Compare commits
2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| abea77906d | |||
| 7283f5f15b |
@@ -4102,6 +4102,109 @@ i.prismrpg {
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font-family: var(--font-secondary);
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font-family: var(--font-secondary);
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font-size: calc(var(--font-size-standard) * 1.2);
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font-size: calc(var(--font-size-standard) * 1.2);
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}
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}
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.chat-log .message-content .prismrpg-item-chat-card {
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font-family: var(--font-primary);
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border-radius: 4px;
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overflow: hidden;
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background: linear-gradient(135deg, rgba(0, 0, 0, 0.05) 0%, rgba(0, 0, 0, 0.02) 100%);
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border: 1px solid rgba(0, 0, 0, 0.2);
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margin: 2px 0;
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box-shadow: 0 1px 3px rgba(0, 0, 0, 0.1);
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}
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.chat-log .message-content .prismrpg-item-chat-card .item-header {
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display: flex;
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align-items: center;
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justify-content: space-between;
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padding: 4px 8px;
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background: linear-gradient(135deg, #2c2c2c 0%, #1a1a1a 100%);
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border-bottom: 1px solid #444;
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}
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.chat-log .message-content .prismrpg-item-chat-card .item-header h3 {
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margin: 0;
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font-size: 0.95em;
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font-weight: bold;
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color: #d4af37;
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text-shadow: 1px 1px 2px rgba(0, 0, 0, 0.5);
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font-family: var(--font-secondary);
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}
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.chat-log .message-content .prismrpg-item-chat-card .item-header .item-type {
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padding: 1px 6px;
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border-radius: 10px;
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font-size: 0.65em;
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font-weight: bold;
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text-transform: uppercase;
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background: rgba(255, 255, 255, 0.15);
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color: #fff;
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border: 1px solid rgba(255, 255, 255, 0.2);
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letter-spacing: 0.3px;
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}
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.chat-log .message-content .prismrpg-item-chat-card .item-image {
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display: flex;
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justify-content: center;
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align-items: center;
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padding: 6px;
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background: rgba(0, 0, 0, 0.1);
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border-bottom: 1px solid rgba(255, 255, 255, 0.1);
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}
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.chat-log .message-content .prismrpg-item-chat-card .item-image img {
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max-width: 50px;
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max-height: 50px;
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border-radius: 3px;
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border: 1px solid rgba(212, 175, 55, 0.3);
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box-shadow: 0 1px 3px rgba(0, 0, 0, 0.3);
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transition: transform 0.2s ease;
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}
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.chat-log .message-content .prismrpg-item-chat-card .item-image img:hover {
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transform: scale(1.05);
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}
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.chat-log .message-content .prismrpg-item-chat-card .item-description {
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padding: 6px 8px;
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color: #000;
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font-size: 0.8em;
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line-height: 1.3;
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background: rgba(255, 255, 255, 0.8);
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border-bottom: 1px solid rgba(255, 255, 255, 0.1);
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font-style: italic;
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}
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.chat-log .message-content .prismrpg-item-chat-card .item-details {
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padding: 6px 8px;
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display: flex;
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flex-direction: column;
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gap: 3px;
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}
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.chat-log .message-content .prismrpg-item-chat-card .item-details .item-detail {
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display: flex;
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align-items: center;
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padding: 2px 6px;
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background: rgba(255, 255, 255, 0.03);
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border-left: 2px solid rgba(212, 175, 55, 0.5);
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border-radius: 2px;
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font-size: 0.8em;
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}
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.chat-log .message-content .prismrpg-item-chat-card .item-details .item-detail strong {
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color: #d4af37;
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margin-right: 6px;
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min-width: 90px;
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font-weight: bold;
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}
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.chat-log .message-content .prismrpg-item-chat-card .item-details .item-detail:nth-child(even) {
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background: rgba(0, 0, 0, 0.05);
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}
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.chat-log .message-content .prismrpg-item-chat-card.weapon-item .item-header {
