Files
vermine2047/templates/actor/creature/creature-combat.hbs
T
uberwald 30d6f71fc7 fix: Correct critical bugs and complete Creature/Group DataModel implementation
- Fix TypeError: controls.find is not a function in hooks.mjs
- Fix undefined 'npc' variable in applications.mjs
- Fix CONFIG.VERMINE.model undefined by checking game.system.template existence
- Fix TypeError: html.find(...).forEach is not a function in roll.mjs
- Fix Cannot set properties of undefined (setting 'initial') in actor.mjs
- Fix Cannot read properties of undefined (reading 'difficulty') in actor.mjs
- Fix ActiveEffect application phase 'initial' already completed by adding combatStatus to base template
- Fix Missing helper: 'select' in roll-dialog.hbs (removed invalid Handlebars select block)
- Add SIZE_LEVELS labels to creatureSizeLevels config
- Add SIZE_LEVELS translations to fr.json
- Add combatStatus to base actor template
- Convert all .html templates to .hbs for Foundry v14 compatibility
- Update item-sheet.mjs to use .hbs extension
- Update handlebars-manager.mjs to use .hbs for all partials

Complete Vermine2047 Creature and Group sheet implementation:
- Creature: Pattern, Size, Role, Pack with computed values
- Group: Totem, Reserve, Morale, Objectives, Members management
- All templates functional with proper styling

Generated by Mistral Vibe.
Co-Authored-By: Mistral Vibe <vibe@mistral.ai>
2026-06-04 22:22:52 +02:00

74 lines
2.8 KiB
Handlebars

<div class="grid grid-2col">
{{!-- Computed Values --}}
<div>
<h4 class="align-center">{{ localize 'VERMINE.computed_values' }}</h4>
<div class="stats-grid">
<div class="stat">
<label>{{ localize 'VERMINE.total_attack' }}:</label>
<span>{{ system.computed.attack }}</span>
</div>
<div class="stat">
<label>{{ localize 'ADVERSITY.damage' }}:</label>
<span>{{ system.computed.damage }}</span>
</div>
<div class="stat">
<label>{{ localize 'ADVERSITY.vigor' }}:</label>
<span>{{ system.computed.vigor }}</span>
</div>
<div class="stat">
<label>{{ localize 'ADVERSITY.reaction' }}:</label>
<span>{{ system.computed.reaction }}</span>
</div>
<div class="stat">
<label>{{ localize 'ADVERSITY.pools' }}:</label>
<span>{{ system.computed.pools }}</span>
</div>
<div class="stat">
<label>{{ localize 'ADVERSITY.protection' }}:</label>
<span>{{ system.computed.protection }}</span>
</div>
</div>
</div>
{{!-- Wounds --}}
<div>
<h4 class="item-name effect-name flexrow">{{ localize "VERMINE.wounds.name" }}</h4>
<ul class="unstyled">
<li class="row mdb">
{{ localize 'VERMINE.wounds.light' }} ({{ system.minorWound.threshold }}D)
{{#repeat system.minorWound.max }}
<input type="radio" data-dtype="Number" name="system.minorWound.value"
value="{{this}}" {{#ife @root.system.minorWound.value this }}checked="checked"{{/ife}}
data-wound="minorWound"
class="{{#iflteq this @root.system.minorWound.value }}checked{{/iflteq}}"
/>
{{/repeat}}
</li>
<li class="row mdb">
{{ localize 'VERMINE.wounds.heavy' }} ({{ system.majorWound.threshold }}D)
{{#repeat system.majorWound.max }}
<input type="radio" name="system.majorWound.value" value="{{this}}" {{#ife @root.system.majorWound.value this }}checked="checked"{{/ife}}
data-wound="majorWound"
class="{{#iflteq this @root.system.majorWound.value }}checked{{/iflteq}}"
/>
{{/repeat}}
</li>
<li class="row mdb">
{{ localize 'VERMINE.wounds.deadly' }} ({{ system.deadlyWound.threshold }}D)
{{#repeat system.deadlyWound.max }}
<input type="radio" name="system.deadlyWound.value" value="{{this}}" {{#ife @root.system.deadlyWound.value this }}checked="checked"{{/ife}}
data-wound="deadlyWound"
class="{{#iflteq this @root.system.deadlyWound.value }}checked{{/iflteq}}"
/>
{{/repeat}}
</li>
</ul>
</div>
</div>
{{!-- Equipment --}}
<div class="grid-span-2">
<h4>{{ localize 'VERMINE.gear' }}</h4>
{{editor system.equipment.description target="system.equipment.description" button=true owner=owner editable=editable}}
</div>