorPoints.max) })
}
static async #onArmorPointsMinus(event, target) {
let armor = this.actor.system.armorPoints.value
armor -= 1
this.actor.update({ "system.armorPoints.value": Math.max(armor, 0) })
}
static async#onActionPointsPlus(event, target) {
let actionPoints = this.actor.system.actionPoints.value
actionPoints += 1
this.actor.update({ "system.actionPoints.value": Math.min(actionPoints, this.actor.system.actionPoints.max) })
}
static async#onActionPointsMinus(event, target) {
let actionPoints = this.actor.system.actionPoints.value
actionPoints -= 1
this.actor.update({ "system.actionPoints.value": Math.max(actionPoints, 0) })
}
static async#onHpPlus(event, target) {
let hp = this.actor.system.hp.value
hp += 1
this.actor.update({ "system.hp.value": Math.min(hp, this.actor.system.hp.max) })
}
static async#onHpMinus(event, target) {
let hp = this.actor.system.hp.value
hp -= 1
this.actor.update({ "system.hp.value": Math.max(hp, 0) })
}
static async #onCreateEquipment(event, target) {
}
static async #onPostItemToChat(event, target) {
console.log("PRISM RPG | PostItemToChat action triggered", { event: event, target: target })
// Try to find the item element from the clicked target or its parents
let itemElement = null
// First try with the target (the actual clicked element)
if (event.target) {
itemElement = event.target.closest('[data-item-id]')
}
// If not found, try with currentTarget (the element with the action)
if (!itemElement && event.currentTarget) {
itemElement = event.currentTarget.closest('[data-item-id]')
}
// If still not found, try with the target parameter
if (!itemElement && target) {
itemElement = target.closest('[data-item-id]')
}
console.log("PRISM RPG | Found item element", { itemElement: itemElement })
if (!itemElement) {
console.warn("PRISM RPG | Could not find item element for posting to chat")
return
}
const itemId = itemElement.dataset.itemId
if (!itemId) {
console.warn("PRISM RPG | Item ID not found for posting to chat")
return
}
const item = this.actor.items.get(itemId)
if (!item) {
console.warn("PRISM RPG | Item not found for posting to chat", { itemId: itemId })
return
}
// Create a chat message with the item data
const speaker = ChatMessage.getSpeaker({ actor: this.actor })
const content = await this.formatItemForChat(item)
await ChatMessage.create({
content: content,
speaker: speaker,
})
}
async formatItemForChat(item) {
// Format the item data for chat display
const itemTypeClass = `${item.type}-item`
let htmlContent = `
<div class="prismrpg-item-chat-card ${itemTypeClass}">
<div class="item-header">
<h3>${item.name}</h3>
<span class="item-type">${game.i18n.localize(`TYPES.Item.${item.type}`) || item.type}</span>
</div>
`
// Add item image if available
if (item.img && !item.img.includes('icons/svg/mystery-man.svg')) {
htmlContent += `<div class="item-image"><img src="${item.img}" alt="${item.name}"></div>`
}
// Add item description if available
if (item.system.description && item.system.description.trim() !== '') {
const enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(item.system.description, { async: true })
htmlContent += `<div class="item-description">${enrichedDescription}</div>`
}
// Add specific item data based on item type
htmlContent += `<div class="item-details">`
switch (item.type) {
case 'weapon':
htmlContent += `
<div class="item-detail"><strong>Type:</strong> ${item.system.weaponType || 'Unknown'}</div>
<div class="item-detail"><strong>Damage:</strong> ${item.system.damage || 'N/A'}</div>
<div class="item-detail"><strong>APC:</strong> ${item.system.apc || 0}</div>
`
if (item.system.damageType) {
const damageTypes = []
if (item.system.damageType.piercing) damageTypes.push('Piercing')
if (item.system.damageType.bludgeoning) damageTypes.push('Bludgeoning')
if (item.system.damageType.slashing) damageTypes.push('Slashing')
if (damageTypes.length > 0) {
htmlContent += `<div class="item-detail"><strong>Damage Type:</strong> ${damageTypes.join('/')}</div>`
}
}
break
case 'armor':
htmlContent += `
<div class="item-detail"><strong>Armor Type:</strong> ${item.system.armorType || 'Unknown'}</div>
<div class="item-detail"><strong>Armor Points:</strong> ${item.system.armorPoints || 0}</div>
<div class="item-detail"><strong>APC:</strong> ${item.system.apc || 0}</div>
`
break
case 'shield':
htmlContent += `
<div class="item-detail"><strong>Shield Type:</strong> ${item.system.shieldType || 'Unknown'}</div>
<div class="item-detail"><strong>Armor Points:</strong> ${item.system.armorPoints || 0}</div>
<div class="item-detail"><strong>APC:</strong> ${item.system.apc || 0}</div>
`
break
case 'skill':
htmlContent += `
<div class="item-detail"><strong>Modifier:</strong> ${item.system.modifier || 0}</div>
<div class="item-detail"><strong>Core Skill:</strong> ${item.system.isCoreSkill ? 'Yes' : 'No'}</div>
`
break
case 'spell':
htmlContent += `
<div class="item-detail"><strong>Level:</strong> ${item.system.level || 'Unknown'}</div>
<div class="item-detail"><strong>Mana Cost:</strong> ${item.system.manaCost || 0}</div>
<div class="item-detail"><strong>Casting Time:</strong> ${item.system.castingTime || 'N/A'}</div>
`
break
case 'miracle':
htmlContent += `
<div class="item-detail"><strong>Prayer Time:</strong> ${item.system.prayerTime || 'N/A'}</div>
`
break
case 'equipment':
htmlContent += `
<div class="item-detail"><strong>Weight:</strong> ${item.system.weight || 'N/A'}</div>
`
break
default:
// For other item types, just show basic info
htmlContent += `<div class="item-detail"><strong>Item Type:</strong> ${item.type}</div>`
}
htmlContent += `</div></div>`
return htmlContent
} }
_onRender(context, options) { _onRender(context, options) {
+75 -75
View File
@@ -9,7 +9,7 @@ export const TABLES = {
"damage": -7, "damage": -7,
"attack": -4, "attack": -4,
"challenge": -9, "challenge": -9,
"aether_points": -20, "mana_points": -20,
"hp": -3, "hp": -3,
"encumbered": 1, "encumbered": 1,
"lift": 3, "lift": 3,
@@ -20,7 +20,7 @@ export const TABLES = {
"damage": -6, "damage": -6,
"attack": -4, "attack": -4,
"challenge": -8, "challenge": -8,
"aether_points": -20, "mana_points": -20,
"hp": -2, "hp": -2,
"encumbered": 1, "encumbered": 1,
"lift": 4, "lift": 4,
@@ -31,7 +31,7 @@ export const TABLES = {
"damage": -5, "damage": -5,
"attack": -3, "attack": -3,
"challenge": -7, "challenge": -7,
"aether_points": -20, "mana_points": -20,
"hp": -1, "hp": -1,
"encumbered": 1, "encumbered": 1,
"lift": 5, "lift": 5,
@@ -42,7 +42,7 @@ export const TABLES = {
"damage": -4, "damage": -4,
"attack": -3, "attack": -3,
"challenge": -6, "challenge": -6,
"aether_points": -20, "mana_points": -20,
"hp": -1, "hp": -1,
"encumbered": 2, "encumbered": 2,
"lift": 6, "lift": 6,
@@ -53,7 +53,7 @@ export const TABLES = {
"damage": -3, "damage": -3,
"attack": -2, "attack": -2,
"challenge": -5, "challenge": -5,
"aether_points": -20, "mana_points": -20,
"hp": 0, "hp": 0,
"encumbered": 2, "encumbered": 2,
"lift": 7, "lift": 7,
@@ -64,7 +64,7 @@ export const TABLES = {
"damage": -2, "damage": -2,
"attack": -1, "attack": -1,
"challenge": -4, "challenge": -4,
"aether_points": -10, "mana_points": -10,
"hp": 0, "hp": 0,
"encumbered": 3, "encumbered": 3,
"lift": 8, "lift": 8,
@@ -75,7 +75,7 @@ export const TABLES = {
"damage": -2, "damage": -2,
"attack": 0, "attack": 0,
"challenge": -3, "challenge": -3,
"aether_points": -10, "mana_points": -10,
"hp": 0, "hp": 0,
"encumbered": 3, "encumbered": 3,
"lift": 9, "lift": 9,
@@ -86,7 +86,7 @@ export const TABLES = {
"damage": -1, "damage": -1,
"attack": 0, "attack": 0,
"challenge": -2, "challenge": -2,
"aether_points": 0, "mana_points": 0,
"hp": 0, "hp": 0,
"encumbered": 4, "encumbered": 4,
"lift": 11, "lift": 11,
@@ -97,7 +97,7 @@ export const TABLES = {
"damage": -1, "damage": -1,
"attack": 0, "attack": 0,
"challenge": -1, "challenge": -1,
"aether_points": 0, "mana_points": 0,
"hp": 0, "hp": 0,
"encumbered": 5, "encumbered": 5,
"lift": 12, "lift": 12,
@@ -108,7 +108,7 @@ export const TABLES = {
"damage": 0, "damage": 0,
"attack": 0, "attack": 0,
"challenge": 0, "challenge": 0,
"aether_points": 0, "mana_points": 0,
"hp": 0, "hp": 0,
"encumbered": 6, "encumbered": 6,
"lift": 13, "lift": 13,
@@ -119,7 +119,7 @@ export const TABLES = {
"damage": 0, "damage": 0,
"attack": 0, "attack": 0,
"challenge": 0, "challenge": 0,
"aether_points": 0, "mana_points": 0,
"hp": 0, "hp": 0,
"encumbered": 7, "encumbered": 7,
"lift": 15, "lift": 15,
@@ -130,7 +130,7 @@ export const TABLES = {
"damage": 1, "damage": 1,
"attack": 0, "attack": 0,
"challenge": 1, "challenge": 1,
"aether_points": 0, "mana_points": 0,
"hp": 0, "hp": 0,
"encumbered": 8, "encumbered": 8,
"lift": 17, "lift": 17,
@@ -141,7 +141,7 @@ export const TABLES = {
"damage": 1, "damage": 1,
"attack": 0, "attack": 0,
"challenge": 2, "challenge": 2,
"aether_points": 0, "mana_points": 0,
"hp": 0, "hp": 0,
"encumbered": 9, "encumbered": 9,
"lift": 20, "lift": 20,
@@ -152,7 +152,7 @@ export const TABLES = {
"damage": 2, "damage": 2,
"attack": 1, "attack": 1,
"challenge": 3, "challenge": 3,
"aether_points": 0, "mana_points": 0,
"hp": 1, "hp": 1,
"encumbered": 10, "encumbered": 10,
"lift": 22, "lift": 22,
@@ -163,7 +163,7 @@ export const TABLES = {
"damage": 3, "damage": 3,
"attack": 1, "attack": 1,
"challenge": 4, "challenge": 4,
"aether_points": 0, "mana_points": 0,
"hp": 2, "hp": 2,
"encumbered": 11, "encumbered": 11,
"lift": 24, "lift": 24,
@@ -174,7 +174,7 @@ export const TABLES = {
"damage": 4, "damage": 4,
"attack": 2, "attack": 2,
"challenge": 5, "challenge": 5,
"aether_points": 0, "mana_points": 0,
"hp": 3, "hp": 3,
"encumbered": 12, "encumbered": 12,
"lift": 26, "lift": 26,
@@ -185,7 +185,7 @@ export const TABLES = {
"damage": 5, "damage": 5,
"attack": 2, "attack": 2,
"challenge": 6, "challenge": 6,
"aether_points": 10, "mana_points": 10,
"hp": 4, "hp": 4,
"encumbered": 13, "encumbered": 13,
"lift": 28, "lift": 28,
@@ -196,7 +196,7 @@ export const TABLES = {
"damage": 6, "damage": 6,
"attack": 3, "attack": 3,
"challenge": 7, "challenge": 7,
"aether_points": 20, "mana_points": 20,
"hp": 5, "hp": 5,
"encumbered": 14, "encumbered": 14,
"lift": 30, "lift": 30,
@@ -207,7 +207,7 @@ export const TABLES = {
"damage": 7, "damage": 7,
"attack": 3, "attack": 3,
"challenge": 8, "challenge": 8,
"aether_points": 20, "mana_points": 20,
"hp": 6, "hp": 6,
"encumbered": 15, "encumbered": 15,
"lift": 31, "lift": 31,
@@ -218,7 +218,7 @@ export const TABLES = {
"damage": 8, "damage": 8,
"attack": 4, "attack": 4,
"challenge": 9, "challenge": 9,
"aether_points": 30, "mana_points": 30,
"hp": 7, "hp": 7,
"encumbered": 15, "encumbered": 15,
"lift": 32, "lift": 32,
@@ -229,7 +229,7 @@ export const TABLES = {
"damage": 9, "damage": 9,
"attack": 4, "attack": 4,
"challenge": 10, "challenge": 10,
"aether_points": 30, "mana_points": 30,
"hp": 8, "hp": 8,
"encumbered": 16, "encumbered": 16,
"lift": 33, "lift": 33,
@@ -240,7 +240,7 @@ export const TABLES = {
"damage": 10, "damage": 10,
"attack": 5, "attack": 5,
"challenge": 11, "challenge": 11,
"aether_points": 40, "mana_points": 40,
"hp": 9, "hp": 9,
"encumbered": 16, "encumbered": 16,
"lift": 34, "lift": 34,
@@ -251,7 +251,7 @@ export const TABLES = {
"damage": 12, "damage": 12,
"attack": 5, "attack": 5,
"challenge": 12, "challenge": 12,
"aether_points": 40, "mana_points": 40,
"hp": 10, "hp": 10,
"encumbered": 17, "encumbered": 17,
"lift": 35, "lift": 35,
@@ -262,7 +262,7 @@ export const TABLES = {
"damage": 14, "damage": 14,
"attack": 5, "attack": 5,
"challenge": 13, "challenge": 13,
"aether_points": 50, "mana_points": 50,
"hp": 11, "hp": 11,
"encumbered": 18, "encumbered": 18,
"lift": 36, "lift": 36,
@@ -273,7 +273,7 @@ export const TABLES = {
"damage": 16, "damage": 16,
"attack": 6, "attack": 6,
"challenge": 14, "challenge": 14,
"aether_points": 60, "mana_points": 60,
"hp": 12, "hp": 12,
"encumbered": 19, "encumbered": 19,
"lift": 38, "lift": 38,
@@ -286,7 +286,7 @@ export const TABLES = {
"attack": -5, "attack": -5,
"defense": -3, "defense": -3,
"development_points": 0, "development_points": 0,
"aether": -50, "mana": -50,
"spell_cognition": 0, "spell_cognition": 0,
"arkane_casting_mod": -4 "arkane_casting_mod": -4
}, },
@@ -295,7 +295,7 @@ export const TABLES = {
"attack": -4, "attack": -4,
"defense": -3, "defense": -3,
"development_points": 0, "development_points": 0,
"aether": -50, "mana": -50,
"spell_cognition": 0, "spell_cognition": 0,
"arkane_casting_mod": -4 "arkane_casting_mod": -4
}, },
@@ -304,7 +304,7 @@ export const TABLES = {
"attack": -3, "attack": -3,
"defense": -3, "defense": -3,
"development_points": 0, "development_points": 0,
"aether": -50, "mana": -50,
"spell_cognition": 0.01, "spell_cognition": 0.01,
"arkane_casting_mod": -3 "arkane_casting_mod": -3
}, },
@@ -313,7 +313,7 @@ export const TABLES = {
"attack": -2, "attack": -2,
"defense": -2, "defense": -2,
"development_points": 0, "development_points": 0,
"aether": -45, "mana": -45,
"spell_cognition": 0.05, "spell_cognition": 0.05,
"arkane_casting_mod": -3 "arkane_casting_mod": -3
}, },
@@ -322,7 +322,7 @@ export const TABLES = {
"attack": -2, "attack": -2,
"defense": -2, "defense": -2,
"development_points": 0, "development_points": 0,
"aether": -45, "mana": -45,
"spell_cognition": 0.1, "spell_cognition": 0.1,
"arkane_casting_mod": -2 "arkane_casting_mod": -2
}, },
@@ -331,7 +331,7 @@ export const TABLES = {
"attack": -2, "attack": -2,
"defense": -2, "defense": -2,
"development_points": 0, "development_points": 0,
"aether": -40, "mana": -40,
"spell_cognition": 0.15, "spell_cognition": 0.15,
"arkane_casting_mod": -2 "arkane_casting_mod": -2
}, },
@@ -340,7 +340,7 @@ export const TABLES = {
"attack": -1, "attack": -1,
"defense": -1, "defense": -1,
"development_points": 0, "development_points": 0,
"aether": -40, "mana": -40,
"spell_cognition": 0.2, "spell_cognition": 0.2,
"arkane_casting_mod": -1 "arkane_casting_mod": -1
}, },
@@ -349,7 +349,7 @@ export const TABLES = {
"attack": -1, "attack": -1,
"defense": 0, "defense": 0,
"development_points": 0, "development_points": 0,
"aether": -30, "mana": -30,
"spell_cognition": 0.25, "spell_cognition": 0.25,
"arkane_casting_mod": -1 "arkane_casting_mod": -1
}, },
@@ -358,7 +358,7 @@ export const TABLES = {
"attack": -1, "attack": -1,
"defense": 0, "defense": 0,
"development_points": 0, "development_points": 0,
"aether": -30, "mana": -30,
"spell_cognition": 0.3, "spell_cognition": 0.3,
"arkane_casting_mod": 0 "arkane_casting_mod": 0
}, },
@@ -367,7 +367,7 @@ export const TABLES = {
"attack": 0, "attack": 0,
"defense": 0, "defense": 0,
"development_points": 0, "development_points": 0,
"aether": -20, "mana": -20,
"spell_cognition": 0.35, "spell_cognition": 0.35,
"arkane_casting_mod": 0 "arkane_casting_mod": 0
}, },
@@ -376,7 +376,7 @@ export const TABLES = {
"attack": 0, "attack": 0,
"defense": 0, "defense": 0,
"development_points": 1, "development_points": 1,
"aether": -10, "mana": -10,
"spell_cognition": 0.45, "spell_cognition": 0.45,
"arkane_casting_mod": 0 "arkane_casting_mod": 0
}, },
@@ -385,7 +385,7 @@ export const TABLES = {
"attack": 1, "attack": 1,
"defense": 0, "defense": 0,
"development_points": 2, "development_points": 2,
"aether": 0, "mana": 0,
"spell_cognition": 0.5, "spell_cognition": 0.5,
"arkane_casting_mod": 1 "arkane_casting_mod": 1
}, },
@@ -394,7 +394,7 @@ export const TABLES = {
"attack": 1, "attack": 1,
"defense": 0, "defense": 0,
"development_points": 3, "development_points": 3,
"aether": 0, "mana": 0,
