Compare commits
3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 31573bd522 | |||
| abea77906d | |||
| 7283f5f15b |
@@ -4102,6 +4102,109 @@ i.prismrpg {
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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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}
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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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color: var(--color-dark-1);
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}
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@@ -516,6 +516,8 @@
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"skills": "Skills",
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"sub-attribute": "Sub-Attribute",
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"subattributes": "Sub-Attributes",
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"subAttribute1": "Sub-Attribute 1",
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"subAttribute2": "Sub-Attribute 2",
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"spells": "Spells",
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"str": "STR",
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"titleChallenge": "Challenge",
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@@ -1,104 +1,6 @@
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/* -------------------------------------------- */
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export class PrismRPGCombatTracker extends foundry.applications.sidebar.tabs.CombatTracker {
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static PARTS = {
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"header": {
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"template": "systems/fvtt-prism-rpg/templates/combat-tracker-header-v2.hbs"
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},
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"tracker": {
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"template": "systems/fvtt-prism-rpg/templates/combat-tracker-v2.hbs"
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},
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"footer": {
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"template": "systems/fvtt-prism-rpg/templates/combat-tracker-footer-v2.hbs"
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}
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}
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static DEFAULT_OPTIONS = foundry.utils.mergeObject(super.DEFAULT_OPTIONS, {
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actions: {
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initiativePlus: PrismRPGCombatTracker.#initiativePlus,
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initiativeMinus: PrismRPGCombatTracker.#initiativeMinus,
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},
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});
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async _prepareContext(options) {
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let data = await super._prepareContext(options);
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console?.log("Combat Tracker Data", data);
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/*for (let u of data.turns) {
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let c = game.combat.combatants.get(u.id);
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u.progressionCount = c.system.progressionCount
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u.isMonster = c.actor.type === "monster"
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}
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console.log("Combat Data", data);*/
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return data;
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}
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static #initiativePlus(ev) {
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ev.preventDefault();
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let cId = ev.target.closest(".combatant").dataset.combatantId;
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let c = game.combat.combatants.get(cId);
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c.update({ 'initiative': c.initiative + 1 });
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console.log("Initiative Plus");
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}
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static #initiativeMinus(ev) {
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ev.preventDefault();
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let cId = ev.target.closest(".combatant").dataset.combatantId;
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let c = game.combat.combatants.get(cId);
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let newInit = Math.max(c.initiative - 1, 0);
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c.update({ 'initiative': newInit });
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}
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activateListeners(html) {
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super.activateListeners(html);
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// Display Combat settings
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html.find(".initiative-plus").click(ev => {
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ev.preventDefault();
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let cId = ev.currentTarget.closest(".combatant").dataset.combatantId;
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let c = game.combat.combatants.get(cId);
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c.update({ 'initiative': c.initiative + 1 });
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});
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html.find(".initiative-minus").click(ev => {
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ev.preventDefault();
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let cId = ev.currentTarget.closest(".combatant").dataset.combatantId;
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let c = game.combat.combatants.get(cId);
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c.update({ 'initiative': c.initiative - 1 });
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console.log("Initiative Minus");
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});
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}
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/* -------------------------------------------- */
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static get defaultOptions() {
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let path = "systems/fvtt-prism-rpg/templates/combat-tracker.hbs";
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return foundry.utils.mergeObject(super.defaultOptions, {
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template: path,
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});
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}
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}
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export class PrismRPGCombat extends Combat {
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/**
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* Return the Array of combatants sorted into initiative order, breaking ties alphabetically by name.
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* @returns {Combatant[]}
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*/
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setupTurns() {
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console?.log("Setup Turns....");
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this.turns ||= [];
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// Determine the turn order and the current turn
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const turns = this.combatants.contents.sort(this.sortCombatantsLF);
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if (this.turn !== null) this.turn = Math.clamp(this.turn, 0, turns.length - 1);
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// Update state tracking
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let c = turns[this.turn];
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this.current = this._getCurrentState(c);
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if (!this.previous) this.previous = this.current;
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// Return the array of prepared turns
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return this.turns = turns;
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}
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async rollInitiative(ids, options) {
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console.log("%%%%%%%%% Roll Initiative", ids, options);
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@@ -123,98 +25,5 @@ export class PrismRPGCombat extends Combat {
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return this;
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}
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resetProgression(cId) {
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let c = this.combatants.get(cId);
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c.update({ 'system.progressionCount': 0 });
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}
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setCasting(cId) {
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let c = this.combatants.get(cId);
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c.setFlag(SYSTEM.id, "casting", true);
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}
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resetCasting(cId) {
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let c = this.combatants.get(cId);
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c.setFlag(SYSTEM.id, "casting", false);
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}
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isCasting(cId) {
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let c = this.combatants.get(cId);
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return c.getFlag(SYSTEM.id, "casting");
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}
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async nextTurn() {
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console.log("NEXT TURN");
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let turn = this.turn ?? -1;
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let skipDefeated = this.settings.skipDefeated;
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// Determine the next turn number
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let next = null;
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for (let [i, t] of this.turns.entries()) {
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console.log("Turn", t);
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if (i <= turn) continue;
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if (skipDefeated && t.isDefeated) continue;
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next = i;
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break;
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}
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// Maybe advance to the next round
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let round = this.round;
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if ((this.round === 0) || (next === null) || (next >= this.turns.length)) {
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return this.nextRound();
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}
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// Update the document, passing data through a hook first
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const updateData = { round, turn: next };
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const updateOptions = { advanceTime: CONFIG.time.turnTime, direction: 1 };
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Hooks.callAll("combatTurn", this, updateData, updateOptions);
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return this.update(updateData, updateOptions);
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}
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async nextRound() {
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this.turnsDone = false
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let turn = this.turn === null ? null : 0; // Preserve the fact that it's no-one's turn currently.
