début des messages d'items

This commit is contained in:
rwanoux
2024-11-26 12:48:27 +01:00
parent 1327f92f41
commit dc621f2223
36 changed files with 449 additions and 124 deletions
+3 -3
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@@ -38,16 +38,16 @@
- [ ] gérer les seuils auto si compétence non maitrisée - [ ] gérer les seuils auto si compétence non maitrisée
### le combat ### le combat
- [ ] modifier la difficulté en fonction de l'état du combatant /offensif/actif/passif/ - [X] modifier la difficulté en fonction de l'état du combatant /offensif/actif/passif/
### les items ### les items
- [X]ajouter apprentissage aux abilities - [X]ajouter apprentissage aux abilities
- [X] passer le type d'arme en select/options - [X] passer le type d'arme en select/options
- [X] ajouter handicap de rareté - [X] ajouter handicap de rareté
- [ ] ajouter pour items Item "competence nécessaire" - [X] ajouter pour items Item "competence nécessaire"
- [-] gérer les rolls d'items dans le chat - [-] gérer les rolls d'items dans le chat
- [-] repasser sur les différents itemTypes et sheets - [X] repasser sur les différents itemTypes et sheets
- [X] verifier le selector de traits (trait pratique cf : msg pretre) - [X] verifier le selector de traits (trait pratique cf : msg pretre)
- [X] construire une selecteur de traits, traits= CONFIG.VERMINE.traits - [X] construire une selecteur de traits, traits= CONFIG.VERMINE.traits
traits:[ traits:[
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+25 -35
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@@ -13,21 +13,15 @@ export class VermineItem extends Item {
} }
prepareBaseData() { prepareBaseData() {
const actorType = (this.actor !== null) ? this.actor.type : 'character'; const actorType = (this.actor !== null) ? this.actor.type : 'character';
const itemType = this.type;
switch (this.type) {
case 'ability': // Vérifie si une méthode spécifique au type existe// preparedData specifique au type
if (this.system.type == "") { if (typeof this[`prepare${itemType.charAt(0).toUpperCase() + itemType.slice(1)}Data`] === 'function') {
// console.log('je suis une capacité, avec pour sous-type', this.system.type, actorType); this[`prepare${itemType.charAt(0).toUpperCase() + itemType.slice(1)}Data`]();
this.system.type = actorType;
}
if (this.system.totem == "" && this.actor !== null && this.actor.system.identity.totem != "") {
// console.log('je suis une capacité, avec pour sous-type', this.system.type, actorType);
this.system.totem = this.actor.system.identity.totem;
}
break;
default:
break;
} }
// si dégats sur l'item, application du damage label et damage icon
if (this.system.damages?.value) { if (this.system.damages?.value) {
this.damagedLabel = this.system.damages.state[parseInt(this.system.damages?.value) - 1]; this.damagedLabel = this.system.damages.state[parseInt(this.system.damages?.value) - 1];
switch (this.damagedLabel) { switch (this.damagedLabel) {
@@ -45,6 +39,19 @@ export class VermineItem extends Item {
} }
} }
prepareAbilityData() {
console.log('ability data', this)
const actorType = (this.actor !== null) ? this.actor.type : 'character';
if (this.system.type == "") {
// console.log('je suis une capacité, avec pour sous-type', this.system.type, actorType);
this.system.type = actorType;
}
if (this.system.totem == "" && this.actor !== null && this.actor.system.identity.totem != "") {
// console.log('je suis une capacité, avec pour sous-type', this.system.type, actorType);
this.system.totem = this.actor.system.identity.totem;
}
}
/** /**
* Prepare a data object which is passed to any Roll formulas which are created related to this Item * Prepare a data object which is passed to any Roll formulas which are created related to this Item
* @private * @private
@@ -65,9 +72,6 @@ export class VermineItem extends Item {
* @private * @private
*/ */
async roll() { async roll() {
if (this.type == "weapon") {
this.rollWeapon()
}
const item = this; const item = this;
// Initialize chat data. // Initialize chat data.