"spell_cognition": 0.6, "spell_cognition": 0.6,
"arkane_casting_mod": 1 "arkane_casting_mod": 1
}, },
@@ -403,7 +403,7 @@ export const TABLES = {
"attack": 1, "attack": 1,
"defense": 1, "defense": 1,
"development_points": 4, "development_points": 4,
"aether": 10, "mana": 10,
"spell_cognition": 0.65, "spell_cognition": 0.65,
"arkane_casting_mod": 2 "arkane_casting_mod": 2
}, },
@@ -412,7 +412,7 @@ export const TABLES = {
"attack": 2, "attack": 2,
"defense": 1, "defense": 1,
"development_points": 5, "development_points": 5,
"aether": 20, "mana": 20,
"spell_cognition": 0.75, "spell_cognition": 0.75,
"arkane_casting_mod": 2 "arkane_casting_mod": 2
}, },
@@ -421,7 +421,7 @@ export const TABLES = {
"attack": 2, "attack": 2,
"defense": 1, "defense": 1,
"development_points": 7, "development_points": 7,
"aether": 30, "mana": 30,
"spell_cognition": 0.8, "spell_cognition": 0.8,
"arkane_casting_mod": 3 "arkane_casting_mod": 3
}, },
@@ -430,7 +430,7 @@ export const TABLES = {
"attack": 2, "attack": 2,
"defense": 1, "defense": 1,
"development_points": 9, "development_points": 9,
"aether": 40, "mana": 40,
"spell_cognition": 0.85, "spell_cognition": 0.85,
"arkane_casting_mod": 3 "arkane_casting_mod": 3
}, },
@@ -439,7 +439,7 @@ export const TABLES = {
"attack": 3, "attack": 3,
"defense": 2, "defense": 2,
"development_points": 11, "development_points": 11,
"aether": 50, "mana": 50,
"spell_cognition": 0.9, "spell_cognition": 0.9,
"arkane_casting_mod": 4 "arkane_casting_mod": 4
}, },
@@ -448,7 +448,7 @@ export const TABLES = {
"attack": 3, "attack": 3,
"defense": 2, "defense": 2,
"development_points": 13, "development_points": 13,
"aether": 60, "mana": 60,
"spell_cognition": 0.92, "spell_cognition": 0.92,
"arkane_casting_mod": 5 "arkane_casting_mod": 5
}, },
@@ -457,7 +457,7 @@ export const TABLES = {
"attack": 3, "attack": 3,
"defense": 2, "defense": 2,
"development_points": 15, "development_points": 15,
"aether": 70, "mana": 70,
"spell_cognition": 0.94, "spell_cognition": 0.94,
"arkane_casting_mod": 6 "arkane_casting_mod": 6
}, },
@@ -466,7 +466,7 @@ export const TABLES = {
"attack": 4, "attack": 4,
"defense": 2, "defense": 2,
"development_points": 18, "development_points": 18,
"aether": 80, "mana": 80,
"spell_cognition": 0.95, "spell_cognition": 0.95,
"arkane_casting_mod": 7 "arkane_casting_mod": 7
}, },
@@ -475,7 +475,7 @@ export const TABLES = {
"attack": 4, "attack": 4,
"defense": 3, "defense": 3,
"development_points": 21, "development_points": 21,
"aether": 90, "mana": 90,
"spell_cognition": 0.96, "spell_cognition": 0.96,
"arkane_casting_mod": 7 "arkane_casting_mod": 7
}, },
@@ -484,7 +484,7 @@ export const TABLES = {
"attack": 4, "attack": 4,
"defense": 3, "defense": 3,
"development_points": 24, "development_points": 24,
"aether": 100, "mana": 100,
"spell_cognition": 0.97, "spell_cognition": 0.97,
"arkane_casting_mod": 8 "arkane_casting_mod": 8
}, },
@@ -493,7 +493,7 @@ export const TABLES = {
"attack": 5, "attack": 5,
"defense": 3, "defense": 3,
"development_points": 27, "development_points": 27,
"aether": 110, "mana": 110,
"spell_cognition": 0.98, "spell_cognition": 0.98,
"arkane_casting_mod": 8 "arkane_casting_mod": 8
}, },
@@ -502,7 +502,7 @@ export const TABLES = {
"attack": 5, "attack": 5,
"defense": 4, "defense": 4,
"development_points": 30, "development_points": 30,
"aether": 125, "mana": 125,
"spell_cognition": 0.99, "spell_cognition": 0.99,
"arkane_casting_mod": 9 "arkane_casting_mod": 9
} }
@@ -688,7 +688,7 @@ export const TABLES = {
{ {
"value": 1, "value": 1,
"hp ": 1, "hp ": 1,
"aether_points": -50, "mana_points": -50,
"pain_save": 1, "pain_save": 1,
"toughness_save": -5, "toughness_save": -5,
"stabilization_dice": "D6", "stabilization_dice": "D6",
@@ -698,7 +698,7 @@ export const TABLES = {
"value": 2, "value": 2,
"hp ": 2, "hp ": 2,
"aether_points": -40, "mana_points": -40,
"pain_save": 2, "pain_save": 2,
"toughness_saave": -4, "toughness_saave": -4,
"stabilization_dice": "D6", "stabilization_dice": "D6",
@@ -708,7 +708,7 @@ export const TABLES = {
"value": 3, "value": 3,
"hp ": 3, "hp ": 3,
"aether_points": -35, "mana_points": -35,
"pain_save": 2, "pain_save": 2,
"toughness_save": -3, "toughness_save": -3,
"stabilization_dice": "D6", "stabilization_dice": "D6",
@@ -718,7 +718,7 @@ export const TABLES = {
"value": 4, "value": 4,
"hp ": 4, "hp ": 4,
"aether_points": -30, "mana_points": -30,
"pain_save": 2, "pain_save": 2,
"toughness_save": -3, "toughness_save": -3,
"stabilization_dice": "D6", "stabilization_dice": "D6",
@@ -728,7 +728,7 @@ export const TABLES = {
"value": 5, "value": 5,
"hp ": 5, "hp ": 5,
"aether_points": -25, "mana_points": -25,
"pain_save": 3, "pain_save": 3,
"toughness_save": -2, "toughness_save": -2,
"stabilization_dice": "D6", "stabilization_dice": "D6",
@@ -737,7 +737,7 @@ export const TABLES = {
{ {
"value": 6, "value": 6,
"hp ": 6, "hp ": 6,
"aether_points": -20, "mana_points": -20,
"pain_save": 3, "pain_save": 3,
"toughness_save": -2, "toughness_save": -2,
"stabilization_dice": "D6", "stabilization_dice": "D6",
@@ -746,7 +746,7 @@ export const TABLES = {
{ {
"value": 7, "value": 7,
"hp ": 7, "hp ": 7,
"aether_points": -15, "mana_points": -15,
"pain_save": 3, "pain_save": 3,
"toughness_save": -1, "toughness_save": -1,
"stabilization_dice": "D6", "stabilization_dice": "D6",
@@ -756,7 +756,7 @@ export const TABLES = {
"value": 8, "value": 8,
"hp ": 8, "hp ": 8,
"aether_points": -10, "mana_points": -10,
"pain_save": 4, "pain_save": 4,
"toughness_save": -1, "toughness_save": -1,
"stabilization_dice": "D8", "stabilization_dice": "D8",
@@ -766,7 +766,7 @@ export const TABLES = {
"value": 9, "value": 9,
"hp ": 9, "hp ": 9,
"aether_points": -5, "mana_points": -5,
"pain_save": 4, "pain_save": 4,
"toughness_save": 0, "toughness_save": 0,
"stabilization_dice": "D8", "stabilization_dice": "D8",
@@ -776,7 +776,7 @@ export const TABLES = {
"value": 10, "value": 10,
"hp ": 10, "hp ": 10,
"aether_points": 0, "mana_points": 0,
"pain_save": 5, "pain_save": 5,
"toughness_save": 0, "toughness_save": 0,
"stabilization_dice": "D8", "stabilization_dice": "D8",
@@ -786,7 +786,7 @@ export const TABLES = {
"value": 11, "value": 11,
"hp ": 11, "hp ": 11,
"aether_points": 0, "mana_points": 0,
"pain_save": 5, "pain_save": 5,
"toughness_save": 0, "toughness_save": 0,
"stabilization_dice": "D8", "stabilization_dice": "D8",
@@ -796,7 +796,7 @@ export const TABLES = {
"value": 12, "value": 12,
"hp ": 12, "hp ": 12,
"aether_points": 5, "mana_points": 5,
"pain_save": 6, "pain_save": 6,
"toughness_save": 0, "toughness_save": 0,
"stabilization_dice": "D10", "stabilization_dice": "D10",
@@ -806,7 +806,7 @@ export const TABLES = {
"value": 13, "value": 13,
"hp ": 13, "hp ": 13,
"aether_points": 10, "mana_points": 10,
"pain_save": 7, "pain_save": 7,
"toughness_save": 1, "toughness_save": 1,
"stabilization_dice": "D10", "stabilization_dice": "D10",
@@ -816,7 +816,7 @@ export const TABLES = {
"value": 14, "value": 14,
"hp ": 14, "hp ": 14,
"aether_points": 20, "mana_points": 20,
"pain_save": 7, "pain_save": 7,
"toughness_save": 2, "toughness_save": 2,
"stabilization_dice": "D10", "stabilization_dice": "D10",
@@ -826,7 +826,7 @@ export const TABLES = {
"value": 15, "value": 15,
"hp ": 15, "hp ": 15,
"aether_points": 30, "mana_points": 30,
"pain_save": 8, "pain_save": 8,
"toughness_save": 3, "toughness_save": 3,
"stabilization_dice": "D12", "stabilization_dice": "D12",
@@ -836,7 +836,7 @@ export const TABLES = {
"value": 16, "value": 16,
"hp ": 16, "hp ": 16,
"aether_points": 40, "mana_points": 40,
"pain_save": 8, "pain_save": 8,
"toughness_save": 4, "toughness_save": 4,
"stabilization_dice": "D12", "stabilization_dice": "D12",
@@ -846,7 +846,7 @@ export const TABLES = {
"value": 17, "value": 17,
"hp ": 17, "hp ": 17,
"aether_points": 50, "mana_points": 50,
"pain_save": 9, "pain_save": 9,
"toughness_save": 5, "toughness_save": 5,
"stabilization_dice": "D12", "stabilization_dice": "D12",
@@ -856,7 +856,7 @@ export const TABLES = {
"value": 18, "value": 18,
"hp ": 18, "hp ": 18,
"aether_points": 60, "mana_points": 60,
"pain_save": 9, "pain_save": 9,
"toughness_save": 6, "toughness_save": 6,
"stabilization_dice": "D12", "stabilization_dice": "D12",
@@ -866,7 +866,7 @@ export const TABLES = {
"value": 19, "value": 19,
"hp ": 19, "hp ": 19,
"aether_points": 70, "mana_points": 70,
"pain_save": 10, "pain_save": 10,
"toughness_save": 7, "toughness_save": 7,
"stabilization_dice": "D12", "stabilization_dice": "D12",
@@ -876,7 +876,7 @@ export const TABLES = {
"value": 20, "value": 20,
"hp ": 20, "hp ": 20,
"aether_points": 80, "mana_points": 80,
"pain_save": 10, "pain_save": 10,
"toughness_save": 8, "toughness_save": 8,
"stabilization_dice": "D12", "stabilization_dice": "D12",
@@ -886,7 +886,7 @@ export const TABLES = {
"value": 21, "value": 21,
"hp ": 21, "hp ": 21,
"aether_points": 90, "mana_points": 90,
"pain_save": 11, "pain_save": 11,
"toughness_save": 9, "toughness_save": 9,
"stabilization_dice": "D20", "stabilization_dice": "D20",
@@ -896,7 +896,7 @@ export const TABLES = {
"value": 22, "value": 22,
"hp ": 22, "hp ": 22,
"aether_points": 100, "mana_points": 100,
"pain_save": 11, "pain_save": 11,
"toughness_save": 10, "toughness_save": 10,
"stabilization_dice": "D20", "stabilization_dice": "D20",
@@ -906,7 +906,7 @@ export const TABLES = {
"value": 23, "value": 23,
"hp ": 23, "hp ": 23,
"aether_points": 110, "mana_points": 110,
"pain_save": 12, "pain_save": 12,
"toughness_save": 11, "toughness_save": 11,
"stabilization_dice": "D20", "stabilization_dice": "D20",
@@ -916,7 +916,7 @@ export const TABLES = {
"value": 24, "value": 24,
"hp ": 24, "hp ": 24,
"aether_points": 120, "mana_points": 120,
"pain_save": 12, "pain_save": 12,
"toughness_save": 12, "toughness_save": 12,
"stabilization_dice": "D20", "stabilization_dice": "D20",
@@ -925,7 +925,7 @@ export const TABLES = {
{ {
"value": 25, "value": 25,
"hp ": 25, "hp ": 25,
"aether_points": 130, "mana_points": 130,
"pain_save": 13, "pain_save": 13,
"toughness_save": 13, "toughness_save": 13,
"stabilization_dice": "D20", "stabilization_dice": "D20",
+46 -32
View File
@@ -14,35 +14,35 @@ export const SYSTEM_ID = "fvtt-prism-rpg"
export const DEV_MODE = false export const DEV_MODE = false
export const MONEY = { export const MONEY = {
tinbit: { coppercoin: {
id: "tinbit", id: "coppercoin",
abbrev: "tb", abbrev: "cc",
label: "PRISMRPG.Money.Tinbits", label: "PRISMRPG.Money.CopperCoin",
valuetb: 1 valuetb: 1
}, },
copper: { silvercoin: {
id: "copper", id: "silvercoin",
abbrev: "cp", abbrev: "sc",
label: "PRISMRPG.Money.Coppers", label: "PRISMRPG.Money.SilverCoin",
valuetb: 5
},
goldcoin: {
id: "goldcoin",
abbrev: "gc",
label: "PRISMRPG.Money.GoldCoin",
valuetb: 10 valuetb: 10
}, },
silver: { note: {
id: "silver", id: "note",
abbrev: "sp", abbrev: "nt",
label: "PRISMRPG.Money.Silvers", label: "PRISMRPG.Money.Note",
valuetb: 100 valuetb: 100
}, },
gold: { steam: {
id: "gold", id: "steam",
abbrev: "gp", abbrev: "st",
label: "PRISMRPG.Money.Golds", label: "PRISMRPG.Money.Steam",
valuetb: 1000 valuetb: 1000
},
platinum: {
id: "platinum",
abbrev: "pp",
label: "PRISMRPG.Money.Platinums",
valuetb: 10000
} }
} }
@@ -156,7 +156,7 @@ export const INITIATIVE_DICE_CHOICES_PER_CLASS = {
{ "name": "Aware and know exactly where the enemy is (1D4)", "value": "1D4" }*/ { "name": "Aware and know exactly where the enemy is (1D4)", "value": "1D4" }*/
], ],
"magicuser": [ "magicuser": [
{ "name": "Sleeping to recover Aether Points (2D20)", "value": "2D20" }, { "name": "Sleeping to recover Mana Points (2D20)", "value": "2D20" },
{ "name": "Asleep or totally distracted (1D20)", "value": "1D20" }, { "name": "Asleep or totally distracted (1D20)", "value": "1D20" },
{ "name": "Awake but unsuspecting (1D12)", "value": "1D12" }, { "name": "Awake but unsuspecting (1D12)", "value": "1D12" },
{ "name": "Declared Ready on Alert (1)", "value": "1" }, { "name": "Declared Ready on Alert (1)", "value": "1" },
@@ -261,15 +261,29 @@ export const CHOICE_MODIFIERS = {
} }
export const ASCII = ` export const ASCII = `
······················································································································
: :
:@@@ @@@@@@@@ @@@@@@@ @@@ @@@ @@@@@@ @@@ @@@@@@@@ @@@@@@ @@@ @@@ @@@@@@@ @@@@@@ @@@@@@ @@@ @@@ : ┌─────────────────────────────────────────────────────┐
:@@! @@! @!! @@! @@@ @@! @@@ @@! @@! @@! @@@ @@!@!@@@ @!! @@! @@@ !@@ @@! !@@ : │8888888b. 8888888b. 8888888 .d8888b. 888b d888│
:@!! @!!!:! @!! @!@!@!@! @!@!@!@! @!! @!!!:! @!@!@!@! @!@@!!@! @!! @!@!@!@! !@@!! !@!@! : │888 Y88b 888 Y88b 888 d88P Y88b 8888b d8888│
:!!: !!: !!: !!: !!! !!: !!! !!: !!: !!: !!! !!: !!! !!: !!: !!! !:! !!: : │888 888 888 888 888 Y88b. 88888b.d88888│
:: ::.: : : :: :: : : : : : : : : ::.: : : : : : :: : : : : : ::.: : .: : │888 d88P 888 d88P 888 "Y888b. 888Y88888P888│
: : │8888888P" 8888888P" 888 "Y88b. 888 Y888P 888│
······················································································································ │888 888 T88b 888 "888 888 Y8P 888│
│888 888 T88b 888 Y88b d88P 888 " 888│
│888 888 T88b 8888888 "Y8888P" 888 888│
│ │
│ │
│ │
│8888888b. 8888888b. .d8888b. │
│888 Y88b 888 Y88b d88P Y88b │
│888 888 888 888 888 888 │
│888 d88P 888 d88P 888 │
│8888888P" 8888888P" 888 88888 │
│888 T88b 888 888 888 │
│888 T88b 888 Y88b d88P │
│888 T88b 888 "Y8888P88 │
└─────────────────────────────────────────────────────┘
` `
/** /**
+32 -68
View File
@@ -1,4 +1,6 @@
import PrismRPGUtils from "../utils.mjs" import PrismRPGUtils from "../utils.mjs"
import PrismRPGRoll from "./roll.mjs"
export default class PrismRPGActor extends Actor { export default class PrismRPGActor extends Actor {
static async create(data, options) { static async create(data, options) {
@@ -42,31 +44,12 @@ export default class PrismRPGActor extends Actor {
} }
/* *************************************************/ /* *************************************************/
// This method is no longer needed in D&D 5e style system
// Weapon proficiency is handled through character class/race features
getBestWeaponClassSkill(skills, rollType, multiplier = 1.0) { getBestWeaponClassSkill(skills, rollType, multiplier = 1.0) {
let maxValue = 0 // In D&D 5e, we don't need weapon skills with bonuses
let goodSkill = skills[0] // Just return the first skill (or could be removed entirely)
for (let s of skills) { return skills[0]
if (rollType === "weapon-attack") {
if (s.system.weaponBonus.attack > maxValue) {
maxValue = Number(s.system.weaponBonus.attack)
goodSkill = s
}
}
if (rollType === "weapon-defense") {
if (s.system.weaponBonus.defense > maxValue) {
maxValue = Number(s.system.weaponBonus.defense)
goodSkill = s
}
}
if (rollType.includes("weapon-damage")) {
if (s.system.weaponBonus.damage > maxValue) {
maxValue = Number(s.system.weaponBonus.damage)
goodSkill = s
}
}
}
goodSkill.weaponSkillModifier = maxValue * multiplier
return goodSkill
} }
/* *************************************************/ /* *************************************************/
@@ -136,20 +119,30 @@ export default class PrismRPGActor extends Actor {
rollTarget = this.items.find((i) => i.type === "miracle" && i.id === rollKey) rollTarget = this.items.find((i) => i.type === "miracle" && i.id === rollKey)
rollTarget.rollKey = rollKey rollTarget.rollKey = rollKey
break break
case "skill": case "skill": {
rollTarget = this.items.find((i) => i.type === "skill" && i.id === rollKey) rollTarget = this.items.find((i) => i.type === "skill" && i.id === rollKey)
