26 Commits

Author SHA1 Message Date
Sven Balzer 98dcb0749d add dialog to attributes for custom modifier 2024-11-12 01:04:03 +01:00
Sven Balzer 3946a8116c add dialog to attacke for custom modifier 2024-11-12 00:45:58 +01:00
Sven Balzer 7384e6cdcf add parade dialog for parrying crits 2024-11-12 00:25:47 +01:00
Sven Balzer 5179ecba91 add crits to nahkampfwaffe damage 2024-11-12 00:05:53 +01:00
Sven Balzer d9e1721459 add crits to fernkampf damage 2024-11-11 23:47:41 +01:00
Sven Balzer 998951bafc add fernkampf attack and damage rolls 2024-11-11 23:24:32 +01:00
Sven Balzer 6aa65be7a0 update ActorSheet to ActorSheetV2 and do a general cleanup pass
move editable-input partial into its own file so it doesn't have to be copy-pasted everywhere
change css to use nesting
2024-11-05 13:07:17 +01:00
Sven Balzer 2f9410180c update ItemSheets to ItemSheetV2 2024-11-01 20:21:09 +01:00
Sven Balzer 307307d271 add tooltips for attributes and combat rolls 2024-10-30 21:34:36 +01:00
Sven Balzer a6ae10beba add compatibility information to system.json 2024-10-28 13:06:36 +01:00
Sven Balzer 19297c4bd7 change file ending of handlebars templates to "hbs" from "html" for syntax highlighting 2024-10-27 18:23:03 +01:00
Sven Balzer 6e58e06058 compute Ruestungen stats 2024-10-19 00:42:15 +02:00
Sven Balzer 172e98f663 change d20 display 2024-10-18 21:12:17 +02:00
Sven Balzer 00fb647f0f add basic attribute and combat rolls 2024-10-17 19:59:31 +02:00
Sven Balzer e2ffb67d35 add Inventar and combat system base values 2024-10-12 16:58:13 +02:00
Sven Balzer 948dba6032 change Nahkampfwaffe to Bewaffnung and add Parierwaffe/Schild/Fernkampfwaffe 2024-10-08 14:28:46 +02:00
Sven Balzer 0df8a4e89d add Nahkampfwaffe 2024-10-05 22:44:10 +02:00
Sven Balzer 48e0c5db3c add Ruestungen 2024-10-05 13:36:35 +02:00
Sven Balzer d099e32fcc add Gegenstaende 2024-10-05 00:02:23 +02:00
Sven Balzer 442cae2598 add talents 2024-10-04 22:30:12 +02:00
Ammerhai cccb503493 README.md aktualisiert 2024-10-02 18:30:00 +02:00
Sven Balzer fa611c356e add localization 2024-09-29 16:36:42 +02:00
Sven Balzer 68522582fd add basic actor sheet 2024-09-27 13:24:41 +02:00
Sven Balzer 74e884436a move ItemSheets into src 2024-09-26 10:53:30 +02:00
Sven Balzer fc5913e742 add basic ItemSheet 2024-09-23 19:15:13 +02:00
Ammerhai f0a82fef45 system.json aktualisiert 2024-09-22 18:01:08 +02:00
25 changed files with 2613 additions and 53 deletions
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# dsa-4th-edition
https://gitlab.com/foundry-vtt-dsa/dsa-4.1-core/dsa-4.1-system
-> comparison for mechanics
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{{#*inline "die-type"}}
<div class="center die die-{{type}}">{{localize (concat "DSA41.attributes.short." type)}}</div>
{{/inline}}
{{#*inline "die-value"}}
<div class="col noflex center">
{{#if header}}<div class="center">{{header}}</div>{{/if}}
<div class="die die-{{type}}" data-action="roll" data-roll-type="{{type}}" {{#if success-value}}data-success-value="{{success-value}}"{{/if}} {{#if data-roll}}data-roll="{{data-roll}}"{{/if}} {{#if data-tooltip}}data-tooltip='{{> (lookup . "data-tooltip")}}'{{/if}}>
<div><svg viewbox="0 0 64 64"><use href="/systems/dsa-4th-edition/src/Assets/d20.svg#d20"></use></svg></div>
<div>{{{value}}}</div>
</div>
</div>
{{/inline}}
<div class="actor-sheet ActorSheet">
<div class="grid4 gap">
{{>editable-input type="text" name="name" value=actor.name placeholder=(localize "DSA41.name")}}
{{>editable-input type="text" name="system.race" value=actor.system.race placeholder=(localize "DSA41.race")}}
{{>editable-input type="text" name="system.culture" value=actor.system.culture placeholder=(localize "DSA41.culture")}}
{{>editable-input type="text" name="system.profession" value=actor.system.profession placeholder=(localize "DSA41.profession")}}
</div>
<div class="row">
<img class="character-image" src="{{ actor.img }}" title="{{ actor.name }}" {{#if editable}}data-edit="img"{{/if}}>
{{#each actor.system.attributes}}
{{>die-value type=@key header=(localize (concat "DSA41.attributes.short." @key)) value=(lookup @root.actor.system.computed.attributes @key) success-value=(lookup @root.actor.system.computed.attributes @key) data-roll="1d20" data-tooltip="attribute_tooltip"}}
{{/each}}
</div>
<nav class="tabs">
<div class="row noflex {{#if (eq tabGroups.primary 'tab1')}}active{{/if}}" data-group="primary" data-tab="tab1">
<a data-group="primary" data-tab="tab1" data-action="tab">{{localize "DSA41.character.eigenschaften"}}</a>
</div>
<div class="row noflex {{#if (eq tabGroups.primary 'tab2')}}active{{/if}}" data-group="primary" data-tab="tab2">
<a data-group="primary" data-tab="tab2" data-action="tab">{{localize "DSA41.character.talente"}}</a>
</div>
<div class="row noflex {{#if (eq tabGroups.primary 'tab3')}}active{{/if}}" data-group="primary" data-tab="tab3">
<a data-group="primary" data-tab="tab3" data-action="tab">{{localize "DSA41.character.inventar"}}</a>
</div>
<div class="row noflex {{#if (eq tabGroups.primary 'tab4')}}active{{/if}}" data-group="primary" data-tab="tab4">
<a data-group="primary" data-tab="tab4" data-action="tab">{{localize "DSA41.character.kampf"}}</a>
</div>
</nav>
<div class="tab {{#if (eq tabGroups.primary 'tab1')}}active{{/if}}" data-group="primary" data-tab="tab1">
<fieldset>
<legend>{{localize "DSA41.attributes.label"}}</legend>
<div class="Eigenschaften">
<span></span>
{{#each actor.system.attributes}}
<span class="center">{{localize (concat "DSA41.attributes.short." @key)}}</span>
{{/each}}
<span>{{localize "DSA41.attributes.initial"}}</span>
{{#each actor.system.attributes}}
{{>editable-input type="number" name=(concat "system.attributes." @key ".initial") value=(lookup this "initial")}}
{{/each}}
<span>{{localize "DSA41.attributes.advancement"}}</span>
{{#each actor.system.attributes}}
{{>editable-input type="number" name=(concat "system.attributes." @key ".advancement") value=(lookup this "advancement")}}
{{/each}}
<span>{{localize "DSA41.attributes.modifier"}}</span>
{{#each actor.system.attributes}}
<span>{{>editable-input type="number" name=(concat "system.attributes." @key ".modifier") value=(lookup this "modifier")}}</span>
{{/each}}
</div>
</fieldset>
<div class="Basiswerte">
<span>Lebenspunkte</span>
<span>{{actor.system.computed.max_lebenspunkte}}</span>
<span>Ausdauer</span>
<span>{{actor.system.computed.max_ausdauer}}</span>
<span>Astralenergie</span>
<span>{{actor.system.computed.max_atralenergie}}</span>
<span>Magieresistenz</span>
<span>{{actor.system.computed.magieresistenz}}</span>
<span>INI-Basiswert</span>
<span>{{actor.system.computed.ini_basiswert}}</span>
<span>AT-Basiswert</span>
<span>{{actor.system.computed.at_basiswert}}</span>
<span>PA-Basiswert</span>
<span>{{actor.system.computed.pa_basiswert}}</span>
<span>FK-Basiswert</span>
<span>{{actor.system.computed.fk_basiswert}}</span>
</div>
</div>
<div class="tab {{#if (eq tabGroups.primary 'tab2')}}active{{/if}}" data-group="primary" data-tab="tab2">
<fieldset>
<legend>{{localize "DSA41.talente.kampf.label"}}</legend>
<div class="Kampftalente">
<span class="center">{{localize "DSA41.talente.label"}}</span>
<span class="center">{{localize "DSA41.talente.label_talentwert"}}</span>
<span class="center">{{localize "DSA41.talente.kampf.label_attacke"}}</span>
<span class="center">{{localize "DSA41.talente.kampf.label_parade"}}</span>
<span class="center">{{localize "DSA41.talente.kampf.label_attacke_total"}}</span>
<span class="center">{{localize "DSA41.talente.kampf.label_parade_total"}}</span>
{{#each actor.system.kampf_talente}}
<span>{{localize (concat "DSA41.talente.kampf.name." @key)}}</span>
<span>{{>editable-input type="number" name=(concat "system.kampf_talente." @key ".talentwert") value=(lookup this "talentwert")}}</span>
<span>{{>editable-input type="number" name=(concat "system.kampf_talente." @key ".attacke") value=(lookup this "attacke")}}</span>
<span>{{>editable-input type="number" name=(concat "system.kampf_talente." @key ".parade") value=(lookup this "parade")}}</span>
<span class="center">{{lookup (lookup @root.actor.system.computed.kampf.talente @key) "attacke"}}</span>
<span class="center">{{lookup (lookup @root.actor.system.computed.kampf.talente @key) "parade"}}</span>
{{/each}}
</div>
</fieldset>
{{#each actor.system.talente}}
<fieldset>
<legend>{{localize (concat "DSA41.talente." @key ".label")}}</legend>
<div class="Talente">
<span class="center">{{localize "DSA41.talente.label"}}</span>
<span class="center">{{localize "DSA41.talente.label_eigenschaften"}}</span>
<span class="center">{{localize "DSA41.talente.label_talentwert"}}</span>
{{#each @this}}
<span>{{localize (concat "DSA41.talente." @../key ".name." @key)}}</span>
<span></span>
<span>{{>editable-input type="number" name=(concat "system.talente." @../key "." @key) value=@this}}</span>
{{/each}}
</div>
</fieldset>
{{/each}}
</div>
<div class="tab {{#if (eq tabGroups.primary 'tab3')}}active{{/if}}" data-group="primary" data-tab="tab3">
<div class="list Bewaffnung subgrid-columns">
<div class="list-header">
<div>{{localize "DSA41.inventar.bewaffnung"}}</div>
<div></div>
<div class="center">{{localize "DSA41.weight"}}</div>
<div></div>
</div>
{{#each actor.itemTypes.Bewaffnung}}
<div class="list-item" data-item-id="{{this._id}}">
<div class="row" data-action="item-open">
<img class="item-image" src="{{this.img}}" title="{{this.name}}">
<div class="col">
<span>{{this.name}}</span>
<span class="small">
{{#if this.system.nahkampfwaffe.aktiv}} Nahkampfwaffe {{/if}}
{{#if this.system.parierwaffe.aktiv}} Parierwaffe {{/if}}
{{#if this.system.schild.aktiv}} Schild {{/if}}
{{#if this.system.fernkampfwaffe.aktiv}} Fernkampfwaffe {{/if}}
</span>
</div>
</div>
<div></div>
<div class="center">{{this.system.gewicht}}</div>
<div class="center fas fa-trash" data-action="item-delete"></div>
</div>
{{/each}}
</div>
<div class="list Ruestung subgrid-columns">
<div class="list-header">
<div class="row">{{localize "DSA41.inventar.ruestungen"}}</div>