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console.log("ROUND", this);
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let advanceTime = Math.max(this.turns.length - this.turn, 0) * CONFIG.time.turnTime;
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advanceTime += CONFIG.time.roundTime;
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let nextRound = this.round + 1;
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let initOK = true;
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for (let c of this.combatants) {
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if (c.initiative === null) {
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initOK = false;
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break;
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}
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}
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if (!initOK) {
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ui.notifications.error("All combatants must have initiative rolled before the round can advance.");
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return this;
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}
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for (let c of this.combatants) {
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if (nextRound >= c.initiative) {
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let user = game.users.find(u => u.active && u.character && u.character.id === c.actor.id);
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if (user?.hasPlayerOwner) {
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game.socket.emit(`system.${SYSTEM.id}`, { type: "rollProgressionDice", progressionCount: c.system.progressionCount + 1, actorId: c.actor.id, combatId: this.id, combatantId: c.id });
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} else {
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user = game.users.find(u => u.active && u.isGM);
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c.actor.system.rollProgressionDice(this.id, c.id);
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}
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}
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}
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// Update the document, passing data through a hook first
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const updateData = { round: nextRound, turn };
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const updateOptions = { advanceTime, direction: 1 };
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Hooks.callAll("combatRound", this, updateData, updateOptions);
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return this.update(updateData, updateOptions);
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}
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sortCombatantsLF(a, b) {
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return a.initiative - b.initiative;
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}
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}
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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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armorHitPointsPlus: PrismRPGCharacterSheet.#onArmorHitPointsPlus,
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armorHitPointsMinus: PrismRPGCharacterSheet.#onArmorHitPointsMinus,
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armorPointsPlus: PrismRPGCharacterSheet.#onArmorPointsPlus,
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armorPointsMinus: PrismRPGCharacterSheet.#onArmorPointsMinus,
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actionPointsPlus: PrismRPGCharacterSheet.#onActionPointsPlus,
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actionPointsMinus: PrismRPGCharacterSheet.#onActionPointsMinus,
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manaPointsPlus: PrismRPGCharacterSheet.#onManaPointsPlus,
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manaPointsMinus: PrismRPGCharacterSheet.#onManaPointsMinus,
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hpPlus: PrismRPGCharacterSheet.#onHpPlus,
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hpMinus: PrismRPGCharacterSheet.#onHpMinus,
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postItemToChat: PrismRPGCharacterSheet.#onPostItemToChat,
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},
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}
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@@ -158,43 +163,215 @@ export default class PrismRPGCharacterSheet extends PrismRPGActorSheet {
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await this.document.system.rollInitiative()
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}
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static #onArmorHitPointsPlus(event, target) {
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static async #onArmorHitPointsPlus(event, target) {
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let armorHP = this.actor.system.combat.armorHitPoints
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armorHP += 1
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this.actor.update({ "system.combat.armorHitPoints": armorHP })
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}
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static #onArmorHitPointsMinus(event, target) {
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static async #onArmorHitPointsMinus(event, target) {
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let armorHP = this.actor.system.combat.armorHitPoints
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armorHP -= 1
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this.actor.update({ "system.combat.armorHitPoints": Math.max(armorHP, 0) })
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}
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static #onManaPointsPlus(event, target) {