rollTarget.rollKey = rollKey rollTarget.rollKey = rollKey
if (rollTarget.system.category === "weapon") { if (rollTarget.system.category === "weapon") {
ui.notifications.warn(game.i18n.localize("PRISMRPG.Notifications.rollFromWeapon")) ui.notifications.warn(game.i18n.localize("PRISMRPG.Notifications.rollFromWeapon"))
return return
} }
// Get the primary attribute for D&D 5e style rolls // Get the two sub-attributes for this skill
const attrKey = rollTarget.system.primaryAttribute || "dex" const subAttr1 = rollTarget.system.subAttribute1 || "prowess"
rollTarget.characteristicValue = this.system.characteristics[attrKey].value const subAttr2 = rollTarget.system.subAttribute2 || "initiative"
// Store both sub-attribute values for the dialog to choose from
rollTarget.subAttribute1 = subAttr1
rollTarget.subAttribute2 = subAttr2
rollTarget.subAttribute1Value = this.system.subAttributes?.[subAttr1]?.value || 0
rollTarget.subAttribute2Value = this.system.subAttributes?.[subAttr2]?.value || 0
rollTarget.subAttribute1Label = game.i18n.localize(SYSTEM.SUB_ATTRIBUTES?.[subAttr1]?.label || subAttr1)
rollTarget.subAttribute2Label = game.i18n.localize(SYSTEM.SUB_ATTRIBUTES?.[subAttr2]?.label || subAttr2)
rollTarget.proficiencyBonus = rollTarget.system.modifier rollTarget.proficiencyBonus = rollTarget.system.modifier
break break
}
case "spell-attack": case "spell-attack":
case "spell-power": case "spell-power":
case "spell-cast":
case "miracle-attack": case "miracle-attack":
case "miracle-power": 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)
@@ -164,50 +157,21 @@ export default class PrismRPGActor extends Actor {
break; break;
case "weapon-damage-small": case "weapon-damage-small":
case "weapon-damage-medium": case "weapon-damage-medium":
case "weapon-attack": case "weapon-attack": {
case "weapon-defense": {
let weapon = this.items.find((i) => i.type === "weapon" && i.id === rollKey) let weapon = this.items.find((i) => i.type === "weapon" && i.id === rollKey)
let skill if (!weapon) {
let skills = this.items.filter((i) => i.type === "skill" && i.name.toLowerCase() === weapon.name.toLowerCase()) console.error("Weapon not found", weapon, skill)
if (skills.length > 0) {
skill = this.getBestWeaponClassSkill(skills, rollType, 1.0)
} else {
skills = this.items.filter((i) => i.type === "skill" && i.name.toLowerCase().replace(" skill", "") === weapon.name.toLowerCase())
if (skills.length > 0) {
skill = this.getBestWeaponClassSkill(skills, rollType, 1.0)
} else {
skills = this.items.filter((i) => i.type === "skill" && i.system.weaponClass === weapon.system.weaponClass)
if (skills.length > 0) {
skill = this.getBestWeaponClassSkill(skills, rollType, 0.5)
} else {
skills = this.items.filter((i) => i.type === "skill" && i.system.weaponClass.includes(SYSTEM.WEAPON_CATEGORIES[weapon.system.weaponClass]))
if (skills.length > 0) {
skill = this.getBestWeaponClassSkill(skills, rollType, 0.25)
} else {
ui.notifications.warn(game.i18n.localize("PRISMRPG.Notifications.skillNotFound")) ui.notifications.warn(game.i18n.localize("PRISMRPG.Notifications.skillNotFound"))
return return
} }
}
} // Create a plain object for rollTarget to ensure weapon data is preserved
} rollTarget = {
if (!weapon || !skill) { weapon: weapon.toObject(),
console.error("Weapon or skill not found", weapon, skill) rollKey: rollKey,
ui.notifications.warn(game.i18n.localize("PRISMRPG.Notifications.skillNotFound")) combat: foundry.utils.duplicate(this.system.combat),
return strMod: PrismRPGRoll.getAbilityModifier(this.system.characteristics.str.value),
} dexMod: PrismRPGRoll.getAbilityModifier(this.system.characteristics.dex.value)
rollTarget = skill
rollTarget.weapon = weapon
rollTarget.weaponSkillModifier = skill.weaponSkillModifier
rollTarget.rollKey = rollKey
rollTarget.combat = foundry.utils.duplicate(this.system.combat)
if (rollType === "weapon-damage-small" || rollType === "weapon-damage-medium") {
rollTarget.grantedDice = this.system.granted.damageDice
}
if (rollType === "weapon-attack") {
rollTarget.grantedDice = this.system.granted.attackDice
}
if (rollType === "weapon-defense") {
rollTarget.grantedDice = this.system.granted.defenseDice
} }
} }
break break
File diff suppressed because it is too large Load Diff
+193 -31
View File
@@ -127,39 +127,48 @@ export default class PrismRPGRoll extends Roll {
case "skill": case "skill":
options.rollName = options.rollTarget.name options.rollName = options.rollTarget.name
// D&D 5e style: ability modifier + proficiency bonus // D&D 5e style: sub-attribute modifier + proficiency bonus
const skillCharValue = options.rollTarget.characteristicValue // Default to first sub-attribute, will be recalculated if player chooses different one
const skillAbilityMod = this.getAbilityModifier(skillCharValue)
const proficiency = options.rollTarget.proficiencyBonus || 0 const proficiency = options.rollTarget.proficiencyBonus || 0
options.rollTarget.value = skillAbilityMod + proficiency options.rollTarget.value = options.rollTarget.subAttribute1Value + proficiency
break break
case "weapon-attack": case "weapon-attack":
options.rollName = options.rollTarget.name options.rollName = options.rollTarget.name
// Default to STR for melee, DEX for ranged (will be updated by dialog choice)
if (options.rollTarget.weapon.system.weaponType === "melee") { if (options.rollTarget.weapon.system.weaponType === "melee") {
options.rollTarget.value = options.rollTarget.combat.attackModifier + options.rollTarget.value = options.rollTarget.strMod +
options.rollTarget.weaponSkillModifier +
options.rollTarget.weapon.system.bonuses.attackBonus options.rollTarget.weapon.system.bonuses.attackBonus
} else { } else {
options.rollTarget.value = options.rollTarget.combat.rangedAttackModifier + options.rollTarget.value = options.rollTarget.dexMod +
options.rollTarget.weaponSkillModifier +
options.rollTarget.weapon.system.bonuses.attackBonus options.rollTarget.weapon.system.bonuses.attackBonus
} }
break break
case "weapon-defense":
options.rollName = options.rollTarget.name
options.rollTarget.value = options.rollTarget.combat.defenseModifier +
options.rollTarget.weaponSkillModifier +
options.rollTarget.weapon.system.bonuses.defenseBonus
break
case "spell": case "spell":
case "spell-attack": case "spell-attack":
case "spell-power": case "spell-power":
case "spell-cast":
options.rollName = options.rollTarget.name options.rollName = options.rollTarget.name
options.rollTarget.value = options.rollTarget.actorModifiers.levelSpellModifier + // Find best mental characteristic (INT, WIS, CHA)
options.rollTarget.actorModifiers.intSpellModifier const actor = game.actors.get(options.actorId)
const intMod = this.getAbilityModifier(actor.system.characteristics.int.value)
const wisMod = this.getAbilityModifier(actor.system.characteristics.wis.value)
const chaMod = this.getAbilityModifier(actor.system.characteristics.cha.value)
const bestMentalMod = Math.max(intMod, wisMod, chaMod)
options.rollTarget.value = bestMentalMod
// Store which characteristic is being used
if (bestMentalMod === intMod) {
options.rollTarget.mentalCharacteristic = "INT"
options.rollTarget.mentalCharValue = actor.system.characteristics.int.value
} else if (bestMentalMod === wisMod) {
options.rollTarget.mentalCharacteristic = "WIS"
options.rollTarget.mentalCharValue = actor.system.characteristics.wis.value
} else {
options.rollTarget.mentalCharacteristic = "CHA"
options.rollTarget.mentalCharValue = actor.system.characteristics.cha.value
}
break break
case "miracle": case "miracle":
@@ -188,17 +197,18 @@ export default class PrismRPGRoll extends Roll {
if (options.rollType.includes("weapon-damage")) { if (options.rollType.includes("weapon-damage")) {
isDamageRoll = true isDamageRoll = true
hasAdvantage = false hasAdvantage = false
options.rollName = options.rollTarget.name options.rollName = options.rollTarget.weapon.name
let damageBonus = options.rollTarget.combat.damageModifier // Default to STR for melee, DEX for ranged (will be updated by dialog choice)
options.rollTarget.value = damageBonus + if (options.rollTarget.weapon.system.weaponType === "melee") {
options.rollTarget.weaponSkillModifier + options.rollTarget.value = options.rollTarget.strMod +
options.rollTarget.weapon.system.bonuses.damageBonus options.rollTarget.weapon.system.bonuses.damageBonus
if (options.rollType.includes("small")) {
dice = options.rollTarget.weapon.system.damage.damageS
} else { } else {
dice = options.rollTarget.weapon.system.damage.damageM options.rollTarget.value = options.rollTarget.dexMod +
options.rollTarget.weapon.system.bonuses.damageBonus
} }
// Use the weapon's damage dice
dice = options.rollTarget.weapon.system.damage || "1d6"
dice = dice.replace(/E/gi, "") dice = dice.replace(/E/gi, "")
} else if (options.rollType.includes("monster-damage")) { } else if (options.rollType.includes("monster-damage")) {
isDamageRoll = true isDamageRoll = true
@@ -218,6 +228,44 @@ export default class PrismRPGRoll extends Roll {
const rollModes = foundry.utils.duplicate(CONFIG.Dice.rollModes) const rollModes = foundry.utils.duplicate(CONFIG.Dice.rollModes)
const choiceModifier = SYSTEM.CHOICE_MODIFIERS const choiceModifier = SYSTEM.CHOICE_MODIFIERS
const choiceAdvantage = SYSTEM.ADVANTAGE_CHOICES const choiceAdvantage = SYSTEM.ADVANTAGE_CHOICES
const attackerAimChoices = SYSTEM.ATTACKER_AIM_CHOICES
// For weapon damage rolls, skip dialog and roll directly
if (options.rollType.includes("weapon-damage")) {
// Just roll the weapon's damage dice, no modifiers
const finalFormula = dice
const rollData = {
type: options.rollType,
rollType: options.rollType,
target: options.rollTarget,
rollName: options.rollName,
actorId: options.actorId,
actorName: options.actorName,
actorImage: options.actorImage,
rollMode: "publicroll",
hasTarget: options.hasTarget,
titleFormula: finalFormula
}
if (Hooks.call("fvtt-prism-rpg.preRoll", options, rollData) === false) return
// Execute the roll
let roll = new this(finalFormula, options.data, rollData)
await roll.evaluate()
// Store results
const duplicatedRollTarget = foundry.utils.duplicate(options.rollTarget)
roll.options.resultType = "success"
roll.options.rollTotal = roll.total
roll.options.rollTarget = duplicatedRollTarget
roll.options.titleFormula = finalFormula
roll.options.rollData = foundry.utils.duplicate(rollData)
if (Hooks.call("fvtt-prism-rpg.Roll", options, rollData, roll) === false) return
return roll
}
let dialogContext = { let dialogContext = {
rollType: options.rollType, rollType: options.rollType,
@@ -232,13 +280,15 @@ export default class PrismRPGRoll extends Roll {
dice, dice,
choiceModifier, choiceModifier,
choiceAdvantage, choiceAdvantage,
attackerAimChoices,
hasTarget: options.hasTarget, hasTarget: options.hasTarget,
modifier: "+0", modifier: "+0",
advantage: "none" advantage: "none",
config: SYSTEM
} }
const content = await foundry.applications.handlebars.renderTemplate( const content = await foundry.applications.handlebars.renderTemplate(
"systems/fvtt-prism-rpg/templates/roll-dialog.hbs", "systems/fvtt-prism-rpg/templates/roll-dialog-v2.hbs",
dialogContext dialogContext
) )
@@ -255,7 +305,13 @@ export default class PrismRPGRoll extends Roll {
callback: (event, button, dialog) => { callback: (event, button, dialog) => {
game.user.setFlag(SYSTEM.id, "roll-dialog-pos", foundry.utils.duplicate(dialog.position)) game.user.setFlag(SYSTEM.id, "roll-dialog-pos", foundry.utils.duplicate(dialog.position))
const output = Array.from(button.form.elements).reduce((obj, input) => { const output = Array.from(button.form.elements).reduce((obj, input) => {
if (input.name) obj[input.name] = input.value if (input.name) {
if (input.type === "checkbox") {
obj[input.name] = input.checked
} else {
obj[input.name] = input.value
}
}
return obj return obj
}, {}) }, {})
return output return output
@@ -272,9 +328,38 @@ export default class PrismRPGRoll extends Roll {
if (hasModifier) { if (hasModifier) {
let bonus = Number(options.rollTarget.value) || 0 let bonus = Number(options.rollTarget.value) || 0
let extraModifier = rollContext.modifier === "" ? 0 : parseInt(rollContext.modifier, 10)
// Recalculate bonus if player chose different attribute for weapon attack/damage
if (rollContext.attackAttribute && options.rollTarget.weapon) {
const chosenMod = rollContext.attackAttribute === "str" ? options.rollTarget.strMod : options.rollTarget.dexMod
const weaponBonus = options.rollTarget.weapon.system.bonuses.attackBonus || 0
const damageBonus = options.rollTarget.weapon.system.bonuses.damageBonus || 0
if (options.rollType === "weapon-attack") {
bonus = chosenMod + weaponBonus
} else if (options.rollType.includes("weapon-damage")) {
bonus = chosenMod + damageBonus
}
}
// Recalculate bonus if player chose different sub-attribute for skill
if (rollContext.skillSubAttribute && options.rollType === "skill") {
const chosenSubAttrValue = rollContext.skillSubAttribute === options.rollTarget.subAttribute1 ?
options.rollTarget.subAttribute1Value :
options.rollTarget.subAttribute2Value
const proficiencyBonus = options.rollTarget.proficiencyBonus || 0
bonus = chosenSubAttrValue + proficiencyBonus
}
let extraModifier = rollContext.modifier === "" ? 0 : Number.parseInt(rollContext.modifier, 10)
totalModifier = bonus + extraModifier totalModifier = bonus + extraModifier
// Apply aiming modifier for ranged attacks
if (rollContext.attackerAim && rollContext.attackerAim !== "0") {
const aimModifier = Number.parseInt(rollContext.attackerAim, 10)
totalModifier += aimModifier
}
if (totalModifier !== 0) { if (totalModifier !== 0) {
finalFormula = totalModifier > 0 ? finalFormula = totalModifier > 0 ?
`${dice} + ${totalModifier}` : `${dice} + ${totalModifier}` :
@@ -289,6 +374,50 @@ export default class PrismRPGRoll extends Roll {
finalFormula = finalFormula.replace(dice, `2${dice}kl`) finalFormula = finalFormula.replace(dice, `2${dice}kl`)
} }
// Special ranged weapon modifiers
if (rollContext.letItFly) {
// Let it Fly: Pure D20E (replace with 1d20 if it was modified)
finalFormula = finalFormula.replace(/2d20k[hl]/, "1d20")
}
if (rollContext.pointBlank) {
// Point Blank: Add special advantage or bonus (implement based on your rules)
// This could add advantage or a flat bonus
}
// Handle spell upcast
let upcastLevel = 0
let totalManaCost = 0
let totalAPC = 0
let manaUpkeep = 0
let mentalCharacteristic = null
let mentalCharValue = null
if (options.rollType === "spell-cast") {
upcastLevel = rollContext.upcastLevel ? Number.parseInt(rollContext.upcastLevel, 10) : 0
totalManaCost = options.rollTarget.system.manaCost + upcastLevel
totalAPC = options.rollTarget.system.apc + upcastLevel
manaUpkeep = options.rollTarget.system.manaUpkeep
// Get mental characteristic info from rollTarget
mentalCharacteristic = options.rollTarget.mentalCharacteristic
mentalCharValue = options.rollTarget.mentalCharValue
}
// Store skill sub-attribute information
let skillSubAttribute = null
let skillSubAttributeLabel = null
let skillSubAttributeValue = null
if (options.rollType === "skill" && rollContext.skillSubAttribute) {
skillSubAttribute = rollContext.skillSubAttribute
const subAttrConfig = SYSTEM.SUB_ATTRIBUTES?.[skillSubAttribute]
if (subAttrConfig) {
skillSubAttributeLabel = game.i18n.localize(subAttrConfig.label)
}
skillSubAttributeValue = rollContext.skillSubAttribute === options.rollTarget.subAttribute1 ?