<div></div>
<div class="center">{{localize "DSA41.weight"}}</div>
</div>
{{#each actor.itemTypes.Ruestung}}
<div class="list-item" data-item-id="{{this._id}}">
<div class="row" data-action="item-open">
<img class="item-image" src="{{this.img}}" title="{{this.name}}">
<span class="center">{{this.name}}</span>
</div>
<div></div>
<div class="center">{{this.system.gewicht}}</div>
<div class="center fas fa-trash" data-action="item-delete"></div>
</div>
{{/each}}
</div>
<div class="list Gegenstand subgrid-columns">
<div class="list-header">
<div>{{localize "DSA41.inventar.gegenstaende"}}</div>
<div></div>
<div class="center">{{localize "DSA41.weight"}}</div>
</div>
{{#each actor.itemTypes.Gegenstand}}
<div class="list-item" data-item-id="{{this._id}}">
<div class="row" data-action="item-open">
<img class="item-image" src="{{this.img}}" title="{{this.name}}">
<span class="center">{{this.name}}</span>
</div>
<div></div>
<div class="center">{{this.system.gewicht}}</div>
<div class="center fas fa-trash" data-action="item-delete"></div>
</div>
{{/each}}
</div>
</div>
<div class="tab Kampf {{#if (eq tabGroups.primary 'tab4')}}active{{/if}}" data-group="primary" data-tab="tab4">
<div class="list Bewaffnung">
<div class="list-header ">
<div>{{localize "DSA41.kampf.bewaffnung"}}</div>
<div class="center">{{localize "DSA41.kampf.attacke"}}</div>
<div class="center">{{localize "DSA41.kampf.parade"}}</div>
<div class="center">{{localize "DSA41.kampf.trefferpunkte"}}</div>
</div>
{{#each actor.system.computed.kampf.waffen}}
<div class="list-item" data-item-id="{{item._id}}">
<div class="row" data-action="item-open">
<img class="item-image" src="{{item.img}}" title="{{item.name}}">
<div class="col">
<span>{{item.name}}</span>
</div>
</div>
<div class="center">{{>die-value type="attacke" data-roll="1d20" value=attacke success-value=attacke data-tooltip="attacke_tooltip"}}</div>
<div class="center">{{>die-value type="parade" data-roll="1d20" value=parade success-value=parade data-tooltip="parade_tooltip"}}</div>
<div class="center">{{>die-value type="trefferpunkte" data-roll=trefferpunkte value=trefferpunkte_display data-tooltip="trefferpunkte_tooltip"}}</div>
</div>
{{/each}}
{{#each actor.system.computed.kampf.fernkampf_waffen}}
<div class="list-item" data-item-id="{{item._id}}">
<div class="row" data-action="item-open">
<img class="item-image" src="{{item.img}}" title="{{item.name}}">
<div class="col">
<span>{{item.name}}</span>
</div>
</div>
<div class="center">{{>die-value type="fernkampf-attacke" data-roll="1d20" value=attacke data-tooltip="fernkampf_attacke_tooltip"}}</div>
<div class="center"></div>
<div class="center">{{>die-value type="fernkampf-trefferpunkte" data-roll=trefferpunkte value=trefferpunkte_display data-tooltip="fernkampf_trefferpunkte_tooltip"}}</div>
</div>
{{/each}}
</div>
<div class="list Ruestung">
<div class="list-header rowspan2">
<div class="rowspan2">{{localize "DSA41.kampf.ruestungen"}}</div>
<div class="rowspan2">{{localize "DSA41.ruestungen.kopf"}}</div>
<div class="rowspan2">{{localize "DSA41.ruestungen.brust"}}</div>
<div class="rowspan2">{{localize "DSA41.ruestungen.ruecken"}}</div>
<div class="rowspan2">{{localize "DSA41.ruestungen.bauch"}}</div>
<div class="colspan2 rowspan2 subgrid">
<div class="colspan2">{{localize "DSA41.ruestungen.arm"}}</div>
<div>{{localize "DSA41.ruestungen.links"}}</div>
<div>{{localize "DSA41.ruestungen.rechts"}}</div>
</div>
<div class="colspan2 rowspan2 subgrid">
<div class="colspan2">{{localize "DSA41.ruestungen.bein"}}</div>
<div>{{localize "DSA41.ruestungen.links"}}</div>
<div>{{localize "DSA41.ruestungen.rechts"}}</div>
</div>
<div class="colspan2 rowspan2 subgrid">
<div class="colspan2">{{localize "DSA41.ruestungen.gesamt"}}</div>
<div>{{localize "DSA41.ruestungen.ruestungsschutz"}}</div>
<div>{{localize "DSA41.ruestungen.behinderung"}}</div>
</div>
</div>
{{#each actor.system.computed.kampf.ruestungen}}
<div class="list-item" data-item-id="{{item._id}}">
<div class="row" data-action="item-open">
<img class="item-image" src="{{item.img}}" title="{{item.name}}">
<span class="center">{{item.name}}</span>
</div>
<div>{{item.system.kopf}}</div>
<div>{{item.system.brust}}</div>
<div>{{item.system.ruecken}}</div>
<div>{{item.system.bauch}}</div>
<div>{{item.system.linker_arm}}</div>
<div>{{item.system.rechter_arm}}</div>
<div>{{item.system.linkes_bein}}</div>
<div>{{item.system.rechtes_bein}}</div>
<div>{{item.system.gesamt_ruestungsschutz}}</div>
<div>{{item.system.gesamt_behinderung}}</div>
</div>
{{/each}}
<div class="list-item">
<div class="left">Total</div>
<div>{{actor.system.computed.kampf.ruestungen_gesamt.kopf}}</div>
<div>{{actor.system.computed.kampf.ruestungen_gesamt.brust}}</div>
<div>{{actor.system.computed.kampf.ruestungen_gesamt.ruecken}}</div>
<div>{{actor.system.computed.kampf.ruestungen_gesamt.bauch}}</div>
<div>{{actor.system.computed.kampf.ruestungen_gesamt.linker_arm}}</div>
<div>{{actor.system.computed.kampf.ruestungen_gesamt.rechter_arm}}</div>
<div>{{actor.system.computed.kampf.ruestungen_gesamt.linkes_bein}}</div>
<div>{{actor.system.computed.kampf.ruestungen_gesamt.rechtes_bein}}</div>
<div>{{actor.system.computed.kampf.ruestungen_gesamt.gesamt_ruestungsschutz}}</div>
<div>{{actor.system.computed.kampf.ruestungen_gesamt.gesamt_behinderung}}</div>
</div>
</div>
</div>
</div>
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<?xml version="1.0" encoding="UTF-8"?>
<svg width="64" height="64" version="1.1" viewBox="0 0 64 64" xmlns="http://www.w3.org/2000/svg">
<g id="d20">
<path d="m11.906 20.4h40.188l-20.094 34.801z"/>
<path d="m52.635 21.059 6.5977 26.664-26.391 7.6172z"/>
<path d="m32 .55664 19.791 19.043h-39.582z"/>
<path d="m11.365 21.059 19.793 34.281-26.391-7.6172z"/>
<path d="m4.6875 16.691 6.0664 3.5039-6.0664 24.52z"/>
<path d="m29.359 1.9863-18.207 17.518-6.0664-3.5039z"/>
<path d="m34.641 1.9863 24.273 14.014-6.0664 3.5039z"/>
<path d="m59.312 16.691v28.023l-6.0664-24.52z"/>
<path d="m7.3281 49.295 24.271 7.0059v7.0078z"/>
<path d="m56.672 49.295-24.271 14.014v-7.0078z"/>
</g>
</svg>

After

Width:  |  Height:  |  Size: 705 B

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<div class="parade_dialog">
<span class="colspan2">{{localize "DSA41.kampf.modifikator"}}</span>
{{>editable-input type="number" name="modifikator" class="colspan2" value=(lookup formData "modifikator") }}
<div class="dsa41-calculation colspan4 center">
<ruby>{{options.item.basis_attacke}}<rt>{{localize "DSA41.bewaffnung.nahkampfwaffe.basis"}}</rt></ruby>
+ <ruby>{{options.item.talent_attacke}}<rt>{{localize "DSA41.talente.label"}}</rt></ruby>
{{#if (ne options.item.modifikator_attacke 0)}}
+ <ruby>{{options.item.modifikator_attacke}}<rt>{{localize "DSA41.bewaffnung.nahkampfwaffe.modifikator"}}</rt></ruby>
{{/if}}
{{#if (ne options.item.parierwaffe_attacke 0)}}
+ <ruby>{{options.item.parierwaffe_attacke}}<rt>{{localize "DSA41.bewaffnung.parierwaffe.label"}}</rt></ruby>
{{/if}}
{{#if (ne options.item.schild_attacke 0)}}
+ <ruby>{{options.item.schild_attacke}}<rt>{{localize "DSA41.bewaffnung.schild.label"}}</rt></ruby>
{{/if}}
{{#if (lt options.item.tp_kk 0)}}
+ <ruby>{{options.item.tp_kk}}<rt>{{localize "DSA41.attributes.long.strength"}}</rt></ruby>
{{/if}}
+ <ruby>{{formData.modifikator}}<rt>{{localize "DSA41.kampf.modifikator"}}</rt></ruby>
</div>
</div>
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<div class="parade_dialog">
<span class="colspan2">{{localize "DSA41.kampf.modifikator"}}</span>
{{>editable-input type="number" name="modifikator" class="colspan2" value=(lookup formData "modifikator") }}
<div class="dsa41-calculation colspan4 center">
<ruby>{{options.attribute.initial}}<rt>{{localize "DSA41.attributes.initial"}}</rt></ruby>
{{#if (ne options.attribute.advancement 0)}}
+ <ruby>{{options.attribute.advancement}}<rt>{{localize "DSA41.attributes.advancement"}}</rt></ruby>
{{/if}}
{{#if (ne options.attribute.modifier 0)}}
+ <ruby>{{options.attribute.modifier}}<rt>{{localize "DSA41.attributes.modifier"}}</rt></ruby>
{{/if}}
+ <ruby>{{formData.modifikator}}<rt>{{localize "DSA41.kampf.modifikator"}}</rt></ruby>
</div>
</div>
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<div class="fernkampf_angriff_dialog">
<span>{{localize "DSA41.kampf.zielgroesse.label"}}</span>
<select name="ziel_groesse">
<option value="-2" {{#if (eq formData.ziel_groesse -2)}}selected{{/if}}>{{localize "DSA41.kampf.zielgroesse.sehr_gross"}}</option>
<option value="0" {{#if (eq formData.ziel_groesse 0)}}selected{{/if}}>{{localize "DSA41.kampf.zielgroesse.gross"}} </option>
<option value="2" {{#if (eq formData.ziel_groesse 2)}}selected{{/if}}>{{localize "DSA41.kampf.zielgroesse.mittel"}} </option>
<option value="4" {{#if (eq formData.ziel_groesse 4)}}selected{{/if}}>{{localize "DSA41.kampf.zielgroesse.klein"}} </option>
<option value="6" {{#if (eq formData.ziel_groesse 6)}}selected{{/if}}>{{localize "DSA41.kampf.zielgroesse.sehr_klein"}}</option>
<option value="8" {{#if (eq formData.ziel_groesse 8)}}selected{{/if}}>{{localize "DSA41.kampf.zielgroesse.winzig"}} </option>
</select>
<span>{{localize "DSA41.kampf.deckung.label"}}</span>
<select name="deckung">
<option value="0" {{#if (eq formData.deckung 0)}}selected{{/if}}>{{localize "DSA41.kampf.deckung.keine"}} </option>
<option value="2" {{#if (eq formData.deckung 2)}}selected{{/if}}>{{localize "DSA41.kampf.deckung.halb"}} </option>
<option value="4" {{#if (eq formData.deckung 4)}}selected{{/if}}>{{localize "DSA41.kampf.deckung.drei_viertel"}}</option>
</select>
<span>{{localize "DSA41.kampf.entfernung.label"}}</span>
<select name="entfernung">
<option value="-2" {{#if (eq formData.entfernung -2)}}selected{{/if}}>{{localize "DSA41.kampf.entfernung.sehr_nah"}} </option>
<option value="0" {{#if (eq formData.entfernung 0)}}selected{{/if}}>{{localize "DSA41.kampf.entfernung.nah"}} </option>
<option value="4" {{#if (eq formData.entfernung 4)}}selected{{/if}}>{{localize "DSA41.kampf.entfernung.mittel"}} </option>