@@ -76,29 +80,15 @@ export class VermineItem extends Item {
const label = `[${item.type}] ${item.name}`; const label = `[${item.type}] ${item.name}`;
// If there's no roll data, send a chat message. // If there's no roll data, send a chat message.
if (!this.system.formula) {
ChatMessage.create({
speaker: speaker,
rollMode: rollMode,
flavor: label,
content: item.system.description ?? ''
});
}
// Otherwise, create a roll and send a chat message from it.
else {
// Retrieve roll data.
const rollData = this.getRollData();
// Invoke the roll and submit it to chat. let mess = new ChatMessage({
const roll = new Roll(rollData.item.formula, rollData);
// If you need to store the value first, uncomment the next line.
// let result = await roll.roll({async: true});
roll.toMessage({
speaker: speaker, speaker: speaker,
rollMode: rollMode, rollMode: rollMode,
flavor: label, flavor: label,
}); });
return roll; mess.content = await renderTemplate(`systems/vermine2047/templates/item/chatCards/${this.type}.html`, { item: this, message: mess }) ?? null;
} console.log(mess)
} }
} }
-1
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@@ -134,7 +134,6 @@ export class VermineCharacterSheet extends VermineActorSheet {
if (input.name != "flags.world.editMode") { if (input.name != "flags.world.editMode") {
input.setAttribute('disabled', true) input.setAttribute('disabled', true)
} }
} }
for (let select of html.find('select')) { for (let select of html.find('select')) {
select.setAttribute('disabled', true) select.setAttribute('disabled', true)
+4 -4
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@@ -20,8 +20,8 @@ export async function initUserDice(dice3d, user) {
name: 'human_' + user.name, name: 'human_' + user.name,
description: "human totem dice for " + user.name, description: "human totem dice for " + user.name,
category: "vermine 2047", category: "vermine 2047",
foreground: oppositeColor(lightenColor(baseColor, 60)), foreground: oppositeColor(lightenColor(baseColor, 70)),
background: lightenColor(baseColor, 60), background: lightenColor(baseColor, 70),
outline: 'black', outline: 'black',
visibility: 'visible', visibility: 'visible',
@@ -30,8 +30,8 @@ export async function initUserDice(dice3d, user) {
name: 'adapted_' + user.name, name: 'adapted_' + user.name,
description: "adapted totem dice for " + user.name, description: "adapted totem dice for " + user.name,
category: "vermine 2047", category: "vermine 2047",
foreground: oppositeColor(darkenColor(baseColor, 60)), foreground: oppositeColor(darkenColor(baseColor, 70)),
background: darkenColor(baseColor, 60), background: darkenColor(baseColor, 70),
outline: 'black', outline: 'black',
visibility: 'visible', visibility: 'visible',
+1 -60
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@@ -327,66 +327,7 @@ export class VermineCombat extends Combat {
async rollInitiative(ids, formula = undefined, messageOptions = {}) { async rollInitiative(ids, formula = undefined, messageOptions = {}) {
console.log(`${game.system.title} | Combat.rollInitiative()`, ids, formula, messageOptions); console.log(`${game.system.title} | Combat.rollInitiative()`, ids, formula, messageOptions);
// Structure input data return super.rollInitiative(ids, formula, messageOptions)
ids = typeof ids === "string" ? [ids] : ids;
// étape 1 : on vérifie que le combattant est un pj
/*if (ids.length == 1){
console.log("il n'y a qu'un actor en lice");
} else {
console.log("il faut prendre le premier pj pour lancer la confrontation");
}*/
const combatant = this.combatants.get(ids[0]);
let token = canvas.scene.tokens.get(combatant.tokenId);
combatant.type = game.actors.get(combatant.actorId)?.type;
combatant.disposition = token.disposition;
let enemies = [];
let adversaries = this.combatants.filter((cbt) => {
let token = canvas.scene.tokens.get(cbt.tokenId);
let enemy = token.actor;
const isEnemy = (token.disposition == -1) ? true : false;
if (isEnemy) {
enemies.push({
id: enemy.id,
name: enemy.name,
img: enemy.img,
achievement: parseInt(enemy.system.reroll.achievement.value) + 7,
conservation: 7 - parseInt(enemy.system.reroll.conservation.value)
})
}
return isEnemy;
});
let allies = this.combatants.filter((cbt) => {
let token = canvas.scene.tokens.get(cbt.tokenId);
return (token.disposition == 1 && cbt.id != combatant.id) ? true : false;
});
if (combatant.type != 'character') {
let warningDialogHTML = await renderTemplate('systems/vermine2047/templates/dialogs/warning.html', {
warningText: "Seuls les PJs peuvent initier des confrontations. Relancer l'opération au tour du PJ actif."