options.rollTarget.subAttribute1Value :
options.rollTarget.subAttribute2Value
}
const rollData = { const rollData = {
type: options.rollType, type: options.rollType,
rollType: options.rollType, rollType: options.rollType,
@@ -300,19 +429,52 @@ export default class PrismRPGRoll extends Roll {
rollMode: rollContext.visibility, rollMode: rollContext.visibility,
hasTarget: options.hasTarget, hasTarget: options.hasTarget,
titleFormula: finalFormula, titleFormula: finalFormula,
upcastLevel,
totalManaCost,
totalAPC,
manaUpkeep,
mentalCharacteristic,
mentalCharValue,
skillSubAttribute,
skillSubAttributeLabel,
skillSubAttributeValue,
...rollContext, ...rollContext,
} }
if (Hooks.call("fvtt-prism-rpg.preRoll", options, rollData) === false) return if (Hooks.call("fvtt-prism-rpg.preRoll", options, rollData) === false) return
// Handle mana spending for spell-cast
if (options.rollType === "spell-cast" && totalManaCost > 0) {
const actor = game.actors.get(options.actorId)
const currentMana = actor.system.manaPoints.value
// Check if enough mana
if (currentMana < totalManaCost) {
ui.notifications.error(
`Not enough Mana! Need ${totalManaCost}, but only have ${currentMana} Mana points.`
)
return null
}
// Spend mana
await actor.update({
"system.manaPoints.value": currentMana - totalManaCost
})
ui.notifications.info(
`Spent ${totalManaCost} Mana (${currentMana}${currentMana - totalManaCost})`
)
}
// Execute the roll // Execute the roll
let roll = new this(finalFormula, options.data, rollData) let roll = new this(finalFormula, options.data, rollData)
await roll.evaluate() await roll.evaluate()
// Store results // Store results - duplicate rollTarget to properly serialize weapon Item
const duplicatedRollTarget = foundry.utils.duplicate(options.rollTarget)
roll.options.resultType = "success" roll.options.resultType = "success"
roll.options.rollTotal = roll.total roll.options.rollTotal = roll.total
roll.options.rollTarget = options.rollTarget roll.options.rollTarget = duplicatedRollTarget
roll.options.titleFormula = finalFormula roll.options.titleFormula = finalFormula
roll.options.rollData = foundry.utils.duplicate(rollData) roll.options.rollData = foundry.utils.duplicate(rollData)
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-2
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@@ -6,9 +6,7 @@ export { default as PrismRPGSkill } from "./skill.mjs"
export { default as PrismRPGArmor } from "./armor.mjs" export { default as PrismRPGArmor } from "./armor.mjs"
export { default as PrismRPGShield } from "./shield.mjs" export { default as PrismRPGShield } from "./shield.mjs"
export { default as PrismRPGRacialAbility } from "./racial-ability.mjs" export { default as PrismRPGRacialAbility } from "./racial-ability.mjs"
export { default as PrismRPGVulnerability } from "./vulnerability.mjs"
export { default as PrismRPGEquipment } from "./equipment.mjs" export { default as PrismRPGEquipment } from "./equipment.mjs"
export { default as PrismRPGMiracle } from "./miracle.mjs"
export { default as PrismRPGRace } from "./race.mjs" export { default as PrismRPGRace } from "./race.mjs"
export { default as PrismRPGClass } from "./class.mjs" export { default as PrismRPGClass } from "./class.mjs"
export { default as PrismRPGCharacterPath } from "./character-path.mjs" export { default as PrismRPGCharacterPath } from "./character-path.mjs"
+26 -1
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@@ -24,7 +24,7 @@ export default class PrismRPGArmor extends foundry.abstract.TypeDataModel {
schema.isHelmet = new fields.BooleanField({ required: true, initial: false }) schema.isHelmet = new fields.BooleanField({ required: true, initial: false })
schema.cost = new fields.NumberField({ required: true, initial: 0, min: 0 }) schema.cost = new fields.NumberField({ required: true, initial: 0, min: 0 })
schema.money = new fields.StringField({ required: true, initial: "tinbit", choices: SYSTEM.MONEY }) schema.money = new fields.StringField({ required: true, initial: "coppercoin", choices: SYSTEM.MONEY })
return schema return schema
} }
@@ -32,4 +32,29 @@ export default class PrismRPGArmor extends foundry.abstract.TypeDataModel {
/** @override */ /** @override */
static LOCALIZATION_PREFIXES = ["PRISMRPG.Armor"] static LOCALIZATION_PREFIXES = ["PRISMRPG.Armor"]
static migrateData(data) {
// Migrate old money types to new ones
if (data?.money) {
const moneyMigration = {
"tinbit": "coppercoin",
"copper": "coppercoin",
"silver": "silvercoin",
"gold": "goldcoin",
"platinum": "note"
}
if (moneyMigration[data.money]) {
data.money = moneyMigration[data.money]
}
// If still invalid, default to coppercoin
if (!SYSTEM.MONEY[data.money]) {
console.warn(`Prism RPG | Migrate armor: Invalid money type "${data.money}", defaulting to coppercoin`)
data.money = "coppercoin"
}
}
return super.migrateData(data)
}
} }
+48 -61
View File
@@ -84,12 +84,12 @@ export default class PrismRPGCharacter extends foundry.abstract.TypeDataModel {
temp: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) temp: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
}) })
schema.magicPoints = new fields.SchemaField({ schema.armorPoints = new fields.SchemaField({
value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
}) })
schema.armorPoints = new fields.SchemaField({ schema.actionPoints = new fields.SchemaField({
value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
}) })
@@ -110,15 +110,7 @@ export default class PrismRPGCharacter extends foundry.abstract.TypeDataModel {
total: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), total: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
remaining: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) remaining: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
}) })
schema.spellMiraclePoints = new fields.SchemaField({ schema.manaPoints = new fields.SchemaField({
total: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
used: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
})
schema.aetherPoints = new fields.SchemaField({
max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
})
schema.divinityPoints = new fields.SchemaField({
max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
}) })
@@ -178,6 +170,21 @@ export default class PrismRPGCharacter extends foundry.abstract.TypeDataModel {
prepareDerivedData() { prepareDerivedData() {
super.prepareDerivedData(); super.prepareDerivedData();
// Calculate action points max based on level
const level = this.biodata.level
let actionPointsMax = 4
if (level >= 3 && level <= 5) {
actionPointsMax = 5
} else if (level >= 6 && level <= 8) {
actionPointsMax = 6
} else if (level >= 9 && level <= 10) {
actionPointsMax = 7
}
// Set max action points (but don't override if already set to a higher value)
if (this.actionPoints.max < actionPointsMax) {
this.actionPoints.max = actionPointsMax
}
// Calculate sub-attributes from parent characteristics // Calculate sub-attributes from parent characteristics
// Sub-attribute = lowest ability modifier between the two parent characteristics // Sub-attribute = lowest ability modifier between the two parent characteristics
for (let subAttrKey in SYSTEM.SUB_ATTRIBUTES) { for (let subAttrKey in SYSTEM.SUB_ATTRIBUTES) {
@@ -254,66 +261,46 @@ export default class PrismRPGCharacter extends foundry.abstract.TypeDataModel {
await roll.toMessage({}, { rollMode: roll.options.rollMode }) await roll.toMessage({}, { rollMode: roll.options.rollMode })
} }
/**
* Rolls initiative for the character: 1d20 + initiative modifier
* @param {string} combatId - Optional combat ID to update
* @param {string} combatantId - Optional combatant ID to update
* @returns {Promise<Roll|null>} The initiative roll or null if cancelled
*/
async rollInitiative(combatId = undefined, combatantId = undefined) { async rollInitiative(combatId = undefined, combatantId = undefined) {
const hasTarget = false // Get the initiative sub-attribute modifier
let actorClass = this.biodata.class; const initiativeModifier = this.subAttributes.initiative.value
let wisDef = SYSTEM.CHARACTERISTICS_TABLES.wis.find((c) => c.value === this.characteristics.wis.value) // Create the roll formula: 1d20 + initiative modifier
let maxInit = Number(wisDef.init_cap) || 1000 const formula = `1d20 + ${initiativeModifier}`
let roll = await PrismRPGRoll.promptInitiative({ // Roll the initiative
actorId: this.parent.id, let initRoll = new Roll(formula)
actorName: this.parent.name, await initRoll.evaluate()
actorImage: this.parent.img,
combatId, // Create the chat message
combatantId, let msg = await initRoll.toMessage({
actorClass, flavor: `${game.i18n.localize("PRISMRPG.Label.initiative")} - ${this.parent.name}`,
maxInit, speaker: ChatMessage.getSpeaker({ actor: this.parent })
}) })
if (!roll) return null
await roll.toMessage({}, { rollMode: roll.options.rollMode }) // Wait for 3D dice animation if enabled
if (game?.dice3d) {
await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
} }
async rollProgressionDice(combatId, combatantId, rollProgressionCount) { // Update the combatant's initiative if in combat
if (combatId && combatantId) {
// Get all weapons from the actor let combat = game.combats.get(combatId)
let weapons = this.parent.items.filter(i => i.type === "weapon" && i.system.weaponType === "melee") if (combat) {
let weaponsChoices = weapons.map(w => { return { id: w.id, name: `${w.name} (${w.system.combatProgressionDice.toUpperCase()})`, combatProgressionDice: w.system.combatProgressionDice.toUpperCase() } }) await combat.updateEmbeddedDocuments("Combatant", [{
let rangeWeapons = this.parent.items.filter(i => i.type === "weapon" && i.system.weaponType === "ranged") _id: combatantId,
for (let w of rangeWeapons) { initiative: initRoll.total
weaponsChoices.push({ id: `${w.id}simpleAim`, name: `${w.name} (Simple Aim: ${w.system.speed.simpleAim.toUpperCase()})`, combatProgressionDice: w.system.speed.simpleAim.toUpperCase() }) }])
weaponsChoices.push({ id: `${w.id}carefulAim`, name: `${w.name} (Careful Aim: ${w.system.speed.carefulAim.toUpperCase()})`, combatProgressionDice: w.system.speed.carefulAim.toUpperCase() })
weaponsChoices.push({ id: `${w.id}focusedAim`, name: `${w.name} (Focused Aim: ${w.system.speed.focusedAim.toUpperCase()})`, combatProgressionDice: w.system.speed.focusedAim.toUpperCase() })
}
if (this.biodata.magicUser || this.biodata.clericUser) {
let spells = this.parent.items.filter(i => i.type === "spell" || i.type === "miracle")
for (let s of spells) {
let title = ""
let formula = ""
if (s.type === "spell") {
let dice = PrismRPGUtils.getLethargyDice(s.system.level)
title = `${s.name} (Casting time: ${s.system.castingTime}, Lethargy: ${dice})`
formula = `${s.system.castingTime}+${dice}`
} else {
title = `${s.name} (Prayer time: ${s.system.prayerTime})`
formula = `${s.system.prayerTime}`
}
weaponsChoices.push({ id: s.id, name: title, combatProgressionDice: formula })
} }
} }
let roll = await PrismRPGRoll.promptCombatAction({ return initRoll
actorId: this.parent.id,
actorName: this.parent.name,
actorImage: this.parent.img,
weaponsChoices,
combatId,
combatantId,
rollProgressionCount,
type: "progression",
})
} }
} }
+27 -2
View File
@@ -7,11 +7,11 @@ export default class PrismRPGEquipment extends foundry.abstract.TypeDataModel {
const requiredInteger = { required: true, nullable: false, integer: true } const requiredInteger = { required: true, nullable: false, integer: true }
schema.description = new fields.HTMLField({ required: true, textSearch: true }) schema.description = new fields.HTMLField({ required: true, textSearch: true })
schema.category = new fields.StringField({ required: true, initial: "tinbit", choices: SYSTEM.EQUIPMENT_CATEGORIES }) schema.category = new fields.StringField({ required: true, initial: "coppercoin", choices: SYSTEM.EQUIPMENT_CATEGORIES })
schema.encLoad = new fields.NumberField({ required: true, initial: 0, min: 0 }) schema.encLoad = new fields.NumberField({ required: true, initial: 0, min: 0 })
schema.cost = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }) schema.cost = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
schema.money = new fields.StringField({ required: true, initial: "tinbit", choices: SYSTEM.MONEY }) schema.money = new fields.StringField({ required: true, initial: "coppercoin", choices: SYSTEM.MONEY })
// Kit properties // Kit properties
schema.isKit = new fields.BooleanField({ schema.isKit = new fields.BooleanField({
@@ -54,4 +54,29 @@ export default class PrismRPGEquipment extends foundry.abstract.TypeDataModel {
/** @override */ /** @override */
static LOCALIZATION_PREFIXES = ["PRISMRPG.Equipment"] static LOCALIZATION_PREFIXES = ["PRISMRPG.Equipment"]
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 equipment: Invalid money type "${data.money}", defaulting to coppercoin`)
data.money = "coppercoin"
}
}
return super.migrateData(data)
}
} }
-124
View File
@@ -1,124 +0,0 @@
import { SYSTEM } from "../config/system.mjs"
export default class PrismRPGMiracle extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const requiredInteger = { required: true, nullable: false, integer: true }
const schema = {}
schema.description = new fields.HTMLField({
required: false,
blank: true,
initial: "",
textSearch: true,
})
// Miracle level (1-7+)
schema.level = new fields.NumberField({
...requiredInteger,
initial: 1,
min: 1,
max: 25,
})
// Miracle type
schema.miracleType = new fields.StringField({
required: true,
initial: "combat",
choices: SYSTEM.MIRACLE_TYPES
})
// APC to pray
schema.apc = new fields.NumberField({
...requiredInteger,
required: true,
initial: 1,
min: 0,
label: "Action Point Cost"
})
// Faith cost (if applicable in Prism RPG)
schema.faithCost = new fields.NumberField({
...requiredInteger,
required: true,
initial: 0,
min: 0,
label: "Faith Cost"
})
// Divine favor required
schema.divineFavor = new fields.StringField({
required: true,
initial: "",
label: "Divine Favor"
})
// Components (Miracles have 'religious' component)
schema.components = new fields.SchemaField({
verbal: new fields.BooleanField({ initial: false }),
somatic: new fields.BooleanField({ initial: false }),
material: new fields.BooleanField({ initial: false }),
catalyst: new fields.BooleanField({ initial: false }),
religious: new fields.BooleanField({ initial: true })
})
schema.materialComponent = new fields.StringField({
required: true,
initial: ""
})
schema.catalyst = new fields.StringField({
required: true,
initial: ""
})
// Prayer parameters
schema.prayerTime = new fields.StringField({
required: true,
initial: "1 action"
})
schema.miracleRange = new fields.StringField({
required: true,
initial: "Touch"
})
schema.areaAffected = new fields.StringField({
required: true,
initial: "Single target"
})
schema.duration = new fields.StringField({
required: true,
initial: "Instantaneous"
})
schema.savingThrow = new fields.StringField({
required: true,
initial: ""
})
// Keywords
schema.keywords = new fields.ArrayField(
new fields.StringField()
)
// Miracle augment (if applicable)
schema.augment = new fields.StringField({
required: true,
initial: "",
label: "Miracle Augment"
})
schema.augmentDescription = new fields.HTMLField({
required: true,
initial: "",
label: "Augment Description"
})
return schema
}
/** @override */
static LOCALIZATION_PREFIXES = ["PRISMRPG.Miracle"]
}
+26 -1
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@@ -61,7 +61,7 @@ export default class PrismRPGShield extends foundry.abstract.TypeDataModel {
// Equipment properties // Equipment properties
schema.encLoad = new fields.NumberField({ required: true, initial: 0, min: 0 }) schema.encLoad = new fields.NumberField({ required: true, initial: 0, min: 0 })
schema.cost = new fields.NumberField({ required: true, initial: 0, min: 0 }) schema.cost = new fields.NumberField({ required: true, initial: 0, min: 0 })
schema.money = new fields.StringField({ required: true, initial: "tinbit", choices: SYSTEM.MONEY }) schema.money = new fields.StringField({ required: true, initial: "coppercoin", choices: SYSTEM.MONEY })
schema.equipped = new fields.BooleanField({ required: true, initial: false }) schema.equipped = new fields.BooleanField({ required: true, initial: false })
return schema return schema
@@ -69,4 +69,29 @@ export default class PrismRPGShield extends foundry.abstract.TypeDataModel {
/** @override */ /** @override */
static LOCALIZATION_PREFIXES = ["PRISMRPG.Shield"] static LOCALIZATION_PREFIXES = ["PRISMRPG.Shield"]
static migrateData(data) {
// Migrate old money types to new ones
if (data?.money) {
const moneyMigration = {
"tinbit": "coppercoin",
"copper": "coppercoin",
"silver": "silvercoin",
"gold": "goldcoin",
"platinum": "note"
}
if (moneyMigration[data.money]) {
data.money = moneyMigration[data.money]
}
// If still invalid, default to coppercoin
if (!SYSTEM.MONEY[data.money]) {
console.warn(`Prism RPG | Migrate shield: Invalid money type "${data.money}", defaulting to coppercoin`)
data.money = "coppercoin"
}
}
return super.migrateData(data)
}
} }
+30 -23
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@@ -1,4 +1,5 @@
import { CORE_SKILLS_CHOICES, CORE_SKILL_BONUS, CORE_SKILLS } from "../config/skill.mjs" import { CORE_SKILLS_CHOICES, CORE_SKILL_BONUS, CORE_SKILLS } from "../config/skill.mjs"
import { SUB_ATTRIBUTES } from "../config/character.mjs"
/** /**
* Core Skill data model for Prism RPG * Core Skill data model for Prism RPG
@@ -21,14 +22,6 @@ export default class PrismRPGSkill extends foundry.abstract.TypeDataModel {
initial: "" initial: ""
}) })
// Core Skill type (from the 18 available Core Skills)
schema.coreSkill = new fields.StringField({
required: true,
initial: "acrobatics",
choices: CORE_SKILLS_CHOICES,
label: "Core Skill"
})
// Is this the character's chosen Core Skill? // Is this the character's chosen Core Skill?
schema.isCoreSkill = new fields.BooleanField({ schema.isCoreSkill = new fields.BooleanField({
required: true, required: true,
@@ -36,18 +29,18 @@ export default class PrismRPGSkill extends foundry.abstract.TypeDataModel {
label: "Is Core Skill" label: "Is Core Skill"
}) })
// Primary attribute for this skill (str, dex, con, int, wis, cha) // First sub-attribute for this skill
schema.primaryAttribute = new fields.StringField({ schema.subAttribute1 = new fields.StringField({
required: true, required: true,
initial: "dex", initial: "prowess",
label: "Primary Attribute" label: "Sub-Attribute 1"
}) })
// If Core Skill, which attribute receives the +2 bonus? // Second sub-attribute for this skill
schema.attributeBonus = new fields.StringField({ schema.subAttribute2 = new fields.StringField({
required: true, required: true,
initial: "", initial: "initiative",
label: "Attribute Bonus" label: "Sub-Attribute 2"
}) })
// Skill modifier (includes Core Skill bonus if applicable) // Skill modifier (includes Core Skill bonus if applicable)
@@ -114,9 +107,9 @@ export default class PrismRPGSkill extends foundry.abstract.TypeDataModel {
prepareDerivedData() { prepareDerivedData() {
super.prepareDerivedData() super.prepareDerivedData()
// D&D 5e style: Core Skill gives +2 proficiency bonus // Core Skill gives +5 proficiency bonus
if (this.isCoreSkill) { if (this.isCoreSkill) {
this.modifier = 2 this.modifier = 5
this.canAdvancedCheck = true this.canAdvancedCheck = true
} else { } else {
this.modifier = 0 this.modifier = 0
@@ -126,16 +119,30 @@ export default class PrismRPGSkill extends foundry.abstract.TypeDataModel {
/** /**
* Calculate skill check bonus * Calculate skill check bonus
* @param {string} attributeKey The attribute to use (str, dex, con, int, wis, cha) * @param {string} subAttributeKey The sub-attribute to use (prowess, vigor, etc.)
