add basic attribute and combat rolls
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e2ffb67d35
commit
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@ -38,8 +38,8 @@
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{{#*inline "die-value"}}
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{{#*inline "die-value"}}
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<div class="col noflex">
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<div class="col noflex">
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<div class="center">{{localize (concat "DSA41.attributes.short." type)}}</div>
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{{#if header}}<div class="center">{{header}}</div>{{/if}}
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<div class="die die-{{type}}">{{lookup @root.actor.system.computed.attributes.with_modifiers type}}</div>
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<div class="die die-{{type}} roll" data-roll-type="{{type}}" {{#if value}}data-success-value="{{value}}"{{/if}} {{#if data-roll}}data-roll="{{data-roll}}"{{/if}}>{{value}}</div>
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</div>
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</div>
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{{/inline}}
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{{/inline}}
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@ -54,7 +54,7 @@
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<div class="row">
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<div class="row">
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<img class="character-image" src="{{ actor.img }}" title="{{ actor.name }}" {{#if editable}}data-edit="img"{{/if}}>
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<img class="character-image" src="{{ actor.img }}" title="{{ actor.name }}" {{#if editable}}data-edit="img"{{/if}}>
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{{#each actor.system.attributes}}
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{{#each actor.system.attributes}}
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{{>die-value type=@key}}
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{{>die-value type=@key header=(localize (concat "DSA41.attributes.short." @key)) value=(lookup @root.actor.system.computed.attributes.with_modifiers @key) data-roll="1d20"}}
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{{/each}}
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{{/each}}
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</div>
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</div>
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@ -68,6 +68,9 @@
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<div class="row noflex">
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<div class="row noflex">
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<a data-tab="tab3">{{localize "DSA41.character.inventar"}}</a>
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<a data-tab="tab3">{{localize "DSA41.character.inventar"}}</a>
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</div>
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</div>
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<div class="row noflex">
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<a data-tab="tab4">{{localize "DSA41.character.kampf"}}</a>
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</div>
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</nav>
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</nav>
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<section class="content">
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<section class="content">
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@ -134,7 +137,7 @@
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<div class="tab" data-group="primary" data-tab="tab2">
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<div class="tab" data-group="primary" data-tab="tab2">
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<div class="row">
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<div class="row">
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<fieldset>
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<fieldset>
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<legend>{{localize "DSA41.talente.kampf_talente.label"}}</legend>
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<legend>{{localize "DSA41.talente.kampf.label"}}</legend>
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<table>
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<table>
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<tr>
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<tr>
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<th>{{localize "DSA41.talente.label"}}</th>
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<th>{{localize "DSA41.talente.label"}}</th>
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@ -150,8 +153,8 @@
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<td>{{>editable-input type="number" name=(concat "system.kampf_talente." @key ".talentwert") value=(lookup this "talentwert")}}</td>
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<td>{{>editable-input type="number" name=(concat "system.kampf_talente." @key ".talentwert") value=(lookup this "talentwert")}}</td>
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<td>{{>editable-input type="number" name=(concat "system.kampf_talente." @key ".attacke") value=(lookup this "attacke")}}</td>
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<td>{{>editable-input type="number" name=(concat "system.kampf_talente." @key ".attacke") value=(lookup this "attacke")}}</td>
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<td>{{>editable-input type="number" name=(concat "system.kampf_talente." @key ".parade") value=(lookup this "parade")}}</td>
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<td>{{>editable-input type="number" name=(concat "system.kampf_talente." @key ".parade") value=(lookup this "parade")}}</td>
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<td class="center">0</td>
