add tooltips for attributes and combat rolls
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@ -39,9 +39,9 @@
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{{#*inline "die-value"}}
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<div class="col noflex">
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{{#if header}}<div class="center">{{header}}</div>{{/if}}
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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}}>
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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}} {{#if data-tooltip}}data-tooltip="{{data-tooltip}}"{{/if}}>
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<div><svg viewbox="0 0 64 64"><use href="/systems/dsa-4th-edition/src/Assets/d20.svg#d20"></use></svg></div>
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<div>{{value}}</div>
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<div>{{{value}}}</div>
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</div>
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</div>
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{{/inline}}
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@ -57,7 +57,7 @@
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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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{{#each actor.system.attributes}}
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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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{{>die-value type=@key header=(localize (concat "DSA41.attributes.short." @key)) value=(lookup @root.actor.system.computed.attributes @key)data-roll="1d20" data-tooltip=(lookup @root.tooltips.attributes @key)}}
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{{/each}}
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</div>
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@ -270,9 +270,9 @@
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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">{{>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 class="center">{{>die-value type="attacke" data-roll="1d20" value=attacke data-tooltip=(lookup @root.tooltips.kampf.attacke item._id)}}</div>
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<div class="center">{{>die-value type="parade" data-roll="1d20" value=parade data-tooltip=(lookup @root.tooltips.kampf.parade item._id)}}</div>
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<div class="center">{{>die-value type="trefferpunkte" data-roll=trefferpunkte value=trefferpunkte_display data-tooltip=(lookup @root.tooltips.kampf.trefferpunkte item._id)}}</div>
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</div>
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{{/each}}
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</div>
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19
src/Tooltips/Attacke.hbs
Normal file
19
src/Tooltips/Attacke.hbs
Normal file
@ -0,0 +1,19 @@
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<div class="dsa41-tooltip">
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<ruby>{{talent_attacke}}<rt>{{localize "DSA41.talente.label"}}</rt></ruby>
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{{#if (ne modifikator_attacke 0)}}
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+ <ruby>{{modifikator_attacke}}<rt>{{localize "DSA41.bewaffnung.nahkampfwaffe.modifikator"}}</rt></ruby>
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{{/if}}
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{{#if (ne parierwaffe_attacke 0)}}
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+ <ruby>{{parierwaffe_attacke}}<rt>{{localize "DSA41.bewaffnung.parierwaffe.label"}}</rt></ruby>
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{{/if}}
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{{#if (ne schild_attacke 0)}}
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+ <ruby>{{schild_attacke}}<rt>{{localize "DSA41.bewaffnung.schild.label"}}</rt></ruby>
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{{/if}}
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{{#if (lt tp_kk 0)}}
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+ <ruby>{{tp_kk}}<rt>{{localize "DSA41.attributes.long.strength"}}</rt></ruby>
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{{/if}}
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</div>
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9
src/Tooltips/Attribute.hbs
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9
src/Tooltips/Attribute.hbs
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@ -0,0 +1,9 @@
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<div class="dsa41-tooltip">
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<ruby>{{initial}}<rt>{{localize "DSA41.attributes.initial"}}</rt></ruby>
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{{#if (ne advancement 0)}}
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+ <ruby>{{advancement}}<rt>{{localize "DSA41.attributes.advancement"}}</rt></ruby>
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{{/if}}
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{{#if (ne modifier 0)}}
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+ <ruby>{{modifier}}<rt>{{localize "DSA41.attributes.modifier"}}</rt></ruby>
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{{/if}}
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</div>
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19
src/Tooltips/Parade.hbs
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19
src/Tooltips/Parade.hbs
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@ -0,0 +1,19 @@
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<div class="dsa41-tooltip">
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<ruby>{{talent_parade}}<rt>{{localize "DSA41.talente.label"}}</rt></ruby>
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{{#if (ne modifikator_parade 0)}}
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+ <ruby>{{modifikator_parade}}<rt>{{localize "DSA41.bewaffnung.nahkampfwaffe.modifikator"}}</rt></ruby>