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static async #onManaPointsPlus(event, target) {
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let mana = this.actor.system.manaPoints.value
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mana += 1
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this.actor.update({ "system.manaPoints.value": Math.min(mana, this.actor.system.manaPoints.max) })
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}
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static #onManaPointsMinus(event, target) {
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static async #onManaPointsMinus(event, target) {
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let mana = this.actor.system.manaPoints.value
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mana -= 1
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this.actor.update({ "system.manaPoints.value": Math.max(mana, 0) })
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}
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static #onHpPlus(event, target) {
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static async #onArmorPointsPlus(event, target) {
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let armor = this.actor.system.armorPoints.value
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armor += 1
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this.actor.update({ "system.armorPoints.value": Math.min(armor, this.actor.system.armorPoints.max) })
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}
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static async #onArmorPointsMinus(event, target) {
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let armor = this.actor.system.armorPoints.value
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armor -= 1
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this.actor.update({ "system.armorPoints.value": Math.max(armor, 0) })
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}
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static async#onActionPointsPlus(event, target) {
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let actionPoints = this.actor.system.actionPoints.value
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actionPoints += 1
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this.actor.update({ "system.actionPoints.value": Math.min(actionPoints, this.actor.system.actionPoints.max) })
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}
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static async#onActionPointsMinus(event, target) {
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let actionPoints = this.actor.system.actionPoints.value
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actionPoints -= 1
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this.actor.update({ "system.actionPoints.value": Math.max(actionPoints, 0) })
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}
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static async#onHpPlus(event, target) {
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let hp = this.actor.system.hp.value
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hp += 1
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this.actor.update({ "system.hp.value": Math.min(hp, this.actor.system.hp.max) })
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}
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static #onHpMinus(event, target) {
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static async#onHpMinus(event, target) {
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let hp = this.actor.system.hp.value
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hp -= 1
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this.actor.update({ "system.hp.value": Math.max(hp, 0) })
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}
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static #onCreateEquipment(event, target) {
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static async #onCreateEquipment(event, target) {
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}
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static async #onPostItemToChat(event, target) {
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console.log("PRISM RPG | PostItemToChat action triggered", { event: event, target: target })
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||||
// Try to find the item element from the clicked target or its parents
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let itemElement = null
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||||
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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
|
||||
if (!itemElement && target) {
|
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itemElement = target.closest('[data-item-id]')
|
||||
}
|
||||
|
||||
console.log("PRISM RPG | Found item element", { itemElement: itemElement })
|
||||
|
||||
if (!itemElement) {
|
||||
console.warn("PRISM RPG | Could not find item element for posting to chat")
|
||||
return
|
||||
}
|
||||
|
||||
const itemId = itemElement.dataset.itemId
|
||||
|
||||
if (!itemId) {
|
||||
console.warn("PRISM RPG | Item ID not found for posting to chat")
|
||||
return
|
||||
}
|
||||
|
||||
const item = this.actor.items.get(itemId)
|
||||
|
||||
if (!item) {
|
||||
console.warn("PRISM RPG | Item not found for posting to chat", { itemId: itemId })
|
||||
return
|
||||
}
|
||||
|
||||
// Create a chat message with the item data
|
||||
const speaker = ChatMessage.getSpeaker({ actor: this.actor })
|
||||
const content = await this.formatItemForChat(item)
|
||||
|
||||
await ChatMessage.create({
|
||||
content: content,
|
||||
speaker: speaker,
|
||||
})
|
||||
}
|
||||
|
||||
async formatItemForChat(item) {
|
||||
// Format the item data for chat display
|
||||
const itemTypeClass = `${item.type}-item`
|
||||
let htmlContent = `
|
||||
<div class="prismrpg-item-chat-card ${itemTypeClass}">
|
||||
<div class="item-header">
|
||||