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<td class="center">{{lookup (lookup @root.actor.system.computed.kampf.talente @key) "attacke"}}</td>
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<td class="center">0</td>
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<td class="center">{{lookup (lookup @root.actor.system.computed.kampf.talente @key) "parade"}}</td>
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</tr>
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</tr>
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{{/each}}
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{{/each}}
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</table>
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</table>
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@ -190,7 +193,7 @@
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</div>
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</div>
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{{#each actor.itemTypes.Bewaffnung}}
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{{#each actor.itemTypes.Bewaffnung}}
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<div class="row list-item" data-item-id="{{this._id}}">
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<div class="row list-item" data-item-id="{{this._id}}">
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<div class="row item-name">
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<div class="row item-name item-open">
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<img class="item-image" src="{{this.img}}" title="{{this.name}}">
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<img class="item-image" src="{{this.img}}" title="{{this.name}}">
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<div class="col">
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<div class="col">
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<span>{{this.name}}</span>
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<span>{{this.name}}</span>
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@ -202,8 +205,9 @@
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</span>
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</span>
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</div>
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</div>
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</div>
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</div>
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<div class="row"></div>
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<div class="center">{{this.system.gewicht}}</div>
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<div class="center">{{this.system.gewicht}}</div>
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<div class="center">{{>editable-checkbox value=this.system.angelegt}}</div>
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<div class="center fas fa-trash item-delete"></div>
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</div>
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</div>
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{{/each}}
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{{/each}}
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</div>
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</div>
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@ -243,5 +247,48 @@
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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<div class="tab" data-group="primary" data-tab="tab4">
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<div class="col kampf">
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<div class="col list">
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<div class="row list-header">
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<div class="row">{{localize "DSA41.kampf.bewaffnung"}}</div>
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<div>{{localize "DSA41.kampf.attacke"}}</div>
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<div>{{localize "DSA41.kampf.parade"}}</div>
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<div>{{localize "DSA41.kampf.trefferpunkte"}}</div>
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</div>
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{{#each actor.system.computed.kampf.waffen}}
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<div class="row list-item" data-item-id="{{item._id}}">
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<div class="row item-name">
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<img class="item-image" src="{{item.img}}" title="{{item.name}}">
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<div class="col">
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<span>{{item.name}}</span>
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</div>
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</div>
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<div class="center">{{>die-value type="attacke" data-roll="1d20" value=attacke}}</div>
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<div class="center">{{>die-value type="parade" data-roll="1d20" value=parade}}</div>
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<div class="center">{{>die-value type="trefferpunkte" data-roll=trefferpunkte}}</div>
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</div>
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{{/each}}
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</div>
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<div class="col list">
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<div class="row list-header">
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<div class="row">{{localize "DSA41.kampf.ruestungen"}}</div>
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<div>{{localize "DSA41.weight"}}</div>
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</div>
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{{#each actor.itemTypes.Ruestung}}
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<div class="row list-item" data-item-id="{{this._id}}">
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<div class="row item-name">
