3 Commits

Author SHA1 Message Date
uberwald 7abea8e9d4 Add class adancement 2026-02-09 22:46:44 +01:00
uberwald 31573bd522 Fix initiative 2026-01-26 17:47:53 +01:00
uberwald abea77906d Add spells rolls and enhance CSS styling
- Add spell roll functionality to character sheets
- Enhance CSS and LESS styling for better visual presentation
- Update character templates and models
- Remove old backup files (roll-old.mjs, roll.mjs.backup)
- Improve character combat and equipment templates
- Update utility functions and actor documents

Generated by Mistral Vibe.
Co-Authored-By: Mistral Vibe <vibe@mistral.ai>
2026-01-21 13:56:09 +01:00
22 changed files with 1052 additions and 2488 deletions
+19
View File
@@ -0,0 +1,19 @@
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 100 100" width="100" height="100">
<!-- Background circle -->
<circle cx="50" cy="50" r="48" fill="#f0f0f0" stroke="#333" stroke-width="2" />
<!-- Star for achievement/advancement -->
<path d="M 50 20 L 55 38 L 74 38 L 59 49 L 64 67 L 50 56 L 36 67 L 41 49 L 26 38 L 45 38 Z"
fill="#ffd700" stroke="#333" stroke-width="1.5" />
<!-- Upward arrow for progression -->
<path d="M 50 75 L 50 85" stroke="#333" stroke-width="3" stroke-linecap="round" />
<path d="M 45 78 L 50 73 L 55 78" fill="none" stroke="#333" stroke-width="3"
stroke-linecap="round" stroke-linejoin="round" />
<!-- Small accent dots for decoration -->
<circle cx="20" cy="30" r="2" fill="#666" />
<circle cx="80" cy="30" r="2" fill="#666" />
<circle cx="20" cy="70" r="2" fill="#666" />
<circle cx="80" cy="70" r="2" fill="#666" />
</svg>

After

Width:  |  Height:  |  Size: 891 B

+215
View File
@@ -3227,6 +3227,118 @@ i.prismrpg {
.prismrpg .class-content label { .prismrpg .class-content label {
flex: 10%; flex: 10%;
} }
.prismrpg .class-content .advancement-level {
margin-bottom: 1.5rem;
padding: 0.5rem;
border: 1px solid rgba(0, 0, 0, 0.2);
border-radius: 4px;
}
.prismrpg .class-content .advancement-level h3 {
display: flex;
align-items: center;
justify-content: space-between;
margin: 0 0 0.5rem 0;
padding-bottom: 0.5rem;
border-bottom: 1px solid rgba(0, 0, 0, 0.1);
}
.prismrpg .class-content .advancement-level h3 .level-title {
color: #000000;
font-weight: bold;
font-size: 80%;
}
.prismrpg .class-content .advancement-level h3 .add-advancement {
padding: 0.25rem 0.5rem;
background: var(--color-control-bg);
border: 1px solid var(--color-border-dark);
border-radius: 3px;
cursor: pointer;
}
.prismrpg .class-content .advancement-level h3 .add-advancement:hover {
background: var(--color-control-bg-hover);
}
.prismrpg .class-content .advancement-level h3 .add-advancement i {
margin: 0;
}
.prismrpg .class-content .advancement-level .empty-advancements {
font-style: italic;
color: rgba(0, 0, 0, 0.5);
margin: 0.5rem 0;
}
.prismrpg .class-content .advancement-list {
display: flex;
flex-direction: column;
gap: 1rem;
}
.prismrpg .class-content .advancement-item {
padding: 0.75rem;
background: rgba(0, 0, 0, 0.05);
border-radius: 4px;
}
.prismrpg .class-content .advancement-item .advancement-header {
display: flex;
align-items: center;
gap: 0.5rem;
margin-bottom: 0.5rem;
}
.prismrpg .class-content .advancement-item .advancement-header .advancement-icon {
width: 40px;
height: 40px;
border: 1px solid rgba(0, 0, 0, 0.2);
border-radius: 3px;
cursor: pointer;
flex-shrink: 0;
}
.prismrpg .class-content .advancement-item .advancement-header .advancement-icon:hover {
border-color: var(--color-border-highlight);
}
.prismrpg .class-content .advancement-item .advancement-header input[type="text"] {
flex: 1;
font-weight: bold;
}
.prismrpg .class-content .advancement-item .advancement-header .toggle-advancement-description {
padding: 0.25rem 0.5rem;
background: var(--color-control-bg);
border: 1px solid var(--color-border-dark);
border-radius: 3px;
cursor: pointer;
flex-shrink: 0;
margin-left: 0.25rem;
}
.prismrpg .class-content .advancement-item .advancement-header .toggle-advancement-description:hover {
background: var(--color-control-bg-hover);
}
.prismrpg .class-content .advancement-item .advancement-header .toggle-advancement-description i {
margin: 0;
color: rgba(0, 0, 0, 0.7);
}
.prismrpg .class-content .advancement-item .advancement-header .delete-advancement {
padding: 0.25rem 0.5rem;
background: var(--color-control-bg);
border: 1px solid var(--color-border-dark);
border-radius: 3px;
cursor: pointer;
flex-shrink: 0;
}
.prismrpg .class-content .advancement-item .advancement-header .delete-advancement:hover {
background: rgba(255, 0, 0, 0.1);
border-color: rgba(255, 0, 0, 0.5);
}
.prismrpg .class-content .advancement-item .advancement-header .delete-advancement i {
margin: 0;