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{{/if}}
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{{#if (ne parierwaffe_parade 0)}}
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+ <ruby>{{parierwaffe_parade}}<rt>{{localize "DSA41.bewaffnung.parierwaffe.label"}}</rt></ruby>
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{{/if}}
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{{#if (ne schild_parade 0)}}
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+ <ruby>{{schild_parade}}<rt>{{localize "DSA41.bewaffnung.schild.label"}}</rt></ruby>
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{{/if}}
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{{#if (lt tp_kk 0)}}
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+ <ruby>{{tp_kk}}<rt>{{localize "DSA41.attributes.long.strength"}}</rt></ruby>
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{{/if}}
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</div>
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7
src/Tooltips/Trefferpunkte.hbs
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7
src/Tooltips/Trefferpunkte.hbs
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@ -0,0 +1,7 @@
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<div class="dsa41-tooltip">
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<ruby>{{item.system.nahkampfwaffe.basis}}<rt>{{localize "DSA41.bewaffnung.nahkampfwaffe.basis"}}</rt></ruby>
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{{#if (ne tp_kk 0)}}
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+ <ruby>{{tp_kk}}<rt>{{localize "DSA41.attributes.long.strength"}}</rt></ruby>
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{{/if}}
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</div>
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14
src/main.css
14
src/main.css
@ -87,17 +87,17 @@
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.sheet .die {
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display: inline-grid;
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text-align: center;
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text-align: center;
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align-items: center;
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color: #fff;
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width: 48px;
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height: 48px;
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}
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.sheet .die > * {
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grid-row: 1;
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grid-column: 1;
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width: 48px;
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height: 48px;
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line-height: 48px;
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}
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.sheet .die-courage { fill: #b22319; }
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@ -230,3 +230,7 @@
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.actor-sheet .kampf .ruestungen > *:last-child {
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border: none;
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}
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#tooltip:has(> .dsa41-tooltip) {
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/* background-color: #678ec3; */
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}
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199
src/main.mjs
199
src/main.mjs
@ -1,14 +1,14 @@
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Hooks.once("init", function() {
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CONFIG.Combat.initiative.formula = "1d6 + @computed.ini_basiswert[INI-Basiswert]";
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CONFIG.Actor.dataModels.Player = DSA41_CharacterData;
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CONFIG.Actor.documentClass = DSA41_CharacterDocument;
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CONFIG.Actor.dataModels.Player = DSA41_CharacterData;
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CONFIG.Actor.documentClass = DSA41_CharacterDocument;
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CONFIG.Item. dataModels.Gegenstand = DSA41_GegenstandData;
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CONFIG.Item. dataModels.Ruestung = DSA41_RuestungData;
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CONFIG.Item. dataModels.Bewaffnung = DSA41_BewaffnungData;
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CONFIG.Item.dataModels.Gegenstand = DSA41_GegenstandData;
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CONFIG.Item.dataModels.Ruestung = DSA41_RuestungData;
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CONFIG.Item.dataModels.Bewaffnung = DSA41_BewaffnungData;
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//DocumentSheetConfig.unregisterSheet(Actor, "core", ActorSheet);
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DocumentSheetConfig.unregisterSheet(Actor, "core", ActorSheet);
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DocumentSheetConfig.registerSheet(Actor, "dsa41", DSA41_ActorSheet, {
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makeDefault: true,
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types: [
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@ -16,7 +16,7 @@ Hooks.once("init", function() {
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]
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});
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//DocumentSheetConfig.unregisterSheet(Item, "core", ItemSheet);
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DocumentSheetConfig.unregisterSheet(Item, "core", ItemSheet);
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DocumentSheetConfig.registerSheet(Item, "dsa41", DSA41_ItemSheet, {
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makeDefault: true,
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types: [
