This commit is contained in:
François-Xavier Guillois
2023-05-17 17:39:50 +02:00
parent 96ef5c5d7f
commit 8e2e3d1ebf
9 changed files with 129 additions and 578 deletions
+2 -6
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@@ -1,10 +1,6 @@
{ {
"TOTEM.AbilityStrAbbr": "str", "TOTEM.WorldSettings.GameMode.Name":"Choix du mode de jeu",
"TOTEM.AbilityConAbbr": "con", "TOTEM.WorldSettings.GameMode.Hint":"À limage de certains jeux vidéo proposant différents, Vermine 2047 permet aux joueurs de choisir leur Mode de jeu et de fixer eux-mêmes le degré de réalisme, de surnaturel et de dangerosité de lunivers.",
"TOTEM.AbilityDexAbbr": "dex",
"TOTEM.AbilityIntAbbr": "int",
"TOTEM.AbilityWisAbbr": "wis",
"TOTEM.AbilityChaAbbr": "cha",
"TOTEM.level": "Niveau", "TOTEM.level": "Niveau",
"TOTEM.pool": "Réserve", "TOTEM.pool": "Réserve",
-167
View File
@@ -43,7 +43,6 @@ export class TotemActorSheet extends ActorSheet {
// Prepare character data and items. // Prepare character data and items.
if (actorData.type == 'character') { if (actorData.type == 'character') {
this._prepareItems(context); this._prepareItems(context);
this._prepareCharacterData(context);
} }
// Prepare NPC data and items. // Prepare NPC data and items.
@@ -60,171 +59,5 @@ export class TotemActorSheet extends ActorSheet {
return context; return context;
} }
/**
* Organize and classify Items for Character sheets.
*
* @param {Object} actorData The actor to prepare.
*
* @return {undefined}
*/
_prepareCharacterData(context) {
// Handle ability scores.
for (let [k, v] of Object.entries(context.system.abilities)) {
v.label = game.i18n.localize(context.system.abilities[k].label) ?? k;
}
}
/**
* Organize and classify Items for Character sheets.
*
* @param {Object} actorData The actor to prepare.
*
* @return {undefined}
*/
_prepareItems(context) {
// Initialize containers.
const gear = [];
const features = [];
const spells = {
0: [],
1: [],
2: [],
3: [],
4: [],
5: [],
6: [],
7: [],
8: [],
9: []
};
// Iterate through items, allocating to containers
for (let i of context.items) {
i.img = i.img || DEFAULT_TOKEN;
// Append to gear.
if (i.type === 'item') {
gear.push(i);
}
// Append to features.
else if (i.type === 'feature') {
features.push(i);
}
// Append to spells.
else if (i.type === 'spell') {
if (i.system.spellLevel != undefined) {
spells[i.system.spellLevel].push(i);
}
}
}
// Assign and return
context.gear = gear;
context.features = features;
context.spells = spells;
}
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
// Render the item sheet for viewing/editing prior to the editable check.
html.find('.item-edit').click(ev => {
const li = $(ev.currentTarget).parents(".item");
const item = this.actor.items.get(li.data("itemId"));
item.sheet.render(true);
});
// -------------------------------------------------------------
// Everything below here is only needed if the sheet is editable
if (!this.isEditable) return;
// Add Inventory Item
html.find('.item-create').click(this._onItemCreate.bind(this));
// Delete Inventory Item
html.find('.item-delete').click(ev => {
const li = $(ev.currentTarget).parents(".item");
const item = this.actor.items.get(li.data("itemId"));
item.delete();
li.slideUp(200, () => this.render(false));
});
// Active Effect management
html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.actor));
// Rollable abilities.
html.find('.rollable').click(this._onRoll.bind(this));
// Drag events for macros.