color: rgba(255, 0, 0, 0.7);
}
.prismrpg .class-content .advancement-item .advancement-description {
margin-top: 0.5rem;
overflow: hidden;
transition: max-height 0.3s ease-out, opacity 0.3s ease-out;
max-height: 500px;
opacity: 1;
}
.prismrpg .class-content .advancement-item .advancement-description.collapsed {
max-height: 0;
opacity: 0;
margin-top: 0;
}
.prismrpg .character-path-content { .prismrpg .character-path-content {
font-family: var(--font-primary); font-family: var(--font-primary);
font-size: calc(var(--font-size-standard) * 1); font-size: calc(var(--font-size-standard) * 1);
@@ -4102,6 +4214,109 @@ i.prismrpg {
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);
} }
.chat-log .message-content .prismrpg-item-chat-card {
font-family: var(--font-primary);
border-radius: 4px;
overflow: hidden;
background: linear-gradient(135deg, rgba(0, 0, 0, 0.05) 0%, rgba(0, 0, 0, 0.02) 100%);
border: 1px solid rgba(0, 0, 0, 0.2);
margin: 2px 0;
box-shadow: 0 1px 3px rgba(0, 0, 0, 0.1);
}
.chat-log .message-content .prismrpg-item-chat-card .item-header {
display: flex;
align-items: center;
justify-content: space-between;
padding: 4px 8px;
background: linear-gradient(135deg, #2c2c2c 0%, #1a1a1a 100%);
border-bottom: 1px solid #444;
}
.chat-log .message-content .prismrpg-item-chat-card .item-header h3 {
margin: 0;
font-size: 0.95em;
font-weight: bold;
color: #d4af37;
text-shadow: 1px 1px 2px rgba(0, 0, 0, 0.5);
font-family: var(--font-secondary);
}
.chat-log .message-content .prismrpg-item-chat-card .item-header .item-type {
padding: 1px 6px;
border-radius: 10px;
font-size: 0.65em;
font-weight: bold;
text-transform: uppercase;
background: rgba(255, 255, 255, 0.15);
color: #fff;
border: 1px solid rgba(255, 255, 255, 0.2);
letter-spacing: 0.3px;
}
.chat-log .message-content .prismrpg-item-chat-card .item-image {
display: flex;
justify-content: center;
align-items: center;
padding: 6px;
background: rgba(0, 0, 0, 0.1);
border-bottom: 1px solid rgba(255, 255, 255, 0.1);
}
.chat-log .message-content .prismrpg-item-chat-card .item-image img {
max-width: 50px;
max-height: 50px;
border-radius: 3px;
border: 1px solid rgba(212, 175, 55, 0.3);
box-shadow: 0 1px 3px rgba(0, 0, 0, 0.3);
transition: transform 0.2s ease;
}
.chat-log .message-content .prismrpg-item-chat-card .item-image img:hover {
transform: scale(1.05);
}
.chat-log .message-content .prismrpg-item-chat-card .item-description {
padding: 6px 8px;
color: #000;
font-size: 0.8em;
line-height: 1.3;
background: rgba(255, 255, 255, 0.8);
border-bottom: 1px solid rgba(255, 255, 255, 0.1);
font-style: italic;
}
.chat-log .message-content .prismrpg-item-chat-card .item-details {
padding: 6px 8px;
display: flex;
flex-direction: column;
gap: 3px;
}
.chat-log .message-content .prismrpg-item-chat-card .item-details .item-detail {
display: flex;
align-items: center;
padding: 2px 6px;
background: rgba(255, 255, 255, 0.03);
border-left: 2px solid rgba(212, 175, 55, 0.5);
border-radius: 2px;
font-size: 0.8em;
}
.chat-log .message-content .prismrpg-item-chat-card .item-details .item-detail strong {
color: #d4af37;
margin-right: 6px;
min-width: 90px;
font-weight: bold;
}
.chat-log .message-content .prismrpg-item-chat-card .item-details .item-detail:nth-child(even) {
background: rgba(0, 0, 0, 0.05);
}
.chat-log .message-content .prismrpg-item-chat-card.weapon-item .item-header {
background: linear-gradient(135deg, #c41e3a 0%, #8b0000 100%);
}
.chat-log .message-content .prismrpg-item-chat-card.armor-item .item-header {
background: linear-gradient(135deg, #4a5cf7 0%, #2c3e9e 100%);
}
.chat-log .message-content .prismrpg-item-chat-card.spell-item .item-header {
background: linear-gradient(135deg, #9b59b6 0%, #6c3483 100%);
}
.chat-log .message-content .prismrpg-item-chat-card.skill-item .item-header {
background: linear-gradient(135deg, #16a085 0%, #0e6655 100%);
}
.chat-log .message-content .prismrpg-item-chat-card.equipment-item .item-header {
background: linear-gradient(135deg, #f39c12 0%, #b8730f 100%);
}
.application.dialog.prismrpg { .application.dialog.prismrpg {
color: var(--color-dark-1); color: var(--color-dark-1);
} }
+7 -1
View File
@@ -688,7 +688,13 @@
"spellcastingTypeMana": "Mana", "spellcastingTypeMana": "Mana",
"spellcastingTypeFaith": "Faith", "spellcastingTypeFaith": "Faith",
"attributeBonuses": "Attribute Bonuses", "attributeBonuses": "Attribute Bonuses",
"classFeatures": "Class Features" "classFeatures": "Class Features",
"advancement": "Advancement",
"addAdvancement": "Add Advancement",
"deleteAdvancement": "Delete Advancement",
"advancementName": "Advancement Name",
"noAdvancements": "No advancements defined for this level",