<option value="8" {{#if (eq formData.entfernung 8)}}selected{{/if}}>{{localize "DSA41.kampf.entfernung.weit"}} </option>
<option value="12" {{#if (eq formData.entfernung 12)}}selected{{/if}}>{{localize "DSA41.kampf.entfernung.extrem_weit"}}</option>
</select>
<span>{{localize "DSA41.kampf.zielbewegung.label"}}</span>
<select name="ziel_bewegung">
<option value="-4" {{#if (eq formData.ziel_bewegung -4)}}selected{{/if}}>{{localize "DSA41.kampf.zielbewegung.unbeweglich"}} </option>
<option value="-2" {{#if (eq formData.ziel_bewegung -2)}}selected{{/if}}>{{localize "DSA41.kampf.zielbewegung.stillstehend"}}</option>
<option value="0" {{#if (eq formData.ziel_bewegung 0)}}selected{{/if}}>{{localize "DSA41.kampf.zielbewegung.leicht"}} </option>
<option value="2" {{#if (eq formData.ziel_bewegung 2)}}selected{{/if}}>{{localize "DSA41.kampf.zielbewegung.schnell"}} </option>
<option value="4" {{#if (eq formData.ziel_bewegung 4)}}selected{{/if}}>{{localize "DSA41.kampf.zielbewegung.sehr_schnell"}}</option>
</select>
<span>{{localize "DSA41.kampf.wind.label"}}</span>
<select name="wind">
<option value="0" {{#if (eq formData.wind 0)}}selected{{/if}}>{{localize "DSA41.kampf.wind.still"}} </option>
<option value="4" {{#if (eq formData.wind 4)}}selected{{/if}}>{{localize "DSA41.kampf.wind.seitenwind"}} </option>
<option value="8" {{#if (eq formData.wind 8)}}selected{{/if}}>{{localize "DSA41.kampf.wind.starker_seitenwind"}}</option>
</select>
<span>{{localize "DSA41.kampf.modifikator"}}</span>
{{>editable-input type="number" name="modifikator" value=(lookup formData "modifikator")}}
<div class="dsa41-calculation colspan4 center">
max(-2,
<ruby>{{formData.ziel_groesse}}<rt>{{localize "DSA41.kampf.zielgroesse.label"}}</rt></ruby>
+ <ruby>{{formData.deckung}}<rt>{{localize "DSA41.kampf.deckung.label"}}</rt></ruby>
+ <ruby>{{formData.ziel_bewegung}}<rt>{{localize "DSA41.kampf.zielbewegung.label"}}</rt></ruby>
)
+ <ruby>{{formData.entfernung}}<rt>{{localize "DSA41.kampf.entfernung.label"}}</rt></ruby>
+ <ruby>{{formData.wind}}<rt>{{localize "DSA41.kampf.wind.label"}}</rt></ruby>
+ <ruby>{{formData.modifikator}}<rt>{{localize "DSA41.kampf.modifikator"}}</rt></ruby>
</div>
</div>
+24
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<div class="fernkampf_trefferpunkte_dialog">
<span>{{localize "DSA41.kampf.entfernung.label"}}</span>
<select name="entfernung">
<option value="modifikator1" {{#if (eq formData.entfernung "modifikator1")}}selected{{/if}}>{{localize "DSA41.kampf.entfernung.sehr_nah"}} </option>
<option value="modifikator2" {{#if (eq formData.entfernung "modifikator2")}}selected{{/if}}>{{localize "DSA41.kampf.entfernung.nah"}} </option>
<option value="modifikator3" {{#if (eq formData.entfernung "modifikator3")}}selected{{/if}}>{{localize "DSA41.kampf.entfernung.mittel"}} </option>
<option value="modifikator4" {{#if (eq formData.entfernung "modifikator4")}}selected{{/if}}>{{localize "DSA41.kampf.entfernung.weit"}} </option>
<option value="modifikator5" {{#if (eq formData.entfernung "modifikator5")}}selected{{/if}}>{{localize "DSA41.kampf.entfernung.extrem_weit"}}</option>
</select>
<span>{{localize "DSA41.kampf.modifikator"}}</span>
{{>editable-input type="number" name="modifikator" value=(lookup formData "modifikator") }}
<span>{{localize "DSA41.kampf.crit"}}</span>
{{>editable-input type="checkbox" name="crit" class="center" value=(lookup formData "crit")}}
<div class="dsa41-calculation colspan4 center">
{{#if formData.crit}}<ruby>2 * <rt>{{localize "DSA41.kampf.crit"}}</rt></ruby>({{/if}}
<ruby>{{options.item.item.system.fernkampfwaffe.basis}}<rt>{{localize "DSA41.bewaffnung.fernkampfwaffe.basis"}}</rt></ruby>
{{#if formData.crit}}){{/if}}
+ <ruby>{{lookup options.item.item.system.fernkampfwaffe formData.entfernung}}<rt>{{localize "DSA41.kampf.entfernung.label"}}</rt></ruby>
+ <ruby>{{formData.modifikator}}<rt>{{localize "DSA41.kampf.modifikator"}}</rt></ruby>
</div>
</div>
+34
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<div class="parade_dialog">
<span>{{localize "DSA41.kampf.modifikator"}}</span>
{{>editable-input type="number" name="modifikator" value=(lookup formData "modifikator") }}
<span>{{localize "DSA41.kampf.crit"}}</span>
{{>editable-input type="checkbox" name="crit" class="center" value=(lookup formData "crit")}}
<div class="dsa41-calculation colspan4 center">
{{#if formData.crit}}({{/if}}
<ruby>{{options.item.basis_parade}}<rt>{{localize "DSA41.bewaffnung.nahkampfwaffe.basis"}}</rt></ruby>
+ <ruby>{{options.item.talent_parade}}<rt>{{localize "DSA41.talente.label"}}</rt></ruby>
{{#if (ne options.item.modifikator_parade 0)}}
+ <ruby>{{options.item.modifikator_parade}}<rt>{{localize "DSA41.bewaffnung.nahkampfwaffe.modifikator"}}</rt></ruby>
{{/if}}
{{#if (ne options.item.parierwaffe_parade 0)}}
+ <ruby>{{options.item.parierwaffe_parade}}<rt>{{localize "DSA41.bewaffnung.parierwaffe.label"}}</rt></ruby>
{{/if}}
{{#if (ne options.item.schild_parade 0)}}
+ <ruby>{{options.item.schild_parade}}<rt>{{localize "DSA41.bewaffnung.schild.label"}}</rt></ruby>
{{/if}}
{{#if (lt options.item.tp_kk 0)}}
+ <ruby>{{options.item.tp_kk}}<rt>{{localize "DSA41.attributes.long.strength"}}</rt></ruby>
{{/if}}
{{#if formData.crit}})<ruby> / 2<rt>{{localize "DSA41.kampf.crit"}}</rt></ruby>{{/if}}
+ <ruby>{{formData.modifikator}}<rt>{{localize "DSA41.kampf.modifikator"}}</rt></ruby>
</div>
</div>
+19
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<div class="trefferpunkte_dialog">
<span>{{localize "DSA41.kampf.modifikator"}}</span>
{{>editable-input type="number" name="modifikator" value=(lookup formData "modifikator") }}
<span>{{localize "DSA41.kampf.crit"}}</span>
{{>editable-input type="checkbox" name="crit" class="center" value=(lookup formData "crit")}}
<div class="dsa41-calculation colspan4 center">
{{#if formData.crit}}<ruby>2 * <rt>{{localize "DSA41.kampf.crit"}}</rt></ruby>({{/if}}
<ruby>{{options.item.item.system.nahkampfwaffe.basis}}<rt>{{localize "DSA41.bewaffnung.nahkampfwaffe.basis"}}</rt></ruby>
{{#if formData.crit}}){{/if}}
{{#if (ne options.item.tp_kk 0)}}
+ <ruby>{{options.item.tp_kk}}<rt>{{localize "DSA41.attributes.long.strength"}}</rt></ruby>
{{/if}}
+ <ruby>{{formData.modifikator}}<rt>{{localize "DSA41.kampf.modifikator"}}</rt></ruby>
</div>
</div>
+11
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<div class="editable-input editable-{{type}} {{class}}">
{{#if (eq type "checkbox")}}
<input type="checkbox" name="{{name}}" {{checked value}}>
{{else}}
<input type="{{type}}" name="{{name}}" value="{{value}}" placeholder="{{placeholder}}">
{{/if}}
{{#if placeholder}}
<div class="placeholder">{{placeholder}}</div>
{{/if}}
</div>
+130
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<div class="Bewaffnung {{ cssClass }}">
<div class="row">
<img class="item-image" src="{{ item.img }}" title="{{ item.name }}" {{#if editable}}data-edit="img"{{/if}}>
<div class="col">
{{>editable-input type="text" name="name" value=item.name placeholder=(localize "DSA41.name")}}
<div class="row gap">
{{>editable-input type="number" name="system.gewicht" value=item.system.gewicht placeholder=(localize "DSA41.weight")}}
{{>editable-input type="number" name="system.preis" value=item.system.preis placeholder=(localize "DSA41.price")}}
</div>
</div>
</div>
<nav class="tabs">
<div class="row noflex {{#if (eq tabGroups.primary 'tab1')}}active{{/if}}" data-group="primary" data-tab="tab1">
<a data-group="primary" data-tab="tab1" data-action="tab">{{localize "DSA41.bewaffnung.nahkampfwaffe.label"}}</a>
{{>editable-input type="checkbox" name="system.nahkampfwaffe.aktiv" value=item.system.nahkampfwaffe.aktiv}}
</div>
<div class="row noflex {{#if (eq tabGroups.primary 'tab2')}}active{{/if}}" data-group="primary" data-tab="tab2">
<a data-group="primary" data-tab="tab2" data-action="tab">{{localize "DSA41.bewaffnung.parierwaffe.label"}}</a>
{{>editable-input type="checkbox" name="system.parierwaffe.aktiv" value=item.system.parierwaffe.aktiv}}
</div>
<div class="row noflex {{#if (eq tabGroups.primary 'tab3')}}active{{/if}}" data-group="primary" data-tab="tab3">
<a data-group="primary" data-tab="tab3" data-action="tab">{{localize "DSA41.bewaffnung.schild.label"}}</a>
{{>editable-input type="checkbox" name="system.schild.aktiv" value=item.system.schild.aktiv}}
</div>
<div class="row noflex {{#if (eq tabGroups.primary 'tab4')}}active{{/if}}" data-group="primary" data-tab="tab4">
<a data-group="primary" data-tab="tab4" data-action="tab">{{localize "DSA41.bewaffnung.fernkampfwaffe.label"}}</a>
{{>editable-input type="checkbox" name="system.fernkampfwaffe.aktiv" value=item.system.fernkampfwaffe.aktiv}}
</div>
</nav>
<div class="tab {{#if (eq tabGroups.primary 'tab1')}}active{{/if}}" data-group="primary" data-tab="tab1">
<span>{{localize "DSA41.bewaffnung.nahkampfwaffe.trefferpunkte"}}</span>
<div class="grid3 center">
{{>editable-input type="text" name="system.nahkampfwaffe.basis" value=item.system.nahkampfwaffe.basis placeholder=(localize "DSA41.bewaffnung.nahkampfwaffe.basis")}}
{{>editable-input type="number" name="system.nahkampfwaffe.schwellenwert" value=item.system.nahkampfwaffe.schwellenwert placeholder=(localize "DSA41.bewaffnung.nahkampfwaffe.schwellenwert")}}
{{>editable-input type="number" name="system.nahkampfwaffe.schadensschritte" value=item.system.nahkampfwaffe.schadensschritte placeholder=(localize "DSA41.bewaffnung.nahkampfwaffe.schadensschritte")}}
</div>
<span>{{localize "DSA41.bewaffnung.nahkampfwaffe.modifikator"}}</span>
<div class="grid2">
{{>editable-input type="number" name="system.nahkampfwaffe.modifikator_attacke" value=item.system.nahkampfwaffe.modifikator_attacke placeholder=(localize "DSA41.bewaffnung.nahkampfwaffe.attacke")}}
{{>editable-input type="number" name="system.nahkampfwaffe.modifikator_parade" value=item.system.nahkampfwaffe.modifikator_parade placeholder=(localize "DSA41.bewaffnung.nahkampfwaffe.parade")}}
</div>