if (this.actor.isOwner) {
let handler = ev => this._onDragStart(ev);
html.find('li.item').each((i, li) => {
if (li.classList.contains("inventory-header")) return;
li.setAttribute("draggable", true);
li.addEventListener("dragstart", handler, false);
});
}
}
/**
* Handle creating a new Owned Item for the actor using initial data defined in the HTML dataset
* @param {Event} event The originating click event
* @private
*/
async _onItemCreate(event) {
event.preventDefault();
const header = event.currentTarget;
// Get the type of item to create.
const type = header.dataset.type;
// Grab any data associated with this control.
const data = duplicate(header.dataset);
// Initialize a default name.
const name = `New ${type.capitalize()}`;
// Prepare the item object.
const itemData = {
name: name,
type: type,
system: data
};
// Remove the type from the dataset since it's in the itemData.type prop.
delete itemData.system["type"];
// Finally, create the item!
return await Item.create(itemData, {parent: this.actor});
}
/**
* Handle clickable rolls.
* @param {Event} event The originating click event
* @private
*/
_onRoll(event) {
event.preventDefault();
const element = event.currentTarget;
const dataset = element.dataset;
// Handle item rolls.
if (dataset.rollType) {
if (dataset.rollType == 'item') {
const itemId = element.closest('.item').dataset.itemId;
const item = this.actor.items.get(itemId);
if (item) return item.roll();
}
}
// Handle rolls that supply the formula directly.
if (dataset.roll) {
let label = dataset.label ? `[ability] ${dataset.label}` : '';
let roll = new Roll(dataset.roll, this.actor.getRollData());
roll.toMessage({
speaker: ChatMessage.getSpeaker({ actor: this.actor }),
flavor: label,
rollMode: game.settings.get('core', 'rollMode'),
});
return roll;
}
}
} }
+6 -10
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@@ -20,7 +20,7 @@ export class TotemCharacterSheet extends TotemActorSheet {
/** @override */ /** @override */
get template() { get template() {
return `systems/totem/templates/actor/actor-${this.actor.type}-sheet.html`; return `systems/totem/templates/actor/actor-character-sheet.html`;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@@ -205,7 +205,7 @@ export class TotemCharacterSheet extends TotemActorSheet {
event.preventDefault(); event.preventDefault();
const element = event.currentTarget; const element = event.currentTarget;
const dataset = element.dataset; const dataset = element.dataset;
console.log("Ceci est un jet d'un personnage joueur");
// Handle item rolls. // Handle item rolls.
if (dataset.rollType) { if (dataset.rollType) {
if (dataset.rollType == 'item') { if (dataset.rollType == 'item') {
@@ -217,14 +217,10 @@ export class TotemCharacterSheet extends TotemActorSheet {
// Handle rolls that supply the formula directly. // Handle rolls that supply the formula directly.
if (dataset.roll) { if (dataset.roll) {
let label = dataset.label ? `[ability] ${dataset.label}` : ''; const label = game.i18n.localize(dataset.label) ? `[ability] ${game.i18n.localize(dataset.label)}` : '';
let roll = new Roll(dataset.roll, this.actor.getRollData()); console.log($(element).attr('for'), this.actor.system.skills[$(element).attr('for').split('.')[2]].value);
roll.toMessage({ const NoD = this.actor.system.skills[$(element).attr('for').split('.')[2]]?.value || 0
speaker: ChatMessage.getSpeaker({ actor: this.actor }), return game.totem.TotemRoll.roll(this.actor.id, label, NoD, 0, {});
flavor: label,
rollMode: game.settings.get('core', 'rollMode'),
});