"toggleDescription": "Toggle Description"
}, },
"CoreSkill": { "CoreSkill": {
"acrobatics": "Acrobatics", "acrobatics": "Acrobatics",
-191
View File
@@ -1,104 +1,6 @@
/* -------------------------------------------- */
export class PrismRPGCombatTracker extends foundry.applications.sidebar.tabs.CombatTracker {
static PARTS = {
"header": {
"template": "systems/fvtt-prism-rpg/templates/combat-tracker-header-v2.hbs"
},
"tracker": {
"template": "systems/fvtt-prism-rpg/templates/combat-tracker-v2.hbs"
},
"footer": {
"template": "systems/fvtt-prism-rpg/templates/combat-tracker-footer-v2.hbs"
}
}
static DEFAULT_OPTIONS = foundry.utils.mergeObject(super.DEFAULT_OPTIONS, {
actions: {
initiativePlus: PrismRPGCombatTracker.#initiativePlus,
initiativeMinus: PrismRPGCombatTracker.#initiativeMinus,
},
});
async _prepareContext(options) {
let data = await super._prepareContext(options);
console?.log("Combat Tracker Data", data);
/*for (let u of data.turns) {
let c = game.combat.combatants.get(u.id);
u.progressionCount = c.system.progressionCount
u.isMonster = c.actor.type === "monster"
}
console.log("Combat Data", data);*/
return data;
}
static #initiativePlus(ev) {
ev.preventDefault();
let cId = ev.target.closest(".combatant").dataset.combatantId;
let c = game.combat.combatants.get(cId);
c.update({ 'initiative': c.initiative + 1 });
console.log("Initiative Plus");
}
static #initiativeMinus(ev) {
ev.preventDefault();
let cId = ev.target.closest(".combatant").dataset.combatantId;
let c = game.combat.combatants.get(cId);
let newInit = Math.max(c.initiative - 1, 0);
c.update({ 'initiative': newInit });
}
activateListeners(html) {
super.activateListeners(html);
// Display Combat settings
html.find(".initiative-plus").click(ev => {
ev.preventDefault();
let cId = ev.currentTarget.closest(".combatant").dataset.combatantId;
let c = game.combat.combatants.get(cId);
c.update({ 'initiative': c.initiative + 1 });
});
html.find(".initiative-minus").click(ev => {
ev.preventDefault();
let cId = ev.currentTarget.closest(".combatant").dataset.combatantId;
let c = game.combat.combatants.get(cId);
c.update({ 'initiative': c.initiative - 1 });
console.log("Initiative Minus");
});
}
/* -------------------------------------------- */
static get defaultOptions() {
let path = "systems/fvtt-prism-rpg/templates/combat-tracker.hbs";
return foundry.utils.mergeObject(super.defaultOptions, {
template: path,
});
}
}
export class PrismRPGCombat extends Combat { export class PrismRPGCombat extends Combat {
/**
* Return the Array of combatants sorted into initiative order, breaking ties alphabetically by name.
* @returns {Combatant[]}
*/
setupTurns() {
console?.log("Setup Turns....");
this.turns ||= [];
// Determine the turn order and the current turn
const turns = this.combatants.contents.sort(this.sortCombatantsLF);
if (this.turn !== null) this.turn = Math.clamp(this.turn, 0, turns.length - 1);
// Update state tracking
let c = turns[this.turn];
this.current = this._getCurrentState(c);
if (!this.previous) this.previous = this.current;
// Return the array of prepared turns
return this.turns = turns;
}
async rollInitiative(ids, options) { async rollInitiative(ids, options) {
console.log("%%%%%%%%% Roll Initiative", ids, options); console.log("%%%%%%%%% Roll Initiative", ids, options);
@@ -123,98 +25,5 @@ export class PrismRPGCombat extends Combat {
return this; return this;
} }
resetProgression(cId) {
let c = this.combatants.get(cId);
c.update({ 'system.progressionCount': 0 });
}
setCasting(cId) {
let c = this.combatants.get(cId);
c.setFlag(SYSTEM.id, "casting", true);
}
resetCasting(cId) {
let c = this.combatants.get(cId);
c.setFlag(SYSTEM.id, "casting", false);
}
isCasting(cId) {
let c = this.combatants.get(cId);
return c.getFlag(SYSTEM.id, "casting");
}
async nextTurn() {
console.log("NEXT TURN");
let turn = this.turn ?? -1;
let skipDefeated = this.settings.skipDefeated;
// Determine the next turn number
let next = null;
for (let [i, t] of this.turns.entries()) {
console.log("Turn", t);
if (i <= turn) continue;
if (skipDefeated && t.isDefeated) continue;
next = i;
break;
}
// Maybe advance to the next round
let round = this.round;
if ((this.round === 0) || (next === null) || (next >= this.turns.length)) {
return this.nextRound();
}
// Update the document, passing data through a hook first
const updateData = { round, turn: next };
const updateOptions = { advanceTime: CONFIG.time.turnTime, direction: 1 };
Hooks.callAll("combatTurn", this, updateData, updateOptions);
return this.update(updateData, updateOptions);
}
async nextRound() {
this.turnsDone = false
let turn = this.turn === null ? null : 0; // Preserve the fact that it's no-one's turn currently.