<span>{{localize "DSA41.bewaffnung.nahkampfwaffe.initiative"}}</span>
<div>{{>editable-input type="number" name="system.nahkampfwaffe.initiative" value=item.system.nahkampfwaffe.initiative}}</div>
<span>{{localize "DSA41.bewaffnung.bruchfaktor"}}</span>
<div>{{>editable-input type="number" name="system.nahkampfwaffe.bruchfaktor" value=item.system.nahkampfwaffe.bruchfaktor}}</div>
<span>{{localize "DSA41.bewaffnung.nahkampfwaffe.distanzklasse"}}</span>
<div>{{>editable-input type="text" name="system.nahkampfwaffe.distanzklasse" value=item.system.nahkampfwaffe.distanzklasse}}</div>
<span>{{localize "DSA41.bewaffnung.nahkampfwaffe.kampftalente"}}</span>
<div>{{>editable-input type="text" name="system.nahkampfwaffe.kampftalente" value=item.system.nahkampfwaffe.kampftalente}}</div>
<span>{{localize "DSA41.bewaffnung.nahkampfwaffe.laenge"}}</span>
<div>{{>editable-input type="number" name="system.nahkampfwaffe.laenge" value=item.system.nahkampfwaffe.laenge}}</div>
<div class="colspan2"></div>
<span>{{localize "DSA41.bewaffnung.nahkampfwaffe.zweihaendig"}}</span>
<div>{{>editable-input type="checkbox" name="system.nahkampfwaffe.zweihaendig" value=item.system.nahkampfwaffe.zweihaendig}}</div>
<span>{{localize "DSA41.bewaffnung.nahkampfwaffe.werfbar"}}</span>
<div>{{>editable-input type="checkbox" name="system.nahkampfwaffe.werfbar" value=item.system.nahkampfwaffe.werfbar}}</div>
<span>{{localize "DSA41.bewaffnung.nahkampfwaffe.improvisiert"}}</span>
<div>{{>editable-input type="checkbox" name="system.nahkampfwaffe.improvisiert" value=item.system.nahkampfwaffe.improvisiert}}</div>
<span>{{localize "DSA41.bewaffnung.nahkampfwaffe.priviligiert"}}</span>
<div>{{>editable-input type="checkbox" name="system.nahkampfwaffe.priviligiert" value=item.system.nahkampfwaffe.priviligiert}}</div>
</div>
<div class="tab {{#if (eq tabGroups.primary 'tab2')}}active{{/if}}" data-group="primary" data-tab="tab2">
<span>{{localize "DSA41.bewaffnung.parierwaffe.initiative"}}</span>
<div>{{>editable-input type="number" name="system.parierwaffe.initiative" value=item.system.parierwaffe.initiative}}</div>
<span>{{localize "DSA41.bewaffnung.parierwaffe.modifikator"}}</span>
<div class="grid2">
{{>editable-input type="number" name="system.parierwaffe.modifikator_attacke" value=item.system.parierwaffe.modifikator_attacke placeholder=(localize "DSA41.bewaffnung.parierwaffe.attacke")}}
{{>editable-input type="number" name="system.parierwaffe.modifikator_parade" value=item.system.parierwaffe.modifikator_parade placeholder=(localize "DSA41.bewaffnung.parierwaffe.parade")}}
</div>
<span>{{localize "DSA41.bewaffnung.bruchfaktor"}}</span>
<div>{{>editable-input type="number" name="system.parierwaffe.bruchfaktor" value=item.system.parierwaffe.bruchfaktor}}</div>
</div>
<div class="tab {{#if (eq tabGroups.primary 'tab3')}}active{{/if}}" data-group="primary" data-tab="tab3">
<span>{{localize "DSA41.bewaffnung.schild.groesse.label"}}</span>
<select name="system.schild.groesse">
<option value="klein" {{#if (eq item.system.schild.groesse "klein")}} selected {{/if}}>{{localize "DSA41.bewaffnung.schild.groesse.klein"}}</option>
<option value="gross" {{#if (eq item.system.schild.groesse "gross")}} selected {{/if}}>{{localize "DSA41.bewaffnung.schild.groesse.gross"}}</option>
<option value="sehr_gross" {{#if (eq item.system.schild.groesse "sehr_gross")}} selected {{/if}}>{{localize "DSA41.bewaffnung.schild.groesse.sehr_gross"}}</option>
</select>
<span>{{localize "DSA41.bewaffnung.schild.modifikator"}}</span>
<div class="grid2">
{{>editable-input type="number" name="system.schild.modifikator_attacke" value=item.system.schild.modifikator_attacke placeholder=(localize "DSA41.bewaffnung.schild.attacke")}}
{{>editable-input type="number" name="system.schild.modifikator_parade" value=item.system.schild.modifikator_parade placeholder=(localize "DSA41.bewaffnung.schild.parade")}}
</div>
<span>{{localize "DSA41.bewaffnung.schild.initiative"}}</span>
<div>{{>editable-input type="number" name="system.schild.initiative" value=item.system.schild.initiative}}</div>
<span>{{localize "DSA41.bewaffnung.bruchfaktor"}}</span>
<div>{{>editable-input type="number" name="system.schild.bruchfaktor" value=item.system.schild.bruchfaktor}}</div>
</div>
<div class="tab {{#if (eq tabGroups.primary 'tab4')}}active{{/if}}" data-group="primary" data-tab="tab4">
<span>{{localize "DSA41.bewaffnung.fernkampfwaffe.trefferpunkte"}}</span>
<div class="center">{{>editable-input type="text" name="system.fernkampfwaffe.basis" value=item.system.fernkampfwaffe.basis}}</div>
<span>{{localize "DSA41.bewaffnung.fernkampfwaffe.laden"}}</span>
<div>{{>editable-input type="number" name="system.fernkampfwaffe.laden" value=item.system.fernkampfwaffe.laden}}</div>
<span>{{localize "DSA41.bewaffnung.fernkampfwaffe.munitionskosten"}}</span>
<div>{{>editable-input type="number" name="system.fernkampfwaffe.munitionskosten" value=item.system.fernkampfwaffe.munitionskosten}}</div>
<span>{{localize "DSA41.bewaffnung.fernkampfwaffe.munitionsgewicht"}}</span>
<div>{{>editable-input type="number" name="system.fernkampfwaffe.munitionsgewicht" value=item.system.fernkampfwaffe.munitionsgewicht}}</div>
<span>{{localize "DSA41.bewaffnung.fernkampfwaffe.reichweiten"}}</span>
<div class="colspan3 grid5">
{{>editable-input type="number" name="system.fernkampfwaffe.reichweite1" value=item.system.fernkampfwaffe.reichweite1}}
{{>editable-input type="number" name="system.fernkampfwaffe.reichweite2" value=item.system.fernkampfwaffe.reichweite2}}
{{>editable-input type="number" name="system.fernkampfwaffe.reichweite3" value=item.system.fernkampfwaffe.reichweite3}}
{{>editable-input type="number" name="system.fernkampfwaffe.reichweite4" value=item.system.fernkampfwaffe.reichweite4}}
{{>editable-input type="number" name="system.fernkampfwaffe.reichweite5" value=item.system.fernkampfwaffe.reichweite5}}
</div>
<span>{{localize "DSA41.bewaffnung.fernkampfwaffe.modifikator"}}</span>
<div class="row colspan3 grid5">
{{>editable-input type="number" name="system.fernkampfwaffe.modifikator1" value=item.system.fernkampfwaffe.modifikator1}}
{{>editable-input type="number" name="system.fernkampfwaffe.modifikator2" value=item.system.fernkampfwaffe.modifikator2}}
{{>editable-input type="number" name="system.fernkampfwaffe.modifikator3" value=item.system.fernkampfwaffe.modifikator3}}
{{>editable-input type="number" name="system.fernkampfwaffe.modifikator4" value=item.system.fernkampfwaffe.modifikator4}}
{{>editable-input type="number" name="system.fernkampfwaffe.modifikator5" value=item.system.fernkampfwaffe.modifikator5}}
</div>
</div>
</div>
+12
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<div class="item-sheet {{ cssClass }}" autocomplete="off">
<div class="row">
<img class="item-image" src="{{ item.img }}" title="{{ item.name }}" {{#if editable}}data-edit="img"{{/if}}>
<div class="col">
{{>editable-input type="text" name="name" value=item.name placeholder=(localize "DSA41.name")}}
<div class="row gap">
{{>editable-input type="number" name="system.gewicht" value=item.system.gewicht placeholder=(localize "DSA41.weight")}}
{{>editable-input type="number" name="system.preis" value=item.system.preis placeholder=(localize "DSA41.price")}}
</div>
</div>
</div>
</div>
+39
View File
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<div class="item-sheet {{ cssClass }}" autocomplete="off">
<div class="row">
<img class="item-image" src="{{ item.img }}" title="{{ item.name }}" {{#if editable}}data-edit="img"{{/if}}>
<div class="col">
{{>editable-input type="text" name="name" value=item.name placeholder=(localize "DSA41.name")}}
<div class="row gap">
{{>editable-input type="number" name="system.gewicht" value=item.system.gewicht placeholder=(localize "DSA41.weight")}}
{{>editable-input type="number" name="system.preis" value=item.system.preis placeholder=(localize "DSA41.price")}}
</div>
</div>
</div>
<div class="tab active">
<span>{{localize "DSA41.ruestungen.kopf"}}</span>
<div>{{>editable-input type="number" name="system.kopf" value=item.system.kopf}}</div>
<span>{{localize "DSA41.ruestungen.brust"}}</span>
<div>{{>editable-input type="number" name="system.brust" value=item.system.brust}}</div>
<span>{{localize "DSA41.ruestungen.ruecken"}}</span>
<div>{{>editable-input type="number" name="system.ruecken" value=item.system.ruecken}}</div>
<span>{{localize "DSA41.ruestungen.bauch"}}</span>
<div>{{>editable-input type="number" name="system.bauch" value=item.system.bauch}}</div>
<span>{{localize "DSA41.ruestungen.linker_arm"}}</span>
<div>{{>editable-input type="number" name="system.linker_arm" value=item.system.linker_arm}}</div>
<span>{{localize "DSA41.ruestungen.rechter_arm"}}</span>
<div>{{>editable-input type="number" name="system.rechter_arm" value=item.system.rechter_arm}}</div>
<span>{{localize "DSA41.ruestungen.linkes_bein"}}</span>
<div>{{>editable-input type="number" name="system.linkes_bein" value=item.system.linkes_bein}}</div>
<span>{{localize "DSA41.ruestungen.rechtes_bein"}}</span>
<div>{{>editable-input type="number" name="system.rechtes_bein" value=item.system.rechtes_bein}}</div>
<span>{{localize "DSA41.ruestungen.gesamt_ruestungsschutz"}}</span>
<div>{{>editable-input type="number" name="system.gesamt_ruestungsschutz" value=item.system.gesamt_ruestungsschutz}}</div>
<span>{{localize "DSA41.ruestungen.gesamt_behinderung"}}</span>
<div>{{>editable-input type="number" name="system.gesamt_behinderung" value=item.system.gesamt_behinderung}}</div>
</div>
</div>
+21
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<div class="dsa41-tooltip">
<ruby>{{basis_attacke}}<rt>{{localize "DSA41.bewaffnung.nahkampfwaffe.basis"}}</rt></ruby>
+ <ruby>{{talent_attacke}}<rt>{{localize "DSA41.talente.label"}}</rt></ruby>
{{#if (ne modifikator_attacke 0)}}
+ <ruby>{{modifikator_attacke}}<rt>{{localize "DSA41.bewaffnung.nahkampfwaffe.modifikator"}}</rt></ruby>
{{/if}}
{{#if (ne parierwaffe_attacke 0)}}