return roll;
} }
} }
+15 -4
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@@ -1,4 +1,3 @@
import { TotemFight } from './fight.mjs';
export const registerHooks = function () { export const registerHooks = function () {
/** /**
@@ -34,7 +33,7 @@ export const registerHooks = function () {
}); });
Hooks.on('getSceneControlButtons', (controls) => { Hooks.on('getSceneControlButtons', (controls) => {
controls.find((c) => c.name === 'token').tools.push({ /*controls.find((c) => c.name === 'token').tools.push({
name: 'Dice Roller', name: 'Dice Roller',
title: game.i18n.localize("TOTEM.RollTool"), title: game.i18n.localize("TOTEM.RollTool"),
icon: 'fas fa-dice-d6', icon: 'fas fa-dice-d6',
@@ -42,7 +41,7 @@ export const registerHooks = function () {
onClick() { onClick() {
TotemRoll.ui(); TotemRoll.ui();
} }
}); });*/
}); });
/* -------------------------------------------- */ /* -------------------------------------------- */
@@ -50,7 +49,7 @@ export const registerHooks = function () {
/* -------------------------------------------- */ /* -------------------------------------------- */
Hooks.on("preCreateActor", function (actor) { Hooks.on("preCreateActor", function (actor) {
console.log('pre create actor', actor); // console.log('pre create actor', actor);
if (actor.img == "icons/svg/mystery-man.svg") { if (actor.img == "icons/svg/mystery-man.svg") {
// actor.updateSource({"img": `systems/totem/icons/actors/${actor.type}.webp`}); // actor.updateSource({"img": `systems/totem/icons/actors/${actor.type}.webp`});
// item.updateSource({"img": `systems/totem/icons/competence.webp`}); // item.updateSource({"img": `systems/totem/icons/competence.webp`});
@@ -90,6 +89,18 @@ export const registerHooks = function () {
}*/ }*/
} }
}); });
/* Hooks.on("chatCommandsReady", function (chatCommands) {
chatCommands.registerCommand(chatCommands.createCommandFromData({
commandKey: "/dr",
invokeOnCommand: (chatlog, messageText, chatdata) => {
Roll.get().parse(messageText);
},
shouldDisplayToChat: false,
iconClass: "fa-dice-d6",
description: "Roll Totem check"
}));
});*/
} }
-284
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@@ -1,284 +0,0 @@
import { getActorSkillScore, updateActorSkillScore } from "./functions.mjs";
export class TotemRoll {
async performTest(dicePool, target, trait, usingSpecialization, difficulty, skill, params, actor) {
const r = new Roll(dicePool + 'd6');
r.roll();
let _trait = trait || 0;
let _usingSpecialization = usingSpecialization || 0;
let _skillLabel = (params.skill != undefined) ? game.i18n.format(params.skill) : "";
let _used = (params.usure != undefined) ? params.usure : 0;
let diceString = '';
let total = 0;
// affichage des valeurs
let targetText = _skillLabel + ' : ' + skill + ' (+'+ _used +')';
if (trait)
targetText += ', '+ game.i18n.format('TOTEM.Traits') + ' : ' + _trait;
if (_usingSpecialization != 0)
targetText += ', '+ game.i18n.format('TOTEM.UsingSpecialization');
if (difficulty)
targetText += '<br />'+ game.i18n.format('TOTEM.Against') +': ' + Math.abs(difficulty);
// affichage des jets
for (let i = 0; i < dicePool; i++) {
let result = r.terms[0].results[i].result;
if (result == 6) {
diceString += '<li class="roll die d6 max">' + result + '</li>';
}
else if (result <= 5) {
diceString += '<li class="roll die d6">' + result + '</li>';
}
else if (result >= 1) {
diceString += '<li class="roll die d6 min">' + result + '</li>';
}
total += result;
}
// Here we want to check if the success was exactly one (as "1 Successes" doesn't make grammatical sense).