console.log("ROUND", this);
let advanceTime = Math.max(this.turns.length - this.turn, 0) * CONFIG.time.turnTime;
advanceTime += CONFIG.time.roundTime;
let nextRound = this.round + 1;
let initOK = true;
for (let c of this.combatants) {
if (c.initiative === null) {
initOK = false;
break;
}
}
if (!initOK) {
ui.notifications.error("All combatants must have initiative rolled before the round can advance.");
return this;
}
for (let c of this.combatants) {
if (nextRound >= c.initiative) {
let user = game.users.find(u => u.active && u.character && u.character.id === c.actor.id);
if (user?.hasPlayerOwner) {
game.socket.emit(`system.${SYSTEM.id}`, { type: "rollProgressionDice", progressionCount: c.system.progressionCount + 1, actorId: c.actor.id, combatId: this.id, combatantId: c.id });
} else {
user = game.users.find(u => u.active && u.isGM);
c.actor.system.rollProgressionDice(this.id, c.id);
}
}
}
// Update the document, passing data through a hook first
const updateData = { round: nextRound, turn };
const updateOptions = { advanceTime, direction: 1 };
Hooks.callAll("combatRound", this, updateData, updateOptions);
return this.update(updateData, updateOptions);
}
sortCombatantsLF(a, b) {
return a.initiative - b.initiative;
}
} }
+184 -7
View File
@@ -18,10 +18,15 @@ export default class PrismRPGCharacterSheet extends PrismRPGActorSheet {
rollInitiative: PrismRPGCharacterSheet.#onRollInitiative, rollInitiative: PrismRPGCharacterSheet.#onRollInitiative,
armorHitPointsPlus: PrismRPGCharacterSheet.#onArmorHitPointsPlus, armorHitPointsPlus: PrismRPGCharacterSheet.#onArmorHitPointsPlus,
armorHitPointsMinus: PrismRPGCharacterSheet.#onArmorHitPointsMinus, armorHitPointsMinus: PrismRPGCharacterSheet.#onArmorHitPointsMinus,
armorPointsPlus: PrismRPGCharacterSheet.#onArmorPointsPlus,
armorPointsMinus: PrismRPGCharacterSheet.#onArmorPointsMinus,
actionPointsPlus: PrismRPGCharacterSheet.#onActionPointsPlus,
actionPointsMinus: PrismRPGCharacterSheet.#onActionPointsMinus,
manaPointsPlus: PrismRPGCharacterSheet.#onManaPointsPlus, manaPointsPlus: PrismRPGCharacterSheet.#onManaPointsPlus,
manaPointsMinus: PrismRPGCharacterSheet.#onManaPointsMinus, manaPointsMinus: PrismRPGCharacterSheet.#onManaPointsMinus,
hpPlus: PrismRPGCharacterSheet.#onHpPlus, hpPlus: PrismRPGCharacterSheet.#onHpPlus,
hpMinus: PrismRPGCharacterSheet.#onHpMinus, hpMinus: PrismRPGCharacterSheet.#onHpMinus,
postItemToChat: PrismRPGCharacterSheet.#onPostItemToChat,
}, },
} }
@@ -158,43 +163,215 @@ export default class PrismRPGCharacterSheet extends PrismRPGActorSheet {
await this.document.system.rollInitiative() await this.document.system.rollInitiative()
} }
static #onArmorHitPointsPlus(event, target) { static async #onArmorHitPointsPlus(event, target) {
let armorHP = this.actor.system.combat.armorHitPoints let armorHP = this.actor.system.combat.armorHitPoints
armorHP += 1 armorHP += 1
this.actor.update({ "system.combat.armorHitPoints": armorHP }) this.actor.update({ "system.combat.armorHitPoints": armorHP })
} }
static #onArmorHitPointsMinus(event, target) { static async #onArmorHitPointsMinus(event, target) {
let armorHP = this.actor.system.combat.armorHitPoints let armorHP = this.actor.system.combat.armorHitPoints
armorHP -= 1 armorHP -= 1
this.actor.update({ "system.combat.armorHitPoints": Math.max(armorHP, 0) }) this.actor.update({ "system.combat.armorHitPoints": Math.max(armorHP, 0) })
} }
static #onManaPointsPlus(event, target) { static async #onManaPointsPlus(event, target) {
let mana = this.actor.system.manaPoints.value let mana = this.actor.system.manaPoints.value
mana += 1 mana += 1
this.actor.update({ "system.manaPoints.value": Math.min(mana, this.actor.system.manaPoints.max) }) this.actor.update({ "system.manaPoints.value": Math.min(mana, this.actor.system.manaPoints.max) })
} }
static #onManaPointsMinus(event, target) { static async #onManaPointsMinus(event, target) {
let mana = this.actor.system.manaPoints.value let mana = this.actor.system.manaPoints.value
mana -= 1 mana -= 1
this.actor.update({ "system.manaPoints.value": Math.max(mana, 0) }) this.actor.update({ "system.manaPoints.value": Math.max(mana, 0) })
} }
static #onHpPlus(event, target) { static async #onArmorPointsPlus(event, target) {
let armor = this.actor.system.armorPoints.value
armor += 1
this.actor.update({ "system.armorPoints.value": Math.min(armor, this.actor.system.armorPoints.max) })
}
static async #onArmorPointsMinus(event, target) {
let armor = this.actor.system.armorPoints.value
armor -= 1
this.actor.update({ "system.armorPoints.value": Math.max(armor, 0) })
}
static async#onActionPointsPlus(event, target) {
let actionPoints = this.actor.system.actionPoints.value
actionPoints += 1
this.actor.update({ "system.actionPoints.value": Math.min(actionPoints, this.actor.system.actionPoints.max) })
}
static async#onActionPointsMinus(event, target) {
let actionPoints = this.actor.system.actionPoints.value
actionPoints -= 1
this.actor.update({ "system.actionPoints.value": Math.max(actionPoints, 0) })
}
static async#onHpPlus(event, target) {
let hp = this.actor.system.hp.value let hp = this.actor.system.hp.value
hp += 1 hp += 1
this.actor.update({ "system.hp.value": Math.min(hp, this.actor.system.hp.max) }) this.actor.update({ "system.hp.value": Math.min(hp, this.actor.system.hp.max) })
} }
static #onHpMinus(event, target) { static async#onHpMinus(event, target) {
let hp = this.actor.system.hp.value let hp = this.actor.system.hp.value
hp -= 1 hp -= 1
this.actor.update({ "system.hp.value": Math.max(hp, 0) }) this.actor.update({ "system.hp.value": Math.max(hp, 0) })
} }