* @returns {number} Total skill check bonus * @returns {number} Total skill check bonus
*/ */
getSkillCheckBonus(attributeKey) { getSkillCheckBonus(subAttributeKey) {
let actor = this.parent?.actor let actor = this.parent?.actor
if (!actor) return this.modifier if (!actor) return this.modifier
const attribute = actor.system.characteristics?.[attributeKey] const subAttribute = actor.system.subAttributes?.[subAttributeKey]
const attributeMod = attribute?.mod || 0 const subAttributeMod = subAttribute?.value || 0
return attributeMod + this.modifier return subAttributeMod + this.modifier
}
/**
* Get the available sub-attribute choices for this skill
*/
get subAttributeChoices() {
const choices = {}
if (this.subAttribute1) {
choices[this.subAttribute1] = SUB_ATTRIBUTES[this.subAttribute1]?.label || this.subAttribute1
}
if (this.subAttribute2) {
choices[this.subAttribute2] = SUB_ATTRIBUTES[this.subAttribute2]?.label || this.subAttribute2
}
return choices
} }
} }
-17
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@@ -1,17 +0,0 @@
export default class PrismRPGVulnerability extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const requiredInteger = { required: true, nullable: false, integer: true }
const schema = {}
schema.description = new fields.HTMLField({ required: true, textSearch: true })
schema.cost = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
schema.gainedPoints = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
return schema
}
/** @override */
static LOCALIZATION_PREFIXES = ["PRISMRPG.Vulnerability"]
}
+35 -9
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@@ -96,16 +96,17 @@ export default class PrismRPGWeapon extends foundry.abstract.TypeDataModel {
initial: "" initial: ""
}) })
// Projectile-specific properties // Range properties
schema.isProjectile = new fields.BooleanField({ schema.shortRange = new fields.NumberField({
required: true, ...requiredInteger,
initial: false initial: 0,
min: 0
}) })
schema.range = new fields.SchemaField({ schema.longRange = new fields.NumberField({
short: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), ...requiredInteger,
medium: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }), initial: 0,
long: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) min: 0
}) })
schema.reloadAPC = new fields.NumberField({ schema.reloadAPC = new fields.NumberField({
@@ -123,7 +124,7 @@ export default class PrismRPGWeapon extends foundry.abstract.TypeDataModel {
schema.encLoad = new fields.NumberField({ required: true, initial: 0, min: 0 }) schema.encLoad = new fields.NumberField({ required: true, initial: 0, min: 0 })
schema.cost = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }) schema.cost = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
schema.money = new fields.StringField({ required: true, initial: "tinbit", choices: SYSTEM.MONEY }) schema.money = new fields.StringField({ required: true, initial: "coppercoin", choices: SYSTEM.MONEY })
schema.equipped = new fields.BooleanField({ required: true, initial: false }) schema.equipped = new fields.BooleanField({ required: true, initial: false })
schema.isImplement = new fields.BooleanField({ required: true, initial: false }) schema.isImplement = new fields.BooleanField({ required: true, initial: false })
@@ -132,4 +133,29 @@ export default class PrismRPGWeapon extends foundry.abstract.TypeDataModel {
/** @override */ /** @override */
static LOCALIZATION_PREFIXES = ["PRISMRPG.Weapon"] 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)
}
} }
+5
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@@ -177,6 +177,11 @@ export default class PrismRPGUtils {
return str ? str.toUpperCase() : ''; return str ? str.toUpperCase() : '';
}) })
Handlebars.registerHelper('replace', function (str, search, replacement) {
if (!str) return '';
return str.replace(search, replacement);
})
Handlebars.registerHelper('isEnabled', function (configKey) { Handlebars.registerHelper('isEnabled', function (configKey) {
return game.settings.get("bol", configKey); return game.settings.get("bol", configKey);
}) })
+29 -8
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@@ -37,7 +37,11 @@ Hooks.once("init", function () {
} }
CONFIG.ui.combat = PrismRPGCombatTracker CONFIG.ui.combat = PrismRPGCombatTracker
CONFIG.Combat.documentClass = PrismRPGCombat; CONFIG.Combat.documentClass = PrismRPGCombat
CONFIG.Combat.initiative = {
formula: "1d20 + @subAttributes.initiative.value",
decimals: 2
}
CONFIG.Actor.documentClass = documents.PrismRPGActor CONFIG.Actor.documentClass = documents.PrismRPGActor
CONFIG.Actor.dataModels = { CONFIG.Actor.dataModels = {
@@ -53,9 +57,7 @@ Hooks.once("init", function () {
armor: models.PrismRPGArmor, armor: models.PrismRPGArmor,
shield: models.PrismRPGShield, shield: models.PrismRPGShield,
spell: models.PrismRPGSpell, spell: models.PrismRPGSpell,
// Vulnerability: models.PrismRPGVulnerability, // Disabled - Legacy from Lethal Fantasy
equipment: models.PrismRPGEquipment, equipment: models.PrismRPGEquipment,
// Miracle: models.PrismRPGMiracle // Disabled - Legacy from Lethal Fantasy, PRISM uses Divine class features instead
race: models.PrismRPGRace, race: models.PrismRPGRace,
class: models.PrismRPGClass, class: models.PrismRPGClass,
"character-path": models.PrismRPGCharacterPath, "character-path": models.PrismRPGCharacterPath,
@@ -69,7 +71,6 @@ Hooks.once("init", function () {
foundry.documents.collections.Items.unregisterSheet("core", foundry.appv1.sheets.ActorSheet) 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.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.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.PrismRPGWeaponSheet, { types: ["weapon"], makeDefault: true })
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGSpellSheet, { types: ["spell"], 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 }) foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGArmorSheet, { types: ["armor"], makeDefault: true })
@@ -78,7 +79,6 @@ Hooks.once("init", function () {
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGRaceSheet, { types: ["race"], makeDefault: true }) 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.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.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 // Other Document Configuration
CONFIG.ChatMessage.documentClass = documents.PrismRPGChatMessage CONFIG.ChatMessage.documentClass = documents.PrismRPGChatMessage
@@ -133,9 +133,11 @@ function preLocalizeConfig() {
for (const choice of choicesToLocalize) { for (const choice of choicesToLocalize) {
if (CONFIG.PRISMRPG[choice]) { if (CONFIG.PRISMRPG[choice]) {
const localized = {}
for (const [key, label] of Object.entries(CONFIG.PRISMRPG[choice])) { 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
} }
} }
} }
@@ -171,15 +173,19 @@ if (foundry.utils.isNewerVersion(game.version, "12.0",)) {
} }
Hooks.on(hookName, (message, html, data) => { Hooks.on(hookName, (message, html, data) => {
const typeMessage = data.message.flags.prismRPG?.typeMessage const typeMessage = data.message.flags.prismRPG?.typeMessage
// Convertir html en jQuery pour compatibilité avec le code existant si nécessaire
const $html = html instanceof jQuery ? html : $(html)
// Message de demande de jet de dés // Message de demande de jet de dés
if (typeMessage === "askRoll") { if (typeMessage === "askRoll") {
// Affichage des boutons de jet de dés uniquement pour les joueurs // Affichage des boutons de jet de dés uniquement pour les joueurs
if (game.user.isGM) { if (game.user.isGM) {
html.find(".ask-roll-dice").each((i, btn) => { $html.find(".ask-roll-dice").each((i, btn) => {
btn.style.display = "none" btn.style.display = "none"
}) })
} else { } else {
html.find(".ask-roll-dice").click((event) => { $html.find(".ask-roll-dice").click((event) => {
const btn = $(event.currentTarget) const btn = $(event.currentTarget)
const type = btn.data("type") const type = btn.data("type")
const value = btn.data("value") const value = btn.data("value")
@@ -190,6 +196,21 @@ Hooks.on(hookName, (message, html, data) => {
}) })
} }
} }
// Handle Roll Damage button click in weapon attack messages
$html.find(".roll-damage-button").click(async (event) => {
const btn = event.currentTarget
const actorId = btn.dataset.actorId
const weaponId = btn.dataset.weaponId
const actor = game.actors.get(actorId)
if (!actor) {
ui.notifications.error("Actor not found")
return
}
await actor.prepareRoll("weapon-damage-medium", weaponId)
})
}) })
Hooks.on("getCombatTrackerEntryContext", (html, options) => { Hooks.on("getCombatTrackerEntryContext", (html, options) => {
+511 -1
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@@ -1,3 +1,375 @@
// Chat Message Card Styles - Applied globally for chat messages
.chat-log .message-content {
.prismrpg-chat-card {
font-family: var(--font-primary);
border-radius: 6px;
overflow: hidden;
background: linear-gradient(135deg, rgba(0,0,0,0.05) 0%, rgba(0,0,0,0.02) 100%);
border: 1px solid rgba(0,0,0,0.2);
margin: 2px 0;
.chat-header {
display: flex;
gap: 8px;
padding: 6px 8px;
background: linear-gradient(135deg, #2c2c2c 0%, #1a1a1a 100%);
border-bottom: 1px solid #444;
.chat-portrait {
flex-shrink: 0;
width: 36px;
height: 36px;
border-radius: 50%;
overflow: hidden;
border: 2px solid #666;
box-shadow: 0 1px 4px rgba(0,0,0,0.4);
img {
width: 100%;
height: 100%;
object-fit: cover;
}
}
.chat-title {
flex: 1;
display: flex;
flex-direction: column;
justify-content: center;
gap: 2px;
.actor-name {
font-weight: bold;
font-size: 0.95em;
color: #e0e0e0;
text-shadow: 1px 1px 2px rgba(0,0,0,0.5);
line-height: 1.1;
}
.roll-name {
font-size: 0.8em;
color: #aaa;
line-height: 1.1;
}
.roll-type-badge {
display: inline-block;
padding: 1px 6px;
border-radius: 10px;
font-size: 0.7em;
font-weight: bold;
text-transform: uppercase;
margin-top: 2px;
width: fit-content;
&.attack {
background: linear-gradient(135deg, #c41e3a 0%, #8b0000 100%);
color: white;
box-shadow: 0 1px 2px rgba(196, 30, 58, 0.4);
}
}
.bad-result {
color: #ff6b6b;
font-size: 0.75em;
margin-top: 1px;
}
}
}
.chat-content {
padding: 6px 8px;
display: flex;
flex-direction: column;
gap: 6px;
.weapon-info-card,
.spell-info-card {
background: rgba(255, 255, 255, 0.05);
border: 1px solid rgba(255, 255, 255, 0.1);
border-radius: 4px;
padding: 6px;
.weapon-header,
.spell-header {
display: flex;
align-items: center;
gap: 6px;
margin-bottom: 4px;
padding-bottom: 4px;
border-bottom: 1px solid rgba(255, 255, 255, 0.1);
.weapon-name,
.spell-name {
font-size: 0.95em;
color: #d4af37;
}
.badge {
padding: 1px 4px;
border-radius: 3px;
font-size: 0.65em;
font-weight: bold;
text-transform: uppercase;
&.implement {
background: #4a5cf7;
color: white;
}
&.upcast {
background: #9b59b6;
color: white;
}
}
.attribute-used {
font-size: 0.75em;
color: #999;
font-style: italic;
}
}
.weapon-stats,
.spell-stats {
display: flex;
flex-wrap: wrap;
gap: 4px;
.stat-item {
display: flex;
align-items: center;
gap: 3px;
padding: 2px 6px;
background: rgba(0, 0, 0, 0.2);
border-radius: 3px;
font-size: 0.75em;
i {
color: #888;
font-size: 0.85em;
}
&.apc {
background: rgba(255, 193, 7, 0.2);
border: 1px solid rgba(255, 193, 7, 0.4);
i { color: #ffc107; }
}
&.damage {
background: rgba(244, 67, 54, 0.2);
border: 1px solid rgba(244, 67, 54, 0.4);
i { color: #f44336; }
}
&.range {
background: rgba(76, 175, 80, 0.2);
border: 1px solid rgba(76, 175, 80, 0.4);
i { color: #4caf50; }
}
&.reload {
background: rgba(255, 152, 0, 0.2);
border: 1px solid rgba(255, 152, 0, 0.4);
i { color: #ff9800; }
}
&.mana {
background: rgba(33, 150, 243, 0.2);
border: 1px solid rgba(33, 150, 243, 0.4);
i { color: #2196f3; }
}
&.upkeep {
background: rgba(156, 39, 176, 0.2);
border: 1px solid rgba(156, 39, 176, 0.4);
i { color: #9c27b0; }
}
&.characteristic {
background: rgba(103, 58, 183, 0.2);
border: 1px solid rgba(103, 58, 183, 0.4);
i { color: #673ab7; }
}
}
}
}
.special-badge {
display: inline-block;
padding: 2px 6px;
background: linear-gradient(135deg, #ff6b6b 0%, #c92a2a 100%);
color: white;
border-radius: 3px;
font-size: 0.75em;
font-weight: bold;
width: fit-content;
box-shadow: 0 1px 2px rgba(255, 107, 107, 0.4);
}
.aiming-info {
display: flex;
align-items: center;
gap: 4px;
padding: 3px 6px;
background: rgba(76, 175, 80, 0.1);
border-left: 2px solid #4caf50;
border-radius: 3px;
font-size: 0.8em;
i {
color: #4caf50;
}
}
.formula-display {
display: flex;
align-items: center;
gap: 6px;
padding: 4px 8px;
background: rgba(0, 0, 0, 0.3);
border-radius: 3px;
font-family: 'Courier New', monospace;
font-size: 0.85em;
border: 1px dashed rgba(255, 255, 255, 0.2);
i {
color: #888;
}
}
.modifier-info {
display: flex;
gap: 8px;
padding: 3px 6px;
background: rgba(255, 255, 255, 0.05);
border-radius: 3px;
font-size: 0.75em;
span {
color: #aaa;
}
}
.dice-breakdown {
display: flex;
align-items: center;
gap: 4px;
padding: 2px 6px;
background: rgba(255, 255, 255, 0.05);
border-radius: 3px;
font-size: 0.8em;
i {
color: #888;
}
}
.roll-damage-button {
padding: 4px 10px;
background: linear-gradient(135deg, #c41e3a 0%, #8b0000 100%);
color: white;
border: none;
border-radius: 4px;
font-weight: bold;
font-size: 0.85em;
cursor: pointer;
display: flex;
align-items: center;
gap: 6px;
justify-content: center;
transition: all 0.2s;
box-shadow: 0 1px 3px rgba(196, 30, 58, 0.4);
margin-top: 4px;
&:hover {
transform: translateY(-1px);
box-shadow: 0 2px 4px rgba(196, 30, 58, 0.6);
}
i {
font-size: 1em;
}
}
}
.roll-result {
padding: 8px;
background: linear-gradient(135deg, rgba(212, 175, 55, 0.2) 0%, rgba(212, 175, 55, 0.1) 100%);
border-top: 1px solid rgba(212, 175, 55, 0.5);
.result-total {
display: flex;
align-items: center;
justify-content: space-between;
gap: 10px;
.total-label {
font-size: 0.85em;
color: #aaa;
text-transform: uppercase;
letter-spacing: 0.5px;
}
.total-value {
font-size: 1.8em;
font-weight: bold;
color: #d4af37;
text-shadow: 0 1px 3px rgba(212, 175, 55, 0.5);
line-height: 1;
}
}
.d30-result {
margin-top: 4px;
padding: 3px 6px;
background: rgba(0, 0, 0, 0.2);
border-radius: 3px;
font-size: 0.8em;
text-align: center;
i {
color: #d4af37;
margin-right: 4px;
}
}
}
.result-badge {
padding: 6px;
text-align: center;
font-size: 0.9em;
font-weight: bold;
border-top: 1px solid;
&.success {
background: linear-gradient(135deg, rgba(76, 175, 80, 0.3) 0%, rgba(76, 175, 80, 0.1) 100%);
border-color: #4caf50;
color: #4caf50;
}
&.failure {
background: linear-gradient(135deg, rgba(244, 67, 54, 0.3) 0%, rgba(244, 67, 54, 0.1) 100%);
border-color: #f44336;
color: #f44336;
}
i {
margin-right: 6px;
font-size: 1em;
}
}
.damage-info {
padding: 6px;
background: rgba(255, 255, 255, 0.05);
border-radius: 3px;
font-size: 0.8em;
color: #aaa;
}
}
// Old fortune and ask-roll styles
&.fortune { &.fortune {
img { img {
border: 0px; border: 0px;
@@ -22,7 +394,8 @@
} }
} }
} }
.button.control, .fortune-accepted { .button.control,
.fortune-accepted {
display: flex; display: flex;
justify-content: center; justify-content: center;
align-items: center; align-items: center;
@@ -38,3 +411,140 @@
font-family: var(--font-secondary); font-family: var(--font-secondary);
font-size: calc(var(--font-size-standard) * 1.2); font-size: calc(var(--font-size-standard) * 1.2);
} }
// Item Chat Card Styles
.prismrpg-item-chat-card {
font-family: var(--font-primary);
border-radius: 4px;
overflow: hidden;
background: linear-gradient(135deg, rgba(0,0,0,0.05) 0%, rgba(0,0,0,0.02) 100%);
border: 1px solid rgba(0,0,0,0.2);
margin: 2px 0;
box-shadow: 0 1px 3px rgba(0,0,0,0.1);
.item-header {
display: flex;
align-items: center;
justify-content: space-between;
padding: 4px 8px;
background: linear-gradient(135deg, #2c2c2c 0%, #1a1a1a 100%);
border-bottom: 1px solid #444;
h3 {
margin: 0;
font-size: 0.95em;
font-weight: bold;
color: #d4af37;
text-shadow: 1px 1px 2px rgba(0,0,0,0.5);
font-family: var(--font-secondary);
}
.item-type {
padding: 1px 6px;
border-radius: 10px;
font-size: 0.65em;
font-weight: bold;
text-transform: uppercase;
background: rgba(255, 255, 255, 0.15);
color: #fff;
border: 1px solid rgba(255, 255, 255, 0.2);
letter-spacing: 0.3px;
}
}
.item-image {
display: flex;
justify-content: center;
align-items: center;
padding: 6px;
background: rgba(0, 0, 0, 0.1);
border-bottom: 1px solid rgba(255, 255, 255, 0.1);
img {
max-width: 50px;
max-height: 50px;
border-radius: 3px;
border: 1px solid rgba(212, 175, 55, 0.3);
box-shadow: 0 1px 3px rgba(0,0,0,0.3);
transition: transform 0.2s ease;
&:hover {
transform: scale(1.05);
}
}
}
.item-description {
padding: 6px 8px;
color: #000;
font-size: 0.8em;
line-height: 1.3;
background: rgba(255, 255, 255, 0.8);
border-bottom: 1px solid rgba(255, 255, 255, 0.1);
font-style: italic;
}
.item-details {
padding: 6px 8px;
display: flex;
flex-direction: column;
gap: 3px;
.item-detail {
display: flex;
align-items: center;
padding: 2px 6px;
background: rgba(255, 255, 255, 0.03);
border-left: 2px solid rgba(212, 175, 55, 0.5);
border-radius: 2px;
font-size: 0.8em;
strong {
color: #d4af37;
margin-right: 6px;
min-width: 90px;
font-weight: bold;
}
&:nth-child(even) {
background: rgba(0, 0, 0, 0.05);
}
}
}
// Special styling for weapon items
&.weapon-item {
.item-header {
background: linear-gradient(135deg, #c41e3a 0%, #8b0000 100%);
}
}
// Special styling for armor items
&.armor-item {
.item-header {
background: linear-gradient(135deg, #4a5cf7 0%, #2c3e9e 100%);
}
}
// Special styling for spell items
&.spell-item {
.item-header {
background: linear-gradient(135deg, #9b59b6 0%, #6c3483 100%);
}
}
// Special styling for skill items
&.skill-item {
.item-header {
background: linear-gradient(135deg, #16a085 0%, #0e6655 100%);
}
}
// Special styling for equipment items
&.equipment-item {
.item-header {
background: linear-gradient(135deg, #f39c12 0%, #b8730f 100%);
}
}
}
}
+2 -1
View File
@@ -13,7 +13,6 @@
@import "armor.less"; @import "armor.less";
@import "spell.less"; @import "spell.less";
@import "vulnerability.less"; @import "vulnerability.less";
@import "chat.less";
@import "equipment.less"; @import "equipment.less";
@import "shield.less"; @import "shield.less";
@import "miracle.less"; @import "miracle.less";
@@ -24,5 +23,7 @@
@import "weapon-types-config.less"; @import "weapon-types-config.less";
} }
@import "chat.less";
@import "roll.less"; @import "roll.less";
@import "roll-dialog-modern.less";
@import "hud.less"; @import "hud.less";
+305
View File
@@ -0,0 +1,305 @@
// Modern Roll Dialog Styling
// Matches the new chat message card design
.prismrpg-roll-dialog-modern {
font-family: var(--font-primary);
// Header section
.dialog-header {
background: linear-gradient(135deg, rgba(33, 33, 33, 0.95) 0%, rgba(66, 66, 66, 0.95) 100%);
border-bottom: 2px solid #d4af37;
padding: 8px 10px;
margin: -8px -8px 8px -8px;
border-radius: 4px 4px 0 0;
.character-info {
display: flex;
flex-direction: column;
gap: 4px;
.character-name {
font-size: 1em;
font-weight: bold;
color: #d4af37;
text-shadow: 0 1px 2px rgba(0, 0, 0, 0.5);
}
.item-name {
display: flex;
align-items: center;
gap: 4px;
font-size: 0.9em;
color: #e0e0e0;
i {
color: #d4af37;
font-size: 0.85em;
}
&.weapon i {
color: #f44336;
}
&.spell i {
color: #9c27b0;
}
}
}
}
// Content area
.dialog-content {
display: flex;
flex-direction: column;
gap: 8px;
}
// Section styling
.option-section {
background: rgba(0, 0, 0, 0.1);
border: 1px solid rgba(0, 0, 0, 0.2);
border-radius: 4px;
padding: 6px 8px;
&.weapon-section {
border-left: 3px solid #f44336;
}
&.spell-section {
border-left: 3px solid #9c27b0;
}
.section-title {
display: flex;
align-items: center;
gap: 4px;
font-weight: bold;
font-size: 0.9em;
color: var(--color-dark-1);
margin-bottom: 6px;
padding-bottom: 4px;
border-bottom: 1px solid rgba(0, 0, 0, 0.15);
i {
color: #d4af37;
font-size: 0.85em;
}
}
}
// Info displays (ranges, spell stats)