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<img class="item-image" src="{{this.img}}" title="{{this.name}}">
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<span class="center">{{this.name}}</span>
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</div>
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<div class="center">{{this.system.gewicht}}</div>
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<div class="center">{{>editable-checkbox value=this.system.angelegt}}</div>
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</div>
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{{/each}}
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</div>
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</div>
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</div>
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</section>
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</section>
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</form>
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</form>
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129
src/lang/de.json
129
src/lang/de.json
@ -15,10 +15,26 @@
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"weight": "Gewicht",
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"weight": "Gewicht",
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"price": "Preis",
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"price": "Preis",
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"roll_types": {
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"courage": "Mut",
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"cleverness": "Klugheit",
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"intuition": "Intuition",
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"charisma": "Charisma",
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"dexterity": "Fingerfertigkeit",
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"agility": "Gewandheit",
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"constitution": "Konstitution",
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"strength": "Körperkraft",
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"attacke": "Attacke",
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"parade": "Parade",
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"trefferpunkte": "Trefferpunkte"
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},
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"character": {
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"character": {
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"eigenschaften": "Eigenschaften",
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"eigenschaften": "Eigenschaften",
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"talente": "Talente",
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"talente": "Talente",
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"inventar": "Inventar"
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"inventar": "Inventar",
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"kampf": "Kampf"
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},
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},
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"attributes": {
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"attributes": {
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@ -63,8 +79,33 @@
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"label_parade_total": "Parade",
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"label_parade_total": "Parade",
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"name": {
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"name": {
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"anderthalbhaender": "Anderthalbhänder",
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"anderthalbhaender": "Anderthalbhänder",
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"armbrust": "Armbrust"
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"armbrust": "Armbrust",
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"belagerungswaffen": "Belagerungswaffen",
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"blasrohr": "Blasrohr",
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"bogen": "Bogen",
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"diskus": "Diskus",
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"dolche": "Dolche",
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"fechtwaffen": "Fechtwaffen",
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"hiebwaffen": "Hiebwaffen",
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"infanteriewaffen": "Infanteriewaffen",
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"kettenstaebe": "Kettenstäbe",
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"kettenwaffen": "Kettenwaffen",
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"lanzenreiten": "Lanzenreiten",
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"peitsche": "Peitsche",
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"raufen": "Raufen",
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"ringen": "Ringen",
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"saebel": "Saebel",
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"schleuder": "Schleuder",
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"schwerter": "Schwerter",
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"speere": "Speere",
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"staebe": "Stäbe",
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"wurfbeile": "Wurfbeile",
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"wurfmesser": "Wurfmesser",
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"wurfspeere": "Wurfspeere",
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"zweihandflegel": "Zweihandflegel",
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"zweihand_hiebwaffen": "Zweihand-Hiebwaffen",
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"zweihandschwerter": "Zweihandschwerter/-säbel"
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}
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}