});
Dialog.prompt({
title: "Avertissement",
content: warningDialogHTML,
label: 'Okay !',
callback: () => {
// console.log('Il a compris');
},
});
} else {
// étape 2 : on envoie les infos
let fightingActor = game.actors.get(combatant.actorId);
VermineFight.ui({
speakerId: combatant.actorId,
speakerWeapons: fightingActor.items.filter(item => item.type == 'weapon'),
speakerExperience: fightingActor.system.attributes.experience.value,
speakerEffects: token.actor.effects,
adversaries: enemies,
allies: allies
});
}
} }
+4 -2
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@@ -1,5 +1,6 @@
import RollDialog from "./dialogs/rollDialog.mjs"; import RollDialog from "./dialogs/rollDialog.mjs";
import { initUserDice } from "./dice3d.mjs"; import { initUserDice } from "./dice3d.mjs";
import { DiceSystem } from '../../../../modules/dice-so-nice/api.js';
import { VermineUtils } from "./roll.mjs"; import { VermineUtils } from "./roll.mjs";
import { registerTours } from "./tour.mjs"; import { registerTours } from "./tour.mjs";
@@ -9,7 +10,8 @@ export const registerHooks = function () {
*/ */
CONFIG.debug.hooks = true; CONFIG.debug.hooks = true;
Hooks.once('diceSoNiceReady', async (dice3d) => { Hooks.once('diceSoNiceReady', async (dice3d) => {
dice3d.addSystem({ id: "Vermine2047", name: "Vermine 2047" }, "preferred"); const vermineSystem = new DiceSystem('Vermine2047', 'Vermine 2047', "preferred", 'totem')
dice3d.addSystem(vermineSystem);
game.users.forEach(user => { game.users.forEach(user => {
initUserDice(dice3d, user) initUserDice(dice3d, user)
@@ -32,7 +34,7 @@ export const registerHooks = function () {
system: "Vermine2047", system: "Vermine2047",
},); });
}); });
-1
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@@ -41,7 +41,6 @@ export class VermineUtils {
let roll = new Roll(formula, actor.getRollData()); let roll = new Roll(formula, actor.getRollData());
//effectuer le lancé //effectuer le lancé
await roll.evaluate(); await roll.evaluate();
roll.dice.forEach(die => die.options.appearance = { system: "vermine2047" })
//afficher le lancer 3d //afficher le lancer 3d
await VermineUtils.showDiceSoNice(roll); await VermineUtils.showDiceSoNice(roll);
// afficher le résultat dans le chat // afficher le résultat dans le chat
+2
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@@ -53,6 +53,8 @@ Hooks.once('init', async function () {
CONFIG.ui.combat = VermineCombatTracker; CONFIG.ui.combat = VermineCombatTracker;
CONFIG.Combatant.documentClass = VermineCombatant; CONFIG.Combatant.documentClass = VermineCombatant;
CONFIG.Combat.documentClass = VermineCombat;
// Register sheet application classes // Register sheet application classes
Actors.unregisterSheet("core", ActorSheet); Actors.unregisterSheet("core", ActorSheet);
+7
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@@ -0,0 +1,7 @@
ol#chat-log {
div.item-card {
header img {
max-width: 30%;
}
}
}
+1
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@@ -1,6 +1,7 @@
@import "./base_work.scss"; @import "./base_work.scss";
@import "./style.scss"; @import "./style.scss";
@import "./roll.scss"; @import "./roll.scss";
@import "./itemCards.scss";
@import "item-sheet.scss"; @import "item-sheet.scss";
@import "dialog.scss"; @import "dialog.scss";
@import "special-inputs.scss"; @import "special-inputs.scss";
+37 -12
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@@ -1,28 +1,53 @@
<ol class="items-list"> <ol class="items-list">
<li class="item flexrow items-header"> <li class="item flexrow items-header">
<div class="item-name" style="flex:4;">{{ localize 'IDENTITY.name'}}</div> <div
class="item-name"
style="flex:4;"