.info-display {
display: flex;
align-items: center;
gap: 4px;
padding: 4px 6px;
background: rgba(0, 0, 0, 0.15);
border-radius: 3px;
margin-bottom: 6px;
font-size: 0.8em;
color: #666;
i {
color: #4caf50;
font-size: 0.85em;
}
.info-text {
flex: 1;
}
}
// Spell info badges (like in chat)
.spell-info-display {
display: flex;
flex-wrap: wrap;
gap: 4px;
margin-bottom: 6px;
.info-badge {
display: flex;
align-items: center;
gap: 3px;
padding: 3px 6px;
border-radius: 3px;
font-size: 0.75em;
font-weight: 500;
i {
font-size: 0.85em;
}
&.characteristic {
background: rgba(103, 58, 183, 0.2);
border: 1px solid rgba(103, 58, 183, 0.4);
color: #673ab7;
i { color: #673ab7; }
}
&.mana {
background: rgba(33, 150, 243, 0.2);
border: 1px solid rgba(33, 150, 243, 0.4);
color: #2196f3;
i { color: #2196f3; }
}
&.apc {
background: rgba(255, 193, 7, 0.2);
border: 1px solid rgba(255, 193, 7, 0.4);
color: #ffc107;
i { color: #ffc107; }
}
&.upkeep {
background: rgba(156, 39, 176, 0.2);
border: 1px solid rgba(156, 39, 176, 0.4);
color: #9c27b0;
i { color: #9c27b0; }
}
}
}
// Option rows (label + control)
.option-row {
display: flex;
align-items: center;
gap: 6px;
margin-bottom: 4px;
&:last-child {
margin-bottom: 0;
}
label {
font-size: 0.85em;
font-weight: 500;
color: var(--color-dark-2);
min-width: 90px;
}
select {
flex: 1;
}
}
// Styled selects
.styled-select {
background: rgba(255, 255, 255, 0.9);
border: 1px solid rgba(0, 0, 0, 0.2);
border-radius: 3px;
padding: 4px 8px;
font-size: 0.85em;
color: var(--color-dark-1);
cursor: pointer;
transition: all 0.2s ease;
&:hover {
border-color: #d4af37;
box-shadow: 0 0 4px rgba(212, 175, 55, 0.3);
}
&:focus {
outline: none;
border-color: #d4af37;
box-shadow: 0 0 6px rgba(212, 175, 55, 0.5);
}
&.advantage-select,
&.modifier-select {
text-align: center;
font-weight: 500;
}
}
// Checkbox group
.checkbox-group {
display: flex;
flex-direction: column;
gap: 3px;
margin-bottom: 6px;
.checkbox-label {
display: flex;
align-items: center;
cursor: pointer;
padding: 3px 4px;
border-radius: 3px;
transition: background 0.2s ease;
&:hover {
background: rgba(0, 0, 0, 0.05);
}
input[type="checkbox"] {
margin-right: 6px;
cursor: pointer;
width: 14px;
height: 14px;
accent-color: #d4af37;
}
.checkbox-text {
display: flex;
align-items: center;
gap: 4px;
font-size: 0.8em;
color: var(--color-dark-2);
i {
color: #888;
font-size: 0.85em;
}
}
input[type="checkbox"]:checked ~ .checkbox-text {
color: var(--color-dark-1);
font-weight: 500;
i {
color: #d4af37;
}
}
}
}
}
// Dialog application styling
.application.dialog.prismrpg {
.window-content {
background: linear-gradient(135deg, #f5f5f5 0%, #e0e0e0 100%);
padding: 8px;
}
// Make buttons match the modern style
.dialog-buttons {
padding: 6px 8px;
gap: 6px;
button {
background: linear-gradient(135deg, #4a4a4a 0%, #6a6a6a 100%);
border: 1px solid #3a3a3a;
color: white;
font-weight: 600;
padding: 6px 12px;
border-radius: 4px;
transition: all 0.2s ease;
&:hover {
background: linear-gradient(135deg, #5a5a5a 0%, #7a7a7a 100%);
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.2);
transform: translateY(-1px);
}
&.default,
&[data-button="roll"] {
background: linear-gradient(135deg, #d4af37 0%, #f4cf67 100%);
border-color: #b49030;
color: #2a2a2a;
&:hover {
background: linear-gradient(135deg, #e4bf47 0%, #ffdf77 100%);
}
}
}
}
}
+54
View File
@@ -25,6 +25,30 @@
border-radius: 4px; border-radius: 4px;
padding: 0.5rem; padding: 0.5rem;
} }
.dialog-weapon-options {
margin-top: 8px;
.dialog-save {
margin: 4px 0;
label {
display: flex;
align-items: center;
cursor: pointer;
input[type="checkbox"] {
margin-right: 8px;
cursor: pointer;
}
}
select {
margin-left: 8px;
min-width: 10rem;
}
}
}
} }
.prismrpg-range-defense-dialog { .prismrpg-range-defense-dialog {
@@ -156,4 +180,34 @@
font-size: calc(var(--font-size-standard) * 1); font-size: calc(var(--font-size-standard) * 1);
text-shadow: 0 0 10px var(--color-shadow-primary); text-shadow: 0 0 10px var(--color-shadow-primary);
} }
// Roll Damage button in weapon attack messages
.damage-roll-button {
margin-top: 0.5em;
margin-bottom: 0.25em;
.roll-damage-button {
background: linear-gradient(135deg, #8b0000 0%, #dc143c 100%);
color: white;
border: 1px solid #6b0000;
border-radius: 3px;
padding: 4px 10px;
font-weight: 600;
cursor: pointer;
font-size: 0.85em;
box-shadow: 0 1px 3px rgba(0, 0, 0, 0.2);
transition: all 0.2s ease;
&:hover {
background: linear-gradient(135deg, #a00000 0%, #ff1744 100%);
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.3);
transform: translateY(-1px);
}
i {
margin-right: 4px;
font-size: 0.9em;
}
}
}
} }
+2 -59
View File
@@ -8,13 +8,7 @@
<fieldset> <fieldset>
<legend>{{localize "PRISMRPG.Label.biodata"}}</legend> <legend>{{localize "PRISMRPG.Label.biodata"}}</legend>
<div class="biodata"> <div class="biodata">
<div class="biodata-elem"> {{!-- Class and Mortal fields removed - don't exist in DataModel --}}
<span class="name">Class</span>
{{formInput
systemFields.biodata.fields.class
value=system.biodata.class
}}
</div>
<div class="biodata-elem"> <div class="biodata-elem">
<span class="name">Level</span> <span class="name">Level</span>
{{formInput {{formInput
@@ -22,13 +16,6 @@
value=system.biodata.level value=system.biodata.level
}} }}
</div> </div>
<div class="biodata-elem">
<span class="name">Mortal</span>
{{formInput
systemFields.biodata.fields.mortal
value=system.biodata.mortal
}}
</div>
<div class="biodata-elem"> <div class="biodata-elem">
<span class="name">Age</span> <span class="name">Age</span>
{{formInput systemFields.biodata.fields.age value=system.biodata.age}} {{formInput systemFields.biodata.fields.age value=system.biodata.age}}
@@ -82,51 +69,7 @@
value=system.biodata.magicUser value=system.biodata.magicUser
}} }}
</div> </div>
<div class="biodata-elem"> {{!-- Cleric User, modifiers, and hpPerLevel fields removed - don't exist in DataModel --}}
<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>
</div> </div>
</fieldset> </fieldset>
+7 -30
View File
@@ -21,6 +21,7 @@
class="item-img" class="item-img"
src="{{item.img}}" src="{{item.img}}"
data-tooltip="{{item.name}}" data-tooltip="{{item.name}}"
data-action="postItemToChat"
/> />
{{/if}} {{/if}}
<div class="name" data-tooltip="{{item.system.description}}"> <div class="name" data-tooltip="{{item.system.description}}">
@@ -43,43 +44,17 @@
<a <a
class="rollable" class="rollable"
data-roll-type="weapon-defense" data-roll-type="weapon-damage-medium"
data-roll-key="{{item.id}}" data-roll-key="{{item.id}}"
data-tooltip="Roll Defense" data-tooltip="Roll Damage"
> >
<i <i
class="fa-solid fa-shield-halved" class="fa-regular fa-face-head-bandage"
data-roll-type="weapon-defense" data-roll-type="weapon-damage-medium"
data-roll-key="{{item.id}}" data-roll-key="{{item.id}}"
></i> ></i>
</a> </a>
<a
class="rollable"
data-roll-type="weapon-damage-small"
data-roll-key="{{item.id}}"
data-tooltip="Roll Damage (Small)"
>
<i
class="fa-regular fa-face-head-bandage"
data-roll-type="weapon-damage-small"
data-roll-key="{{item.id}}"
></i>S
</a>
<a
class="rollable"
data-roll-type="weapon-damage-medium"
data-roll-key="{{item.id}}"
data-tooltip="Roll Damage (Medium)"
>
<i
class="fa-regular fa-face-head-bandage"
data-roll-type="weapon-damage-medium"
data-roll-key="{{item.id}}"
></i>M
</a>
</div> </div>
<div class="controls"> <div class="controls">
@@ -114,6 +89,7 @@
class="item-img" class="item-img"
src="{{item.img}}" src="{{item.img}}"
data-tooltip="{{item.name}}" data-tooltip="{{item.name}}"
data-action="postItemToChat"
/> />
<div class="name" data-tooltip="{{item.system.description}}"> <div class="name" data-tooltip="{{item.system.description}}">
{{item.name}} {{item.name}}
@@ -163,6 +139,7 @@
class="item-img" class="item-img"
src="{{item.img}}" src="{{item.img}}"
data-tooltip="{{item.name}}" data-tooltip="{{item.name}}"
data-action="postItemToChat"
/> />
<div class="name" data-tooltip="{{item.system.description}}"> <div class="name" data-tooltip="{{item.system.description}}">
{{item.name}} {{item.name}}
+6 -6
View File
@@ -4,11 +4,11 @@
<fieldset> <fieldset>
<legend>{{localize "PRISMRPG.Label.money"}}</legend> <legend>{{localize "PRISMRPG.Label.money"}}</legend>
<div class="moneys"> <div class="moneys">
{{formField systemFields.moneys.fields.tinbit.fields.value value=system.moneys.tinbit.value localize=true}} {{formField systemFields.moneys.fields.coppercoin.fields.value value=system.moneys.coppercoin.value localize=true}}
{{formField systemFields.moneys.fields.copper.fields.value value=system.moneys.copper.value localize=true}} {{formField systemFields.moneys.fields.silvercoin.fields.value value=system.moneys.silvercoin.value localize=true}}
{{formField systemFields.moneys.fields.silver.fields.value value=system.moneys.silver.value localize=true}} {{formField systemFields.moneys.fields.goldcoin.fields.value value=system.moneys.goldcoin.value localize=true}}
{{formField systemFields.moneys.fields.gold.fields.value value=system.moneys.gold.value localize=true}} {{formField systemFields.moneys.fields.note.fields.value value=system.moneys.note.value localize=true}}
{{formField systemFields.moneys.fields.platinum.fields.value value=system.moneys.platinum.value localize=true}} {{formField systemFields.moneys.fields.steam.fields.value value=system.moneys.steam.value localize=true}}
</div> </div>
</fieldset> </fieldset>
@@ -17,7 +17,7 @@
<div class="equipments"> <div class="equipments">
{{#each equipments as |item|}} {{#each equipments as |item|}}
<div class="equipment" data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}"> <div class="equipment" data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}">
<img class="item-img" src="{{item.img}}" data-tooltip="{{item.name}}" /> <img class="item-img" src="{{item.img}}" data-tooltip="{{item.name}}" data-action="postItemToChat" />
<div class="name" data-tooltip="{{{item.system.description}}}"> <div class="name" data-tooltip="{{{item.system.description}}}">
{{item.name}} {{item.name}}
</div> </div>
+33 -8
View File
@@ -46,6 +46,7 @@
<div class="hp-shields"> <div class="hp-shields">
<div class="hp-item"> <div class="hp-item">
<div class="hp-label">HP</div> <div class="hp-label">HP</div>
<a data-action="hpMinus"><i class="fa-solid fa-minus"></i></a>
<div class="hp-value"> <div class="hp-value">
{{formInput {{formInput
systemFields.hp.fields.value systemFields.hp.fields.value
@@ -53,6 +54,7 @@
disabled=isPlayMode disabled=isPlayMode
}} }}
</div> </div>
<a data-action="hpPlus"><i class="fa-solid fa-plus"></i></a>
<div class="hp-separator">/</div> <div class="hp-separator">/</div>
<div class="hp-max"> <div class="hp-max">
{{formInput {{formInput
@@ -63,25 +65,28 @@
</div> </div>
</div> </div>
<div class="hp-item"> <div class="hp-item">
<div class="hp-label">MAGIC</div> <div class="hp-label">MANA</div>
<a data-action="manaPointsMinus"><i class="fa-solid fa-minus"></i></a>
<div class="hp-value"> <div class="hp-value">
{{formInput {{formInput
systemFields.magicPoints.fields.value systemFields.manaPoints.fields.value
value=system.magicPoints.value value=system.manaPoints.value
disabled=isPlayMode disabled=isPlayMode
}} }}
</div> </div>
<a data-action="manaPointsPlus"><i class="fa-solid fa-plus"></i></a>
<div class="hp-separator">/</div> <div class="hp-separator">/</div>
<div class="hp-max"> <div class="hp-max">
{{formInput {{formInput
systemFields.magicPoints.fields.max systemFields.manaPoints.fields.max
value=system.magicPoints.max value=system.manaPoints.max
disabled=isPlayMode disabled=isPlayMode
}} }}
</div> </div>
</div> </div>
<div class="hp-item"> <div class="hp-item">
<div class="hp-label">ARMOR</div> <div class="hp-label">ARMOR</div>
<a data-action="armorPointsMinus"><i class="fa-solid fa-minus"></i></a>
<div class="hp-value"> <div class="hp-value">
{{formInput {{formInput
systemFields.armorPoints.fields.value systemFields.armorPoints.fields.value
@@ -89,6 +94,7 @@
disabled=isPlayMode disabled=isPlayMode
}} }}
</div> </div>
<a data-action="armorPointsPlus"><i class="fa-solid fa-plus"></i></a>
<div class="hp-separator">/</div> <div class="hp-separator">/</div>
<div class="hp-max"> <div class="hp-max">
{{formInput {{formInput
@@ -98,6 +104,26 @@
}} }}
</div> </div>
</div> </div>
<div class="hp-item">
<div class="hp-label" data-tooltip="Action Points">AP</div>
<a data-action="actionPointsMinus"><i class="fa-solid fa-minus"></i></a>
<div class="hp-value">
{{formInput
systemFields.actionPoints.fields.value
value=system.actionPoints.value
disabled=isPlayMode
}}
</div>
<a data-action="actionPointsPlus"><i class="fa-solid fa-plus"></i></a>
<div class="hp-separator">/</div>
<div class="hp-max">
{{formInput
systemFields.actionPoints.fields.max
value=system.actionPoints.max
disabled=isPlayMode
}}
</div>
</div>
</div> </div>
</div> </div>
</div> </div>
@@ -266,7 +292,7 @@
<div class="race-content"> <div class="race-content">
{{#if race}} {{#if race}}
<div class="race-item" data-item-id="{{race.id}}" data-item-uuid="{{race.uuid}}"> <div class="race-item" data-item-id="{{race.id}}" data-item-uuid="{{race.uuid}}">
<img class="item-img" src="{{race.img}}" data-tooltip="{{race.name}}" /> <img class="item-img" src="{{race.img}}" data-tooltip="{{race.name}}" data-action="postItemToChat" />
<div class="race-name">{{race.name}}</div> <div class="race-name">{{race.name}}</div>
<div class="controls"> <div class="controls">
<a data-tooltip="{{localize 'PRISMRPG.Edit'}}" data-action="edit" data-item-id="{{race.id}}" <a data-tooltip="{{localize 'PRISMRPG.Edit'}}" data-action="edit" data-item-id="{{race.id}}"
@@ -292,7 +318,7 @@
<div class="class-content"> <div class="class-content">
{{#if classItem}} {{#if classItem}}
<div class="class-item" data-item-id="{{classItem.id}}" data-item-uuid="{{classItem.uuid}}"> <div class="class-item" data-item-id="{{classItem.id}}" data-item-uuid="{{classItem.uuid}}">
<img class="item-img" src="{{classItem.img}}" data-tooltip="{{classItem.name}}" /> <img class="item-img" src="{{classItem.img}}" data-tooltip="{{classItem.name}}" data-action="postItemToChat" />
<div class="class-name">{{classItem.name}}</div> <div class="class-name">{{classItem.name}}</div>
<div class="controls"> <div class="controls">
<a data-tooltip="{{localize 'PRISMRPG.Edit'}}" data-action="edit" data-item-id="{{classItem.id}}" <a data-tooltip="{{localize 'PRISMRPG.Edit'}}" data-action="edit" data-item-id="{{classItem.id}}"
@@ -327,6 +353,5 @@
</div> </div>
</div> </div>
</div> </div>
</div>
</section> </section>
-52
View File
@@ -1,52 +0,0 @@
<section class="tab character-{{tab.id}} {{tab.cssClass}}" data-tab="{{tab.id}}" data-group="{{tab.group}}">
<div class="main-div">
<fieldset>
<legend>{{localize "PRISMRPG.Label.divinityPoints"}}</legend>
<div class="miracle-details">
<div class="miracle-detail">
<span>Current</span>
{{formField systemFields.divinityPoints.fields.value value=system.divinityPoints.value localize=true}}
<a data-action="divinityPointsPlus"><i class="fa-solid fa-hexagon-plus"></i></a>
<a data-action="divinityPointsMinus"><i class="fa-solid fa-hexagon-minus"></i></a>
<span>Max</span>
{{formField systemFields.divinityPoints.fields.max value=system.divinityPoints.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>
+3 -3
View File
@@ -11,8 +11,8 @@
<div class="skill {{#if item.system.isCoreSkill}}is-core-skill{{/if}}" <div class="skill {{#if item.system.isCoreSkill}}is-core-skill{{/if}}"
data-item-id="{{item.id}}" data-item-id="{{item.id}}"
data-item-uuid="{{item.uuid}}"> data-item-uuid="{{item.uuid}}">
<img class="item-img" src="{{item.img}}" data-tooltip="{{item.name}}" /> <img class="item-img" src="{{item.img}}" data-tooltip="{{item.name}}\nClick to post to chat" data-action="postItemToChat" />
<div class="name"> <div class="name" data-tooltip="{{item.system.description}}">
<a class="rollable" data-roll-type="skill" data-roll-key="{{item.id}}"> <a class="rollable" data-roll-type="skill" data-roll-key="{{item.id}}">
<i class="lf-roll-small fa-duotone fa-solid fa-dice-d10"></i> <i class="lf-roll-small fa-duotone fa-solid fa-dice-d10"></i>
{{item.name}} {{item.name}}
@@ -46,7 +46,7 @@
<div class="racial-abilities"> <div class="racial-abilities">
{{#each racialAbilities as |item|}} {{#each racialAbilities as |item|}}
<div class="racial-ability " data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}"> <div class="racial-ability " data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}">
<img class="item-img" src="{{item.img}}" data-tooltip="{{item.name}}" /> <img class="item-img" src="{{item.img}}" data-tooltip="{{item.name}}\nClick to post to chat" data-action="postItemToChat" />
<div class="name" data-tooltip="{{{item.description}}}<br><br>{{item.path}}" data-tooltip-direction="UP"> <div class="name" data-tooltip="{{{item.description}}}<br><br>{{item.path}}" data-tooltip-direction="UP">
{{item.name}} {{item.name}}
</div> </div>
+3 -23
View File
@@ -1,22 +1,6 @@
<section class="tab character-{{tab.id}} {{tab.cssClass}}" data-tab="{{tab.id}}" data-group="{{tab.group}}"> <section class="tab character-{{tab.id}} {{tab.cssClass}}" data-tab="{{tab.id}}" data-group="{{tab.group}}">
<div class="main-div"> <div class="main-div">
<fieldset>
<legend>{{localize "PRISMRPG.Label.aetherPoints"}}</legend>
<div class="spell-details">
<div class="spell-detail">
<span>Current</span>
{{formField systemFields.aetherPoints.fields.value value=system.aetherPoints.value localize=true}}
<a data-action="aetherPointsPlus"><i class="fa-solid fa-hexagon-plus"></i></a>
<a data-action="aetherPointsMinus"><i class="fa-solid fa-hexagon-minus"></i></a>
<span>Max</span>
{{formField systemFields.aetherPoints.fields.max value=system.aetherPoints.max localize=true
disabled=isPlayMode}}
</div>
</div>
</fieldset>
<fieldset> <fieldset>
<legend>{{localize "PRISMRPG.Label.spells"}}{{#if isEditMode}}<a class="action" data-tooltip="{{localize " <legend>{{localize "PRISMRPG.Label.spells"}}{{#if isEditMode}}<a class="action" data-tooltip="{{localize "
PRISMRPG.Tooltip.addSpell"}}" data-tooltip-direction="UP"><i class="fas fa-plus" PRISMRPG.Tooltip.addSpell"}}" data-tooltip-direction="UP"><i class="fas fa-plus"
@@ -24,17 +8,13 @@
<div class="spells"> <div class="spells">
{{#each spells as |item|}} {{#each spells as |item|}}
<div class="spell" data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}" data-drag="true"> <div class="spell" data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}" data-drag="true">
<img class="item-img" src="{{item.img}}" data-tooltip="{{item.name}}" /> <img class="item-img" src="{{item.img}}" data-tooltip="{{item.name}}" data-action="postItemToChat" />
<div class="name"> <div class="name">
{{item.name}} {{item.name}}
</div> </div>
<a class="rollable" data-roll-type="spell-attack" data-roll-key="{{item.id}}" data-tooltip="Spell Attack"> <a class="rollable" data-roll-type="spell-cast" data-roll-key="{{item.id}}" data-tooltip="Cast Spell">
<i class="lf-roll-small fa-solid fa-swords" data-roll-type="spell-attack" data-roll-key="{{item.id}}"></i> <i class="fa-duotone fa-solid fa-wand-magic-sparkles" data-roll-type="spell-cast" data-roll-key="{{item.id}}"></i>
</a>
<a class="rollable" data-roll-type="spell-power" data-roll-key="{{item.id}}" data-tooltip="Spell Power">
<i class="fa-duotone fa-solid fa-stars" data-roll-type="spell-power" data-roll-key="{{item.id}}"></i>
</a> </a>
<div class="controls"> <div class="controls">
-257
View File
@@ -1,257 +0,0 @@
<section class="character-subattributes tab" data-group="sheet" data-tab="subattributes">
{{log "character-subattributes" this}}
<div class="subattributes-content">
<h2 class="section-header">
<i class="fa-solid fa-diagram-project"></i>
Sub-Attributes
</h2>
<p class="section-description">
Sub-attributes are derived from the average of two primary characteristics.