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background: linear-gradient(135deg, #c41e3a 0%, #8b0000 100%);
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}
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.chat-log .message-content .prismrpg-item-chat-card.armor-item .item-header {
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background: linear-gradient(135deg, #4a5cf7 0%, #2c3e9e 100%);
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}
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.chat-log .message-content .prismrpg-item-chat-card.spell-item .item-header {
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background: linear-gradient(135deg, #9b59b6 0%, #6c3483 100%);
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}
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.chat-log .message-content .prismrpg-item-chat-card.skill-item .item-header {
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background: linear-gradient(135deg, #16a085 0%, #0e6655 100%);
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}
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.chat-log .message-content .prismrpg-item-chat-card.equipment-item .item-header {
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background: linear-gradient(135deg, #f39c12 0%, #b8730f 100%);
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}
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.application.dialog.prismrpg {
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.application.dialog.prismrpg {
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color: var(--color-dark-1);
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color: var(--color-dark-1);
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}
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}
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@@ -516,6 +516,8 @@
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"skills": "Skills",
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"skills": "Skills",
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"sub-attribute": "Sub-Attribute",
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"sub-attribute": "Sub-Attribute",
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"subattributes": "Sub-Attributes",
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"subattributes": "Sub-Attributes",
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"subAttribute1": "Sub-Attribute 1",
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"subAttribute2": "Sub-Attribute 2",
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"spells": "Spells",
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"spells": "Spells",
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"str": "STR",
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"str": "STR",
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"titleChallenge": "Challenge",
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"titleChallenge": "Challenge",
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@@ -18,10 +18,15 @@ export default class PrismRPGCharacterSheet extends PrismRPGActorSheet {
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rollInitiative: PrismRPGCharacterSheet.#onRollInitiative,
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rollInitiative: PrismRPGCharacterSheet.#onRollInitiative,
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armorHitPointsPlus: PrismRPGCharacterSheet.#onArmorHitPointsPlus,
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armorHitPointsPlus: PrismRPGCharacterSheet.#onArmorHitPointsPlus,
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armorHitPointsMinus: PrismRPGCharacterSheet.#onArmorHitPointsMinus,
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armorHitPointsMinus: PrismRPGCharacterSheet.#onArmorHitPointsMinus,
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armorPointsPlus: PrismRPGCharacterSheet.#onArmorPointsPlus,
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armorPointsMinus: PrismRPGCharacterSheet.#onArmorPointsMinus,
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actionPointsPlus: PrismRPGCharacterSheet.#onActionPointsPlus,
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actionPointsMinus: PrismRPGCharacterSheet.#onActionPointsMinus,
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manaPointsPlus: PrismRPGCharacterSheet.#onManaPointsPlus,
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manaPointsPlus: PrismRPGCharacterSheet.#onManaPointsPlus,
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manaPointsMinus: PrismRPGCharacterSheet.#onManaPointsMinus,
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manaPointsMinus: PrismRPGCharacterSheet.#onManaPointsMinus,
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hpPlus: PrismRPGCharacterSheet.#onHpPlus,
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hpPlus: PrismRPGCharacterSheet.#onHpPlus,
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hpMinus: PrismRPGCharacterSheet.#onHpMinus,
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hpMinus: PrismRPGCharacterSheet.#onHpMinus,
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postItemToChat: PrismRPGCharacterSheet.#onPostItemToChat,
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},
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},
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}
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}
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@@ -158,43 +163,215 @@ export default class PrismRPGCharacterSheet extends PrismRPGActorSheet {
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await this.document.system.rollInitiative()
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await this.document.system.rollInitiative()
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}
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}
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static #onArmorHitPointsPlus(event, target) {
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static async #onArmorHitPointsPlus(event, target) {
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let armorHP = this.actor.system.combat.armorHitPoints
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let armorHP = this.actor.system.combat.armorHitPoints
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armorHP += 1
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armorHP += 1
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this.actor.update({ "system.combat.armorHitPoints": armorHP })
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this.actor.update({ "system.combat.armorHitPoints": armorHP })
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}
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}
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static #onArmorHitPointsMinus(event, target) {
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static async #onArmorHitPointsMinus(event, target) {
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let armorHP = this.actor.system.combat.armorHitPoints
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let armorHP = this.actor.system.combat.armorHitPoints
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armorHP -= 1
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armorHP -= 1
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this.actor.update({ "system.combat.armorHitPoints": Math.max(armorHP, 0) })
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this.actor.update({ "system.combat.armorHitPoints": Math.max(armorHP, 0) })
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}
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}
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static #onManaPointsPlus(event, target) {
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static async #onManaPointsPlus(event, target) {
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let mana = this.actor.system.manaPoints.value