<h3>${item.name}</h3>
|
||||
<span class="item-type">${game.i18n.localize(`TYPES.Item.${item.type}`) || item.type}</span>
|
||||
</div>
|
||||
`
|
||||
|
||||
// Add item image if available
|
||||
if (item.img && !item.img.includes('icons/svg/mystery-man.svg')) {
|
||||
htmlContent += `<div class="item-image"><img src="${item.img}" alt="${item.name}"></div>`
|
||||
}
|
||||
|
||||
// Add item description if available
|
||||
if (item.system.description && item.system.description.trim() !== '') {
|
||||
const enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(item.system.description, { async: true })
|
||||
htmlContent += `<div class="item-description">${enrichedDescription}</div>`
|
||||
}
|
||||
|
||||
// Add specific item data based on item type
|
||||
htmlContent += `<div class="item-details">`
|
||||
|
||||
switch (item.type) {
|
||||
case 'weapon':
|
||||
htmlContent += `
|
||||
<div class="item-detail"><strong>Type:</strong> ${item.system.weaponType || 'Unknown'}</div>
|
||||
<div class="item-detail"><strong>Damage:</strong> ${item.system.damage || 'N/A'}</div>
|
||||
<div class="item-detail"><strong>APC:</strong> ${item.system.apc || 0}</div>
|
||||
`
|
||||
if (item.system.damageType) {
|
||||
const damageTypes = []
|
||||
if (item.system.damageType.piercing) damageTypes.push('Piercing')
|
||||
if (item.system.damageType.bludgeoning) damageTypes.push('Bludgeoning')
|
||||
if (item.system.damageType.slashing) damageTypes.push('Slashing')
|
||||
if (damageTypes.length > 0) {
|
||||
htmlContent += `<div class="item-detail"><strong>Damage Type:</strong> ${damageTypes.join('/')}</div>`
|
||||
}
|
||||
}
|
||||
break
|
||||
|
||||
case 'armor':
|
||||
htmlContent += `
|
||||
<div class="item-detail"><strong>Armor Type:</strong> ${item.system.armorType || 'Unknown'}</div>
|
||||
<div class="item-detail"><strong>Armor Points:</strong> ${item.system.armorPoints || 0}</div>
|
||||
<div class="item-detail"><strong>APC:</strong> ${item.system.apc || 0}</div>
|
||||
`
|
||||
break
|
||||
|
||||
case 'shield':
|
||||
htmlContent += `
|
||||
<div class="item-detail"><strong>Shield Type:</strong> ${item.system.shieldType || 'Unknown'}</div>
|
||||
<div class="item-detail"><strong>Armor Points:</strong> ${item.system.armorPoints || 0}</div>
|
||||
<div class="item-detail"><strong>APC:</strong> ${item.system.apc || 0}</div>
|
||||
`
|
||||
break
|
||||
|
||||
case 'skill':
|
||||
htmlContent += `
|
||||
<div class="item-detail"><strong>Modifier:</strong> ${item.system.modifier || 0}</div>
|
||||
<div class="item-detail"><strong>Core Skill:</strong> ${item.system.isCoreSkill ? 'Yes' : 'No'}</div>
|
||||
`
|
||||
break
|
||||
|
||||
case 'spell':
|
||||
htmlContent += `
|
||||
<div class="item-detail"><strong>Level:</strong> ${item.system.level || 'Unknown'}</div>
|
||||
<div class="item-detail"><strong>Mana Cost:</strong> ${item.system.manaCost || 0}</div>
|
||||
<div class="item-detail"><strong>Casting Time:</strong> ${item.system.castingTime || 'N/A'}</div>
|
||||
`
|
||||
break
|
||||
|
||||
case 'miracle':
|
||||
htmlContent += `
|
||||
<div class="item-detail"><strong>Prayer Time:</strong> ${item.system.prayerTime || 'N/A'}</div>
|
||||
`
|
||||
break
|
||||
|
||||
case 'equipment':
|
||||
htmlContent += `
|
||||
<div class="item-detail"><strong>Weight:</strong> ${item.system.weight || 'N/A'}</div>
|
||||
`
|
||||
break
|
||||
|
||||
default:
|
||||
// For other item types, just show basic info
|
||||
htmlContent += `<div class="item-detail"><strong>Item Type:</strong> ${item.type}</div>`
|
||||
}
|
||||
|
||||
htmlContent += `</div></div>`
|
||||
|
||||
return htmlContent
|
||||
}
|
||||
|
||||
_onRender(context, options) {
|
||||
|
||||
@@ -261,15 +261,29 @@ export const CHOICE_MODIFIERS = {
|
||||
}
|
||||
|
||||
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.rollKey = rollKey
|
||||
break
|
||||
case "skill":
|
||||
case "skill": {
|
||||
rollTarget = this.items.find((i) => i.type === "skill" && i.id === rollKey)
|
||||
rollTarget.rollKey = rollKey
|
||||
if (rollTarget.system.category === "weapon") {
|
||||
ui.notifications.warn(game.i18n.localize("PRISMRPG.Notifications.rollFromWeapon"))
|
||||
return
|
||||
}
|
||||
// Get the primary attribute for D&D 5e style rolls
|
||||
const attrKey = rollTarget.system.primaryAttribute || "dex"
|
||||
rollTarget.characteristicValue = this.system.characteristics[attrKey].value
|
||||
// Get the two sub-attributes for this skill
|
||||
const subAttr1 = rollTarget.system.subAttribute1 || "prowess"
|
||||
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
|
||||
break
|
||||
}
|
||||
case "spell-attack":
|
||||
case "spell-power":
|
||||
case "spell-cast":
|
||||
@@ -150,38 +159,14 @@ export default class PrismRPGActor extends Actor {
|
||||
case "weapon-damage-medium":
|
||||
case "weapon-attack": {
|
||||
let weapon = this.items.find((i) => i.type === "weapon" && i.id === rollKey)
|
||||
let skill
|
||||
let skills = this.items.filter((i) => i.type === "skill" && i.name.toLowerCase() === weapon.name.toLowerCase())
|
||||
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)
|
||||
if (!weapon) {
|
||||
console.error("Weapon not found", weapon, skill)
|
||||
ui.notifications.warn(game.i18n.localize("PRISMRPG.Notifications.skillNotFound"))
|
||||
return
|
||||
}
|
||||
|
||||
// Create a plain object for rollTarget to ensure weapon data is preserved
|
||||
rollTarget = {
|
||||
...skill.toObject(),
|
||||
weapon: weapon.toObject(),
|
||||
rollKey: rollKey,
|
||||
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":
|
||||
options.rollName = options.rollTarget.name
|
||||
// D&D 5e style: ability modifier + proficiency bonus
|
||||
const skillCharValue = options.rollTarget.characteristicValue
|
||||
const skillAbilityMod = this.getAbilityModifier(skillCharValue)
|
||||
// D&D 5e style: sub-attribute modifier + proficiency bonus
|
||||
// Default to first sub-attribute, will be recalculated if player chooses different one
|
||||
const proficiency = options.rollTarget.proficiencyBonus || 0
|
||||
options.rollTarget.value = skillAbilityMod + proficiency