</p>
<div class="subattributes-list">
{{#each (entries config.SUB_ATTRIBUTES) as |entry|}}
{{#with entry.1 as |subAttr|}}
<div class="subattribute-item">
<div class="subattribute-header">
<div class="subattribute-name">
<i class="fa-solid fa-circle-nodes"></i>
<span>{{localize subAttr.label}}</span>
</div>
<div class="subattribute-value">
<input
type="text"
value="{{lookup ../system.subAttributes subAttr.id 'value'}}"
disabled
readonly
/>
</div>
</div>
<div class="subattribute-details">
<div class="subattribute-parents">
<span class="parent-label">From:</span>
{{#each subAttr.parents as |parentKey|}}
<span class="parent-char">
{{uppercase parentKey}}
({{lookup ../../system.characteristics parentKey 'value'}})
</span>
{{/each}}
</div>
<div class="subattribute-description">
{{localize subAttr.description}}
</div>
</div>
</div>
{{/with}}
{{/each}}
</div>
</div>
</section>
<div class="subattributes-wrapper">
{{! Character Header with Age, Length, Weight, Sex, Skin, Hair }}
<div class="character-bio-header">
<div class="bio-row">
<div class="bio-field">
<label>Age</label>
{{formInput
systemFields.bio.fields.age
value=system.bio.age
disabled=isPlayMode
}}
</div>
<div class="bio-field">
<label>Length</label>
{{formInput
systemFields.bio.fields.length
value=system.bio.length
disabled=isPlayMode
}}
</div>
<div class="bio-field">
<label>Weight</label>
{{formInput
systemFields.bio.fields.weight
value=system.bio.weight
disabled=isPlayMode
}}
</div>
</div>
<div class="bio-row">
<div class="bio-field">
<label>Sex</label>
{{formInput
systemFields.bio.fields.sex
value=system.bio.sex
disabled=isPlayMode
}}
</div>
<div class="bio-field">
<label>Skin</label>
{{formInput
systemFields.bio.fields.skin
value=system.bio.skin
disabled=isPlayMode
}}
</div>
<div class="bio-field">
<label>Hair</label>
{{formInput
systemFields.bio.fields.hair
value=system.bio.hair
disabled=isPlayMode
}}
</div>
</div>
</div>
{{! Sub-Attributes Table }}
<div class="subattributes-section">
<h3 class="section-title">Sub-Attribute</h3>
<div class="subattributes-table">
<div class="subattr-column">
<div class="subattr-header">Prowess</div>
<div class="subattr-cell">
{{formInput
systemFields.subattributes.fields.prowess
value=system.subattributes.prowess
disabled=isPlayMode
}}
</div>
<div class="subattr-header">Vigor</div>
<div class="subattr-cell">
{{formInput
systemFields.subattributes.fields.vigor
value=system.subattributes.vigor
disabled=isPlayMode
}}
</div>
<div class="subattr-header">Competence</div>
<div class="subattr-cell">
{{formInput
systemFields.subattributes.fields.competence
value=system.subattributes.competence
disabled=isPlayMode
}}
</div>
<div class="subattr-header">Authority</div>
<div class="subattr-cell">
{{formInput
systemFields.subattributes.fields.authority
value=system.subattributes.authority
disabled=isPlayMode
}}
</div>
<div class="subattr-header">Presence</div>
<div class="subattr-cell">
{{formInput
systemFields.subattributes.fields.presence
value=system.subattributes.presence
disabled=isPlayMode
}}
</div>
</div>
<div class="subattr-column">
<div class="subattr-header">Willpower</div>
<div class="subattr-cell">
{{formInput
systemFields.subattributes.fields.willpower
value=system.subattributes.willpower
disabled=isPlayMode
}}
</div>
<div class="subattr-header">Resilience</div>
<div class="subattr-cell">
{{formInput
systemFields.subattributes.fields.resilience
value=system.subattributes.resilience
disabled=isPlayMode
}}
</div>
<div class="subattr-header">Cunning</div>
<div class="subattr-cell">
{{formInput
systemFields.subattributes.fields.cunning
value=system.subattributes.cunning
disabled=isPlayMode
}}
</div>
<div class="subattr-header">Guile</div>
<div class="subattr-cell">
{{formInput
systemFields.subattributes.fields.guile
value=system.subattributes.guile
disabled=isPlayMode
}}
</div>
<div class="subattr-header">Sovereignty</div>
<div class="subattr-cell">
{{formInput
systemFields.subattributes.fields.sovereignty
value=system.subattributes.sovereignty
disabled=isPlayMode
}}
</div>
</div>
<div class="subattr-column">
<div class="subattr-header">Stamina</div>
<div class="subattr-cell">
{{formInput
systemFields.subattributes.fields.stamina
value=system.subattributes.stamina
disabled=isPlayMode
}}
</div>
<div class="subattr-header">Initiative</div>
<div class="subattr-cell">
{{formInput
systemFields.subattributes.fields.initiative
value=system.subattributes.initiative
disabled=isPlayMode
}}
</div>
<div class="subattr-header">Wit</div>
<div class="subattr-cell">
{{formInput
systemFields.subattributes.fields.wit
value=system.subattributes.wit
disabled=isPlayMode
}}
</div>
<div class="subattr-header">Grace</div>
<div class="subattr-cell">
{{formInput
systemFields.subattributes.fields.grace
value=system.subattributes.grace
disabled=isPlayMode
}}
</div>
<div class="subattr-header">Tenacity</div>
<div class="subattr-cell">
{{formInput
systemFields.subattributes.fields.tenacity
value=system.subattributes.tenacity
disabled=isPlayMode
}}
</div>
</div>
</div>
</div>
{{! Proficiencies Section }}
<div class="proficiencies-section">
<h3 class="section-title">Proficiencies</h3>
<div class="proficiencies-box">
{{formInput
systemFields.proficiencies
value=system.proficiencies
disabled=isPlayMode
type="textarea"
}}
</div>
</div>
</div>
</section>
+186 -75
View File
@@ -1,110 +1,221 @@
{{!log 'chat-message' this}} {{!log "chat-message" this}}
<div class="{{cssClass}}"> {{!log "rollTarget" rollTarget}}
<div class="intro-chat"> {{!log "rollData" rollData}}
<div class="intro-img"> <div class="{{cssClass}} prismrpg-chat-card">
<div class="chat-header">
<div class="chat-portrait">
<img src="{{actingCharImg}}" data-tooltip="{{actingCharName}}" /> <img src="{{actingCharImg}}" data-tooltip="{{actingCharName}}" />
</div> </div>
<div class="chat-title">
<div class="intro-right"> <div class="actor-name">{{actingCharName}}</div>
<span><STRONG>{{actingCharName}} - {{upperFirst rollName}}</STRONG></span> <div class="roll-name">{{upperFirst rollName}}</div>
{{#if (match rollType "attack")}} {{#if (match rollType "attack")}}
<span>Attack roll !</span> <div class="roll-type-badge attack">Attack Roll</div>
{{/if}}
{{#if (match rollType "defense")}}
<span>Defense roll !</span>
{{/if}}
{{#if (eq rollData.favor "favor")}}
<span><strong>Favor roll</strong></span>
{{/if}}
{{#if (eq rollData.favor "disfavor")}}
<span><strong>Disfavor roll</strong></span>
{{/if}} {{/if}}
{{#if badResult}} {{#if badResult}}
<span><strong>{{localize "PRISMRPG.Label.otherResult"}}</strong> <div class="bad-result">{{localize "PRISMRPG.Label.otherResult"}}: {{badResult}}</div>
: {{/if}}
{{badResult}}</span> </div>
</div>
<div class="chat-content">
{{#if rollTarget.weapon}}
<div class="weapon-info-card">
<div class="weapon-header">
<strong class="weapon-name">{{rollTarget.weapon.name}}</strong>
{{#if rollTarget.weapon.system.isImplement}}
<span class="badge implement">Implement</span>
{{/if}}
{{#if rollData.attackAttribute}}
<span class="attribute-used">
({{#if (eq rollData.attackAttribute "str")}}Strength{{else}}Dexterity{{/if}})
</span>
{{/if}}
</div>
<div class="weapon-stats">
{{#if rollTarget.weapon.system.weaponGroup}}
<div class="stat-item">
<i class="fas fa-shield-halved"></i>
<span>{{rollTarget.weapon.system.weaponGroup}}</span>
</div>
{{/if}}
{{#if rollTarget.weapon.system.apc}}
<div class="stat-item apc">
<i class="fas fa-bolt"></i>
<span>{{rollTarget.weapon.system.apc}} APC</span>
</div>
{{/if}}
{{#if rollTarget.weapon.system.damage}}
<div class="stat-item damage">
<i class="fas fa-dice-d20"></i>
<span>{{rollTarget.weapon.system.damage}}</span>
</div>
{{/if}}
{{#if rollTarget.weapon.system.damageType}}
<div class="stat-item">
<i class="fas fa-burst"></i>
<span>
{{#if rollTarget.weapon.system.damageType.piercing}}P{{/if}}{{#if rollTarget.weapon.system.damageType.bludgeoning}}{{#if rollTarget.weapon.system.damageType.piercing}}/{{/if}}B{{/if}}{{#if rollTarget.weapon.system.damageType.slashing}}{{#if (or rollTarget.weapon.system.damageType.piercing rollTarget.weapon.system.damageType.bludgeoning)}}/{{/if}}S{{/if}}
</span>
</div>
{{/if}}
{{#if (or (gt rollTarget.weapon.system.shortRange 0) (gt rollTarget.weapon.system.longRange 0))}}
<div class="stat-item range">
<i class="fas fa-bow-arrow"></i>
<span>
{{#if (gt rollTarget.weapon.system.shortRange 0)}}{{rollTarget.weapon.system.shortRange}}{{/if}}{{#if (and (gt rollTarget.weapon.system.shortRange 0) (gt rollTarget.weapon.system.longRange 0))}}/{{/if}}{{#if (gt rollTarget.weapon.system.longRange 0)}}{{rollTarget.weapon.system.longRange}}{{/if}}ft
</span>
</div>
{{/if}}
{{#if (gt rollTarget.weapon.system.reloadAPC 0)}}
<div class="stat-item reload">
<i class="fas fa-rotate"></i>
<span>Reload {{rollTarget.weapon.system.reloadAPC}}</span>
</div>
{{/if}}
</div>
</div>
{{/if}} {{/if}}
{{#if rollTarget.weapon}} {{#if (eq rollType "spell-cast")}}
<span>{{rollTarget.weapon.name}}</span> <div class="spell-info-card">
<div class="spell-header">
<strong class="spell-name">Spell Cast</strong>
{{#if (gt rollData.upcastLevel 0)}}
<span class="badge upcast">+{{rollData.upcastLevel}} Levels</span>
{{/if}}
</div>
<div class="spell-stats">
{{#if rollData.mentalCharacteristic}}
<div class="stat-item characteristic">
<i class="fas fa-brain"></i>
<span>{{rollData.mentalCharacteristic}} ({{rollData.mentalCharValue}})</span>
</div>
{{/if}}
<div class="stat-item mana">
<i class="fas fa-flask"></i>
<span>{{rollData.totalManaCost}} Mana</span>
</div>
<div class="stat-item apc">
<i class="fas fa-bolt"></i>
<span>{{rollData.totalAPC}} APC</span>
</div>
{{#if (gt rollData.manaUpkeep 0)}}
<div class="stat-item upkeep">
<i class="fas fa-repeat"></i>
<span>{{rollData.manaUpkeep}}/round</span>
</div>
{{/if}}
</div>
</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}}
{{#if rollData.letItFly}} {{#if rollData.letItFly}}
<span>Let It Fly attack ! </span> <div class="special-badge">Let It Fly!</div>
{{/if}} {{/if}}
{{#if rollData.pointBlank}} {{#if rollData.pointBlank}}
<span>Point Blank Range Attack !</span> <div class="special-badge">Point Blank</div>
{{/if}} {{/if}}
{{#if rollData.beyondSkill}} {{#if rollData.beyondSkill}}
<span>Beyond Skill Range Attack !</span> <div class="special-badge">Beyond Skill Range</div>
{{/if}}
{{#if (and rollData.attackerAim (ne rollData.attackerAim "0"))}}
<div class="aiming-info">
<i class="fas fa-crosshairs"></i> Aiming: {{rollData.attackerAim}}
</div>
{{/if}} {{/if}}
<span><strong>Formula</strong> : {{titleFormula}}</span> <div class="formula-display">
<i class="fas fa-calculator"></i> {{titleFormula}}
</div>
{{#if (eq rollType "save")}} {{#if (eq rollType "save")}}
{{#if rollTarget.abilityModifier}} {{#if rollTarget.abilityModifier}}
<span style="font-size: 0.9em;"> <div class="modifier-info">
(Ability Mod: <span>Ability Mod: {{#if (gt rollTarget.abilityModifier 0)}}+{{/if}}{{rollTarget.abilityModifier}}</span>
{{#if <span>Save Bonus: {{#if (gt rollTarget.saveProficiency 0)}}+{{/if}}{{rollTarget.saveProficiency}}</span>
(gt rollTarget.abilityModifier 0) </div>
}}+{{/if}}{{rollTarget.abilityModifier}}, Save Bonus:
{{#if
(gt rollTarget.saveProficiency 0)
}}+{{/if}}{{rollTarget.saveProficiency}})
</span>
{{/if}} {{/if}}
{{/if}} {{/if}}
{{#each diceResults as |result|}} {{#each diceResults as |result|}}
<span>{{result.dice}} : {{result.value}}</span> <div class="dice-breakdown">
<i class="fas fa-dice"></i> {{result.dice}}: {{result.value}}
</div>
{{/each}} {{/each}}
</div> {{#if (eq rollType "weapon-attack")}}
</div> <button class="roll-damage-button" type="button" data-actor-id="{{actorId}}" data-weapon-id="{{rollTarget.weapon._id}}">
{{#if isSave}} <i class="fa-regular fa-face-head-bandage"></i>
<div class="result"> Roll Damage
{{#if (eq resultType "success")}} </button>
{{#if isPrivate}}?{{else}}{{localize "PRISMRPG.Roll.success"}}{{/if}}
{{else}}
{{#if isPrivate}}?{{else}}{{localize "PRISMRPG.Roll.failure"}}{{/if}}
{{/if}} {{/if}}
</div> </div>
{{/if}}
{{#if isResource}}
<div class="result">
{{#if (eq resultType "success")}}
{{#if isPrivate}}?{{else}}{{localize "PRISMRPG.Roll.success"}}{{/if}}
{{else}}
{{#if isPrivate}}?{{else}}{{localize "PRISMRPG.Roll.failure"}}{{#if
isFailure
}} ({{localize "PRISMRPG.Roll.resourceLost"}}){{/if}}{{/if}}
{{/if}}
</div>
{{/if}}
{{#if isDamage}}
<div>
{{#if (and isGM hasTarget)}}
{{{localize
"PRISMRPG.Roll.displayArmor"
targetName=targetName
targetArmor=targetArmor
realDamage=realDamage
}}}
{{/if}}
</div>
{{/if}}
{{#unless isPrivate}} {{#unless isPrivate}}
<div class="dice-result"> <div class="roll-result">
<h4 class="dice-total">{{total}}</h4> <div class="result-total">
<span class="total-label">Result</span>
<span class="total-value">{{total}}</span>
</div> </div>
{{#if D30result}} {{#if D30result}}
<div class="dice-result"> <div class="d30-result">
<h4 class="dice-total">D30 result: {{D30result}}</h4> <i class="fas fa-dice-d20"></i> D30: {{D30result}}
</div>
{{/if}}
</div>
{{/unless}}
{{#if isSave}}
<div class="result-badge {{resultType}}">
{{#if isPrivate}}
?
{{else}}
{{#if (eq resultType "success")}}
<i class="fas fa-check-circle"></i> {{localize "PRISMRPG.Roll.success"}}
{{else}}
<i class="fas fa-times-circle"></i> {{localize "PRISMRPG.Roll.failure"}}
{{/if}}
{{/if}}
</div> </div>
{{/if}} {{/if}}
{{/unless}} {{#if isResource}}
<div class="result-badge {{resultType}}">
{{#if isPrivate}}
?