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let mana = this.actor.system.manaPoints.value
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mana += 1
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mana += 1
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this.actor.update({ "system.manaPoints.value": Math.min(mana, this.actor.system.manaPoints.max) })
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this.actor.update({ "system.manaPoints.value": Math.min(mana, this.actor.system.manaPoints.max) })
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}
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}
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static #onManaPointsMinus(event, target) {
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static async #onManaPointsMinus(event, target) {
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let mana = this.actor.system.manaPoints.value
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let mana = this.actor.system.manaPoints.value
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mana -= 1
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mana -= 1
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this.actor.update({ "system.manaPoints.value": Math.max(mana, 0) })
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this.actor.update({ "system.manaPoints.value": Math.max(mana, 0) })
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}
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}
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static #onHpPlus(event, target) {
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static async #onArmorPointsPlus(event, target) {
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let armor = this.actor.system.armorPoints.value
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armor += 1
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this.actor.update({ "system.armorPoints.value": Math.min(armor, this.actor.system.armorPoints.max) })
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}
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static async #onArmorPointsMinus(event, target) {
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let armor = this.actor.system.armorPoints.value
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armor -= 1
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this.actor.update({ "system.armorPoints.value": Math.max(armor, 0) })
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}
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static async#onActionPointsPlus(event, target) {
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let actionPoints = this.actor.system.actionPoints.value
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actionPoints += 1
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this.actor.update({ "system.actionPoints.value": Math.min(actionPoints, this.actor.system.actionPoints.max) })
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}
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static async#onActionPointsMinus(event, target) {
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let actionPoints = this.actor.system.actionPoints.value
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actionPoints -= 1
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this.actor.update({ "system.actionPoints.value": Math.max(actionPoints, 0) })
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}
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static async#onHpPlus(event, target) {
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let hp = this.actor.system.hp.value
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let hp = this.actor.system.hp.value
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hp += 1
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hp += 1
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this.actor.update({ "system.hp.value": Math.min(hp, this.actor.system.hp.max) })
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this.actor.update({ "system.hp.value": Math.min(hp, this.actor.system.hp.max) })
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}
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}
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static #onHpMinus(event, target) {
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static async#onHpMinus(event, target) {
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let hp = this.actor.system.hp.value
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let hp = this.actor.system.hp.value
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hp -= 1
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hp -= 1
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this.actor.update({ "system.hp.value": Math.max(hp, 0) })
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this.actor.update({ "system.hp.value": Math.max(hp, 0) })
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}
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}
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static #onCreateEquipment(event, target) {
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static async #onCreateEquipment(event, target) {
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}
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static async #onPostItemToChat(event, target) {
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console.log("PRISM RPG | PostItemToChat action triggered", { event: event, target: target })
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// Try to find the item element from the clicked target or its parents
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let itemElement = null
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// First try with the target (the actual clicked element)
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if (event.target) {
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itemElement = event.target.closest('[data-item-id]')
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}
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// If not found, try with currentTarget (the element with the action)
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if (!itemElement && event.currentTarget) {
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itemElement = event.currentTarget.closest('[data-item-id]')
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}
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// If still not found, try with the target parameter
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if (!itemElement && target) {
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itemElement = target.closest('[data-item-id]')
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}
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console.log("PRISM RPG | Found item element", { itemElement: itemElement })
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if (!itemElement) {
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console.warn("PRISM RPG | Could not find item element for posting to chat")
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return
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}
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const itemId = itemElement.dataset.itemId
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if (!itemId) {
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console.warn("PRISM RPG | Item ID not found for posting to chat")
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return
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}
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const item = this.actor.items.get(itemId)
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if (!item) {
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console.warn("PRISM RPG | Item not found for posting to chat", { itemId: itemId })