|
||||
options.rollTarget.value = options.rollTarget.subAttribute1Value + proficiency
|
||||
break
|
||||
|
||||
case "weapon-attack":
|
||||
@@ -284,7 +283,8 @@ export default class PrismRPGRoll extends Roll {
|
||||
attackerAimChoices,
|
||||
hasTarget: options.hasTarget,
|
||||
modifier: "+0",
|
||||
advantage: "none"
|
||||
advantage: "none",
|
||||
config: SYSTEM
|
||||
}
|
||||
|
||||
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)
|
||||
totalModifier = bonus + extraModifier
|
||||
|
||||
@@ -394,6 +403,21 @@ export default class PrismRPGRoll extends Roll {
|
||||
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 = {
|
||||
type: options.rollType,
|
||||
rollType: options.rollType,
|
||||
@@ -411,6 +435,9 @@ export default class PrismRPGRoll extends Roll {
|
||||
manaUpkeep,
|
||||
mentalCharacteristic,
|
||||
mentalCharValue,
|
||||
skillSubAttribute,
|
||||
skillSubAttributeLabel,
|
||||
skillSubAttributeValue,
|
||||
...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 PrismRPGShield } from "./shield.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 PrismRPGMiracle } from "./miracle.mjs"
|
||||
export { default as PrismRPGRace } from "./race.mjs"
|
||||
export { default as PrismRPGClass } from "./class.mjs"
|
||||
export { default as PrismRPGCharacterPath } from "./character-path.mjs"
|
||||
@@ -32,4 +32,29 @@ export default class PrismRPGArmor extends foundry.abstract.TypeDataModel {
|
||||
/** @override */
|
||||
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)
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
+51
-51
@@ -89,6 +89,11 @@ export default class PrismRPGCharacter extends foundry.abstract.TypeDataModel {
|
||||
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({
|
||||
level: new fields.NumberField({ ...requiredInteger, initial: 1, min: 1 }),
|
||||
alignment: new fields.StringField({ required: true, nullable: false, initial: "" }),
|
||||
@@ -165,6 +170,21 @@ export default class PrismRPGCharacter extends foundry.abstract.TypeDataModel {
|
||||
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
|
||||
// Sub-attribute = lowest ability modifier between the two parent characteristics
|
||||
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 })
|
||||
}
|
||||
|
||||
/**
|
||||
* 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) {
|
||||
const hasTarget = false
|
||||
let actorClass = this.biodata.class;
|
||||
// Get the initiative sub-attribute modifier
|
||||
const initiativeModifier = this.subAttributes.initiative.value
|
||||
|
||||
let wisDef = SYSTEM.CHARACTERISTICS_TABLES.wis.find((c) => c.value === this.characteristics.wis.value)
|
||||
let maxInit = Number(wisDef.init_cap) || 1000
|
||||
// Create the roll formula: 1d20 + initiative modifier
|
||||
const formula = `1d20 + ${initiativeModifier}`
|
||||
|
||||
let roll = await PrismRPGRoll.promptInitiative({
|
||||
actorId: this.parent.id,
|
||||
actorName: this.parent.name,
|
||||
actorImage: this.parent.img,
|
||||
combatId,
|
||||
combatantId,
|
||||
actorClass,
|
||||
maxInit,
|
||||
// Roll the initiative
|
||||
let initRoll = new Roll(formula)
|
||||
await initRoll.evaluate()
|
||||
|
||||
// Create the chat message
|
||||
let msg = await initRoll.toMessage({
|
||||
flavor: `${game.i18n.localize("PRISMRPG.Label.initiative")} - ${this.parent.name}`,
|
||||
speaker: ChatMessage.getSpeaker({ actor: this.parent })
|
||||
})
|
||||
if (!roll) return null
|
||||
|
||||
await roll.toMessage({}, { rollMode: roll.options.rollMode })
|
||||
}
|
||||
|
||||
async rollProgressionDice(combatId, combatantId, rollProgressionCount) {
|
||||
|
||||
// Get all weapons from the actor
|
||||
let weapons = this.parent.items.filter(i => i.type === "weapon" && i.system.weaponType === "melee")
|
||||
let weaponsChoices = weapons.map(w => { return { id: w.id, name: `${w.name} (${w.system.combatProgressionDice.toUpperCase()})`, combatProgressionDice: w.system.combatProgressionDice.toUpperCase() } })
|
||||
let rangeWeapons = this.parent.items.filter(i => i.type === "weapon" && i.system.weaponType === "ranged")
|
||||
for (let w of rangeWeapons) {
|
||||
weaponsChoices.push({ id: `${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: ${w.system.speed.focusedAim.toUpperCase()})`, combatProgressionDice: w.system.speed.focusedAim.toUpperCase() })
|
||||
// Wait for 3D dice animation if enabled
|
||||
if (game?.dice3d) {
|
||||
await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
|
||||
}
|
||||
if (this.biodata.magicUser || this.biodata.clericUser) {
|
||||
let spells = this.parent.items.filter(i => i.type === "spell" || i.type === "miracle")
|
||||
for (let s of spells) {
|
||||
let title = ""
|
||||
let formula = ""
|
||||
if (s.type === "spell") {
|
||||
let dice = PrismRPGUtils.getLethargyDice(s.system.level)
|
||||
title = `${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 })
|
||||
|
||||
// Update the combatant's initiative if in combat
|
||||
if (combatId && combatantId) {
|
||||
let combat = game.combats.get(combatId)
|
||||
if (combat) {
|
||||
await combat.updateEmbeddedDocuments("Combatant", [{
|
||||
_id: combatantId,
|
||||
initiative: initRoll.total
|
||||
}])
|
||||
}
|
||||
}
|
||||
|
||||
let roll = await PrismRPGRoll.promptCombatAction({
|
||||
actorId: this.parent.id,
|
||||
actorName: this.parent.name,
|
||||
actorImage: this.parent.img,
|
||||
weaponsChoices,
|
||||
combatId,
|
||||
combatantId,
|
||||
rollProgressionCount,
|
||||
type: "progression",
|
||||
|
||||
})
|
||||
return initRoll
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -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 */
|
||||
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 { SUB_ATTRIBUTES } from "../config/character.mjs"
|
||||
|
||||
/**
|
||||
* Core Skill data model for Prism RPG
|
||||
@@ -21,14 +22,6 @@ export default class PrismRPGSkill extends foundry.abstract.TypeDataModel {
|
||||
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?
|
||||
schema.isCoreSkill = new fields.BooleanField({
|
||||
required: true,
|
||||