{{else}}
{{#if (eq resultType "success")}}
<i class="fas fa-check-circle"></i> {{localize "PRISMRPG.Roll.success"}}
{{else}}
<i class="fas fa-times-circle"></i> {{localize "PRISMRPG.Roll.failure"}}{{#if isFailure}} ({{localize "PRISMRPG.Roll.resourceLost"}}){{/if}}
{{/if}}
{{/if}}
</div>
{{/if}}
{{#if isDamage}}
{{#if (and isGM hasTarget)}}
<div class="damage-info">
{{{localize "PRISMRPG.Roll.displayArmor" targetName=targetName targetArmor=targetArmor realDamage=realDamage}}}
</div>
{{/if}}
{{/if}}
</div> </div>
+1 -1
View File
@@ -61,7 +61,7 @@
<legend>{{localize "PRISMRPG.Label.classFeatures"}}</legend> <legend>{{localize "PRISMRPG.Label.classFeatures"}}</legend>
{{#each system.features as |feature level|}} {{#each system.features as |feature level|}}
<label>{{localize "PRISMRPG.Label.level"}} {{inc @key}}</label> <label>{{localize "PRISMRPG.Label.level"}} {{replace @key "level" ""}}</label>
{{formInput {{formInput
(lookup ../systemFields.features.fields @key) (lookup ../systemFields.features.fields @key)
enriched=(lookup ../enrichedFeatures @key) enriched=(lookup ../enrichedFeatures @key)
-119
View File
@@ -1,119 +0,0 @@
<div class="prismrpg-roll-dialog">
<fieldSet class="">
<legend>{{localize (concat "PRISMRPG.Label." rollType)}} - {{actorName}}</legend>
{{#if rollTarget.tokenId}}
<div class="dialog-save">
<a class="goto-token-button" data-action="gotoToken" data-token-id="{{rollTarget.tokenId}}">{{localize
"PRISMRPG.Label.gotoToken"}} </a>
</div>
{{/if}}
{{#if (match rollType "attack")}}
<div class="dialog-save">Attack roll ! - {{rollTarget.name}}</div>
{{/if}}
{{#if (match rollType "defense")}}
<div class="dialog-save">Defense roll ! - {{rollTarget.name}}</div>
{{/if}}
{{#if hasModifier}}
<div class="dialog-save">{{upperFirst rollName}} : {{baseFormula}} + {{baseValue}}</div>
{{else}}
<div class="dialog-save">{{upperFirst rollName}} : {{baseFormula}}</div>
{{/if}}
{{#if rollTarget.weapon}}
<div class="dialog-save">{{localize "PRISMRPG.Label.baseModifier"}} : {{rollTarget.charModifier}}</div>
<div class="dialog-save">{{localize "PRISMRPG.Label.weapon"}} : {{rollTarget.weapon.name}}</div>
<div class="dialog-save">{{localize "PRISMRPG.Label.skill"}} : {{rollTarget.name}}</div>
<div class="dialog-save">{{localize "PRISMRPG.Label.skillBonus"}} : {{rollTarget.weaponSkillModifier}}</div>
{{/if}}
{{#if (match rollType "attack")}}
<div class="dialog-save">Add Granted Attack Dice
<input type="checkbox" data-action="selectGranted" name="granted">
</div>
{{#if rollTarget.weapon}}
{{#if (eq rollTarget.weapon.system.weaponType "melee")}}
{{else}}
<div class="dialog-save">Point Blank Range Attack
<input type="checkbox" data-action="selectPointBlank" name="pointBlankV">
</div>
<div class="dialog-save">Beyond Skill Range Attack
<input type="checkbox" data-action="selectBeyondSkill" name="beyondSkillV">
</div>
<div class="dialog-save">Let it Fly (Pure D20E)
<input type="checkbox" data-action="selectLetItFly" name="letItFlyV">
</div>
<div class="dialog-save">Aiming
<select name="attackerAim" data-tooltip-direction="UP">
{{selectOptions attackerAimChoices selected=attackerAim}}
</select>
</div>
{{/if}}
{{/if}}
{{/if}}
{{#if (match rollType "defense")}}
<div class="dialog-save">Add Granted Defense Dice
<input type="checkbox" data-action="selectGranted" name="granted">
</div>
{{/if}}
{{#if (match rollType "damage")}}
<div class="dialog-save">Add Granted Damage Dice
<input type="checkbox" data-action="selectGranted" name="granted">
</div>
{{/if}}
{{#if rollTarget.staticModifier}}
<div class="dialog-save">Static modifier : +{{rollTarget.staticModifier}}</div>
{{/if}}
</fieldSet>
{{#if hasFavor}}
<fieldSet class="dialog-favor">
<legend>{{localize "PRISMRPG.Roll.favorDisfavor"}}</legend>
<select name="favor" class="favor-choice" data-tooltip-direction="UP">
{{selectOptions choiceFavor selected=favor}}
</select>
</fieldSet>
{{/if}}
{{#if hasModifier}}
<fieldSet class="dialog-modifier">
<legend>{{localize "PRISMRPG.Roll.modifierBonusMalus"}}</legend>
<select name="modifier" data-tooltip-direction="UP">
{{selectOptions choiceModifier selected=modifier}}
</select>
{{#if (eq rollType "save")}}
{{#if rollTarget.magicUser}}
<div>
<span>Save against spell (+{{rollTarget.actorModifiers.saveModifier}}) ?</span>
<input type="checkbox" name="saveSpellCheck" data-action="saveSpellCheck">
</div>
{{/if}}
{{/if}}
</fieldSet>
{{/if}}
{{#if hasChangeDice}}
<fieldSet class="dialog-modifier">
<legend>{{localize "PRISMRPG.Roll.changeDice"}}</legend>
<select name="changeDice" data-tooltip-direction="UP">
{{selectOptions choiceDice selected=changeDice}}
</select>
</fieldSet>
{{/if}}
<fieldSet>
<legend>{{localize "PRISMRPG.Roll.visibility"}}</legend>
<select name="visibility">
{{selectOptions rollModes selected=visibility localize=true}}
</select>
</fieldSet>
</div>
+218
View File
@@ -0,0 +1,218 @@
<div class="prismrpg-roll-dialog-modern">
{{! Header with character info }}
<div class="dialog-header">
<div class="character-info">
<div class="character-name">{{actorName}}</div>
{{#if rollTarget.weapon}}
<div class="item-name weapon">
<i class="fas fa-sword"></i>
<strong>{{rollTarget.weapon.name}}</strong>
</div>
{{/if}}
{{#if rollTarget.type}}
{{#if (eq rollTarget.type "spell")}}
<div class="item-name spell">
<i class="fas fa-magic"></i>
<strong>{{rollTarget.name}}</strong>
</div>
{{/if}}
{{/if}}
</div>
</div>
<div class="dialog-content">
{{! Weapon Options }}
{{#if rollTarget.weapon}}
<div class="option-section weapon-section">
<div class="section-title">
<i class="fas fa-crosshairs"></i>
<span>Weapon Options</span>
</div>
{{! Display weapon ranges }}
{{#if (or (gt rollTarget.weapon.system.shortRange 0) (gt rollTarget.weapon.system.longRange 0))}}
<div class="info-display">
<i class="fas fa-bullseye"></i>
<span class="info-text">
{{#if (gt rollTarget.weapon.system.shortRange 0)}}
Short: {{rollTarget.weapon.system.shortRange}} ft
{{/if}}
{{#if (gt rollTarget.weapon.system.longRange 0)}}
{{#if (gt rollTarget.weapon.system.shortRange 0)}}{{/if}}
Long: {{rollTarget.weapon.system.longRange}} ft
{{/if}}
</span>
</div>
{{/if}}
{{! STR or DEX choice }}
{{#if (or (eq rollType "weapon-attack") (eq rollType "weapon-damage-small") (eq rollType "weapon-damage-medium"))}}
<div class="option-row">
<label>Attack with:</label>
<select name="attackAttribute" class="styled-select">
<option value="str" {{#if (eq rollTarget.weapon.system.weaponType "melee")}}selected{{/if}}>
<i class="fas fa-dumbbell"></i> Strength (+{{rollTarget.strMod}})
</option>
<option value="dex" {{#if (eq rollTarget.weapon.system.weaponType "ranged")}}selected{{/if}}>
<i class="fas fa-running"></i> Dexterity (+{{rollTarget.dexMod}})
</option>
</select>
</div>
{{/if}}
{{! Ranged weapon checkboxes }}
{{#if (eq rollTarget.weapon.system.weaponType "ranged")}}
{{#if (or (eq rollType "weapon-attack") (eq rollType "monster-attack"))}}
<div class="checkbox-group">
<label class="checkbox-label">
<input type="checkbox" name="pointBlank" data-action="selectPointBlank" />
<span class="checkbox-text">
<i class="fas fa-bullseye-arrow"></i>
Point Blank Range
</span>
</label>
<label class="checkbox-label">
<input type="checkbox" name="beyondSkill" data-action="selectBeyondSkill" />
<span class="checkbox-text">
<i class="fas fa-exclamation-triangle"></i>
Beyond Skill Range
</span>
</label>
<label class="checkbox-label">
<input type="checkbox" name="letItFly" data-action="selectLetItFly" />
<span class="checkbox-text">
<i class="fas fa-dice-d20"></i>
Let it Fly (Pure D20E)
</span>
</label>
</div>
<div class="option-row">
<label>Aiming:</label>
<select name="attackerAim" class="styled-select">
{{selectOptions attackerAimChoices selected="simple"}}
</select>
</div>
{{/if}}
{{/if}}
</div>
{{/if}}
{{! Spell Options }}
{{#if rollTarget.type}}
{{#if (eq rollTarget.type "spell")}}
<div class="option-section spell-section">
<div class="section-title">
<i class="fas fa-wand-magic"></i>
<span>Spell Options</span>
</div>
{{! Spell info display }}
<div class="spell-info-display">
<div class="info-badge characteristic">
<i class="fas fa-brain"></i>
<span>{{rollTarget.mentalCharacteristic}} ({{rollTarget.mentalCharValue}}, +{{rollTarget.value}})</span>
</div>
<div class="info-badge mana">
<i class="fas fa-flask"></i>
<span>{{rollTarget.system.manaCost}} Mana</span>
</div>
<div class="info-badge apc">
<i class="fas fa-bolt"></i>
<span>{{rollTarget.system.apc}} APC</span>
</div>
{{#if (gt rollTarget.system.manaUpkeep 0)}}
<div class="info-badge upkeep">
<i class="fas fa-repeat"></i>
<span>{{rollTarget.system.manaUpkeep}}/round</span>
</div>
{{/if}}
</div>
{{! Upcast option }}
{{#if rollTarget.system.canAscend}}
<div class="option-row">
<label>Upcast Level:</label>
<select name="upcastLevel" class="styled-select">
<option value="0">Base Level ({{rollTarget.system.level}})</option>
<option value="1">+1 Level (+1 Mana, +1 APC)</option>
<option value="2">+2 Levels (+2 Mana, +2 APC)</option>
<option value="3">+3 Levels (+3 Mana, +3 APC)</option>
<option value="4">+4 Levels (+4 Mana, +4 APC)</option>
<option value="5">+5 Levels (+5 Mana, +5 APC)</option>
<option value="6">+6 Levels (+6 Mana, +6 APC)</option>
<option value="7">+7 Levels (+7 Mana, +7 APC)</option>
</select>
</div>
{{/if}}
</div>
{{/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">
<div class="section-title">
<i class="fas fa-balance-scale"></i>
<span>{{localize "PRISMRPG.Roll.advantageDisadvantage"}}</span>
</div>
<div class="option-row">
<select name="advantage" class="styled-select advantage-select">
{{selectOptions choiceAdvantage selected=advantage}}
</select>
</div>
</div>
{{/if}}
{{! Modifier }}
{{#if hasModifier}}
<div class="option-section">
<div class="section-title">
<i class="fas fa-plus-minus"></i>
<span>{{localize "PRISMRPG.Roll.modifierBonusMalus"}}</span>
</div>
<div class="option-row">
<select name="modifier" class="styled-select modifier-select">
{{selectOptions choiceModifier selected=modifier}}
</select>
</div>
</div>
{{/if}}
{{! Visibility }}
<div class="option-section">
<div class="section-title">
<i class="fas fa-eye"></i>
<span>{{localize "PRISMRPG.Roll.visibility"}}</span>
</div>
<div class="option-row">
<select name="visibility" class="styled-select">
{{selectOptions rollModes selected=visibility localize=true}}
</select>
</div>
</div>
</div>
</div>
+130 -39
View File
@@ -1,51 +1,142 @@
<div class="prismrpg-roll-dialog"> <div class="prismrpg-roll-dialog">
<fieldSet> <fieldSet>
<legend>{{localize (concat "PRISMRPG.Label." rollType)}} <legend>{{actorName}}</legend>
-
{{actorName}}</legend>
{{#if hasModifier}}
<div class="dialog-save">
<strong>{{upperFirst rollName}}</strong>
:
{{dice}}
+
{{baseValue}}
</div>
{{#if (eq rollType "save")}}
<div class="dialog-save" style="font-size: 0.9em; color: #666;">
(Ability Mod:
{{#if
(gt rollTarget.abilityModifier 0)
}}+{{/if}}{{rollTarget.abilityModifier}}
+ Save Bonus:
{{#if
(gt rollTarget.saveProficiency 0)
}}+{{/if}}{{rollTarget.saveProficiency}})
</div>
{{/if}}
{{else}}
<div class="dialog-save">
<strong>{{upperFirst rollName}}</strong>
:
{{dice}}
</div>
{{/if}}
{{#if rollTarget.weapon}} {{#if rollTarget.weapon}}
<div class="dialog-save"> <div class="dialog-save">
{{localize "PRISMRPG.Label.weapon"}} <strong>{{rollTarget.weapon.name}}</strong>
:
{{rollTarget.weapon.name}}
</div>
<div class="dialog-save">
{{localize "PRISMRPG.Label.skill"}}
:
{{rollTarget.name}}
</div> </div>
{{/if}} {{/if}}
</fieldSet> </fieldSet>
{{#if rollTarget.weapon}}
{{! Weapon-specific options }}
<fieldSet class="dialog-weapon-options">
<legend>Weapon Options</legend>
{{! Display weapon ranges if set }}
{{#if (or (gt rollTarget.weapon.system.shortRange 0) (gt rollTarget.weapon.system.longRange 0))}}
<div class="dialog-save" style="font-size: 0.9em; color: #666; margin-bottom: 0.5em;">
{{#if (gt rollTarget.weapon.system.shortRange 0)}}
<span>Short Range: {{rollTarget.weapon.system.shortRange}} ft</span>
{{/if}}
{{#if (gt rollTarget.weapon.system.longRange 0)}}
{{#if (gt rollTarget.weapon.system.shortRange 0)}}{{/if}}
<span>Long Range: {{rollTarget.weapon.system.longRange}} ft</span>
{{/if}}
</div>
{{/if}}
{{! Choose STR or DEX for attack/damage rolls }}
{{#if (or (eq rollType "weapon-attack") (eq rollType "weapon-damage-small") (eq rollType "weapon-damage-medium"))}}
<div class="dialog-save">
<label>Attack with:</label>
<select name="attackAttribute" data-tooltip-direction="UP">
<option value="str" {{#if (eq rollTarget.weapon.system.weaponType "melee")}}selected{{/if}}>Strength (+{{rollTarget.strMod}})</option>
<option value="dex" {{#if (eq rollTarget.weapon.system.weaponType "ranged")}}selected{{/if}}>Dexterity (+{{rollTarget.dexMod}})</option>
</select>
</div>
{{/if}}
{{! Ranged weapon specific options }}
{{#if (eq rollTarget.weapon.system.weaponType "ranged")}}
{{#if
(or (eq rollType "weapon-attack") (eq rollType "monster-attack"))
}}
<div class="dialog-save">
<label>
<input
type="checkbox"
name="pointBlank"
data-action="selectPointBlank"
/>
Point Blank Range Attack
</label>
</div>
<div class="dialog-save">
<label>
<input
type="checkbox"
name="beyondSkill"
data-action="selectBeyondSkill"
/>
Beyond Skill Range Attack
</label>
</div>
<div class="dialog-save">
<label>
<input
type="checkbox"
name="letItFly"
data-action="selectLetItFly"
/>
Let it Fly (Pure D20E)
</label>
</div>
<div class="dialog-save">
<label>Aiming:</label>
<select name="attackerAim" data-tooltip-direction="UP">
{{selectOptions attackerAimChoices selected="simple"}}
</select>
</div>
{{/if}}
{{/if}}
</fieldSet>
{{/if}}
{{#if rollTarget.type}}
{{#if (eq rollTarget.type "spell")}}
{{! Spell-specific options }}
<fieldSet class="dialog-spell-options">
<legend>Spell Options</legend>
<div class="dialog-save" style="font-size: 0.9em; color: #666; margin-bottom: 0.5em;">
<span>Casting with: {{rollTarget.mentalCharacteristic}} ({{rollTarget.mentalCharValue}}, +{{rollTarget.value}})</span>
<br><span>Base Cost: {{rollTarget.system.manaCost}} Mana, {{rollTarget.system.apc}} APC</span>
{{#if (gt rollTarget.system.manaUpkeep 0)}}
<br><span>Upkeep: {{rollTarget.system.manaUpkeep}} Mana/round</span>
{{/if}}
</div>
{{#if rollTarget.system.canAscend}}
<div class="dialog-save">
<label>Upcast Level:</label>
<select name="upcastLevel" data-tooltip-direction="UP">
<option value="0">Base Level ({{rollTarget.system.level}})</option>
<option value="1">+1 Level (+1 Mana, +1 APC)</option>
<option value="2">+2 Levels (+2 Mana, +2 APC)</option>
<option value="3">+3 Levels (+3 Mana, +3 APC)</option>
<option value="4">+4 Levels (+4 Mana, +4 APC)</option>
<option value="5">+5 Levels (+5 Mana, +5 APC)</option>
<option value="6">+6 Levels (+6 Mana, +6 APC)</option>
<option value="7">+7 Levels (+7 Mana, +7 APC)</option>
</select>
</div>
{{/if}}
</fieldSet>
{{/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}} {{#if hasAdvantage}}
<fieldSet class="dialog-advantage"> <fieldSet class="dialog-advantage">
<legend>{{localize "PRISMRPG.Roll.advantageDisadvantage"}}</legend> <legend>{{localize "PRISMRPG.Roll.advantageDisadvantage"}}</legend>
+12 -16
View File
@@ -11,36 +11,32 @@
<p class="hint">{{localize "PRISMRPG.Hint.isCoreSkill"}}</p> <p class="hint">{{localize "PRISMRPG.Hint.isCoreSkill"}}</p>
</div> </div>
{{!-- Primary Attribute for Skill Checks --}} {{!-- First Sub-Attribute for Skill Checks --}}
<div class="form-group"> <div class="form-group">
<label>{{localize "PRISMRPG.Label.primaryAttribute"}}</label> <label>{{localize "PRISMRPG.Label.subAttribute1"}}</label>
<select name="system.primaryAttribute"> <select name="system.subAttribute1">
{{#each config.CHARACTERISTICS}} {{#each config.SUB_ATTRIBUTES}}
<option value="{{@key}}" {{#if (eq ../system.primaryAttribute @key)}}selected{{/if}}> <option value="{{@key}}" {{#if (eq ../system.subAttribute1 @key)}}selected{{/if}}>
{{localize this.label}} {{localize this.label}}
</option> </option>
{{/each}} {{/each}}
</select> </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> </div>
{{#if system.isCoreSkill}} {{!-- Second Sub-Attribute for Skill Checks --}}
{{!-- Attribute Bonus Selection --}}
<div class="form-group"> <div class="form-group">
<label>{{localize "PRISMRPG.Label.attributeBonusChoice"}}</label> <label>{{localize "PRISMRPG.Label.subAttribute2"}}</label>
<select name="system.attributeBonus"> <select name="system.subAttribute2">
<option value="">{{localize "PRISMRPG.Label.selectAttribute"}}</option> {{#each config.SUB_ATTRIBUTES}}
{{#each config.CHARACTERISTICS}} <option value="{{@key}}" {{#if (eq ../system.subAttribute2 @key)}}selected{{/if}}>
<option value="{{@key}}" {{#if (eq ../system.attributeBonus @key)}}selected{{/if}}>
{{localize this.label}} {{localize this.label}}
</option> </option>
{{/each}} {{/each}}
</select> </select>
<p class="hint">{{localize "PRISMRPG.Hint.attributeBonus"}}</p> <p class="hint">Second sub-attribute used for skill checks</p>
</div> </div>
{{/if}}
{{!-- Notes --}} {{!-- Notes --}}
<fieldset> <fieldset>
<legend>{{localize "PRISMRPG.Label.notes"}}</legend> <legend>{{localize "PRISMRPG.Label.notes"}}</legend>
+8 -9
View File
@@ -71,27 +71,26 @@
</div> </div>
<div class="align-top"> <div class="align-top">
{{! Prism RPG: Projectile Properties }}
{{#if system.isProjectile}}
{{formField {{formField
systemFields.isProjectile systemFields.shortRange
value=system.isProjectile value=system.shortRange
localize=true localize=true
label="PRISMRPG.Label.isProjectile" label="PRISMRPG.Label.shortRange"
}} }}
{{formField {{formField
systemFields.range systemFields.longRange
value=system.range value=system.longRange
localize=true localize=true
label="PRISMRPG.Label.range" label="PRISMRPG.Label.longRange"
}} }}
{{formField {{formField
systemFields.reloadAPC systemFields.reloadAPC
value=system.reloadAPC value=system.reloadAPC
localize=true localize=true
label="PRISMRPG.Label.reloadAPC" label="PRISMRPG.Label.reloadAPC"
}} }}
{{/if}}
{{formField {{formField
systemFields.encLoad systemFields.encLoad