static #onCreateEquipment(event, target) { static async #onCreateEquipment(event, target) {
}
static async #onPostItemToChat(event, target) {
console.log("PRISM RPG | PostItemToChat action triggered", { event: event, target: target })
// Try to find the item element from the clicked target or its parents
let itemElement = null
// First try with the target (the actual clicked element)
if (event.target) {
itemElement = event.target.closest('[data-item-id]')
}
// If not found, try with currentTarget (the element with the action)
if (!itemElement && event.currentTarget) {
itemElement = event.currentTarget.closest('[data-item-id]')
}
// If still not found, try with the target parameter
if (!itemElement && target) {
itemElement = target.closest('[data-item-id]')
}
console.log("PRISM RPG | Found item element", { itemElement: itemElement })
if (!itemElement) {
console.warn("PRISM RPG | Could not find item element for posting to chat")
return
}
const itemId = itemElement.dataset.itemId
if (!itemId) {
console.warn("PRISM RPG | Item ID not found for posting to chat")
return
}
const item = this.actor.items.get(itemId)
if (!item) {
console.warn("PRISM RPG | Item not found for posting to chat", { itemId: itemId })
return
}
// Create a chat message with the item data
const speaker = ChatMessage.getSpeaker({ actor: this.actor })
const content = await this.formatItemForChat(item)
await ChatMessage.create({
content: content,
speaker: speaker,
})
}
async formatItemForChat(item) {
// Format the item data for chat display
const itemTypeClass = `${item.type}-item`
let htmlContent = `
<div class="prismrpg-item-chat-card ${itemTypeClass}">
<div class="item-header">
<h3>${item.name}</h3>
<span class="item-type">${game.i18n.localize(`TYPES.Item.${item.type}`) || item.type}</span>
</div>
`
// Add item image if available
if (item.img && !item.img.includes('icons/svg/mystery-man.svg')) {
htmlContent += `<div class="item-image"><img src="${item.img}" alt="${item.name}"></div>`
}
// Add item description if available
if (item.system.description && item.system.description.trim() !== '') {
const enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(item.system.description, { async: true })
htmlContent += `<div class="item-description">${enrichedDescription}</div>`
}
// Add specific item data based on item type
htmlContent += `<div class="item-details">`
switch (item.type) {
case 'weapon':
htmlContent += `
<div class="item-detail"><strong>Type:</strong> ${item.system.weaponType || 'Unknown'}</div>
<div class="item-detail"><strong>Damage:</strong> ${item.system.damage || 'N/A'}</div>
<div class="item-detail"><strong>APC:</strong> ${item.system.apc || 0}</div>
`
if (item.system.damageType) {
const damageTypes = []
if (item.system.damageType.piercing) damageTypes.push('Piercing')
if (item.system.damageType.bludgeoning) damageTypes.push('Bludgeoning')
if (item.system.damageType.slashing) damageTypes.push('Slashing')
if (damageTypes.length > 0) {
htmlContent += `<div class="item-detail"><strong>Damage Type:</strong> ${damageTypes.join('/')}</div>`
}
}
break
case 'armor':
htmlContent += `
<div class="item-detail"><strong>Armor Type:</strong> ${item.system.armorType || 'Unknown'}</div>
<div class="item-detail"><strong>Armor Points:</strong> ${item.system.armorPoints || 0}</div>
<div class="item-detail"><strong>APC:</strong> ${item.system.apc || 0}</div>
`
break
case 'shield':
htmlContent += `
<div class="item-detail"><strong>Shield Type:</strong> ${item.system.shieldType || 'Unknown'}</div>
<div class="item-detail"><strong>Armor Points:</strong> ${item.system.armorPoints || 0}</div>
<div class="item-detail"><strong>APC:</strong> ${item.system.apc || 0}</div>
`
break
case 'skill':
htmlContent += `
<div class="item-detail"><strong>Modifier:</strong> ${item.system.modifier || 0}</div>
<div class="item-detail"><strong>Core Skill:</strong> ${item.system.isCoreSkill ? 'Yes' : 'No'}</div>
`
break
case 'spell':
htmlContent += `
<div class="item-detail"><strong>Level:</strong> ${item.system.level || 'Unknown'}</div>
<div class="item-detail"><strong>Mana Cost:</strong> ${item.system.manaCost || 0}</div>
<div class="item-detail"><strong>Casting Time:</strong> ${item.system.castingTime || 'N/A'}</div>
`
break
case 'miracle':
htmlContent += `
<div class="item-detail"><strong>Prayer Time:</strong> ${item.system.prayerTime || 'N/A'}</div>
`
break
case 'equipment':
htmlContent += `
<div class="item-detail"><strong>Weight:</strong> ${item.system.weight || 'N/A'}</div>
`
break
default:
// For other item types, just show basic info
htmlContent += `<div class="item-detail"><strong>Item Type:</strong> ${item.type}</div>`
}
htmlContent += `</div></div>`
return htmlContent
} }
_onRender(context, options) { _onRender(context, options) {
+137
View File
@@ -32,6 +32,7 @@ export default class PrismRPGClassSheet extends PrismRPGItemSheet {
#getTabs() { #getTabs() {
const tabs = { const tabs = {
details: { id: "details", group: "primary", label: "PRISMRPG.Label.details" }, details: { id: "details", group: "primary", label: "PRISMRPG.Label.details" },
advancements: { id: "advancements", group: "primary", label: "PRISMRPG.Label.advancement" },
description: { id: "description", group: "primary", label: "PRISMRPG.Label.description" }, description: { id: "description", group: "primary", label: "PRISMRPG.Label.description" },
} }
for (const v of Object.values(tabs)) { for (const v of Object.values(tabs)) {
@@ -56,6 +57,142 @@ export default class PrismRPGClassSheet extends PrismRPGItemSheet {