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return
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}
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// Create a chat message with the item data
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const speaker = ChatMessage.getSpeaker({ actor: this.actor })
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const content = await this.formatItemForChat(item)
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await ChatMessage.create({
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content: content,
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speaker: speaker,
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})
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}
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async formatItemForChat(item) {
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// Format the item data for chat display
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const itemTypeClass = `${item.type}-item`
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let htmlContent = `
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<div class="prismrpg-item-chat-card ${itemTypeClass}">
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<div class="item-header">
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<h3>${item.name}</h3>
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<span class="item-type">${game.i18n.localize(`TYPES.Item.${item.type}`) || item.type}</span>
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</div>
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`
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// Add item image if available
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if (item.img && !item.img.includes('icons/svg/mystery-man.svg')) {
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htmlContent += `<div class="item-image"><img src="${item.img}" alt="${item.name}"></div>`
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}
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// Add item description if available
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if (item.system.description && item.system.description.trim() !== '') {
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const enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(item.system.description, { async: true })
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htmlContent += `<div class="item-description">${enrichedDescription}</div>`
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}
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// Add specific item data based on item type
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htmlContent += `<div class="item-details">`
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switch (item.type) {
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case 'weapon':
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htmlContent += `
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<div class="item-detail"><strong>Type:</strong> ${item.system.weaponType || 'Unknown'}</div>
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<div class="item-detail"><strong>Damage:</strong> ${item.system.damage || 'N/A'}</div>
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<div class="item-detail"><strong>APC:</strong> ${item.system.apc || 0}</div>
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`
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if (item.system.damageType) {
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const damageTypes = []
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if (item.system.damageType.piercing) damageTypes.push('Piercing')
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if (item.system.damageType.bludgeoning) damageTypes.push('Bludgeoning')
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if (item.system.damageType.slashing) damageTypes.push('Slashing')
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if (damageTypes.length > 0) {
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htmlContent += `<div class="item-detail"><strong>Damage Type:</strong> ${damageTypes.join('/')}</div>`
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}
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}
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break
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case 'armor':
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htmlContent += `
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<div class="item-detail"><strong>Armor Type:</strong> ${item.system.armorType || 'Unknown'}</div>
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<div class="item-detail"><strong>Armor Points:</strong> ${item.system.armorPoints || 0}</div>
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<div class="item-detail"><strong>APC:</strong> ${item.system.apc || 0}</div>
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`
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break
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case 'shield':
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htmlContent += `
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<div class="item-detail"><strong>Shield Type:</strong> ${item.system.shieldType || 'Unknown'}</div>
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<div class="item-detail"><strong>Armor Points:</strong> ${item.system.armorPoints || 0}</div>
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<div class="item-detail"><strong>APC:</strong> ${item.system.apc || 0}</div>
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`
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break
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case 'skill':
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htmlContent += `
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||||||
|
<div class="item-detail"><strong>Modifier:</strong> ${item.system.modifier || 0}</div>
|
||||||
|
<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) {
|
||||||
|
|||||||
@@ -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 │
|
||||||
|
└─────────────────────────────────────────────────────┘
|
||||||
`
|
`
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|||||||
+15
-30
@@ -119,18 +119,27 @@ 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 "spell-cast":
|
||||||
@@ -150,38 +159,14 @@ export default class PrismRPGActor extends Actor {
|
|||||||
case "weapon-damage-medium":
|
case "weapon-damage-medium":
|
||||||
case "weapon-attack": {
|
case "weapon-attack": {
|
||||||
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"))
|
|
||||||
return
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (!weapon || !skill) {
|
|
||||||
console.error("Weapon or skill not found", weapon, skill)
|
|
||||||
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
|
// Create a plain object for rollTarget to ensure weapon data is preserved
|
||||||
rollTarget = {
|
rollTarget = {
|
||||||
...skill.toObject(),
|
|
||||||
weapon: weapon.toObject(),
|
weapon: weapon.toObject(),
|
||||||
rollKey: rollKey,
|
rollKey: rollKey,
|
||||||
combat: foundry.utils.duplicate(this.system.combat),
|
combat: foundry.utils.duplicate(this.system.combat),
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
@@ -127,11 +127,10 @@ 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":
|
||||||
@@ -284,7 +283,8 @@ export default class PrismRPGRoll extends Roll {
|
|||||||
attackerAimChoices,
|
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(
|
||||||
@@ -342,6 +342,15 @@ export default class PrismRPGRoll extends Roll {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Recalculate bonus if player chose different sub-attribute for skill
|
||||||
|
if (rollContext.skillSubAttribute && options.rollType === "skill") {
|
||||||
|
const chosenSubAttrValue = rollContext.skillSubAttribute === options.rollTarget.subAttribute1 ?