+ <ruby>{{parierwaffe_attacke}}<rt>{{localize "DSA41.bewaffnung.parierwaffe.label"}}</rt></ruby>
{{/if}}
{{#if (ne schild_attacke 0)}}
+ <ruby>{{schild_attacke}}<rt>{{localize "DSA41.bewaffnung.schild.label"}}</rt></ruby>
{{/if}}
{{#if (lt tp_kk 0)}}
+ <ruby>{{tp_kk}}<rt>{{localize "DSA41.attributes.long.strength"}}</rt></ruby>
{{/if}}
</div>
+9
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@@ -0,0 +1,9 @@
<div class="dsa41-tooltip">
<ruby>{{initial}}<rt>{{localize "DSA41.attributes.initial"}}</rt></ruby>
{{#if (ne advancement 0)}}
+ <ruby>{{advancement}}<rt>{{localize "DSA41.attributes.advancement"}}</rt></ruby>
{{/if}}
{{#if (ne modifier 0)}}
+ <ruby>{{modifier}}<rt>{{localize "DSA41.attributes.modifier"}}</rt></ruby>
{{/if}}
</div>
+4
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@@ -0,0 +1,4 @@
<div class="dsa41-tooltip">
<ruby>{{basis_attacke}}<rt>{{localize "DSA41.bewaffnung.fernkampfwaffe.basis"}}</rt></ruby>
+ <ruby>{{talent_attacke}}<rt>{{localize "DSA41.talente.label"}}</rt></ruby>
</div>
+3
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@@ -0,0 +1,3 @@
<div class="dsa41-tooltip">
<ruby>{{item.system.fernkampfwaffe.basis}}<rt>{{localize "DSA41.bewaffnung.fernkampfwaffe.basis"}}</rt></ruby>
</div>
+21
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@@ -0,0 +1,21 @@
<div class="dsa41-tooltip">
<ruby>{{basis_parade}}<rt>{{localize "DSA41.bewaffnung.nahkampfwaffe.basis"}}</rt></ruby>
+ <ruby>{{talent_parade}}<rt>{{localize "DSA41.talente.label"}}</rt></ruby>
{{#if (ne modifikator_parade 0)}}
+ <ruby>{{modifikator_parade}}<rt>{{localize "DSA41.bewaffnung.nahkampfwaffe.modifikator"}}</rt></ruby>
{{/if}}
{{#if (ne parierwaffe_parade 0)}}
+ <ruby>{{parierwaffe_parade}}<rt>{{localize "DSA41.bewaffnung.parierwaffe.label"}}</rt></ruby>
{{/if}}
{{#if (ne schild_parade 0)}}
+ <ruby>{{schild_parade}}<rt>{{localize "DSA41.bewaffnung.schild.label"}}</rt></ruby>
{{/if}}
{{#if (lt tp_kk 0)}}
+ <ruby>{{tp_kk}}<rt>{{localize "DSA41.attributes.long.strength"}}</rt></ruby>
{{/if}}
</div>
+7
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@@ -0,0 +1,7 @@
<div class="dsa41-tooltip">
<ruby>{{item.system.nahkampfwaffe.basis}}<rt>{{localize "DSA41.bewaffnung.nahkampfwaffe.basis"}}</rt></ruby>
{{#if (ne tp_kk 0)}}
+ <ruby>{{tp_kk}}<rt>{{localize "DSA41.attributes.long.strength"}}</rt></ruby>
{{/if}}
</div>
+416
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@@ -0,0 +1,416 @@
{
"TYPES": {
"Item": {
"Gegenstand": "Gegenstand",
"Ruestung": "Rüstung",
"Bewaffnung": "Bewaffnung"
}
},
"DSA41": {
"name": "Name",
"race": "Rasse",
"culture": "Kultur",
"profession": "Profession",
"weight": "Gewicht",
"price": "Preis",
"roll_types": {
"courage": "Mut",
"cleverness": "Klugheit",
"intuition": "Intuition",
"charisma": "Charisma",
"dexterity": "Fingerfertigkeit",
"agility": "Gewandheit",
"constitution": "Konstitution",
"strength": "Körperkraft",
"attacke": "Attacke",
"parade": "Parade",
"trefferpunkte": "Trefferpunkte",
"fernkampf-attacke": "Attacke",
"fernkampf-trefferpunkte": "Trefferpunkte"
},
"character": {
"eigenschaften": "Eigenschaften",
"talente": "Talente",
"inventar": "Inventar",
"kampf": "Kampf"
},
"attributes": {
"label": "Eigenschaften",
"initial": "Startwert",
"advancement": "Steigerungen",
"modifier": "Modifikatoren",
"long": {
"courage": "Mut",
"cleverness": "Klugheit",
"intuition": "Intuition",
"charisma": "Charisma",
"dexterity": "Fingerfertigkeit",
"agility": "Gewandheit",
"constitution": "Konstitution",
"strength": "Körperkraft"
},
"short": {
"courage": "MU",
"cleverness": "KL",
"intuition": "IN",
"charisma": "CH",
"dexterity": "FF",
"agility": "GE",
"constitution": "KO",
"strength": "KK"
}
},
"talente":{
"label": "Talent",
"label_eigenschaften": "Eigenschaften",
"label_talentwert": "Talentwert",
"kampf": {
"label": "Kampf Talente",
"label_attacke": "Attacke",
"label_parade": "Parade",
"label_attacke_total": "Attacke",
"label_parade_total": "Parade",
"name": {
"anderthalbhaender": "Anderthalbhänder",
"armbrust": "Armbrust",
"belagerungswaffen": "Belagerungswaffen",
"blasrohr": "Blasrohr",
"bogen": "Bogen",
"diskus": "Diskus",
"dolche": "Dolche",
"fechtwaffen": "Fechtwaffen",
"hiebwaffen": "Hiebwaffen",
"infanteriewaffen": "Infanteriewaffen",
"kettenstaebe": "Kettenstäbe",
"kettenwaffen": "Kettenwaffen",
"lanzenreiten": "Lanzenreiten",
"peitsche": "Peitsche",
"raufen": "Raufen",
"ringen": "Ringen",
"saebel": "Saebel",
"schleuder": "Schleuder",
"schwerter": "Schwerter",
"speere": "Speere",
"staebe": "Stäbe",
"wurfbeile": "Wurfbeile",
"wurfmesser": "Wurfmesser",
"wurfspeere": "Wurfspeere",
"zweihandflegel": "Zweihandflegel",
"zweihand_hiebwaffen": "Zweihand-Hiebwaffen",
"zweihandschwerter": "Zweihandschwerter/-säbel"
}
},
"koerperliche": {
"label": "Körperliche Talente",
"name": {
"akrobatik": "Akrobatik",
"athletik": "Athletik",
"fliegen": "Fliegen",
"gaukeleien": "Gaukeleien",
"klettern": "Klettern",
"koerperbeherrschung": "Körperbeherrschung",
"reiten": "Reiten",
"schleichen": "Schleichen",
"schwimmen": "Schwimmen",
"selbstbeherrschung": "Selbstbeherrschung",
"sich_verstecken": "Sich Verstecken",
"singen": "Singen",
"sinnenschärfe": "Sinnenschärfe",
"skifahren": "Skifahren",
"stimmen_imitieren": "Stimmen Imitieren",
"tanzen": "Tanzen",
"taschendiebstahl": "Taschendiebstahl",
"zechen": "Zechen"
}
},
"gesellschaftliche": {
"label": "Gesellschaftliche Talente",
"name": {
"betoeren": "Betören",
"etikette": "Etikette",
"gassenwissen": "Gassenwissen",
"lehren": "Lehren",
"menschenkenntnis": "Menschenkenntnis",
"schauspielerei": "Schauspielerei",
"schriftlicher_ausdruck": "Schriftlicher Ausdruck",
"sich_verkleiden": "Sich Verkleiden",
"ueberreden": "Überreden",
"ueberzeugen": "Überzeugen"
}
},
"natur": {
"label": "Natur-Talente",
"name": {
"faehrtensuchen": "Fährtensuchen",
"fallenstellen": "Fallenstellen",
"fesseln": "Fesseln/Entfesseln",
"fischen": "Fischen/Angeln",
"orientierung": "Orientierung",
"wettervorhersage": "Wettervorhersage",
"wildnisleben": "Wildnisleben"
}
},
"wissens": {
"label": "Wissenstalente",
"name": {
"anatomie": "Anatomie",
"baukunst": "Baukunst",
"brett_kartenspiel": "Brett-/Kartenspiel",
"geographie": "Geographie",
"geschichtswissen": "Geschichtswissen",
"gesteinskunde": "Gesteinskunde",
"goetter_kulte": "Götter/Kulte",
"heraldik": "Heraldik",
"huettenkunde": "Hüttenkunde",
"kriegskunst": "Kriegskunst",
"kryptographie": "Kryptographie",
"magiekunde": "Magiekunde",
"mechanik": "Mechanik",
"pflanzenkunde": "Pflanzenkunde",
"philosophie": "Philosophie",
"rechnen": "Rechnen",
"rechtskunde": "Rechtskunde",
"sagen_legenden": "Sagen/Legenden",
"schaetzen": "Schätzen",
"sprachenkunde": "Sprachenkunde",
"staatskunst": "Staatskunst",
"sternkunde": "Sternenkunde",
"tierkunde": "Tierkunde"
}
},
"sprachen": {
"label": "Sprachen und Schriften",
"name": {
"lesen_schreiben": "Lesen/Schreiben [Schrift]",
"muttersprache": "Sprachen [Muttersprache]",
"fremdsprache": "Sprachen [Fremdsprache]"
}
},
"handwerks": {
"label": "Handwerkstalente",
"name": {
"abrichten": "Abrichten",
"ackerbau": "Ackerbau",
"alchimie": "Alchimie",
"bergbau": "Bergbau",
"bogenbau": "Bogenbau",
"boote_fahren": "Boote Fahren",
"brauer": "Brauer",
"drucker": "Drucker",
"fahrzeug_lenken": "Fahrzeug Lenken",
"falschspiel": "Falschspiel",
"feinmechanik": "Feinmechanik",
"feuersteinbearbeitung": "Feuersteinbearbeitung",
"fleischer": "Fleischer",
"gerber": "Gerber/Kürschner",
"glaskunst": "Glaskunst",
"grobschmied": "Grobschmied",
"handel": "Handel",
"hauswirtschaft": "Hauswirtschaft",
"heilkunde_gift": "Heilkunde Gift",
"heilkunde_krankheiten": "Heilkunde Krankheiten",
"heilkunde_seele": "Heilkunde Seele",
"heilkunde_wunden": "Heilkunde Wunden",
"holzbearbeitung": "Holzbearbeitung",
"instrumentenbauer": "Instrumentenbauer",
"kartographie": "Kartographie",
"kochen": "Kochen",
"kristallzucht": "Kristallzucht",
"lederarbeiten": "Lederarbeiten",
"malen_zeichnen": "Malen/Zeichnen",
"maurer": "Maurer",
"metallguss": "Metallguss",
"musizieren": "Musizieren",
"schloesser_knacken": "Schlösser Knacken",
"schnapps_brennen": "Schnapps Brennen",
"schneidern": "Schneidern",
"seefahrt": "Seefahrt",
"seiler": "Seiler",
"steinmetz": "Steinmetz",
"juwelier": "Steinschneider/Juwelier",
"stellmacher": "Stellmacher",
"stoffe_faerben": "Stoffe Faerben",
"taetowieren": "Tätowieren",
"toepfern": "Töpfern",
"viehzucht": "Viehzucht",
"webkunst": "Webkunst",
"winzer": "Winzer",
"zimmermann": "Zimmermann"
}
}
},
"ruestungen": {
"kopf": "Kopf",
"brust": "Brust",
"ruecken": "Rücken",
"bauch": "Bauch",
"linker_arm": "Linker Arm",
"rechter_arm": "Rechter Arm",
"linkes_bein": "Linkes Bein",
"rechtes_bein": "Rechtes Bein",
"gesamt_ruestungsschutz": "Gesamt Rüstungsschutz",
"gesamt_behinderung": "Gesamt Behinderung",
"arm": "Arm",
"bein": "Bein",
"ruestungsschutz": "Rüstungsschutz",
"behinderung": "Behinderung",
"gesamt": "Gesamt",
"links": "Links",
"rechts": "Rechts"
},
"bewaffnung": {
"bruchfaktor": "Bruchfaktor",
"nahkampfwaffe": {
"label": "Nahkampfwaffe",
"laenge": "Länge",
"trefferpunkte": "Trefferpunkte",
"basis": "Basis",
"schwellenwert": "Schwellenwert",
"schadensschritte": "Schadensschritte",
"initiative": "Initiative",
"modifikator": "Modifikator",
"attacke": "Attacke",
"parade": "Parade",
"distanzklasse": "Distanzklasse",
"zweihaendig": "Zweihändig",
"werfbar": "Werfbar",
"improvisiert": "Improvisiert",
"priviligiert": "Priviligiert",
"kampftalente": "Kampftalente"
},
"parierwaffe": {
"label": "Parierwaffe",
"modifikator": "Modifikator",
"attacke": "Attacke",
"parade": "Parade",
"initiative": "Initiative"
},
"schild": {
"label": "Schild",
"groesse": {
"label": "Größe",
"klein": "Klein",
"gross": "Groß",
"sehr_gross": "Sehr Groß"
},
"modifikator": "Modifikator",
"attacke": "Attacke",
"parade": "Parade",
"initiative": "Initiative"
},
"fernkampfwaffe": {
"label": "Fernkampfwaffe",
"trefferpunkte": "Trefferpunkte",
"basis": "Basis",
"reichweiten": "Reichweiten",
"modifikator": "Modifikator",
"laden": "Laden",
"munitionskosten": "Munitionskosten",