>{{ localize 'IDENTITY.name'}}</div>
<div class="item-clew">{{ localize 'VERMINE.clew'}}</div> <div class="item-clew">{{ localize 'VERMINE.clew'}}</div>
<div class="item-mobility">{{ localize 'VERMINE.mobility'}}</div> <div class="item-mobility">{{ localize 'VERMINE.mobility'}}</div>
<div class="item-rarity">{{ localize 'VERMINE.rarity'}}</div> <div class="item-rarity">{{ localize 'VERMINE.rarity'}}</div>
<div class="item-reliability">{{ localize 'VERMINE.reliability'}}</div> <div class="item-reliability">{{ localize 'VERMINE.reliability'}}</div>
<div class="item-controls"> <div class="item-controls">
<a class="item-control item-create" title="Create item" data-type="defense"><i class="fas fa-plus"></i></a> <a
class="item-control item-create"
title="Create item"
data-type="defense"
><i class="fas fa-plus"></i></a>
</div> </div>
</li> </li>
{{#each defenses as |item id|}} {{#each defenses as |item id|}}
<li class="item flexrow flex-group-center" data-item-id="{{item._id}}"> <li
<div class="item-name" style="flex:4;"> class="item flexrow flex-group-center"
<div class="item-image"> data-item-id="{{item._id}}"
<a class="item-control item-edit" data-roll-type="item"><img src="{{item.img}}" title="{{item.name}}" width="24" height="24"/></a> >
<div
class="item-name"
style="flex:4;"
>
<div class="item-image item-control item-roll">
<a data-roll-type="item"><img
src="{{item.img}}"
title="{{item.name}}"
width="24"
height="24"
/></a>
</div> </div>
<a class="item-control item-edit" title="Edit Item">{{item.name}}</a> <a title="Edit Item">{{item.name}}</a>
</div> </div>
<p><a class="item-control item-edit" title="Edit Item">{{item.system.level}}</a></p> <p><a title="Edit Item">{{item.system.level}}</a></p>
<p><a class="item-control item-edit" title="Edit Item">{{item.system.mobility}}</a></p> <p><a title="Edit Item">{{item.system.mobility}}</a></p>
<p><a class="item-control item-edit" title="Edit Item">{{item.system.rarity}}</a></p> <p><a title="Edit Item">{{item.system.rarity.value}}</a></p>
<p><a class="item-control item-edit" title="Edit Item">{{item.system.reliability}}</a></p> <p><a title="Edit Item">{{item.system.reliability}}</a></p>
<div class="item-controls"> <div class="item-controls">
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a> <a
class="item-control item-delete"
title="Delete Item"
><i class="fas fa-trash"></i></a>
<a
class="item-control item-edit"
title="Delete Item"
><i class="fas fa-edit"></i></a>
</div> </div>
</li> </li>
{{/each}} {{/each}}
+43
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@@ -0,0 +1,43 @@
<form class="{{cssClass}}" autocomplete="off">
<header class="sheet-header">
<img class="profile-img" src="{{item.img}}" data-edit="img" title="{{item.name}}"/>
<div class="header-fields">
<h1 class="charname"><input name="name" type="text" value="{{item.name}}" placeholder="Name"/></h1>
</div>
</header>
<section class="sheet-body">
<h4 class="resource flexrow">
<label class="resource-label">{{ localize "VERMINE.level"}}</label>
<span class="hexa"><input type="number" name="system.level.value" value="{{system.level.value }}" data-dtype="Number" min="{{system.level.min }}" max="{{system.level.max }}"/>
</span>
<label class="resource-label">{{ localize "VERMINE.type"}}</label>
<select name="system.type" data-dtype="String">
<option value="character" {{#if (eq system.type "character")}} selected {{/if}}>Personnage</option>
<option value="group" {{#if (eq system.type "group")}} selected {{/if}}>Groupe</option>
<option value="creature" {{#if (eq system.type "creature")}} selected {{/if}}>Créature</option>
<option value="totem" {{#if (eq system.type "totem")}} selected {{/if}}>Totem</option>