context.enrichedFeatures[key] = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.features[key], { async: true }) context.enrichedFeatures[key] = await foundry.applications.ux.TextEditor.implementation.enrichHTML(this.document.system.features[key], { async: true })
} }
// Enrich all advancement descriptions
context.enrichedAdvancements = {}
context.advancementsByLevel = []
for (let i = 1; i <= 10; i++) {
const key = `level${i}`
const advancements = this.document.system.advancements[key] || []
context.enrichedAdvancements[key] = []
const enrichedAdvancementsList = []
for (let j = 0; j < advancements.length; j++) {
const enrichedDesc = await foundry.applications.ux.TextEditor.implementation.enrichHTML(advancements[j].description, { async: true })
const enrichedAdv = {
...advancements[j],
enrichedDescription: enrichedDesc,
index: j,
levelKey: key
}
context.enrichedAdvancements[key].push(enrichedAdv)
enrichedAdvancementsList.push(enrichedAdv)
}
context.advancementsByLevel.push({
level: i,
levelKey: key,
advancements: enrichedAdvancementsList
})
}
return context return context
} }
/** @override */
_onRender(context, options) {
super._onRender(context, options)
// Add advancement button listeners
this.element.querySelectorAll(".add-advancement").forEach(btn => {
btn.addEventListener("click", this._onAddAdvancement.bind(this))
})
// Delete advancement button listeners
this.element.querySelectorAll(".delete-advancement").forEach(btn => {
btn.addEventListener("click", this._onDeleteAdvancement.bind(this))
})
// Edit advancement icon listeners
this.element.querySelectorAll(".advancement-icon").forEach(img => {
img.addEventListener("click", this._onEditAdvancementIcon.bind(this))
})
// Toggle advancement description listeners
this.element.querySelectorAll(".toggle-advancement-description").forEach(btn => {
btn.addEventListener("click", this._onToggleAdvancementDescription.bind(this))
})
}
/**
* Handle toggling advancement description visibility
* @param {Event} event
*/
_onToggleAdvancementDescription(event) {
event.preventDefault()
const button = event.currentTarget
const item = button.closest(".advancement-item")
const description = item.querySelector(".advancement-description")
const icon = button.querySelector("i")
description.classList.toggle("collapsed")
if (description.classList.contains("collapsed")) {
icon.classList.remove("fa-chevron-up")
icon.classList.add("fa-chevron-down")
} else {
icon.classList.remove("fa-chevron-down")
icon.classList.add("fa-chevron-up")
}
}
/**
* Handle adding a new advancement to a level
* @param {Event} event
*/
async _onAddAdvancement(event) {
event.preventDefault()
const level = event.currentTarget.dataset.level
const advancements = foundry.utils.deepClone(this.document.system.advancements[level] || [])
advancements.push({
icon: "systems/fvtt-prism-rpg/assets/icons/advancement.svg",
name: "",
description: ""
})
await this.document.update({
[`system.advancements.${level}`]: advancements
})
}
/**
* Handle deleting an advancement from a level
* @param {Event} event
*/
async _onDeleteAdvancement(event) {
event.preventDefault()
const level = event.currentTarget.dataset.level
const index = parseInt(event.currentTarget.dataset.index)
const advancements = foundry.utils.deepClone(this.document.system.advancements[level] || [])
advancements.splice(index, 1)
await this.document.update({
[`system.advancements.${level}`]: advancements
})
}
/**
* Handle editing an advancement icon
* @param {Event} event
*/
async _onEditAdvancementIcon(event) {
event.preventDefault()
const level = event.currentTarget.dataset.level
const index = parseInt(event.currentTarget.dataset.index)
const fp = new FilePicker({
type: "image",
current: this.document.system.advancements[level][index].icon,
callback: async (path) => {
const advancements = foundry.utils.deepClone(this.document.system.advancements[level] || [])
advancements[index].icon = path
await this.document.update({
[`system.advancements.${level}`]: advancements
})
}
})
fp.render(true)
}
} }
+2 -26
View File
@@ -159,38 +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),
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+51 -51
View File
@@ -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")} - ${this.parent.name}`,
maxInit, speaker: ChatMessage.getSpeaker({ actor: this.parent })
}) })
if (!roll) return null
await roll.toMessage({}, { rollMode: roll.options.rollMode }) // Wait for 3D dice animation if enabled
} if (game?.dice3d) {
await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
async rollProgressionDice(combatId, combatantId, rollProgressionCount) {
// Get all weapons from the actor
let weapons = this.parent.items.filter(i => i.type === "weapon" && i.system.weaponType === "melee")
let weaponsChoices = weapons.map(w => { return { id: w.id, name: `${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: ${w.system.speed.focusedAim.toUpperCase()})`, combatProgressionDice: w.system.speed.focusedAim.toUpperCase() })
} }
if (this.biodata.magicUser || this.biodata.clericUser) {
let spells = this.parent.items.filter(i => i.type === "spell" || i.type === "miracle") // Update the combatant's initiative if in combat
for (let s of spells) { if (combatId && combatantId) {
let title = "" let combat = game.combats.get(combatId)
let formula = "" if (combat) {
if (s.type === "spell") { await combat.updateEmbeddedDocuments("Combatant", [{
let dice = PrismRPGUtils.getLethargyDice(s.system.level) _id: combatantId,
title = `${s.name} (Casting time: ${s.system.castingTime}, Lethargy: ${dice})` initiative: initRoll.total
formula = `${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",
})
} }
} }
+67
View File