// We create a string for the Successes.
let successText = '';
let successMargin = 0;
successMargin = total + skill + _trait + _usingSpecialization + _used + difficulty;
if (params.usure != undefined){
successMargin += parseInt(params.usure,10);
}
// console.log(total, skill, _trait, _usingSpecialization, difficulty, successMargin);
// règle de la MR qui ne peut pas dépasser la compétence
if (successMargin > skill){
successMargin = skill;
}
if (successMargin > target + 1) {
successText = game.i18n.localize('TOTEM.RollSuccess') + ' (' + game.i18n.localize('TOTEM.SM') + ' ' + successMargin.toString() +')';
} else if (successMargin == target + 1) {
successText = game.i18n.localize('TOTEM.RollSuccess');
} else if (successMargin == target) {
successText = game.i18n.localize('TOTEM.PartialSuccess');
} else {
successText = game.i18n.localize('TOTEM.Failure');
}
// Build a dynamic html using the variables from above.
const html = `
<div class="totem roll attribute">
<div class="dice-roll">
<div class="dice-result">
<div class="dice-formula">
` + dicePool + `d6
</div>
<div class="dice-tooltip expanded">
<section class="tooltip-part flexrow">
<div class="" style="flex:60%;">
<div class="parameters">
` + targetText + `
</div>
<div class="dice">
<ol class="dice-rolls">` + diceString + `</ol>
</div>
</div>
<div class="align-center">
Résultat
<p style="font-weight:bold; font-size:2em;">` + (total + skill + _trait + _usingSpecialization + _used).toString() + `</p>
</div>
</section>
</div>` +
`<h4 class="dice-total">` + successText + `</h4>
</div>
</div>
</div>
`;
// Check if the dice3d module exists (Dice So Nice). If it does, post a roll in that and then
// send to chat after the roll has finished. If not just send to chat.
if (game.dice3d) {
game.dice3d.showForRoll(r).then((displayed) => {
this.sendToChat(html, r, actor);
});
} else {
this.sendToChat(html, r, actor);
};
}
async sendToChat(content, roll, actor) {
let conf = {
user: game.user._id,
content: content,
roll: roll,
sound: 'sounds/dice.wav'
};
if (actor)
conf.speaker = ChatMessage.getSpeaker({ actor: actor });
// Send's Chat Message to foundry, if items are missing they will appear as false or undefined and this not be rendered.
ChatMessage.create(conf).then((msg) => {
return msg;
});
}
static instance = null;
static get() {
if (!TotemRoll.instance)
TotemRoll.instance = new TotemRoll();
return TotemRoll.instance;
}
// Parse XdYtZfAc || XdYsZfAc
// {size of dice pool}d{target number}(t|s)[{skill level - for trait}f][{complication range}c][D]
async parse(cmd, usingSpecialization) {
let actor = game.user.character;
if (canvas.tokens.controlled.length > 0)
actor = canvas.tokens.controlled[0].actor;
let r = cmd.match(/([2-5])d([01]?[0-9])[ts](([4-8])f)?((20|[1][5-9])c)?(D)?/);
if (r) {
//console.log(r);
let dicePool = +r[1];
let target = +r[2];
let trait = +r[4];
if (!!r[7]) usingSpecialization = true;
let difficulty = +r[6];
this.performTest(dicePool, target, trait, usingSpecialization, difficulty, actor);
} else
ui.notifications.error("Unparsable command: " + cmd);
}
// data injected to char data
static previousValues = {
dicePool: 2
};
static rollerTemplate = 'systems/totem/templates/roll.html';
/**
* main class function
* @returns
*/
static async ui(externalData = {}) {
let charData = (externalData) => {
return Object.assign({ _template: TotemRoll.rollerTemplate }, {...TotemRoll.previousValues, ...externalData});
};
// get the actor
let actor = null;
try {
let actor = game.user.character;
if (canvas.tokens.controlled.length > 0)
actor = canvas.tokens.controlled[0].actor;
} catch (e) {
console.log(e);
}
if (actor == null && externalData.speakerId != undefined && externalData.speakerId != null){
// on récupère le speakerId, et de là l'objet actor