|
||||||
|
options.rollTarget.subAttribute1Value :
|
||||||
|
options.rollTarget.subAttribute2Value
|
||||||
|
const proficiencyBonus = options.rollTarget.proficiencyBonus || 0
|
||||||
|
bonus = chosenSubAttrValue + proficiencyBonus
|
||||||
|
}
|
||||||
|
|
||||||
let extraModifier = rollContext.modifier === "" ? 0 : Number.parseInt(rollContext.modifier, 10)
|
let extraModifier = rollContext.modifier === "" ? 0 : Number.parseInt(rollContext.modifier, 10)
|
||||||
totalModifier = bonus + extraModifier
|
totalModifier = bonus + extraModifier
|
||||||
|
|
||||||
@@ -394,6 +403,21 @@ export default class PrismRPGRoll extends Roll {
|
|||||||
mentalCharValue = options.rollTarget.mentalCharValue
|
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,
|
||||||
@@ -411,6 +435,9 @@ export default class PrismRPGRoll extends Roll {
|
|||||||
manaUpkeep,
|
manaUpkeep,
|
||||||
mentalCharacteristic,
|
mentalCharacteristic,
|
||||||
mentalCharValue,
|
mentalCharValue,
|
||||||
|
skillSubAttribute,
|
||||||
|
skillSubAttributeLabel,
|
||||||
|
skillSubAttributeValue,
|
||||||
...rollContext,
|
...rollContext,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
@@ -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"
|
||||||
@@ -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)
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
+50
-50
@@ -89,6 +89,11 @@ export default class PrismRPGCharacter extends foundry.abstract.TypeDataModel {
|
|||||||
max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
|
max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
|
||||||
})
|
})
|
||||||
|
|
||||||
|
schema.actionPoints = new fields.SchemaField({
|
||||||
|
value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
|
||||||
|
max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
|
||||||
|
})
|
||||||
|
|
||||||
schema.biodata = new fields.SchemaField({
|
schema.biodata = new fields.SchemaField({
|
||||||
level: new fields.NumberField({ ...requiredInteger, initial: 1, min: 1 }),
|
level: new fields.NumberField({ ...requiredInteger, initial: 1, min: 1 }),
|
||||||
alignment: new fields.StringField({ required: true, nullable: false, initial: "" }),
|
alignment: new fields.StringField({ required: true, nullable: false, initial: "" }),
|
||||||
@@ -165,6 +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) {
|
||||||
@@ -241,66 +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",
|
|
||||||
|
|
||||||
})
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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"]
|
|
||||||
}
|
|
||||||
@@ -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
@@ -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
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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"]
|
|
||||||
|
|
||||||
}
|
|
||||||
@@ -133,4 +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)
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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);
|
||||||
})
|
})
|
||||||
|
|||||||
+8
-6
@@ -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
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -411,4 +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%);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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>
|
||||||
|
|||||||
@@ -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}}">
|
||||||
@@ -88,6 +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}}
|
||||||
@@ -137,6 +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}}
|
||||||
|
|||||||
@@ -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>
|
||||||
|
|||||||
@@ -86,6 +86,7 @@
|
|||||||
</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
|
||||||
@@ -93,6 +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
|
||||||
@@ -102,6 +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>
|
||||||
@@ -270,7 +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}}"
|
||||||
@@ -296,7 +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}}"
|
||||||
|
|||||||
@@ -1,52 +0,0 @@
|
|||||||
<section class="tab character-{{tab.id}} {{tab.cssClass}}" data-tab="{{tab.id}}" data-group="{{tab.group}}">