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@ -25,8 +25,64 @@ Hooks.once("init", function() {
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"Bewaffnung",
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]
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});
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loadTemplates({
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"attribute_tooltip": "systems/dsa-4th-edition/src/Tooltips/Attribute.hbs",
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"attacke_tooltip": "systems/dsa-4th-edition/src/Tooltips/Attacke.hbs",
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"parade_tooltip": "systems/dsa-4th-edition/src/Tooltips/Parade.hbs",
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"trefferpunkte_tooltip": "systems/dsa-4th-edition/src/Tooltips/Trefferpunkte.hbs",
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});
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});
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function get_minified_formula(formula, data) {
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const terms = Roll.simplifyTerms(Roll.parse(formula, data));
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let output = [];
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let is_combinable = true;
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for (let i = 0; i < terms.length; i++) {
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const term = terms[i];
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if (is_combinable && term instanceof foundry.dice.terms.NumericTerm) {
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for (let j = i + 1; j < terms.length - 1; j += 2) {
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let operator = terms[j];
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let next = terms[j + 1];
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if (!(operator instanceof foundry.dice.terms.OperatorTerm && next instanceof foundry.dice.terms.NumericTerm))
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break;
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switch (operator.operator) {
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case "+": {
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term.number += next.number;
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i += 2;
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} break;
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case "-": {
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term.number -= next.number;
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i += 2;
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} break;
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default:
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break;
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}
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}
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is_combinable = false;
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} else {
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if (term instanceof foundry.dice.terms.OperatorTerm && (term.operator == "+" || term.operator == "-")) {
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is_combinable = true;
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} else {
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is_combinable = false;
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}
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}
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output.push(term);
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}
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output = Roll.simplifyTerms(output);
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return Roll.getFormula(output);
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}
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const { SchemaField, NumberField, StringField, BooleanField } = foundry.data.fields;
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class AttributeField extends foundry.data.fields.SchemaField {
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@ -231,48 +287,46 @@ class DSA41_CharacterData extends foundry.abstract.TypeDataModel {
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}
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}
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prepareDerivedData() {
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async prepareDerivedData() {
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super.prepareDerivedData();
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this.computed = {
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attributes: {
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without_modifiers: {},
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with_modifiers: {},
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},
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attributes: {},
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attributes_without_modifiers: {},
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kampf: {
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talente: {},
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waffen: {},
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ruestungen: {},
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ruestungen_gesamt: {
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kopf: 0,
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brust: 0,
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ruecken: 0,
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bauch: 0,
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linker_arm: 0,
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rechter_arm: 0,
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linkes_bein: 0,
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kopf: 0,
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brust: 0,
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ruecken: 0,
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bauch: 0,