@@ -68,6 +68,41 @@ export default class PrismRPGClass extends foundry.abstract.TypeDataModel {
level10: new fields.HTMLField({ initial: "" }) level10: new fields.HTMLField({ initial: "" })
}) })
// Advancements (list of advancements per level with icon, name and description)
const advancementSchema = () => new fields.ArrayField(
new fields.SchemaField({
icon: new fields.StringField({
required: true,
initial: "",
label: "Icon"
}),
name: new fields.StringField({
required: true,
initial: "",
label: "Name"
}),
description: new fields.HTMLField({
required: true,
initial: "",
label: "Description"
})
}),
{ initial: [] }
)
schema.advancements = new fields.SchemaField({
level1: advancementSchema(),
level2: advancementSchema(),
level3: advancementSchema(),
level4: advancementSchema(),
level5: advancementSchema(),
level6: advancementSchema(),
level7: advancementSchema(),
level8: advancementSchema(),
level9: advancementSchema(),
level10: advancementSchema()
})
// Proficiencies granted by this class // Proficiencies granted by this class
schema.weaponProficiencies = new fields.StringField({ schema.weaponProficiencies = new fields.StringField({
required: true, required: true,
@@ -156,4 +191,36 @@ export default class PrismRPGClass extends foundry.abstract.TypeDataModel {
} }
return features return features
} }
/**
* Get the current level's advancements
*/
get currentLevelAdvancements() {
return this.advancements[`level${this.level}`] || []
}
/**
* Get all advancements up to current level
*/
get allAdvancementsUpToLevel() {
const advancements = []
for (let i = 1; i <= this.level; i++) {
const levelAdvancements = this.advancements[`level${i}`]
if (levelAdvancements && levelAdvancements.length > 0) {
advancements.push({
level: i,
advancements: levelAdvancements
})
}
}
return advancements
}
/**
* Get advancements for a specific level
*/
getAdvancementsForLevel(level) {
if (level < 1 || level > 10) return []
return this.advancements[`level${level}`] || []
}
} }
+5 -5
View File
@@ -13,11 +13,6 @@ export default class PrismRPGUtils {
return compendiumData.filter(filter) 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() { static setHookListeners() {
@@ -177,6 +172,11 @@ 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);
}) })
+6 -8
View File
@@ -11,7 +11,7 @@ import * as models from "./module/models/_module.mjs"
import * as documents from "./module/documents/_module.mjs" import * as documents from "./module/documents/_module.mjs"
import * as applications from "./module/applications/_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 { Macros } from "./module/macros.mjs"
import { setupTextEnrichers } from "./module/enrichers.mjs" import { setupTextEnrichers } from "./module/enrichers.mjs"
import { default as PrismRPGUtils } from "./module/utils.mjs" import { default as PrismRPGUtils } from "./module/utils.mjs"
@@ -36,8 +36,11 @@ Hooks.once("init", function () {
documents, 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.documentClass = documents.PrismRPGActor
CONFIG.Actor.dataModels = { CONFIG.Actor.dataModels = {
@@ -208,11 +211,6 @@ Hooks.on(hookName, (message, html, data) => {
await actor.prepareRoll("weapon-damage-medium", weaponId) 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 * Create a macro when dropping an entity on the hotbar
* Item - open roll dialog * Item - open roll dialog
+136
View File
@@ -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%);
}
}
}
} }
+135
View File
@@ -13,4 +13,139 @@
label { label {
flex: 10%; flex: 10%;
} }
.advancement-level {
margin-bottom: 1.5rem;
padding: 0.5rem;
border: 1px solid rgba(0, 0, 0, 0.2);
border-radius: 4px;
h3 {
display: flex;
align-items: center;
justify-content: space-between;
margin: 0 0 0.5rem 0;
padding-bottom: 0.5rem;
border-bottom: 1px solid rgba(0, 0, 0, 0.1);
.level-title {
color: #000000;
font-weight: bold;
font-size: 80%;
}
.add-advancement {
padding: 0.25rem 0.5rem;
background: var(--color-control-bg);
border: 1px solid var(--color-border-dark);
border-radius: 3px;
cursor: pointer;
&:hover {
background: var(--color-control-bg-hover);
}
i {
margin: 0;
}
}
}
.empty-advancements {
font-style: italic;
color: rgba(0, 0, 0, 0.5);
margin: 0.5rem 0;
}
}
.advancement-list {
display: flex;
flex-direction: column;
gap: 1rem;
}
.advancement-item {
padding: 0.75rem;
background: rgba(0, 0, 0, 0.05);
border-radius: 4px;
.advancement-header {
display: flex;
align-items: center;
gap: 0.5rem;
margin-bottom: 0.5rem;
.advancement-icon {
width: 40px;
height: 40px;
border: 1px solid rgba(0, 0, 0, 0.2);
border-radius: 3px;
cursor: pointer;
flex-shrink: 0;
&:hover {
border-color: var(--color-border-highlight);
}
}
input[type="text"] {
flex: 1;
font-weight: bold;
}
.toggle-advancement-description {
padding: 0.25rem 0.5rem;
background: var(--color-control-bg);
border: 1px solid var(--color-border-dark);
border-radius: 3px;
cursor: pointer;
flex-shrink: 0;
margin-left: 0.25rem;
&:hover {
background: var(--color-control-bg-hover);
}
i {
margin: 0;
color: rgba(0, 0, 0, 0.7);
}
}
.delete-advancement {
padding: 0.25rem 0.5rem;
background: var(--color-control-bg);
border: 1px solid var(--color-border-dark);
border-radius: 3px;
cursor: pointer;
flex-shrink: 0;
&:hover {
background: rgba(255, 0, 0, 0.1);
border-color: rgba(255, 0, 0, 0.5);
}
i {
margin: 0;
color: rgba(255, 0, 0, 0.7);
}
}
}
.advancement-description {
margin-top: 0.5rem;
overflow: hidden;
transition:
max-height 0.3s ease-out,
opacity 0.3s ease-out;
max-height: 500px;
opacity: 1;
&.collapsed {
max-height: 0;
opacity: 0;
margin-top: 0;
}
}
}
} }
+1 -1
View File
@@ -6,7 +6,7 @@
"download": "#{DOWNLOAD}#", "download": "#{DOWNLOAD}#",