"munitionsgewicht": "Munitionsgewicht"
}
},
"inventar": {
"bewaffnung": "Bewaffnung",
"ruestungen": "Rüstungen",
"gegenstaende": "Gegenstände"
},
"kampf": {
"bewaffnung": "Bewaffnung",
"attacke": "Attacke",
"parade": "Parade",
"trefferpunkte": "Trefferpunkte",
"ruestungen": "Rüstungen",
"modifikator": "Modifikator",
"crit": "Glückliche Attacke",
"zielgroesse": {
"label": "Zielgröße",
"winzig": "Winzig",
"sehr_klein": "Sehr Klein",
"klein": "Klein",
"mittel": "Mittel",
"gross": "Groß",
"sehr_gross": "Sehr Groß"
},
"deckung": {
"label": "Deckung",
"keine": "Keine",
"halb": "Halb",
"drei_viertel": "Drei Viertel"
},
"entfernung": {
"label": "Entfernung",
"sehr_nah": "Sehr Nah",
"nah": "Nah",
"mittel": "Mittel",
"weit": "Weit",
"extrem_weit": "Extrem Weit"
},
"zielbewegung": {
"label": "Bewegung des Ziels",
"unbeweglich": "Unbeweglich",
"stillstehend": "Stillstehend",
"leicht": "Leicht",
"schnell": "Schnell",
"sehr_schnell": "Sehr Schnell"
},
"wind": {
"label": "Wind",
"still": "Still",
"seitenwind": "Böiger Seitenwind",
"starker_seitenwind": "Starker Seitenwind"
}
}
}
}
+226
View File
@@ -0,0 +1,226 @@
{
"TYPES": {
"Item": {
"Gegenstand": "Generic",
"Ruestung": "Armor",
"Bewaffnung": "Weaponry"
}
},
"DSA41": {
"name": "Name",
"race": "Race",
"culture": "Culture",
"profession": "Profession",
"weight": "Weight",
"price": "Price",
"attributes": {
"label": "Attributes",
"initial": "Initial",
"advancement": "Advancements",
"modifier": "Modifiers",
"long": {
"courage": "Courage",
"cleverness": "Cleverness",
"intuition": "Intuition",
"charisma": "Charisma",
"dexterity": "Dexterity",
"agility": "Agility",
"constitution": "Constitution",
"strength": "Strength"
},
"short": {
"courage": "CO",
"cleverness": "CL",
"intuition": "IN",
"charisma": "CH",
"dexterity": "DE",
"agility": "AG",
"constitution": "CN",
"strength": "ST"
}
},
"talente": {
"label": "Talent",
"label_eigenschaften": "Attributes",
"label_talentwert": "Talent Prowess",
"kampf": {
"label": "Combat Talents",
"label_attacke": "!!TODO!!",
"label_parade": "!!TODO!!",
"label_attacke_total": "!!TODO!!",
"label_parade_total": "!!TODO!!",
"name": {
"anderthalbhaender": "!!TODO!!",
"armbrust": "!!TODO!!"
}
},
"koerperliche": {
"label": "!!TODO!!",
"name": {
"akrobatik": "!!TODO!!",
"athletik": "!!TODO!!",
"fliegen": "!!TODO!!",
"gaukeleien": "!!TODO!!",
"klettern": "!!TODO!!",
"koerperbeherrschung": "!!TODO!!",
"reiten": "!!TODO!!",
"schleichen": "!!TODO!!",
"schwimmen": "!!TODO!!",
"selbstbeherrschung": "!!TODO!!",
"sich_verstecken": "!!TODO!!",
"singen": "!!TODO!!",
"sinnenschärfe": "!!TODO!!",
"skifahren": "!!TODO!!",
"stimmen_imitieren": "!!TODO!!",
"tanzen": "!!TODO!!",
"taschendiebstahl": "!!TODO!!",
"zechen": "!!TODO!!"
}
},
"gesellschaftliche": {
"label": "!!TODO!!",
"name": {
"betoeren": "!!TODO!!",
"etikette": "!!TODO!!",
"gassenwissen": "!!TODO!!",
"lehren": "!!TODO!!",
"menschenkenntnis": "!!TODO!!",
"schauspielerei": "!!TODO!!",
"schriftlicher_ausdruck": "!!TODO!!",
"sich_verkleiden": "!!TODO!!",
"ueberreden": "!!TODO!!",
"ueberzeugen": "!!TODO!!"
}
},
"natur": {
"label": "Nature Talents",
"name": {
"faehrtensuchen": "Track",
"fallenstellen": "Traps",
"fesseln": "Bind/Escape",
"fischen": "Fish",
"orientierung": "Orientation",
"wettervorhersage": "Weather Sense",
"wildnisleben": "Survival"
}
},
"wissens": {
"label": "!!TODO!!",
"name": {
"anatomie": "!!TODO!!",
"baukunst": "!!TODO!!"
}
},
"sprachen": {
"label": "!!TODO!!",
"name": {
"lesen_schreiben": "!!TODO!!",
"muttersprache": "!!TODO!!",
"fremdsprache": "!!TODO!!"
}
},
"handwerks": {
"label": "!!TODO!!",
"name": {
"abrichten": "!!TODO!!",
"ackerbau": "!!TODO!!"
}
}
},
"ruestungen": {
"kopf": "!!TODO!!",
"brust": "!!TODO!!",
"ruecken": "!!TODO!!",
"bauch": "!!TODO!!",
"linker_arm": "!!TODO!!",
"rechter_arm": "!!TODO!!",
"linkes_bein": "!!TODO!!",
"rechtes_bein": "!!TODO!!",
"gesamt_ruestungsschutz": "!!TODO!!",
"gesamt_behinderung": "!!TODO!!"
},
"bewaffnung": {
"bruchfaktor": "!!TODO!!",
"nahkampfwaffe": {
"label": "!!TODO!!",
"laenge": "!!TODO!!",
"trefferpunkte": "!!TODO!!",
"basis": "!!TODO!!",
"schwellenwert": "!!TODO!!",
"schadensschritte": "!!TODO!!",
"initiative": "!!TODO!!",
"modifikator": "!!TODO!!",
"attacke": "!!TODO!!",
"parade": "!!TODO!!",
"distanzklasse": "!!TODO!!",
"zweihaendig": "!!TODO!!",
"werfbar": "!!TODO!!",
"improvisiert": "!!TODO!!",
"priviligiert": "!!TODO!!",
"kampftalente": "!!TODO!!"
},
"parierwaffe": {
"label": "!!TODO!!",
"modifikator": "!!TODO!!",
"attacke": "!!TODO!!",
"parade": "!!TODO!!",
"initiative": "!!TODO!!"
},
"schild": {
"label": "!!TODO!!",
"groesse": {
"label": "!!TODO!!",
"klein": "!!TODO!!",
"gross": "!!TODO!!",
"sehr_gross": "!!TODO!!"
},
"modifikator": "!!TODO!!",
"attacke": "!!TODO!!",
"parade": "!!TODO!!",
"initiative": "!!TODO!!"
},
"fernkampfwaffe": {
"label": "!!TODO!!",
"trefferpunkte": "!!TODO!!",
"basis": "!!TODO!!",
"reichweiten": "!!TODO!!",
"modifikator": "!!TODO!!",
"laden": "!!TODO!!",
"munitionskosten": "!!TODO!!",
"munitionsgewicht": "!!TODO!!"
}
}
}
}
+324
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@@ -0,0 +1,324 @@
.DSA41 {
font-size: 14px;
/* Change from FoundryVTT's default of 'none' to 'auto' to allow checkboxes in the nav bar */
& .tabs > [data-tab] > * {
pointer-events: auto;
}
/* Allow application content to be scrolled */
& .window-content {
overflow-y: scroll;
}
& [data-action] {
cursor: pointer;
&:not(button):hover {
transform: scale(1.05);
}
}
& .small {
font-size: 0.75em;
}
& .left {
text-align: left;
justify-content: left;
justify-self: left;
}
& .right {
text-align: right;
justify-content: right;
justify-self: right;
}
& .center {
text-align: center;
justify-content: center;
align-content: center;
align-items: center;
}
& .row {
display: flex;
flex-direction: row;
flex: 1;
}
& .col {
display: flex;
flex-direction: column;
flex: 1;
}
& .noflex {
flex: 0;
}
& .gap {
gap: 0.5rem;
}
& .subgrid {
display: grid;
grid-template-rows: subgrid;
grid-template-columns: subgrid;
}
& .subgrid-columns {
display: grid;
grid-template-columns: subgrid;
}
& .subgrid-rows {
display: grid;
grid-template-rows: subgrid;
}
& .grid2 { display: grid; grid-template-columns: repeat(2, minmax(0, 1fr)); }
& .grid3 { display: grid; grid-template-columns: repeat(3, minmax(0, 1fr)); }
& .grid4 { display: grid; grid-template-columns: repeat(4, minmax(0, 1fr)); }
& .grid5 { display: grid; grid-template-columns: repeat(5, minmax(0, 1fr)); }
& .grid6 { display: grid; grid-template-columns: repeat(6, minmax(0, 1fr)); }
& .grid7 { display: grid; grid-template-columns: repeat(7, minmax(0, 1fr)); }
& .grid8 { display: grid; grid-template-columns: repeat(8, minmax(0, 1fr)); }
& .grid9 { display: grid; grid-template-columns: repeat(9, minmax(0, 1fr)); }
& .colspan2 { grid-column: span 2; }
& .colspan3 { grid-column: span 3; }
& .colspan4 { grid-column: span 4; }
& .colspan5 { grid-column: span 5; }
& .colspan6 { grid-column: span 6; }
& .colspan7 { grid-column: span 7; }
& .colspan8 { grid-column: span 8; }
& .colspan9 { grid-column: span 9; }
& .colspan-all { grid-column: 1 / -1; }
& .rowspan2 { grid-row: span 2; }
& .rowspan3 { grid-row: span 3; }
& .rowspan4 { grid-row: span 4; }
& .rowspan5 { grid-row: span 5; }
& .rowspan6 { grid-row: span 6; }
& .rowspan7 { grid-row: span 7; }
& .rowspan8 { grid-row: span 8; }
& .rowspan9 { grid-row: span 9; }
& .rowspan-all { grid-row: 1 / -1; }
& .editable-input {
flex: 1;
& input {
border: none;
}
&.editable-number {
text-align: center;
}
& .placeholder {
font-size: 0.8em;
border-top: 1px solid;
overflow: hidden;
white-space: nowrap;
text-overflow: ellipsis;
}
}
& .character-image {
width: 115px;
height: 115px;
}
& .item-image {
width: 80px;
height: 80px;
margin-right: 0.5rem;
}
& .die {
display: inline-grid;
text-align: center;
align-items: center;
color: #fff;
width: 3.5em;
height: 3.5em;
& > * {
grid-row: 1;
grid-column: 1;
}
&.die-courage { fill: #b22319; }
&.die-cleverness { fill: #8158a3; }
&.die-intuition { fill: #388834; }
&.die-charisma { fill: #0c0c0c; }
&.die-dexterity { fill: #d4b366; }
&.die-agility { fill: #678ec3; }
&.die-constitution { fill: #a3a3a3; }
&.die-strength { fill: #d5a877; }
&.die-attacke { fill: #b22319; }
&.die-parade { fill: #388834; }
&.die-trefferpunkte { fill: #0c0c0c; }
&.die-fernkampf-attacke { fill: #388834; }
&.die-fernkampf-trefferpunkte { fill: #0c0c0c; }
}
& .tabs {
padding: .5rem;
margin-top: .5rem;
margin-bottom: .5rem;
border-top: 1px solid;
border-bottom: 1px solid;
& > * {
align-items: center;
}
& .active {
text-decoration: underline;
}
}
& .tab.active {
display: grid;
gap: 0.5rem;
}
& .list {
display: grid;
background: #252830;
box-shadow: 0 0 6px rgba(0, 0, 0, 0.45);
& .item-image {
width: 40px;
height: 40px;
}
}
& .list-header {
display: grid;
grid-column: 1 / -1;
grid-template-rows: subgrid;
grid-template-columns: subgrid;
align-items: center;
padding: 0.5rem;
border-radius: 5px 5px 0px 0px;
background: linear-gradient(90deg, rgb(36, 133, 44) 0%, rgb(0, 79, 7) 40%, rgb(0, 51, 5) 100%);
}
& .list-item {
display: grid;
grid-column: 1 / -1;
grid-template-rows: subgrid;
grid-template-columns: subgrid;
align-items: center;
padding: 0.25rem;
border-bottom: 1px dotted;
&:last-child {
border: none;
}
}
&.Dialog > .window-content {
gap: 1rem;
& > :first-child {
display: grid;
grid-template-columns: repeat(4, 1fr);
gap: 0.5rem;
align-items: center;
}
}
& [data-application-part="Bewaffnung"] {
& .tab {
grid-template-columns: minmax(0, max-content) minmax(0, 1fr) minmax(0, max-content) minmax(0, 1fr);
align-items: center;
}
}
& [data-application-part="Ruestung"] {
& .tab {
grid-template-columns: minmax(0, max-content) minmax(0, 1fr) minmax(0, max-content) minmax(0, 1fr);
align-items: center;
}
}
& [data-application-part="ActorSheet"] {
& .tab {
&[data-tab="tab1"] {
& .Eigenschaften {
display: grid;
grid-template-columns: minmax(0, max-content) repeat(8, minmax(0, 1fr));
align-items: center;
gap: 0.5rem;
}
& .Basiswerte {
display: grid;