</select>
<label class="resource-label">{{ localize "IDENTITY.totem"}}</label>
<select name="system.totem" data-dtype="String">
{{#each config.totems as | totem tk|}}
<option value="{{tk}}" {{#if (eq tk @root.system.totem)}} selected="selected" {{/if}}>{{ localize totem }}</option>
{{/each}}
</select>
</h4>
<h4 class="resource flexrow">
<label class="resource-label">{{ localize "ITEMS.learning"}}</label>
<span class=" hexa">
<input type="number" name="system.learning.threshold" value="{{system.learning.threshold }}" data-dtype="Number" min="3" max="10"/>
</span>/
<span class="hexa">
<input type="number" name="system.learning.hindrance" value="{{system.learning.hindrance }}" data-dtype="Number" min="0" max="3"/>
</span>
</h4>
<h4>description</h4>
{{editor system.description target="system.description" rollData=rollData button=true owner=owner editable=editable}}
</section>
</form>
+43
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@@ -0,0 +1,43 @@
<form
class="{{cssClass}}"
autocomplete="off"
>
<header class="sheet-header">
<img
class="profile-img"
src="{{item.img}}"
data-edit="img"
title="{{item.name}}"
/>
<div class="header-fields">
<h1 class="charname"><input
name="name"
type="text"
value="{{item.name}}"
placeholder="Name"
/></h1>
</div>
</header>
{{!-- Sheet Body --}}
<section class="sheet-body ">
<h4 class="resource-label flexrow">
<label class="resource-label">{{ localize "ITEMS.cost"}}</label>
<span class="hexa">
<input
type="number"
name="system.cost"
value="{{system.cost }}"
data-dtype="Number"
min="1"
max="2"
/>
</span>
</h4>
<h4>description</h4>
{{editor system.description target="system.description" rollData=rollData button=true owner=owner editable=editable}}
</div>
</section>
</form>
+13
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@@ -0,0 +1,13 @@
<div class="item-card" data-item-id="{{item.id}}">
{{log @root}}
<header class="flexrow align-center">
<img src="{{img}}" alt="image de {{item.name}}">
<h3>{{item.name}}</h3>
</header>
<section class="item-desc">
<p>{{{ item.system.description}}}</p>
</section>
</div>
+21
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@@ -0,0 +1,21 @@
<form class="{{cssClass}}" autocomplete="off">
<header class="sheet-header">
<img class="profile-img" src="{{item.img}}" data-edit="img" title="{{item.name}}"/>
<div class="header-fields">
<h1 class="charname"><input name="name" type="text" value="{{item.name}}" placeholder="Name"/></h1>
</div>
</header>
<section class="sheet-body">
<h4 class="resource flexrow">
<label class="resource-label ">{{ localize "VERMINE.level"}}</label>
<span class="hexa"><input type="number" name="system.level.value" value="{{system.level.value }}" data-dtype="Number" min="{{system.level.min }}" max="{{system.level.max }}"/></span>
</h4>
<h2>description</h2>
{{editor system.description target="system.description" rollData=rollData button=true owner=owner editable=editable}}
</section>
</form>
+38
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@@ -0,0 +1,38 @@
<form class="{{cssClass}}" autocomplete="off">
{{log this}}
{{> "systems/vermine2047/templates/item/partials/header.hbs"}}
{{!-- Sheet Body --}}
<section class="sheet-body ">
{{> "systems/vermine2047/templates/item/partials/traits.html"}}
<div class="resource align-center flexcol">
<label class="resource-label">compétence necessaire
<input type="checkbox" data-tooltip="ajouter la vigueur" name="system.needSkill.value" {{#if system.needSkill.value}} checked {{/if}}>
</label>
{{#if system.needSkill.value}}
<select name="system.needSkill.skill" class="skill-select">
<option value="">aucune</option>
{{log config}}