"url": "#{URL}#", "url": "#{URL}#",
"license": "LICENSE", "license": "LICENSE",
"version": "13.0.0", "version": "13.0.1",
"authors": [ "authors": [
{ {
"name": "Uberwald", "name": "Uberwald",
+3
View File
@@ -21,6 +21,7 @@
class="item-img" class="item-img"
src="{{item.img}}" src="{{item.img}}"
data-tooltip="{{item.name}}" data-tooltip="{{item.name}}"
data-action="postItemToChat"
/> />
{{/if}} {{/if}}
<div class="name" data-tooltip="{{item.system.description}}"> <div class="name" data-tooltip="{{item.system.description}}">
@@ -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}}
+1 -1
View File
@@ -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>
+24 -2
View File
@@ -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}}"
+3 -3
View File
@@ -11,8 +11,8 @@
<div class="skill {{#if item.system.isCoreSkill}}is-core-skill{{/if}}" <div class="skill {{#if item.system.isCoreSkill}}is-core-skill{{/if}}"
data-item-id="{{item.id}}" data-item-id="{{item.id}}"
data-item-uuid="{{item.uuid}}"> data-item-uuid="{{item.uuid}}">
<img class="item-img" src="{{item.img}}" data-tooltip="{{item.name}}" /> <img class="item-img" src="{{item.img}}" data-tooltip="{{item.name}}\nClick to post to chat" data-action="postItemToChat" />
<div class="name"> <div class="name" data-tooltip="{{item.system.description}}">
<a class="rollable" data-roll-type="skill" data-roll-key="{{item.id}}"> <a class="rollable" data-roll-type="skill" data-roll-key="{{item.id}}">
<i class="lf-roll-small fa-duotone fa-solid fa-dice-d10"></i> <i class="lf-roll-small fa-duotone fa-solid fa-dice-d10"></i>
{{item.name}} {{item.name}}
@@ -46,7 +46,7 @@
<div class="racial-abilities"> <div class="racial-abilities">
{{#each racialAbilities as |item|}} {{#each racialAbilities as |item|}}
<div class="racial-ability " data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}"> <div class="racial-ability " data-item-id="{{item.id}}" data-item-uuid="{{item.uuid}}">
<img class="item-img" src="{{item.img}}" data-tooltip="{{item.name}}" /> <img class="item-img" src="{{item.img}}" data-tooltip="{{item.name}}\nClick to post to chat" data-action="postItemToChat" />
<div class="name" data-tooltip="{{{item.description}}}<br><br>{{item.path}}" data-tooltip-direction="UP"> <div class="name" data-tooltip="{{{item.description}}}<br><br>{{item.path}}" data-tooltip-direction="UP">
{{item.name}} {{item.name}}
</div> </div>
+1 -1
View File
@@ -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>
+55 -1
View File
@@ -7,6 +7,7 @@
{{! Navigation des onglets }} {{! Navigation des onglets }}
<nav class="sheet-tabs tabs" data-group="primary"> <nav class="sheet-tabs tabs" data-group="primary">
<a class="item {{tabs.details.cssClass}}" data-tab="details">{{localize "PRISMRPG.Label.details"}}</a> <a class="item {{tabs.details.cssClass}}" data-tab="details">{{localize "PRISMRPG.Label.details"}}</a>
<a class="item {{tabs.advancements.cssClass}}" data-tab="advancements">{{localize "PRISMRPG.Label.advancement"}}</a>
<a class="item {{tabs.description.cssClass}}" data-tab="description">{{localize "PRISMRPG.Label.description"}}</a> <a class="item {{tabs.description.cssClass}}" data-tab="description">{{localize "PRISMRPG.Label.description"}}</a>
</nav> </nav>
@@ -61,7 +62,7 @@
<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)
@@ -73,6 +74,59 @@
</fieldset> </fieldset>
</div> </div>
{{! Onglet Advancements }}
<div class="tab {{tabs.advancements.cssClass}}" data-group="primary" data-tab="advancements">
<fieldset>
<legend>{{localize "PRISMRPG.Label.advancement"}}</legend>
{{#each advancementsByLevel as |levelData|}}
<div class="advancement-level">
<h3>
<span class="level-title">{{localize "PRISMRPG.Label.level"}} {{levelData.level}}</span>
<button type="button" class="add-advancement" data-level="{{levelData.levelKey}}" data-tooltip="{{localize 'PRISMRPG.Label.addAdvancement'}}">
<i class="fas fa-plus"></i>
</button>
</h3>
{{#if levelData.advancements.length}}
<div class="advancement-list">
{{#each levelData.advancements as |advancement|}}
<div class="advancement-item">
<div class="advancement-header">
<img class="advancement-icon" src="{{advancement.icon}}" data-level="{{advancement.levelKey}}" data-index="{{advancement.index}}" />
{{formInput
../../systemFields.advancements.fields.level1.element.fields.name
value=advancement.name
name=(concat "system.advancements." advancement.levelKey "." advancement.index ".name")
placeholder=(localize "PRISMRPG.Label.advancementName")
}}
<button type="button" class="toggle-advancement-description" data-tooltip="{{localize 'PRISMRPG.Label.toggleDescription'}}">
<i class="fas fa-chevron-down"></i>
</button>
<button type="button" class="delete-advancement" data-level="{{advancement.levelKey}}" data-index="{{advancement.index}}" data-tooltip="{{localize 'PRISMRPG.Label.deleteAdvancement'}}">
<i class="fas fa-trash"></i>
</button>
</div>
<div class="advancement-description collapsed">
{{formInput
../../systemFields.advancements.fields.level1.element.fields.description
enriched=advancement.enrichedDescription
value=advancement.description
name=(concat "system.advancements." advancement.levelKey "." advancement.index ".description")
toggled=true
}}
</div>
</div>
{{/each}}
</div>
{{else}}
<p class="empty-advancements">{{localize "PRISMRPG.Label.noAdvancements"}}</p>
{{/if}}
</div>
{{/each}}
</fieldset>
</div>
{{! Onglet Description }} {{! Onglet Description }}
<div class="tab {{tabs.description.cssClass}}" data-group="primary" data-tab="description"> <div class="tab {{tabs.description.cssClass}}" data-group="primary" data-tab="description">
<fieldset> <fieldset>