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},
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},
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@ -128,8 +169,29 @@
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"label": "Wissenstalente",
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"label": "Wissenstalente",
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"name": {
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"name": {
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"anatomie": "Anatomie",
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"anatomie": "Anatomie",
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"baukunst": "Baukunst"
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"baukunst": "Baukunst",
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"brett_kartenspiel": "Brett-/Kartenspiel",
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"geographie": "Geographie",
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"geschichtswissen": "Geschichtswissen",
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"gesteinskunde": "Gesteinskunde",
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"goetter_kulte": "Götter/Kulte",
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"heraldik": "Heraldik",
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"huettenkunde": "Hüttenkunde",
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"kriegskunst": "Kriegskunst",
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"kryptographie": "Kryptographie",
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"magiekunde": "Magiekunde",
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"mechanik": "Mechanik",
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"pflanzenkunde": "Pflanzenkunde",
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"philosophie": "Philosophie",
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"rechnen": "Rechnen",
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"rechtskunde": "Rechtskunde",
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"sagen_legenden": "Sagen/Legenden",
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"schaetzen": "Schätzen",
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"sprachenkunde": "Sprachenkunde",
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"staatskunst": "Staatskunst",
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"sternkunde": "Sternenkunde",
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"tierkunde": "Tierkunde"
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}
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}
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},
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},
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"label": "Handwerkstalente",
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"label": "Handwerkstalente",
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"name": {
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"name": {
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"abrichten": "Abrichten",
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"abrichten": "Abrichten",
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"ackerbau": "Ackerbau"
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"ackerbau": "Ackerbau",
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"alchimie": "Alchimie",
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"bergbau": "Bergbau",
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"bogenbau": "Bogenbau",
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"boote_fahren": "Boote Fahren",
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"brauer": "Brauer",
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"drucker": "Drucker",
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"fahrzeug_lenken": "Fahrzeug Lenken",
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"falschspiel": "Falschspiel",
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"feinmechanik": "Feinmechanik",
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"feuersteinbearbeitung": "Feuersteinbearbeitung",
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"fleischer": "Fleischer",
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"gerber": "Gerber/Kürschner",
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"glaskunst": "Glaskunst",
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"grobschmied": "Grobschmied",
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"handel": "Handel",
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"hauswirtschaft": "Hauswirtschaft",
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"heilkunde_gift": "Heilkunde Gift",
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"heilkunde_krankheiten": "Heilkunde Krankheiten",
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"heilkunde_seele": "Heilkunde Seele",
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"heilkunde_wunden": "Heilkunde Wunden",
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"holzbearbeitung": "Holzbearbeitung",
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"instrumentenbauer": "Instrumentenbauer",
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"kartographie": "Kartographie",
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"kochen": "Kochen",
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"kristallzucht": "Kristallzucht",
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"lederarbeiten": "Lederarbeiten",
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"malen_zeichnen": "Malen/Zeichnen",
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"maurer": "Maurer",
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"metallguss": "Metallguss",
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"musizieren": "Musizieren",
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"schloesser_knacken": "Schlösser Knacken",
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"schnapps_brennen": "Schnapps Brennen",
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"schneidern": "Schneidern",
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"seefahrt": "Seefahrt",