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linker_arm: 0,
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rechter_arm: 0,
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linkes_bein: 0,
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rechtes_bein: 0,
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gesamt_ruestungsschutz: 0.0,
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gesamt_behinderung: 0.0,
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gesamt_behinderung: 0.0,
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},
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},
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};
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for (const [attribute, values] of Object.entries(this.attributes)) {
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this.computed.attributes.without_modifiers[attribute] = values.initial + values.advancement;
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this.computed.attributes.with_modifiers [attribute] = values.initial + values.advancement + values.modifier;
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this.computed.attributes[attribute] = values.initial + values.advancement + values.modifier;
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this.computed.attributes_without_modifiers[attribute] = values.initial + values.advancement;
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}
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this.computed.max_lebenspunkte = Math.round((this.computed.attributes.without_modifiers.constitution + this.computed.attributes.without_modifiers.constitution + this.computed.attributes.without_modifiers.strength) / 2);
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this.computed.max_ausdauer = Math.round((this.computed.attributes.without_modifiers.courage + this.computed.attributes.without_modifiers.constitution + this.computed.attributes.without_modifiers.agility) / 2);
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this.computed.max_atralenergie = Math.round((this.computed.attributes.without_modifiers.courage + this.computed.attributes.without_modifiers.intuition + this.computed.attributes.without_modifiers.charisma) / 2);
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this.computed.max_lebenspunkte = Math.round((this.computed.attributes_without_modifiers.constitution + this.computed.attributes_without_modifiers.constitution + this.computed.attributes_without_modifiers.strength) / 2);
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this.computed.max_ausdauer = Math.round((this.computed.attributes_without_modifiers.courage + this.computed.attributes_without_modifiers.constitution + this.computed.attributes_without_modifiers.agility) / 2);
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this.computed.max_atralenergie = Math.round((this.computed.attributes_without_modifiers.courage + this.computed.attributes_without_modifiers.intuition + this.computed.attributes_without_modifiers.charisma) / 2);
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this.computed.magieresistenz = Math.round((this.computed.attributes.without_modifiers.courage + this.computed.attributes.without_modifiers.cleverness + this.computed.attributes.without_modifiers.constitution) / 5);
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this.computed.ini_basiswert = Math.round((this.computed.attributes.without_modifiers.courage + this.computed.attributes.without_modifiers.courage + this.computed.attributes.without_modifiers.intuition + this.computed.attributes.without_modifiers.agility) / 5);
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this.computed.at_basiswert = Math.round((this.computed.attributes.without_modifiers.courage + this.computed.attributes.without_modifiers.agility + this.computed.attributes.without_modifiers.strength) / 5);;
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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);;
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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);;
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this.computed.magieresistenz = Math.round((this.computed.attributes_without_modifiers.courage + this.computed.attributes_without_modifiers.cleverness + this.computed.attributes_without_modifiers.constitution) / 5);
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this.computed.ini_basiswert = Math.round((this.computed.attributes_without_modifiers.courage + this.computed.attributes_without_modifiers.courage + this.computed.attributes_without_modifiers.intuition + this.computed.attributes_without_modifiers.agility) / 5);
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this.computed.at_basiswert = Math.round((this.computed.attributes_without_modifiers.courage + this.computed.attributes_without_modifiers.agility + this.computed.attributes_without_modifiers.strength) / 5);;
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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);;
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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);;
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const equipped_ruestungen = this.parent.items.filter((x) => x.type === "Ruestung");
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for (const item of equipped_ruestungen) {
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@ -307,38 +361,60 @@ class DSA41_CharacterData extends foundry.abstract.TypeDataModel {
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const equipped_fernkampfwaffen = equipped_bewaffnung.filter((x) => x.system.fernkampfwaffe.aktiv);
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for(const item of equipped_nahkampfwaffen) {
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this.computed.kampf.waffen[item._id] = { item: item };
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if (item.system.nahkampfwaffe.aktiv) {
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let computed = this.computed.kampf.waffen[item._id] = {
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item: item,