@@ -36,18 +29,18 @@ export default class PrismRPGSkill extends foundry.abstract.TypeDataModel {
|
||||
label: "Is Core Skill"
|
||||
})
|
||||
|
||||
// Primary attribute for this skill (str, dex, con, int, wis, cha)
|
||||
schema.primaryAttribute = new fields.StringField({
|
||||
// First sub-attribute for this skill
|
||||
schema.subAttribute1 = new fields.StringField({
|
||||
required: true,
|
||||
initial: "dex",
|
||||
label: "Primary Attribute"
|
||||
initial: "prowess",
|
||||
label: "Sub-Attribute 1"
|
||||
})
|
||||
|
||||
// If Core Skill, which attribute receives the +2 bonus?
|
||||
schema.attributeBonus = new fields.StringField({
|
||||
// Second sub-attribute for this skill
|
||||
schema.subAttribute2 = new fields.StringField({
|
||||
required: true,
|
||||
initial: "",
|
||||
label: "Attribute Bonus"
|
||||
initial: "initiative",
|
||||
label: "Sub-Attribute 2"
|
||||
})
|
||||
|
||||
// Skill modifier (includes Core Skill bonus if applicable)
|
||||
@@ -114,9 +107,9 @@ export default class PrismRPGSkill extends foundry.abstract.TypeDataModel {
|
||||
prepareDerivedData() {
|
||||
super.prepareDerivedData()
|
||||
|
||||
// D&D 5e style: Core Skill gives +2 proficiency bonus
|
||||
// Core Skill gives +5 proficiency bonus
|
||||
if (this.isCoreSkill) {
|
||||
this.modifier = 2
|
||||
this.modifier = 5
|
||||
this.canAdvancedCheck = true
|
||||
} else {
|
||||
this.modifier = 0
|
||||
@@ -126,16 +119,30 @@ export default class PrismRPGSkill extends foundry.abstract.TypeDataModel {
|
||||
|
||||
/**
|
||||
* 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
|
||||
*/
|
||||
getSkillCheckBonus(attributeKey) {
|
||||
getSkillCheckBonus(subAttributeKey) {
|
||||
let actor = this.parent?.actor
|
||||
if (!actor) return this.modifier
|
||||
|
||||
const attribute = actor.system.characteristics?.[attributeKey]
|
||||
const attributeMod = attribute?.mod || 0
|
||||
const subAttribute = actor.system.subAttributes?.[subAttributeKey]
|
||||
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 */
|
||||
static LOCALIZATION_PREFIXES = ["PRISMRPG.Weapon"]
|
||||
|
||||
static migrateData(data) {
|
||||
// Migrate old money types to new ones
|
||||
if (data?.money) {
|
||||
const moneyMigration = {
|
||||
"tinbit": "coppercoin",
|
||||
"copper": "coppercoin",
|
||||
"silver": "silvercoin",
|
||||
"gold": "goldcoin",
|
||||
"platinum": "note"
|
||||
}
|
||||
|
||||
if (moneyMigration[data.money]) {
|
||||
data.money = moneyMigration[data.money]
|
||||
}
|
||||
|
||||
// If still invalid, default to coppercoin
|
||||
if (!SYSTEM.MONEY[data.money]) {
|
||||
console.warn(`Prism RPG | Migrate weapon: Invalid money type "${data.money}", defaulting to coppercoin`)
|
||||
data.money = "coppercoin"
|
||||
}
|
||||
}
|
||||
|
||||
return super.migrateData(data)
|
||||
}
|
||||
}
|
||||
|
||||
+5
-5
@@ -13,11 +13,6 @@ export default class PrismRPGUtils {
|
||||
return compendiumData.filter(filter)
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static pushCombatOptions(html, options) {
|
||||
options.push({ name: "Reset Progression", condition: true, icon: '<i class="fas fa-rotate-right"></i>', callback: target => { game.combat.resetProgression(target.data('combatant-id')); } })
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static setHookListeners() {
|
||||
|
||||
@@ -177,6 +172,11 @@ export default class PrismRPGUtils {
|
||||
return str ? str.toUpperCase() : '';
|
||||
})
|
||||
|
||||
Handlebars.registerHelper('replace', function (str, search, replacement) {
|
||||
if (!str) return '';
|
||||
return str.replace(search, replacement);
|
||||
})
|
||||
|
||||
Handlebars.registerHelper('isEnabled', function (configKey) {
|
||||
return game.settings.get("bol", configKey);
|
||||
})
|
||||
|
||||
+9
-13
@@ -11,7 +11,7 @@ import * as models from "./module/models/_module.mjs"
|
||||
import * as documents from "./module/documents/_module.mjs"
|
||||
import * as applications from "./module/applications/_module.mjs"
|
||||
|
||||
import { PrismRPGCombatTracker, PrismRPGCombat } from "./module/applications/combat.mjs"
|
||||
import { PrismRPGCombat } from "./module/applications/combat.mjs"
|
||||
import { Macros } from "./module/macros.mjs"
|
||||
import { setupTextEnrichers } from "./module/enrichers.mjs"
|
||||
import { default as PrismRPGUtils } from "./module/utils.mjs"
|
||||
@@ -36,8 +36,11 @@ Hooks.once("init", function () {
|
||||
documents,
|
||||
}
|
||||
|
||||
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.dataModels = {
|
||||
@@ -53,9 +56,7 @@ Hooks.once("init", function () {
|
||||
armor: models.PrismRPGArmor,
|
||||
shield: models.PrismRPGShield,
|
||||
spell: models.PrismRPGSpell,
|
||||
// Vulnerability: models.PrismRPGVulnerability, // Disabled - Legacy from Lethal Fantasy
|
||||
equipment: models.PrismRPGEquipment,
|
||||
// Miracle: models.PrismRPGMiracle // Disabled - Legacy from Lethal Fantasy, PRISM uses Divine class features instead
|
||||
race: models.PrismRPGRace,
|
||||
class: models.PrismRPGClass,
|
||||
"character-path": models.PrismRPGCharacterPath,
|
||||
@@ -69,7 +70,6 @@ Hooks.once("init", function () {
|
||||
foundry.documents.collections.Items.unregisterSheet("core", foundry.appv1.sheets.ActorSheet)
|
||||
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGSkillSheet, { types: ["skill"], makeDefault: true })
|
||||
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGRacialAbilitySheet, { types: ["racial-ability"], makeDefault: true })
|
||||
// Foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGVulnerabilitySheet, { types: ["vulnerability"], makeDefault: true }) // Disabled - Legacy from Lethal Fantasy
|
||||
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGWeaponSheet, { types: ["weapon"], makeDefault: true })
|
||||
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGSpellSheet, { types: ["spell"], makeDefault: true })
|
||||
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGArmorSheet, { types: ["armor"], makeDefault: true })
|
||||
@@ -78,7 +78,6 @@ Hooks.once("init", function () {
|
||||
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGRaceSheet, { types: ["race"], makeDefault: true })