actor = game.actors.get(externalData.speakerId);
}
// get the data
let data = charData(externalData);
console.log('npc2', data);
if (actor.type != undefined){
data.actor_type = actor.type;
if (actor.type == 'character'){
data.skillMaxScore = getActorSkillScore(actor, data.skill);
data.skillScore = data.skillMaxScore - getActorSkillScore(actor, data.skill, 'spent');
data.skillSpent = getActorSkillScore(actor, data.skill, 'spent');
} else if(actor.type == 'npc'){
if (data.specialization == 1){
//data.skillMaxScore = getActorSkillScore(actor, data.skill);
// data.skillScore = data.skillMaxScore;
} else {
// compétence, il faut récupérer le score du skill type
data.skillScore = data.value;
}
}
}
// render template
let html = await renderTemplate(data._template, data);
let ui = new Dialog({
title: game.i18n.localize("TOTEM.RollTool"),
content: html,
buttons: {
roll: {
label: game.i18n.localize('TOTEM.RollDice'),
callback: (html) => {
let form = html.find('#dice-pool-form');
if (!form[0].checkValidity()) {
throw "Invalid Data";
}
let target = 0, trait, usingSpecialization, difficulty, skill = 0, params = {};
form.serializeArray().forEach(e => {
switch (e.name) {
case "difficulty":
if (e.value != "")
difficulty = -e.value;
break;
case "skillLabel":
params.skill = e.value;
break;
case "usure":
params.usure = +e.value;
break;
case "skill":
skill = +e.value;
break;
case "trait":
trait = +e.value;
break;
case "usingSpecialization":
if (e.value && +e.value > 1)
usingSpecialization = +e.value;
break;
}
// prise en compte de l'usure sur la feuille de perso
if (params.usure != undefined){
updateActorSkillScore(actor, data.skill, 'spent', data.skillSpent + parseInt(params.usure,10));
}
});
return TotemRoll.get().performTest(data.dicePool, target, trait, usingSpecialization, difficulty, skill, params, actor);
}
},
close: {
label: game.i18n.localize('Close'),
callback: () => { }
}
},
render: function (h) {
h.find("#skills-radio input").change(function () {
let s = $(this).attr("data-skill");
h.find(".trait-list .hidden").removeClass("show");
let f = h.find(".trait-list ." + s);
f.addClass("show");
if (f.length == 0) {
h.find(".use-trait input").attr("disabled", "disabled").prop("checked", false);
} else
h.find(".use-trait input").attr("disabled", null);
});
}
});
ui.render(true);
return ui;
}
}
Hooks.on("chatCommandsReady", function (chatCommands) {
chatCommands.registerCommand(chatCommands.createCommandFromData({
commandKey: "/dr",
invokeOnCommand: (chatlog, messageText, chatdata) => {
TotemRoll.get().parse(messageText);
},
shouldDisplayToChat: false,
iconClass: "fa-dice-d6",
description: "Roll Totem check"
}));
});
+18
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@@ -0,0 +1,18 @@
export class TotemRoll {
static roll(actorId, label, NoD, Mod, params = {}){
const actor = game.actors.get(actorId);
let roll = new Roll(NoD + "d10+"+ Mod, actor.getRollData());
roll.toMessage({
speaker: ChatMessage.getSpeaker({ actor: actor }),
flavor: label,
rollMode: game.settings.get('core', 'rollMode'),
});
return roll;
}
}
+7 -18
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@@ -1,29 +1,18 @@
export const registerSettings = function () { export const registerSettings = function () {
game.settings.register("totem", "game-level", { game.settings.register("totem", "game-mode", {
name: game.i18n.localize("TOTEM.WorldSettings.GameLevel.Name"), name: game.i18n.localize("TOTEM.WorldSettings.GameMode.Name"),
hint: game.i18n.localize("TOTEM.WorldSettings.GameLevel.Hint"), hint: game.i18n.localize("TOTEM.WorldSettings.GameMode.Hint"),
scope: "system", scope: "system",
config: true, config: true,
type: String, type: String,
choices: { choices: {
"e": "Totem", "1": "Survie",
"c": "Céphale", "2": "Cauchemar",