|
|
||||||
<div class="main-div">
|
|
||||||
|
|
||||||
<fieldset>
|
|
||||||
<legend>{{localize "PRISMRPG.Label.manaPoints"}}</legend>
|
|
||||||
<div class="miracle-details">
|
|
||||||
<div class="miracle-detail">
|
|
||||||
<span>Current</span>
|
|
||||||
{{formField systemFields.manaPoints.fields.value value=system.manaPoints.value localize=true}}
|
|
||||||
<a data-action="manaPointsPlus"><i class="fa-solid fa-hexagon-plus"></i></a>
|
|
||||||
<a data-action="manaPointsMinus"><i class="fa-solid fa-hexagon-minus"></i></a>
|
|
||||||
|
|
||||||
<span>Max</span>
|
|
||||||
{{formField systemFields.manaPoints.fields.max value=system.manaPoints.max localize=true
|
|
||||||
disabled=isPlayMode}}
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
</fieldset>
|
|
||||||
|
|
||||||
<fieldset>
|
|
||||||
<legend>{{localize "PRISMRPG.Label.miracles"}}{{#if isEditMode}}<a class="action" data-tooltip="{{localize "
|
|
||||||
PRISMRPG.Tooltip.addMiracle"}}" data-tooltip-direction="UP"><i class="fas fa-plus"
|
|
||||||
data-action="createMiracle"></i></a>{{/if}}</legend>
|
|
||||||
<div class="miracles">
|
|
||||||
{{#each miracles as |item|}}
|
|
||||||
<div class="miracle" data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}" data-drag="true">
|
|
||||||
<img class="item-img" src="{{item.img}}" data-tooltip="{{item.name}}" />
|
|
||||||
<div class="name">
|
|
||||||
{{item.name}}
|
|
||||||
</div>
|
|
||||||
|
|
||||||
<a class="rollable" data-roll-type="miracle-attack" data-roll-key="{{item.id}}" data-tooltip="Miracle Attack">
|
|
||||||
<i class="lf-roll-small fa-solid fa-swords" data-roll-type="miracle-attack" data-roll-key="{{item.id}}"></i>
|
|
||||||
</a>
|
|
||||||
|
|
||||||
<a class="rollable" data-roll-type="miracle-power" data-roll-key="{{item.id}}" data-tooltip="Miracle Power">
|
|
||||||
<i class="fa-duotone fa-solid fa-stars" data-roll-type="miracle-power" data-roll-key="{{item.id}}"></i>
|
|
||||||
</a>
|
|
||||||
|
|
||||||
<div class="controls">
|
|
||||||
<a data-tooltip="{{localize 'PRISMRPG.Edit'}}" data-action="edit" data-item-id="{{item.id}}"
|
|
||||||
data-item-uuid="{{item.uuid}}"><i class="fas fa-edit"></i></a>
|
|
||||||
<a data-tooltip="{{localize 'PRISMRPG.Delete'}}" data-action="delete" data-item-id="{{item.id}}"
|
|
||||||
data-item-uuid="{{item.uuid}}"><i class="fas fa-trash"></i></a>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
{{/each}}
|
|
||||||
</div>
|
|
||||||
</fieldset>
|
|
||||||
</div>
|
|
||||||
|
|
||||||
</section>
|
|
||||||
@@ -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>
|
||||||
|
|||||||
@@ -8,7 +8,7 @@
|
|||||||
<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>
|
||||||
|
|||||||
@@ -111,6 +111,22 @@
|
|||||||
</div>
|
</div>
|
||||||
{{/if}}
|
{{/if}}
|
||||||
|
|
||||||
|
{{#if (eq rollType "skill")}}
|
||||||
|
{{#if rollData.skillSubAttributeLabel}}
|
||||||
|
<div class="skill-info-card">
|
||||||
|
<div class="skill-header">
|
||||||
|
<strong class="skill-name">Skill Check</strong>
|
||||||
|
</div>
|
||||||
|
<div class="skill-stats">
|
||||||
|
<div class="stat-item subattribute">
|
||||||
|
<i class="fas fa-diagram-project"></i>
|
||||||
|
<span>{{rollData.skillSubAttributeLabel}} (+{{rollData.skillSubAttributeValue}})</span>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
{{/if}}
|
||||||
|
{{/if}}
|
||||||
|
|
||||||
{{#if rollData.letItFly}}
|
{{#if rollData.letItFly}}
|
||||||
<div class="special-badge">Let It Fly!</div>
|
<div class="special-badge">Let It Fly!</div>
|
||||||
{{/if}}
|
{{/if}}
|
||||||
|
|||||||
+1
-1
@@ -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)
|
||||||
|
|||||||
@@ -149,6 +149,29 @@
|
|||||||
{{/if}}
|
{{/if}}
|
||||||
{{/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 }}
|
{{! Advantage/Disadvantage }}
|
||||||
{{#if hasAdvantage}}
|
{{#if hasAdvantage}}
|
||||||
<div class="option-section">
|
<div class="option-section">
|
||||||
|
|||||||
@@ -117,6 +117,26 @@
|
|||||||
{{/if}}
|
{{/if}}
|
||||||
{{/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
@@ -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>
|
||||||
|
|||||||
Reference in New Issue
Block a user