|
||||
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGClassSheet, { types: ["class"], makeDefault: true })
|
||||
foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGCharacterPathSheet, { types: ["character-path"], makeDefault: true })
|
||||
// Foundry.documents.collections.Items.registerSheet("prismRPG", applications.PrismRPGMiracleSheet, { types: ["miracle"], makeDefault: true }) // Disabled - Legacy from Lethal Fantasy
|
||||
|
||||
// Other Document Configuration
|
||||
CONFIG.ChatMessage.documentClass = documents.PrismRPGChatMessage
|
||||
@@ -133,9 +132,11 @@ function preLocalizeConfig() {
|
||||
|
||||
for (const choice of choicesToLocalize) {
|
||||
if (CONFIG.PRISMRPG[choice]) {
|
||||
const localized = {}
|
||||
for (const [key, label] of Object.entries(CONFIG.PRISMRPG[choice])) {
|
||||
CONFIG.PRISMRPG[choice][key] = game.i18n.localize(label)
|
||||
localized[key] = game.i18n.localize(label)
|
||||
}
|
||||
CONFIG.PRISMRPG[choice] = localized
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -210,11 +211,6 @@ Hooks.on(hookName, (message, html, data) => {
|
||||
await actor.prepareRoll("weapon-damage-medium", weaponId)
|
||||
})
|
||||
})
|
||||
|
||||
Hooks.on("getCombatTrackerEntryContext", (html, options) => {
|
||||
PrismRPGUtils.pushCombatOptions(html, options);
|
||||
});
|
||||
|
||||
/**
|
||||
* Create a macro when dropping an entity on the hotbar
|
||||
* Item - open roll dialog
|
||||
|
||||
@@ -411,4 +411,140 @@
|
||||
font-family: var(--font-secondary);
|
||||
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>
|
||||
<legend>{{localize "PRISMRPG.Label.biodata"}}</legend>
|
||||
<div class="biodata">
|
||||
<div class="biodata-elem">
|
||||
<span class="name">Class</span>
|
||||
{{formInput
|
||||
systemFields.biodata.fields.class
|
||||
value=system.biodata.class
|
||||
}}
|
||||
</div>
|
||||
{{!-- Class and Mortal fields removed - don't exist in DataModel --}}
|
||||
<div class="biodata-elem">
|
||||
<span class="name">Level</span>
|
||||
{{formInput
|
||||
@@ -22,13 +16,6 @@
|
||||
value=system.biodata.level
|
||||
}}
|
||||
</div>
|
||||
<div class="biodata-elem">
|
||||
<span class="name">Mortal</span>
|
||||
{{formInput
|
||||
systemFields.biodata.fields.mortal
|
||||
value=system.biodata.mortal
|
||||
}}
|
||||
</div>
|
||||
<div class="biodata-elem">
|
||||
<span class="name">Age</span>
|
||||
{{formInput systemFields.biodata.fields.age value=system.biodata.age}}
|
||||
@@ -82,51 +69,7 @@
|
||||
value=system.biodata.magicUser
|
||||
}}
|
||||
</div>
|
||||
<!-- <div class="biodata-elem">
|
||||
<span class="name">Cleric User</span>
|
||||
{{formInput
|
||||
systemFields.biodata.fields.clericUser
|
||||
value=system.biodata.clericUser
|
||||
}}
|
||||
</div> -->
|
||||
<div class="biodata-elem">
|
||||
<span class="name">Save bonus (1/5levels)</span>
|
||||
{{formInput
|
||||
systemFields.modifiers.fields.saveModifier
|
||||
value=system.modifiers.saveModifier
|
||||
disabled=true
|
||||
}}
|
||||
</div>
|
||||
|
||||
{{#if system.biodata.magicUser}}
|
||||
<div class="biodata-elem">
|
||||
<span class="name">Spell bonus (1/5levels)</span>
|
||||
{{formInput
|
||||
systemFields.modifiers.fields.levelSpellModifier
|
||||
value=system.modifiers.levelSpellModifier
|
||||
disabled=true
|
||||
}}
|
||||
</div>
|
||||
{{/if}}
|
||||
{{#if system.biodata.clericUser}}
|
||||
<div class="biodata-elem">
|
||||
<span class="name">Miracle bonus (1/5levels)</span>
|
||||
{{formInput
|
||||
systemFields.modifiers.fields.levelMiracleModifier
|
||||
value=system.modifiers.levelMiracleModifier
|
||||
disabled=true
|
||||
}}
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
<div class="biodata-elem">
|
||||
<span class="name">Last HD roll</span>
|
||||
{{formInput
|
||||
systemFields.biodata.fields.hpPerLevel
|
||||
value=system.biodata.hpPerLevel
|
||||
disabled=true
|
||||
}}
|
||||
</div>
|
||||
{{!-- Cleric User, modifiers, and hpPerLevel fields removed - don't exist in DataModel --}}
|
||||
|
||||
</div>
|
||||
</fieldset>
|
||||
|
||||
@@ -21,6 +21,7 @@
|
||||
class="item-img"
|
||||
src="{{item.img}}"
|
||||
data-tooltip="{{item.name}}"
|
||||
data-action="postItemToChat"
|
||||
/>
|
||||
{{/if}}
|
||||
<div class="name" data-tooltip="{{item.system.description}}">
|
||||
@@ -88,6 +89,7 @@
|
||||
class="item-img"
|
||||
src="{{item.img}}"
|
||||
data-tooltip="{{item.name}}"
|
||||
data-action="postItemToChat"
|
||||
/>
|
||||
<div class="name" data-tooltip="{{item.system.description}}">
|
||||
{{item.name}}
|
||||
@@ -137,6 +139,7 @@
|
||||
class="item-img"
|
||||
src="{{item.img}}"
|
||||
data-tooltip="{{item.name}}"
|
||||
data-action="postItemToChat"
|
||||
/>
|
||||
<div class="name" data-tooltip="{{item.system.description}}">
|
||||
{{item.name}}
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
<div class="equipments">
|
||||
{{#each equipments as |item|}}
|
||||
<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}}}">
|
||||
{{item.name}}
|
||||
</div>
|
||||
|
||||
@@ -86,6 +86,7 @@
|
||||
</div>
|
||||
<div class="hp-item">
|
||||
<div class="hp-label">ARMOR</div>
|
||||
<a data-action="armorPointsMinus"><i class="fa-solid fa-minus"></i></a>
|
||||
<div class="hp-value">
|
||||
{{formInput
|
||||
systemFields.armorPoints.fields.value
|
||||
@@ -93,6 +94,7 @@
|
||||
disabled=isPlayMode
|
||||
}}
|
||||
</div>
|
||||
<a data-action="armorPointsPlus"><i class="fa-solid fa-plus"></i></a>
|
||||
<div class="hp-separator">/</div>
|
||||
<div class="hp-max">
|
||||
{{formInput
|
||||
@@ -102,6 +104,26 @@
|
||||
}}
|
||||
</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>
|
||||
@@ -270,7 +292,7 @@
|
||||
<div class="race-content">
|
||||
{{#if race}}
|
||||
<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="controls">
|
||||
<a data-tooltip="{{localize 'PRISMRPG.Edit'}}" data-action="edit" data-item-id="{{race.id}}"
|
||||
@@ -296,7 +318,7 @@
|
||||
<div class="class-content">
|
||||
{{#if classItem}}
|
||||
<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="controls">
|
||||