{{#each @root.config.skillCategories as |skillCategory sckey|}}
<optgroup label="{{ smarttlk 'SKILLS_CATEGORIES' sckey 'name' }}">
{{#each @root.config.model.Actor.character.skills as |skill key|}}
{{#ife skill.category sckey}}
<option value="{{sckey}}" {{#ife sckey @root.system.needSkill.skill}} selected {{/ife}}>{{ smarttlk 'SKILLS' key 'name' }}</option>
{{/ife}}
{{/each}}
</optgroup>
{{/each}}
</select>
{{/if}}
</div>
{{> "systems/vermine2047/templates/item/partials/physicalItems.hbs"}}
</section>
</form>
+8
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@@ -0,0 +1,8 @@
<header class="flexrow align-center">
<img src="{{img}}" alt="image de {{name}}">
<h3>{{name}}</h3>
</header>
<section class="item-desc">
<p>{{{ system.description}}}</p>
</section>
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@@ -0,0 +1,41 @@
{{!-- This template is a fallback for when items don't have more specific templates. --}}
{{!-- Generally, you'll want to make more specific templates when possible. --}}
<form class="{{cssClass}} form" autocomplete="off">
{{> "systems/vermine2047/templates/item/partials/header.hbs"}}
{{!-- Sheet Body --}}
<section class="sheet-body">
<aside style="flex:20%;">
<div class="resource">
<label class="resource-label">{{ localize "VERMINE.ability"}}</label>
<select name="system.ability" data-dtype="String">
<option value="">-- Aucune --</option>
{{#each config.abilities as |ability akey| }}
<option value="{{ akey }}" {{#if (eq akey @root.system.ability)}} selected="selected" {{/if}}>{{ localize ability}}</option>
{{/each}}
</select>
</div>
</aside>
<main style="flex:10">
<div class="editor-wrapper">
{{editor system.description target="system.description" button=true owner=owner editable=editable}}
</div>
</main>
<div class="grid">
<div>
<h4>{{ localize 'ITEMS.rituel'}}</h4>
<textarea name="system.rituel">{{ system.rituel }}</textarea>
</div>
<div>
<h4>{{ localize 'ITEMS.transe'}}</h4>
<textarea name="system.transe">{{ system.transe }}</textarea>
</div>
</div>
<h4>{{ localize 'ITEMS.effects'}}</h4>
<div class="editor-wrapper">
{{editor system.effects target="system.effects" button=true owner=owner editable=editable}}
</div>
</div>
</form>
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@@ -0,0 +1,11 @@
<form class="{{cssClass}}" autocomplete="off">
{{> "systems/vermine2047/templates/item/partials/header.hbs"}}
{{!-- Sheet Body --}}
<section class="sheet-body">
{{editor system.description target="system.description" rollData=rollData button=true owner=owner editable=editable}}
</section>
</form>
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<form class="{{cssClass}}" autocomplete="off">
<header class="sheet-header">
<img class="profile-img" src="{{item.img}}" data-edit="img" title="{{item.name}}"/>
<div class="header-fields">
<h1 class="charname"><input name="name" type="text" value="{{item.name}}" placeholder="Name"/></h1>
<select name="system.skill" class="skill-select">
{{#each @root.config.skillCategories as |skillCategory sckey|}}
{{log skillCategory}}
<optgroup label="{{ smarttlk 'SKILLS_CATEGORIES' sckey 'name' }}">
{{#each @root.config.model.Actor.character.skills as |skill key|}}
{{#ife skill.category sckey}}
<option value="{{key}}" {{#ife key @root.item.system.skill}} selected {{/ife}}>{{ smarttlk 'SKILLS' key 'name' }}</option>
{{/ife}}
{{/each}}
</optgroup>
{{/each}}
</select>
</div>
</header>
</form>
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<form class="{{cssClass}}" autocomplete="off">
{{> "systems/vermine2047/templates/item/partials/header.hbs"}}
{{!-- Sheet Body --}}
<section class="sheet-body">