"b": "Bohème", "3": "Apocalypse"
"a": "Amertume"
}, },
default: 'e', default: 'e',
onChange: value => { onChange: value => {
console.log(value); // console.log(value);
} }
}); });
game.settings.register("totem", "granting_cephalie", {
name: game.i18n.localize("TOTEM.WorldSettings.GrantingCephales.Label"),
hint: game.i18n.localize("TOTEM.WorldSettings.GrantingCephales.Description"),
scope: "system",
config: true,
type: Boolean,
default: !1
})
} }
+5 -89
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@@ -14,6 +14,9 @@ import { TotemCreatureSheet } from "./sheets/creature-sheet.mjs";
import { TotemItem } from "./documents/item.mjs"; import { TotemItem } from "./documents/item.mjs";
import { TotemItemSheet } from "./sheets/item-sheet.mjs"; import { TotemItemSheet } from "./sheets/item-sheet.mjs";
import { TotemRoll } from "./system/roll.mjs";
import { TotemCombat } from "./system/fight.mjs";
// Import helper/utility classes and constants. // Import helper/utility classes and constants.
import { preloadHandlebarsTemplates, registerHandlebarsHelpers } from "./system/handlebars-manager.mjs"; import { preloadHandlebarsTemplates, registerHandlebarsHelpers } from "./system/handlebars-manager.mjs";
import { TOTEM } from "./system/config.mjs"; import { TOTEM } from "./system/config.mjs";
@@ -31,7 +34,8 @@ Hooks.once('init', async function() {
TotemNpc, TotemNpc,
TotemCreature, TotemCreature,
TotemItem, TotemItem,
rollItemMacro TotemRoll,
TotemCombat
}; };
// Add custom constants for configuration. // Add custom constants for configuration.
@@ -76,91 +80,3 @@ Hooks.once('init', async function() {
// Preload Handlebars templates. // Preload Handlebars templates.
return preloadHandlebarsTemplates(); return preloadHandlebarsTemplates();
}); });
/* -------------------------------------------- */
/* Handlebars Helpers */
/* -------------------------------------------- */
// If you need to add Handlebars helpers, here are a few useful examples:
Handlebars.registerHelper('concat', function() {
var outStr = '';
for (var arg in arguments) {
if (typeof arguments[arg] != 'object') {
outStr += arguments[arg];
}
}
return outStr;
});
Handlebars.registerHelper('toLowerCase', function(str) {
return str.toLowerCase();
});
/* -------------------------------------------- */
/* Ready Hook */
/* -------------------------------------------- */
Hooks.once("ready", async function() {
// Wait to register hotbar drop hook on ready so that modules could register earlier if they want to
Hooks.on("hotbarDrop", (bar, data, slot) => createItemMacro(data, slot));
});
/* -------------------------------------------- */
/* Hotbar Macros */
/* -------------------------------------------- */
/**
* Create a Macro from an Item drop.
* Get an existing item macro if one exists, otherwise create a new one.
* @param {Object} data The dropped data
* @param {number} slot The hotbar slot to use
* @returns {Promise}
*/
async function createItemMacro(data, slot) {
// First, determine if this is a valid owned item.
if (data.type !== "Item") return;
if (!data.uuid.includes('Actor.') && !data.uuid.includes('Token.')) {
return ui.notifications.warn("You can only create macro buttons for owned Items");
}
// If it is, retrieve it based on the uuid.
const item = await Item.fromDropData(data);
// Create the macro command using the uuid.
const command = `game.totem.rollItemMacro("${data.uuid}");`;
let macro = game.macros.find(m => (m.name === item.name) && (m.command === command));
if (!macro) {
macro = await Macro.create({
name: item.name,
type: "script",
img: item.img,
command: command,
flags: { "totem.itemMacro": true }
});
}
game.user.assignHotbarMacro(macro, slot);
return false;
}
/**
* Create a Macro from an Item drop.