grid-template-columns: repeat(4, minmax(0, 1fr));
}
}
&[data-tab="tab2"] {
& .Kampftalente {
display: grid;
grid-template-columns: minmax(0, max-content) repeat(5, minmax(0, 1fr));
align-items: center;
gap: 0.5rem;
}
& .Talente {
display: grid;
grid-template-columns: minmax(0, max-content) repeat(2, minmax(0, 1fr));
align-items: center;
gap: 0.5rem;
}
}
&[data-tab="tab3"] {
grid-template-columns: minmax(min-content, max-content) auto minmax(min-content, max-content) min-content;
& > * {
grid-column: 1 / -1;
}
}
&[data-tab="tab4"] {
& .Bewaffnung {
grid-template-columns: minmax(0, max-content) repeat(3, minmax(0, auto));
& .die {
font-size: 12px;
}
}
& .Ruestung {
grid-template-columns: 2fr repeat(8, 1fr) repeat(2, 1.5fr);
text-align: center;
}
}
}
}
& .dsa41-calculation {
font-size: 18px;
padding-top: 0.5rem;
}
}
+859
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const { TypeDataModel } = foundry.abstract;
const { SchemaField, NumberField, StringField, BooleanField } = foundry.data.fields;
const { ActorSheetV2, ItemSheetV2 } = foundry.applications.sheets;
const { ApplicationV2, HandlebarsApplicationMixin } = foundry.applications.api;
const { OperatorTerm, NumericTerm } = foundry.dice.terms;
Hooks.once("init", async function() {
CONFIG.Combat.initiative.formula = "1d6 + @computed.ini_basiswert[INI-Basiswert]";
CONFIG.Actor.dataModels.Player = DSA41_CharacterData;
CONFIG.Actor.documentClass = DSA41_CharacterDocument;
CONFIG.Item.dataModels.Gegenstand = DSA41_GegenstandData;
CONFIG.Item.dataModels.Ruestung = DSA41_RuestungData;
CONFIG.Item.dataModels.Bewaffnung = DSA41_BewaffnungData;
DocumentSheetConfig.unregisterSheet(Actor, "core", ActorSheet);
DocumentSheetConfig.registerSheet(Actor, "dsa41", DSA41_ActorSheet, {
makeDefault: true,
types: [
"Player",
]
});
DocumentSheetConfig.unregisterSheet(Item, "core", ItemSheet);
DocumentSheetConfig.registerSheet(Item, "dsa41", DSA41_ItemSheetV2, {
makeDefault: true,
types: [
"Gegenstand",
"Ruestung",
"Bewaffnung",
]
});
await loadTemplates({
"editable-input": "systems/dsa-4th-edition/src/EditableInput.hbs",
"attribute_tooltip": "systems/dsa-4th-edition/src/Tooltips/Attribute.hbs",
"attacke_tooltip": "systems/dsa-4th-edition/src/Tooltips/Attacke.hbs",
"parade_tooltip": "systems/dsa-4th-edition/src/Tooltips/Parade.hbs",
"trefferpunkte_tooltip": "systems/dsa-4th-edition/src/Tooltips/Trefferpunkte.hbs",
"fernkampf_attacke_tooltip": "systems/dsa-4th-edition/src/Tooltips/FernkampfAttacke.hbs",
"fernkampf_trefferpunkte_tooltip": "systems/dsa-4th-edition/src/Tooltips/FernkampfTrefferpunkte.hbs",
"trefferpunkte_dialog": "systems/dsa-4th-edition/src/Dialog/Trefferpunkte.hbs",
"fernkampf_angriff_dialog": "systems/dsa-4th-edition/src/Dialogs/FernkampfAngriff.hbs",
"fernkampf_trefferpunkte_dialog": "systems/dsa-4th-edition/src/Dialogs/FernkampfTrefferpunkte.hbs",
});
});
function get_minified_formula(formula, data) {
const terms = Roll.simplifyTerms(Roll.parse(formula, data));
let output = [];
let is_combinable = true;
for (let i = 0; i < terms.length; i++) {
const term = terms[i];
if (is_combinable && term instanceof NumericTerm) {
for (let j = i + 1; j < terms.length - 1; j += 2) {
let operator = terms[j];
let next = terms[j + 1];
if (!(operator instanceof OperatorTerm && next instanceof NumericTerm))
break;
switch (operator.operator) {
case "+": {
term.number += next.number;
i += 2;
} break;
case "-": {
term.number -= next.number;
i += 2;
} break;
default:
break;
}
}
is_combinable = false;
} else {
if (term instanceof OperatorTerm && (term.operator == "+" || term.operator == "-")) {
is_combinable = true;
} else {
is_combinable = false;
}
}
output.push(term);
}
output = Roll.simplifyTerms(output);
return Roll.getFormula(output);
}
class AttributeField extends SchemaField {
constructor() {
return super({
initial: new NumberField({ integer: true, initial: 8, min: 0 }),
advancement: new NumberField({ integer: true, initial: 0, min: 0 }),
modifier: new NumberField({ integer: true, initial: 0 }),
});
}
}
class CombatTalentField extends SchemaField {
constructor() {
return super({
talentwert: new NumberField({ integer: true, initial: 0 }),
attacke: new NumberField({ integer: true, initial: 0 }),
parade: new NumberField({ integer: true, initial: 0 }),
});
}
}
class DSA41_CharacterDocument extends Actor {
}
class DSA41_CharacterData extends TypeDataModel {
static defineSchema() {
return {
race: new StringField(),
culture: new StringField(),
profession: new StringField(),
attributes: new SchemaField({
courage: new AttributeField(),
cleverness: new AttributeField(),
intuition: new AttributeField(),
charisma: new AttributeField(),
dexterity: new AttributeField(),
agility: new AttributeField(),
constitution: new AttributeField(),
strength: new AttributeField(),
}),
kampf_talente: new SchemaField({
anderthalbhaender: new CombatTalentField(),
armbrust: new CombatTalentField(),
belagerungswaffen: new CombatTalentField(),
blasrohr: new CombatTalentField(),
bogen: new CombatTalentField(),
diskus: new CombatTalentField(),
dolche: new CombatTalentField(),
fechtwaffen: new CombatTalentField(),
hiebwaffen: new CombatTalentField(),
infanteriewaffen: new CombatTalentField(),
kettenstaebe: new CombatTalentField(),
kettenwaffen: new CombatTalentField(),
lanzenreiten: new CombatTalentField(),
peitsche: new CombatTalentField(),
raufen: new CombatTalentField(),
ringen: new CombatTalentField(),
saebel: new CombatTalentField(),
schleuder: new CombatTalentField(),
schwerter: new CombatTalentField(),
speere: new CombatTalentField(),
staebe: new CombatTalentField(),
wurfbeile: new CombatTalentField(),
wurfmesser: new CombatTalentField(),
wurfspeere: new CombatTalentField(),
zweihandflegel: new CombatTalentField(),
zweihand_hiebwaffen: new CombatTalentField(),
zweihandschwerter: new CombatTalentField(),
}),
talente: new SchemaField({
koerperliche: new SchemaField({
akrobatik: new NumberField({ integer: true, initial: 0 }),
athletik: new NumberField({ integer: true, initial: 0 }),
fliegen: new NumberField({ integer: true, initial: 0 }),
gaukeleien: new NumberField({ integer: true, initial: 0 }),
klettern: new NumberField({ integer: true, initial: 0 }),
koerperbeherrschung: new NumberField({ integer: true, initial: 0 }),
reiten: new NumberField({ integer: true, initial: 0 }),
schleichen: new NumberField({ integer: true, initial: 0 }),
schwimmen: new NumberField({ integer: true, initial: 0 }),
selbstbeherrschung: new NumberField({ integer: true, initial: 0 }),
sich_verstecken: new NumberField({ integer: true, initial: 0 }),
singen: new NumberField({ integer: true, initial: 0 }),
sinnenschärfe: new NumberField({ integer: true, initial: 0 }),
skifahren: new NumberField({ integer: true, initial: 0 }),
stimmen_imitieren: new NumberField({ integer: true, initial: 0 }),
tanzen: new NumberField({ integer: true, initial: 0 }),
taschendiebstahl: new NumberField({ integer: true, initial: 0 }),
zechen: new NumberField({ integer: true, initial: 0 }),
}),
gesellschaftliche: new SchemaField({
betoeren: new NumberField({ integer: true, initial: 0 }),
etikette: new NumberField({ integer: true, initial: 0 }),
gassenwissen: new NumberField({ integer: true, initial: 0 }),
lehren: new NumberField({ integer: true, initial: 0 }),
menschenkenntnis: new NumberField({ integer: true, initial: 0 }),
schauspielerei: new NumberField({ integer: true, initial: 0 }),
schriftlicher_ausdruck: new NumberField({ integer: true, initial: 0 }),
sich_verkleiden: new NumberField({ integer: true, initial: 0 }),
ueberreden: new NumberField({ integer: true, initial: 0 }),
ueberzeugen: new NumberField({ integer: true, initial: 0 }),
}),
natur: new SchemaField({
faehrtensuchen: new NumberField({ integer: true, initial: 0 }),
fallenstellen: new NumberField({ integer: true, initial: 0 }),
fesseln: new NumberField({ integer: true, initial: 0 }),
fischen: new NumberField({ integer: true, initial: 0 }),
orientierung: new NumberField({ integer: true, initial: 0 }),
wettervorhersage: new NumberField({ integer: true, initial: 0 }),
wildnisleben: new NumberField({ integer: true, initial: 0 }),
}),
wissens: new SchemaField({
anatomie: new NumberField({ integer: true, initial: 0 }),
baukunst: new NumberField({ integer: true, initial: 0 }),
brett_kartenspiel: new NumberField({ integer: true, initial: 0 }),
geographie: new NumberField({ integer: true, initial: 0 }),
geschichtswissen: new NumberField({ integer: true, initial: 0 }),
gesteinskunde: new NumberField({ integer: true, initial: 0 }),
goetter_kulte: new NumberField({ integer: true, initial: 0 }),
heraldik: new NumberField({ integer: true, initial: 0 }),
huettenkunde: new NumberField({ integer: true, initial: 0 }),
kriegskunst: new NumberField({ integer: true, initial: 0 }),
kryptographie: new NumberField({ integer: true, initial: 0 }),
magiekunde: new NumberField({ integer: true, initial: 0 }),
mechanik: new NumberField({ integer: true, initial: 0 }),
pflanzenkunde: new NumberField({ integer: true, initial: 0 }),
philosophie: new NumberField({ integer: true, initial: 0 }),
rechnen: new NumberField({ integer: true, initial: 0 }),
rechtskunde: new NumberField({ integer: true, initial: 0 }),
sagen_legenden: new NumberField({ integer: true, initial: 0 }),
schaetzen: new NumberField({ integer: true, initial: 0 }),
sprachenkunde: new NumberField({ integer: true, initial: 0 }),
staatskunst: new NumberField({ integer: true, initial: 0 }),
sternkunde: new NumberField({ integer: true, initial: 0 }),
tierkunde: new NumberField({ integer: true, initial: 0 }),
}),
sprachen: new SchemaField({
lesen_schreiben: new NumberField({ integer: true, initial: 0 }),
muttersprache: new NumberField({ integer: true, initial: 0 }),
fremdsprache: new NumberField({ integer: true, initial: 0 }),
}),
handwerks: new SchemaField({
abrichten: new NumberField({ integer: true, initial: 0 }),
ackerbau: new NumberField({ integer: true, initial: 0 }),
alchimie: new NumberField({ integer: true, initial: 0 }),
