add dialog to attributes for custom modifier
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16
src/Dialogs/Attribute.hbs
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16
src/Dialogs/Attribute.hbs
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@ -0,0 +1,16 @@
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<div class="parade_dialog">
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<span class="colspan2">{{localize "DSA41.kampf.modifikator"}}</span>
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{{>editable-input type="number" name="modifikator" class="colspan2" value=(lookup formData "modifikator") }}
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<div class="dsa41-calculation colspan4 center">
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<ruby>{{options.attribute.initial}}<rt>{{localize "DSA41.attributes.initial"}}</rt></ruby>
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{{#if (ne options.attribute.advancement 0)}}
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+ <ruby>{{options.attribute.advancement}}<rt>{{localize "DSA41.attributes.advancement"}}</rt></ruby>
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{{/if}}
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{{#if (ne options.attribute.modifier 0)}}
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+ <ruby>{{options.attribute.modifier}}<rt>{{localize "DSA41.attributes.modifier"}}</rt></ruby>
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{{/if}}
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+ <ruby>{{formData.modifikator}}<rt>{{localize "DSA41.kampf.modifikator"}}</rt></ruby>
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</div>
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</div>
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21
src/main.mjs
21
src/main.mjs
@ -590,6 +590,8 @@ function DSA41_ApplicationMixin(BaseApplication) {
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class DSA41_Dialog extends DSA41_ApplicationMixin(ApplicationV2) {
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static PARTS = {
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Eigenschaft: { template: "systems/dsa-4th-edition/src/Dialogs/Attribute.hbs" },
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Attacke: { template: "systems/dsa-4th-edition/src/Dialogs/Attacke.hbs" },
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Parade: { template: "systems/dsa-4th-edition/src/Dialogs/Parade.hbs" },
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Trefferpunkte: { template: "systems/dsa-4th-edition/src/Dialogs/Trefferpunkte.hbs" },
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@ -681,6 +683,25 @@ class DSA41_ActorSheet extends DSA41_ApplicationMixin(ActorSheetV2) {
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flavor += " <= " + success_value;
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}
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if (roll_type == "courage" || roll_type == "cleverness" || roll_type == "intuition" || roll_type == "charisma" ||
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roll_type == "dexterity" || roll_type == "agility" || roll_type == "constitution" || roll_type == "strength") {
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const title = game.i18n.localize("DSA41.roll_types." + roll_type) + ": " + this.document.name;
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const data = await DSA41_Dialog.wait("Eigenschaft", { window: { title: title }, attribute: this.document.system.attributes[roll_type] });
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let flavor = game.i18n.localize("DSA41.roll_types." + roll_type);
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if (typeof success_value !== 'undefined') {
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flavor += " <= " + (Number(success_value) + data.modifikator);
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}
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let roll = new Roll(roll_formula, this.document.system);
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roll.toMessage({
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speaker: ChatMessage.getSpeaker({ actor: this.document }),
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flavor: flavor,
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});
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return;
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}
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if (roll_type == "attacke") {
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const item = this.document.system.computed.kampf.waffen[item_id];
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const title = game.i18n.localize("DSA41.roll_types." + roll_type) + ": " + item.name;
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