* Get an existing item macro if one exists, otherwise create a new one.
* @param {string} itemUuid
*/
function rollItemMacro(itemUuid) {
// Reconstruct the drop data so that we can load the item.
const dropData = {
type: 'Item',
uuid: itemUuid
};
// Load the item from the uuid.
Item.fromDropData(dropData).then(item => {
// Determine if the item loaded and if it's an owned item.
if (!item || !item.parent) {
const itemName = item?.name ?? itemUuid;
return ui.notifications.warn(`Could not find item ${itemName}. You may need to delete and recreate this macro.`);
}
// Trigger the item roll
item.roll();
});
}
+76
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@@ -0,0 +1,76 @@
<form class="{{cssClass}} {{actor.type}} flexcol" autocomplete="off">
{{!-- Sheet Header --}}
<header class="sheet-header">
<img class="profile-img" src="{{actor.img}}" data-edit="img" title="{{actor.name}}" height="100" width="100"/>
<div class="header-fields">
<h1 class="charname"><input name="name" type="text" value="{{actor.name}}" placeholder="Name"/></h1>
{{!-- The grid classes are defined in scss/global/_grid.scss. To use,
use both the "grid" and "grid-Ncol" class where "N" can be any number
from 1 to 12 and will create that number of columns. --}}
<div class="resources grid grid-3col">
{{!-- "flex-group-center" is also defined in the _grid.scss file
and it will add a small amount of padding, a border, and will
center all of its child elements content and text. --}}
<div class="resource flex-group-center">
<label for="system.health.value" class="resource-label">Health</label>
<div class="resource-content flexrow flex-center flex-between">
<input type="text" name="system.health.value" value="{{system.health.value}}" data-dtype="Number"/>
<span> / </span>
<input type="text" name="system.health.max" value="{{system.health.max}}" data-dtype="Number"/>
</div>
</div>
<div class="resource flex-group-center">
<label for="system.power.value" class="resource-label">Power</label>
<div class="resource-content flexrow flex-center flex-between">
<input type="text" name="system.power.value" value="{{system.power.value}}" data-dtype="Number"/>
<span> / </span>
<input type="text" name="system.power.max" value="{{system.power.max}}" data-dtype="Number"/>
</div>
</div>
<div class="resource flex-group-center">
<label for="system.cr" class="resource-label">CR / XP</label>
<div class="resource-content flexrow flex-center flex-between">
<input type="text" name="system.cr" value="{{system.cr}}" data-dtype="Number"/>
<span> / </span>
<input type="text" disabled="true" name="system.xp" value="{{system.xp}}" data-dtype="Number"/>
</div>
</div>
</div>
</div>
</header>
{{!-- Sheet Tab Navigation --}}
<nav class="sheet-tabs tabs" data-group="primary">
{{!-- Default tab is specified in actor-sheet.mjs --}}
<a class="item" data-tab="description">Description</a>
<a class="item" data-tab="items">Items</a>
<a class="item" data-tab="effects">Effects</a>
</nav>
{{!-- Sheet Body --}}
<section class="sheet-body">
{{!-- Biography Tab --}}
<div class="tab biography" data-group="primary" data-tab="description">
{{!-- If you want TinyMCE editors to output inline rolls when rendered, you need to pass the actor's roll data to the rollData property. --}}
{{editor system.biography target="system.biography" rollData=rollData button=true owner=owner editable=editable}}
</div>
{{!-- Owned Items Tab --}}
<div class="tab items" data-group="primary" data-tab="items">
{{> "systems/totem/templates/actor/parts/actor-items.html"}}
</div>
{{!-- Active Effects Tab --}}
<div class="tab effects flexcol" data-group="primary" data-tab="effects">
{{> "systems/totem/templates/actor/parts/actor-effects.html"}}
</div>
</section>
</form>