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attacke: 0,
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parade: 0,
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trefferpunkte: "",
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trefferpunkte_display: "",
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talent_attacke: 0,
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talent_parade: 0,
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modifikator_attacke: 0,
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modifikator_parade: 0,
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tp_kk: 0,
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parierwaffe_attacke: 0,
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parierwaffe_parade: 0,
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schild_attacke: 0,
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schild_parade: 0,
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};
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const talent = item.system.nahkampfwaffe.kampftalente;
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this.computed.kampf.waffen[item._id].attacke = this.computed.kampf.talente[talent].attacke + item.system.nahkampfwaffe.modifikator_attacke;
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this.computed.kampf.waffen[item._id].parade = this.computed.kampf.talente[talent].parade + item.system.nahkampfwaffe.modifikator_attacke;
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computed.talent_attacke = this.computed.kampf.talente[talent].attacke;
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computed.talent_parade = this.computed.kampf.talente[talent].parade;
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computed.modifikator_attacke = item.system.nahkampfwaffe.modifikator_attacke;
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computed.modifikator_parade = item.system.nahkampfwaffe.modifikator_parade;
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const tp_kk = Math.trunc((this.computed.attributes.with_modifiers.strength - item.system.nahkampfwaffe.schwellenwert) / item.system.nahkampfwaffe.schadensschritte);
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if (tp_kk >= 0) {
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this.computed.kampf.waffen[item._id].trefferpunkte = item.system.nahkampfwaffe.basis + " + " + tp_kk;
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} else {
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this.computed.kampf.waffen[item._id].trefferpunkte = item.system.nahkampfwaffe.basis + "" + tp_kk;
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this.computed.kampf.waffen[item._id].attacke += tp_kk;
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this.computed.kampf.waffen[item._id].parade += tp_kk;
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if (item.system.nahkampfwaffe.schadensschritte != 0) {
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computed.tp_kk = Math.trunc((this.computed.attributes.strength - item.system.nahkampfwaffe.schwellenwert) / item.system.nahkampfwaffe.schadensschritte);
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}
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for (const parierwaffe of equipped_parierwaffen) {
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if (parierwaffe._id === item._id) continue;
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this.computed.kampf.waffen[item._id].attacke += parierwaffe.system.parierwaffe.modifikator_attacke;
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this.computed.kampf.waffen[item._id].parade += parierwaffe.system.parierwaffe.modifikator_parade;
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computed.parierwaffe_attacke += parierwaffe.system.parierwaffe.modifikator_attacke;
|
||||
computed.parierwaffe_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;
|
||||
computed.schild_attacke += schild.system.schild.modifikator_attacke;
|
||||
computed.schild_parade += schild.system.schild.modifikator_parade;
|
||||
}
|
||||
|
||||
computed.attacke = computed.talent_attacke + computed.modifikator_attacke + computed.parierwaffe_attacke + computed.schild_attacke + Math.min(computed.tp_kk, 0);
|
||||
computed.parade = computed.talent_parade + computed.modifikator_parade + computed.parierwaffe_parade + computed.schild_parade + Math.min(computed.tp_kk, 0);
|
||||
|
||||
computed.trefferpunkte = get_minified_formula(item.system.nahkampfwaffe.basis + (computed.tp_kk != 0 ? " + " + computed.tp_kk : ""));
|
||||
computed.trefferpunkte_display = computed.trefferpunkte.replace(/[\+\-]/, (op) => "<br>" + op);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -461,7 +537,32 @@ class DSA41_ActorSheet extends ActorSheet {
|
||||
}
|
||||
|
||||
get template() {
|
||||
return "systems/dsa-4th-edition/src/ActorSheet.html";
|
||||
return "systems/dsa-4th-edition/src/ActorSheet.hbs";
|
||||
}
|
||||
|
||||
async getData() {
|
||||
let data = super.getData();
|
||||
|
||||
data.tooltips = {
|
||||
attributes: {},
|
||||
kampf: {
|
||||
attacke: {},
|
||||
parade: {},
|
||||
trefferpunkte: {},
|
||||
}
|
||||
};
|
||||
|
||||
for (const [attribute, value] of Object.entries(data.actor.system.attributes)) {
|
||||
data.tooltips.attributes[attribute] = await renderTemplate("attribute_tooltip", value);
|
||||
}
|
||||
|
||||
for (const [id, computed] of Object.entries(data.actor.system.computed.kampf.waffen)) {
|
||||
data.tooltips.kampf.attacke [id] = await renderTemplate("attacke_tooltip", computed);
|
||||
data.tooltips.kampf.parade [id] = await renderTemplate("parade_tooltip", computed);
|
||||
data.tooltips.kampf.trefferpunkte[id] = await renderTemplate("trefferpunkte_tooltip", computed);
|
||||
}
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
activateListeners(html) {
|
||||
@ -506,6 +607,6 @@ class DSA41_ItemSheet extends ItemSheet {
|
||||
}
|
||||
|
||||
get template() {
|
||||
return "systems/dsa-4th-edition/src/ItemSheets/" + this.item.type + ".html";
|
||||
return "systems/dsa-4th-edition/src/ItemSheets/" + this.item.type + ".hbs";
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user