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"seiler": "Seiler",
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"steinmetz": "Steinmetz",
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"juwelier": "Steinschneider/Juwelier",
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"stellmacher": "Stellmacher",
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"stoffe_faerben": "Stoffe Faerben",
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"taetowieren": "Tätowieren",
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"toepfern": "Töpfern",
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"viehzucht": "Viehzucht",
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"webkunst": "Webkunst",
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"winzer": "Winzer",
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"zimmermann": "Zimmermann"
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}
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}
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}
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}
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},
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},
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"bewaffnung": "Bewaffnung",
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"bewaffnung": "Bewaffnung",
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"ruestungen": "Rüstungen",
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"ruestungen": "Rüstungen",
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"gegenstaende": "Gegenstände"
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"gegenstaende": "Gegenstände"
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},
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"kampf": {
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"bewaffnung": "Bewaffnung",
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"attacke": "Attacke",
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"parade": "Parade",
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"trefferpunkte": "Trefferpunkte",
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"ruestungen": "Rüstungen"
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}
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}
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}
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}
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}
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}
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35
src/main.css
35
src/main.css
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.die {
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.sheet .die {
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width: 48px;
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width: 48px;
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height: 48px;
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height: 48px;
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line-height: 48px;
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line-height: 48px;
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color: #fff;
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color: #fff;
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}
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}
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.die-courage { background-color: #b22319; }
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.sheet .die-courage { background-color: #b22319; }
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.die-cleverness { background-color: #8158a3; }
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.sheet .die-cleverness { background-color: #8158a3; }
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.die-intuition { background-color: #388834; }
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.sheet .die-intuition { background-color: #388834; }
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.die-charisma { background-color: #0c0c0c; }
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.sheet .die-charisma { background-color: #0c0c0c; }
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.die-dexterity { background-color: #d4b366; }
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.sheet .die-dexterity { background-color: #d4b366; }
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.die-agility { background-color: #678ec3; }
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.sheet .die-agility { background-color: #678ec3; }
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.die-constitution { background-color: #a3a3a3; }
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.sheet .die-constitution { background-color: #a3a3a3; }
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.die-strength { background-color: #d5a877; }
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.sheet .die-strength { background-color: #d5a877; }
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.sheet .die-attacke { background-color: #b22319; }
|
||||||
|
.sheet .die-parade { background-color: #388834; }
|
||||||
|
.sheet .die-trefferpunkte { background-color: #0c0c0c; }
|
||||||
|
|
||||||
|
.sheet .item-open,
|
||||||
|
.sheet .item-delete,
|
||||||
|
.sheet .roll {
|
||||||
|
cursor: pointer;
|
||||||
|
}
|
||||||
|
|
||||||
|
.sheet .item-open:hover,
|
||||||
|
.sheet .item-delete:hover,
|
||||||
|
.sheet .roll:hover {
|
||||||
|
transform: scale(1.05);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
.character-image {
|
.character-image {
|
||||||
@ -101,6 +117,7 @@
|
|||||||
|
|
||||||
.item-name {
|
.item-name {
|
||||||
gap: 0.5rem;
|
gap: 0.5rem;
|
||||||
|
flex: 0 1 auto;
|
||||||
}
|
}
|
||||||
|
|
||||||
.item-sub {
|
.item-sub {
|
||||||
|
|||||||
87
src/main.mjs
87
src/main.mjs
@ -1,6 +1,4 @@
|
|||||||
Hooks.once("init", function() {
|
Hooks.once("init", function() {
|
||||||
console.log("INIT");
|
|
||||||
|
|
||||||
CONFIG.Combat.initiative.formula = "1d6 + @computed.ini_basiswert[INI-Basiswert]";
|
CONFIG.Combat.initiative.formula = "1d6 + @computed.ini_basiswert[INI-Basiswert]";
|
||||||
|
|
||||||