{{editor system.description target="system.description" rollData=rollData button=true owner=owner editable=editable}}
</section>
</form>
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<form class="{{cssClass}}" autocomplete="off">
{{> "systems/vermine2047/templates/item/partials/header.hbs"}}
{{!-- Sheet Body --}}
<section class="sheet-body">
<div class="tb flexcol">
<h4 class="resource">
<label class="resource-label">{{ localize "VERMINE.type"}}</label>
<select name="system.type" data-dtype="String">
<option value="physical" {{#if (eq system.type "physical")}} selected {{/if}}>Physiologique</option>
<option value="psychological" {{#if (eq system.type "psychological")}} selected {{/if}}>Psychologique</option>
</select>
</h4>
<h2>description</h2>
{{editor system.description target="system.description" rollData=rollData
button=true owner=owner editable=editable}}
</div>
</section>
</form>
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<form class="{{cssClass}}" autocomplete="off">
{{> "systems/vermine2047/templates/item/partials/header.hbs"}}
<section class="sheet-body">
{{> "systems/vermine2047/templates/item/partials/traits.html"}}
<div class="flexrow">
<div class="resource flexrow align-center">
<label class="resource-label">{{ localize "VERMINE.mobility"}}</label>
<div class="hexa">
<input type="number" name="system.mobility" value="{{system.mobility}}" data-dtype="Number"/>
</div>
</div>
</div>
{{> "systems/vermine2047/templates/item/partials/physicalItems.hbs"}}
</section>
</form>
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<form class="{{cssClass}}" autocomplete="off">
{{> "systems/vermine2047/templates/item/partials/header.hbs"}}
<section class="sheet-body">
{{> "systems/vermine2047/templates/item/partials/traits.html"}}
<h4 class="flexrow">
<div class="resource align-center flexcol">
<label class="resource-label">{{ localize "VERMINE.ranges"}}</label>
<div class="flexrow align-center">
<div class="hexa">
<input type="number" name="system.min_range" value="{{system.min_range}}" data-dtype="Number"/>
</div>/
<div class="hexa">
<input type="number" name="system.max_range" value="{{system.max_range}}" data-dtype="Number"/></div>
</div>
</div>
<div class="resource align-center flexcol">
<label class="resource-label">{{ localize "VERMINE.damages"}}</label>
<div class="flexcol align-center">
<div class="flexrow">
<div class="hexa">
<input type="number" name="system.damage.value" value="{{system.damage.value}}" data-dtype="Number"/>
</div>
<span>
<input type="checkbox" data-tooltip="ajouter la vigueur" name="system.damage.addVigor" {{#if system.damage.addVigor}} checked {{/if}}>
</span>
</div>
<select name="system.damage.type">
<option value="0">type</option>
{{#each config.damageTypes as |label index|}}
<option value="{{label}}" {{#ife @root.system.damage.type label}} selected {{/ife}}>
{{label}}
</option>
{{/each}}
</select>
</div>
</div>
<div class="resource align-center flexcol">
<label class="resource-label">{{ localize "VERMINE.ammo"}}</label>
<div class="hexa"><input type="number" name="system.ammo" value="{{system.ammo}}" data-dtype="Number"/></div>
</div>
</h4>
{{> "systems/vermine2047/templates/item/partials/physicalItems.hbs"}}
</section>
</form>
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@@ -16,7 +16,8 @@
</div> </div>
/ /
<div class="hexa"> <div class="hexa">
<input type="number" name="system.specificLevel.level" value="{{system.level}}" data-dtype="Number"/> <input type="number" name="system.specificLevel.level" value="{{system.specificLevel.level}}" data-dtype="Number"/>
</div> </div>
<select name="system.specificLevel.label"> <select name="system.specificLevel.label">