<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}}"
|
||||
data-item-id="{{item.id}}"
|
||||
data-item-uuid="{{item.uuid}}">
|
||||
<img class="item-img" src="{{item.img}}" data-tooltip="{{item.name}}" />
|
||||
<div class="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.system.description}}">
|
||||
<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>
|
||||
{{item.name}}
|
||||
@@ -46,7 +46,7 @@
|
||||
<div class="racial-abilities">
|
||||
{{#each racialAbilities as |item|}}
|
||||
<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">
|
||||
{{item.name}}
|
||||
</div>
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
<div class="spells">
|
||||
{{#each spells as |item|}}
|
||||
<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">
|
||||
{{item.name}}
|
||||
</div>
|
||||
|
||||
@@ -111,6 +111,22 @@
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
{{#if (eq rollType "skill")}}
|
||||
{{#if rollData.skillSubAttributeLabel}}
|
||||
<div class="skill-info-card">
|
||||
<div class="skill-header">
|
||||
<strong class="skill-name">Skill Check</strong>
|
||||
</div>
|
||||
<div class="skill-stats">
|
||||
<div class="stat-item subattribute">
|
||||
<i class="fas fa-diagram-project"></i>
|
||||
<span>{{rollData.skillSubAttributeLabel}} (+{{rollData.skillSubAttributeValue}})</span>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
|
||||
{{#if rollData.letItFly}}
|
||||
<div class="special-badge">Let It Fly!</div>
|
||||
{{/if}}
|
||||
|
||||
+1
-1
@@ -61,7 +61,7 @@
|
||||
<legend>{{localize "PRISMRPG.Label.classFeatures"}}</legend>
|
||||
|
||||
{{#each system.features as |feature level|}}
|
||||
<label>{{localize "PRISMRPG.Label.level"}} {{inc @key}}</label>
|
||||
<label>{{localize "PRISMRPG.Label.level"}} {{replace @key "level" ""}}</label>
|
||||
{{formInput
|
||||
(lookup ../systemFields.features.fields @key)
|
||||
enriched=(lookup ../enrichedFeatures @key)
|
||||
|
||||
@@ -149,6 +149,29 @@
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
|
||||
{{! Skill Options }}
|
||||
{{#if (eq rollType "skill")}}
|
||||
<div class="option-section skill-section">
|
||||
<div class="section-title">
|
||||
<i class="fas fa-dice-d20"></i>
|
||||
<span>Skill Options</span>
|
||||
</div>
|
||||
|
||||
{{! Choose which sub-attribute to use }}
|
||||
<div class="option-row">
|
||||
<label>Use Sub-Attribute:</label>
|
||||
<select name="skillSubAttribute" class="styled-select">
|
||||
<option value="{{rollTarget.subAttribute1}}" selected>
|
||||
{{rollTarget.subAttribute1Label}} (+{{rollTarget.subAttribute1Value}})
|
||||
</option>
|
||||
<option value="{{rollTarget.subAttribute2}}">
|
||||
{{rollTarget.subAttribute2Label}} (+{{rollTarget.subAttribute2Value}})
|
||||
</option>
|
||||
</select>
|
||||
</div>
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
{{! Advantage/Disadvantage }}
|
||||
{{#if hasAdvantage}}
|
||||
<div class="option-section">
|
||||
|
||||
@@ -117,6 +117,26 @@
|
||||
{{/if}}
|
||||
{{/if}}
|
||||
|
||||
{{! Skill Options }}
|
||||
{{#if (eq rollType "skill")}}
|
||||
<fieldSet class="dialog-skill-options">
|
||||
<legend>Skill Options</legend>
|
||||
|
||||
{{! Choose which sub-attribute to use }}
|
||||
<div class="dialog-save">
|
||||
<label>Use Sub-Attribute:</label>
|
||||
<select name="skillSubAttribute" data-tooltip-direction="UP">
|
||||
<option value="{{rollTarget.subAttribute1}}" selected>
|
||||
{{rollTarget.subAttribute1Label}} (+{{rollTarget.subAttribute1Value}})
|
||||
</option>
|
||||
<option value="{{rollTarget.subAttribute2}}">
|
||||
{{rollTarget.subAttribute2Label}} (+{{rollTarget.subAttribute2Value}})
|
||||
</option>
|
||||
</select>
|
||||
</div>
|
||||
</fieldSet>
|
||||
{{/if}}
|
||||
|
||||
{{#if hasAdvantage}}
|
||||
<fieldSet class="dialog-advantage">
|
||||
<legend>{{localize "PRISMRPG.Roll.advantageDisadvantage"}}</legend>
|
||||
|
||||
+18
-22
@@ -11,35 +11,31 @@
|
||||
<p class="hint">{{localize "PRISMRPG.Hint.isCoreSkill"}}</p>
|
||||
</div>
|
||||
|
||||
{{!-- Primary Attribute for Skill Checks --}}
|
||||
{{!-- First Sub-Attribute for Skill Checks --}}
|
||||
<div class="form-group">
|
||||
<label>{{localize "PRISMRPG.Label.primaryAttribute"}}</label>
|
||||
<select name="system.primaryAttribute">
|
||||
{{#each config.CHARACTERISTICS}}
|
||||
<option value="{{@key}}" {{#if (eq ../system.primaryAttribute @key)}}selected{{/if}}>
|
||||
<label>{{localize "PRISMRPG.Label.subAttribute1"}}</label>
|
||||
<select name="system.subAttribute1">
|
||||
{{#each config.SUB_ATTRIBUTES}}
|
||||
<option value="{{@key}}" {{#if (eq ../system.subAttribute1 @key)}}selected{{/if}}>
|
||||
{{localize this.label}}
|
||||
</option>
|
||||
{{/each}}
|
||||
</select>
|
||||
<p class="hint">Primary attribute used for skill checks (D&D 5e style: ability modifier + proficiency)</p>
|
||||
<p class="hint">First sub-attribute used for skill checks</p>
|
||||
</div>
|
||||
|
||||
{{#if system.isCoreSkill}}
|
||||
{{!-- Attribute Bonus Selection --}}
|
||||
<div class="form-group">
|
||||
<label>{{localize "PRISMRPG.Label.attributeBonusChoice"}}</label>
|
||||
<select name="system.attributeBonus">
|
||||
<option value="">{{localize "PRISMRPG.Label.selectAttribute"}}</option>
|
||||
{{#each config.CHARACTERISTICS}}
|
||||
<option value="{{@key}}" {{#if (eq ../system.attributeBonus @key)}}selected{{/if}}>
|
||||
{{localize this.label}}
|
||||
</option>
|
||||
{{/each}}
|
||||
</select>
|
||||
<p class="hint">{{localize "PRISMRPG.Hint.attributeBonus"}}</p>
|
||||
</div>
|
||||
|
||||
{{/if}}
|
||||
{{!-- Second Sub-Attribute for Skill Checks --}}
|
||||
<div class="form-group">
|
||||
<label>{{localize "PRISMRPG.Label.subAttribute2"}}</label>
|
||||
<select name="system.subAttribute2">
|
||||
{{#each config.SUB_ATTRIBUTES}}
|
||||
<option value="{{@key}}" {{#if (eq ../system.subAttribute2 @key)}}selected{{/if}}>
|
||||
{{localize this.label}}
|
||||
</option>
|
||||
{{/each}}
|
||||
</select>
|
||||
<p class="hint">Second sub-attribute used for skill checks</p>
|
||||
</div>
|
||||
|
||||
{{!-- Notes --}}
|
||||
<fieldset>
|
||||
|
||||
Reference in New Issue
Block a user