CONFIG.Actor.dataModels.Player = DSA41_CharacterData;
|
CONFIG.Actor.dataModels.Player = DSA41_CharacterData;
|
||||||
@ -240,6 +238,11 @@ class DSA41_CharacterData extends foundry.abstract.TypeDataModel {
|
|||||||
without_modifiers: {},
|
without_modifiers: {},
|
||||||
with_modifiers: {},
|
with_modifiers: {},
|
||||||
},
|
},
|
||||||
|
|
||||||
|
kampf: {
|
||||||
|
talente: {},
|
||||||
|
waffen: {},
|
||||||
|
},
|
||||||
};
|
};
|
||||||
|
|
||||||
for (const [attribute, values] of Object.entries(this.attributes)) {
|
for (const [attribute, values] of Object.entries(this.attributes)) {
|
||||||
@ -257,7 +260,54 @@ class DSA41_CharacterData extends foundry.abstract.TypeDataModel {
|
|||||||
this.computed.pa_basiswert = Math.round((this.computed.attributes.without_modifiers.intuition + this.computed.attributes.without_modifiers.agility + this.computed.attributes.without_modifiers.strength) / 5);;
|
this.computed.pa_basiswert = Math.round((this.computed.attributes.without_modifiers.intuition + this.computed.attributes.without_modifiers.agility + this.computed.attributes.without_modifiers.strength) / 5);;
|
||||||
this.computed.fk_basiswert = Math.round((this.computed.attributes.without_modifiers.intuition + this.computed.attributes.without_modifiers.dexterity + this.computed.attributes.without_modifiers.strength) / 5);;
|
this.computed.fk_basiswert = Math.round((this.computed.attributes.without_modifiers.intuition + this.computed.attributes.without_modifiers.dexterity + this.computed.attributes.without_modifiers.strength) / 5);;
|
||||||
|
|
||||||
|
for(const [name, values] of Object.entries(this.kampf_talente)) {
|
||||||
|
this.computed.kampf.talente[name] = {};
|
||||||
|
this.computed.kampf.talente[name].attacke = this.computed.at_basiswert + values.attacke;
|
||||||
|
this.computed.kampf.talente[name].parade = this.computed.pa_basiswert + values.parade;
|
||||||
|
}
|
||||||
|
|
||||||
|
let equipped_bewaffnung = this.parent.items.filter((x) => x.type === "Bewaffnung");
|
||||||
|
let equipped_nahkampfwaffen = equipped_bewaffnung.filter((x) => x.system.nahkampfwaffe.aktiv);
|
||||||
|
let equipped_parierwaffen = equipped_bewaffnung.filter((x) => x.system.parierwaffe.aktiv);
|
||||||
|
let equipped_schilde = equipped_bewaffnung.filter((x) => x.system.schild.aktiv);
|
||||||
|
let equipped_fernkampfwaffen = equipped_bewaffnung.filter((x) => x.system.fernkampfwaffe.aktiv);
|
||||||
|
|
||||||
|
for(const item of equipped_nahkampfwaffen) {
|
||||||
|
this.computed.kampf.waffen[item._id] = {};
|
||||||
|
this.computed.kampf.waffen[item._id].item = item;
|
||||||
|
|
||||||
|
if (item.system.nahkampfwaffe.aktiv) {
|
||||||
|
const talent = item.system.nahkampfwaffe.kampftalente;
|
||||||
|
|
||||||
|
this.computed.kampf.waffen[item._id].attacke = this.computed.kampf.talente[talent].attacke + item.system.nahkampfwaffe.modifikator_attacke;
|
||||||
|
this.computed.kampf.waffen[item._id].parade = this.computed.kampf.talente[talent].parade + item.system.nahkampfwaffe.modifikator_attacke;
|
||||||
|
|
||||||
|
const tp_kk = Math.trunc((this.computed.attributes.with_modifiers.strength - item.system.nahkampfwaffe.schwellenwert) / item.system.nahkampfwaffe.schadensschritte);
|
||||||
|
|
||||||
|
if (tp_kk >= 0) {
|
||||||
|
this.computed.kampf.waffen[item._id].trefferpunkte = item.system.nahkampfwaffe.basis + " + " + tp_kk;
|
||||||
|
} else {
|
||||||
|
this.computed.kampf.waffen[item._id].trefferpunkte = item.system.nahkampfwaffe.basis + "" + tp_kk;
|
||||||
|
|
||||||
|
this.computed.kampf.waffen[item._id].attacke += tp_kk;
|
||||||
|
this.computed.kampf.waffen[item._id].parade += tp_kk;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (const parierwaffe of equipped_parierwaffen) {
|
||||||
|
if (parierwaffe._id === item._id) continue;
|
||||||
|
|
||||||
|
this.computed.kampf.waffen[item._id].attacke += parierwaffe.system.parierwaffe.modifikator_attacke;
|
||||||
|
this.computed.kampf.waffen[item._id].parade += parierwaffe.system.parierwaffe.modifikator_parade;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (const schild of equipped_schilde) {
|
||||||
|
if (schild._id === item._id) continue;
|
||||||
|
|
||||||
|
this.computed.kampf.waffen[item._id].attacke += schild.system.schild.modifikator_attacke;
|
||||||
|
this.computed.kampf.waffen[item._id].parade += schild.system.schild.modifikator_parade;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -380,6 +430,39 @@ class DSA41_ActorSheet extends ActorSheet {
|
|||||||
get template() {
|
get template() {
|
||||||
return "systems/dsa-4th-edition/src/ActorSheet.html";
|
return "systems/dsa-4th-edition/src/ActorSheet.html";
|
||||||
}
|
}
|
||||||
|
|
||||||
|
activateListeners(html) {
|
||||||
|
super.activateListeners(html);
|
||||||
|
|
||||||
|
html.on("click", ".item-open", async (event) => {
|
||||||
|
const item_id = event.currentTarget.closest("[data-item-id]").dataset.itemId;
|
||||||
|
const item = this.object.items.get(item_id);
|
||||||
|
item.sheet.render(true)
|
||||||
|
});
|
||||||
|
|
||||||
|
html.on("click", ".item-delete", async (event) => {
|
||||||
|
const item_id = event.currentTarget.closest("[data-item-id]").dataset.itemId;
|
||||||
|
const item = this.object.items.get(item_id);
|
||||||
|
item.delete();
|
||||||
|
});
|
||||||
|
|
||||||
|
html.on("click", ".roll", async (event) => {
|
||||||
|
const roll_formula = event.currentTarget.closest("[data-roll]").dataset.roll;
|
||||||
|
const roll_type = event.currentTarget.closest("[data-roll]").dataset.rollType;
|
||||||
|
const success_value = event.currentTarget.closest("[data-roll]").dataset.successValue;
|
||||||
|
|
||||||
|
let flavor = game.i18n.localize("DSA41.roll_types." + roll_type);
|
||||||
|
if (typeof success_value !== 'undefined') {
|
||||||
|
flavor += " <= " + success_value;
|
||||||
|
}
|
||||||
|
|
||||||
|
let roll = new Roll(roll_formula, this.object.system);
|
||||||
|
roll.toMessage({
|
||||||
|
speaker: ChatMessage.getSpeaker({ actor: this.object }),
|
||||||
|
flavor: flavor,
|
||||||
|
});
|
||||||
|
});
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
class DSA41_ItemSheet extends ItemSheet {
|
class DSA41_ItemSheet extends ItemSheet {
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user