bergbau: new NumberField({ integer: true, initial: 0 }),
bogenbau: new NumberField({ integer: true, initial: 0 }),
boote_fahren: new NumberField({ integer: true, initial: 0 }),
brauer: new NumberField({ integer: true, initial: 0 }),
drucker: new NumberField({ integer: true, initial: 0 }),
fahrzeug_lenken: new NumberField({ integer: true, initial: 0 }),
falschspiel: new NumberField({ integer: true, initial: 0 }),
feinmechanik: new NumberField({ integer: true, initial: 0 }),
feuersteinbearbeitung: new NumberField({ integer: true, initial: 0 }),
fleischer: new NumberField({ integer: true, initial: 0 }),
gerber: new NumberField({ integer: true, initial: 0 }),
glaskunst: new NumberField({ integer: true, initial: 0 }),
grobschmied: new NumberField({ integer: true, initial: 0 }),
handel: new NumberField({ integer: true, initial: 0 }),
hauswirtschaft: new NumberField({ integer: true, initial: 0 }),
heilkunde_gift: new NumberField({ integer: true, initial: 0 }),
heilkunde_krankheiten: new NumberField({ integer: true, initial: 0 }),
heilkunde_seele: new NumberField({ integer: true, initial: 0 }),
heilkunde_wunden: new NumberField({ integer: true, initial: 0 }),
holzbearbeitung: new NumberField({ integer: true, initial: 0 }),
instrumentenbauer: new NumberField({ integer: true, initial: 0 }),
kartographie: new NumberField({ integer: true, initial: 0 }),
kochen: new NumberField({ integer: true, initial: 0 }),
kristallzucht: new NumberField({ integer: true, initial: 0 }),
lederarbeiten: new NumberField({ integer: true, initial: 0 }),
malen_zeichnen: new NumberField({ integer: true, initial: 0 }),
maurer: new NumberField({ integer: true, initial: 0 }),
metallguss: new NumberField({ integer: true, initial: 0 }),
musizieren: new NumberField({ integer: true, initial: 0 }),
schloesser_knacken: new NumberField({ integer: true, initial: 0 }),
schnapps_brennen: new NumberField({ integer: true, initial: 0 }),
schneidern: new NumberField({ integer: true, initial: 0 }),
seefahrt: new NumberField({ integer: true, initial: 0 }),
seiler: new NumberField({ integer: true, initial: 0 }),
steinmetz: new NumberField({ integer: true, initial: 0 }),
juwelier: new NumberField({ integer: true, initial: 0 }),
stellmacher: new NumberField({ integer: true, initial: 0 }),
stoffe_faerben: new NumberField({ integer: true, initial: 0 }),
taetowieren: new NumberField({ integer: true, initial: 0 }),
toepfern: new NumberField({ integer: true, initial: 0 }),
viehzucht: new NumberField({ integer: true, initial: 0 }),
webkunst: new NumberField({ integer: true, initial: 0 }),
winzer: new NumberField({ integer: true, initial: 0 }),
zimmermann: new NumberField({ integer: true, initial: 0 }),
}),
}),
}
}
async prepareDerivedData() {
super.prepareDerivedData();
this.computed = {
attributes: {},
attributes_without_modifiers: {},
kampf: {
talente: {},
waffen: {},
fernkampf_waffen: {},
ruestungen: {},
ruestungen_gesamt: {
kopf: 0,
brust: 0,
ruecken: 0,
bauch: 0,
linker_arm: 0,
rechter_arm: 0,
linkes_bein: 0,
rechtes_bein: 0,
gesamt_ruestungsschutz: 0.0,
gesamt_behinderung: 0.0,
},
},
};
for (const [attribute, values] of Object.entries(this.attributes)) {
this.computed.attributes[attribute] = values.initial + values.advancement + values.modifier;
this.computed.attributes_without_modifiers[attribute] = values.initial + values.advancement;
}
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);
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);
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);
this.computed.magieresistenz = Math.round((this.computed.attributes_without_modifiers.courage + this.computed.attributes_without_modifiers.cleverness + this.computed.attributes_without_modifiers.constitution) / 5);
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);
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);;
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);;
const equipped_ruestungen = this.parent.items.filter((x) => x.type === "Ruestung");
for (const item of equipped_ruestungen) {
this.computed.kampf.ruestungen[item._id] = { item: item };
this.computed.kampf.ruestungen_gesamt.kopf += item.system.kopf;
this.computed.kampf.ruestungen_gesamt.brust += item.system.brust;
this.computed.kampf.ruestungen_gesamt.ruecken += item.system.ruecken;
this.computed.kampf.ruestungen_gesamt.bauch += item.system.bauch;
this.computed.kampf.ruestungen_gesamt.linker_arm += item.system.linker_arm;
this.computed.kampf.ruestungen_gesamt.rechter_arm += item.system.rechter_arm;
this.computed.kampf.ruestungen_gesamt.linkes_bein += item.system.linkes_bein;
this.computed.kampf.ruestungen_gesamt.rechtes_bein += item.system.rechtes_bein;
this.computed.kampf.ruestungen_gesamt.gesamt_ruestungsschutz += item.system.gesamt_ruestungsschutz;
this.computed.kampf.ruestungen_gesamt.gesamt_behinderung += item.system.gesamt_behinderung;
}
for (let [key, value] of Object.entries(this.computed.kampf.ruestungen_gesamt)) {
this.computed.kampf.ruestungen_gesamt[key] = Math.round(value);
}
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;
}
const equipped_bewaffnung = this.parent.items.filter((x) => x.type === "Bewaffnung");
const equipped_nahkampfwaffen = equipped_bewaffnung.filter((x) => x.system.nahkampfwaffe.aktiv);
const equipped_parierwaffen = equipped_bewaffnung.filter((x) => x.system.parierwaffe.aktiv);
const equipped_schilde = equipped_bewaffnung.filter((x) => x.system.schild.aktiv);
const equipped_fernkampfwaffen = equipped_bewaffnung.filter((x) => x.system.fernkampfwaffe.aktiv);
for(const item of equipped_nahkampfwaffen) {
if (item.system.nahkampfwaffe.aktiv) {
let computed = this.computed.kampf.waffen[item._id] = {
item: item,
attacke: 0,
parade: 0,
trefferpunkte: "",
trefferpunkte_display: "",
basis_attacke: 0,
basis_parade: 0,
talent_attacke: 0,
talent_parade: 0,
modifikator_attacke: 0,
modifikator_parade: 0,
tp_kk: 0,
parierwaffe_attacke: 0,
parierwaffe_parade: 0,
schild_attacke: 0,
schild_parade: 0,
};
computed.basis_attacke = this.computed.at_basiswert;
computed.basis_parade = this.computed.pa_basiswert;
const talent = item.system.nahkampfwaffe.kampftalente;
computed.talent_attacke = this.kampf_talente[talent]?.attacke ?? 0;
computed.talent_parade = this.kampf_talente[talent]?.parade ?? 0;
computed.modifikator_attacke = item.system.nahkampfwaffe.modifikator_attacke;
computed.modifikator_parade = item.system.nahkampfwaffe.modifikator_parade;
if (item.system.nahkampfwaffe.schadensschritte != 0) {
computed.tp_kk = Math.trunc((this.computed.attributes.strength - item.system.nahkampfwaffe.schwellenwert) / item.system.nahkampfwaffe.schadensschritte);
}
for (const parierwaffe of equipped_parierwaffen) {
if (parierwaffe._id === item._id) continue;
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;
computed.schild_attacke += schild.system.schild.modifikator_attacke;
computed.schild_parade += schild.system.schild.modifikator_parade;
}
computed.attacke = computed.basis_attacke + computed.talent_attacke + computed.modifikator_attacke + computed.parierwaffe_attacke + computed.schild_attacke + Math.min(computed.tp_kk, 0);
computed.parade = computed.basis_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);
}
}
for (const item of equipped_fernkampfwaffen) {
let computed = this.computed.kampf.fernkampf_waffen[item._id] = {
item: item,
attacke: 0,
trefferpunkte: "",
trefferpunkte_display: "",
basis_attacke: 0,
talent_attacke: 0,
};
computed.basis_attacke = this.computed.fk_basiswert;
const talent = item.system.nahkampfwaffe.kampftalente;
computed.talent_attacke = this.kampf_talente[talent]?.attacke ?? 0;
computed.attacke = computed.basis_attacke + computed.talent_attacke;
computed.trefferpunkte = get_minified_formula(item.system.fernkampfwaffe.basis);
computed.trefferpunkte_display = computed.trefferpunkte.replace(/[\+\-]/, (op) => "<br>" + op);
}
}
}
class DSA41_GegenstandData extends TypeDataModel {
static defineSchema() {
return {
gewicht: new NumberField({ integer: false, initial: 0, min: 0 }),
preis: new NumberField({ integer: true, initial: 0, min: 0 }),
};
}
}
class DSA41_RuestungData extends TypeDataModel {
static defineSchema() {
return {
gewicht: new NumberField({ integer: false, initial: 0, min: 0 }),
preis: new NumberField({ integer: true, initial: 0, min: 0 }),
kopf: new NumberField({ integer: true, initial: 0, min: 0 }),
brust: new NumberField({ integer: true, initial: 0, min: 0 }),
ruecken: new NumberField({ integer: true, initial: 0, min: 0 }),
bauch: new NumberField({ integer: true, initial: 0, min: 0 }),
linker_arm: new NumberField({ integer: true, initial: 0, min: 0 }),
rechter_arm: new NumberField({ integer: true, initial: 0, min: 0 }),
linkes_bein: new NumberField({ integer: true, initial: 0, min: 0 }),
rechtes_bein: new NumberField({ integer: true, initial: 0, min: 0 }),
gesamt_ruestungsschutz: new NumberField({ integer: false, initial: 0, min: 0 }),
gesamt_behinderung: new NumberField({ integer: false, initial: 0, min: 0 }),
};
}
}
class DSA41_BewaffnungData extends TypeDataModel {
static defineSchema() {
return {
gewicht: new NumberField({ integer: false, initial: 0, min: 0 }),
preis: new NumberField({ integer: true, initial: 0, min: 0 }),
angelegt: new BooleanField(),
nahkampfwaffe: new SchemaField({
aktiv: new BooleanField(),
basis: new StringField(),
schwellenwert: new NumberField({ integer: true, initial: 0, min: 0 }),
schadensschritte: new NumberField({ integer: true, initial: 0, min: 0 }),
modifikator_attacke: new NumberField({ integer: true, initial: 0 }),
modifikator_parade: new NumberField({ integer: true, initial: 0 }),
initiative: new NumberField({ integer: true, initial: 0 }),
bruchfaktor: new NumberField({ integer: true, initial: 0 }),
distanzklasse: new StringField(),
kampftalente: new StringField(),
laenge: new NumberField({ integer: true, initial: 0, min: 0 }),
zweihaendig: new BooleanField(),
werfbar: new BooleanField(),
improvisiert: new BooleanField(),
priviligiert: new BooleanField(),
}),
parierwaffe: new SchemaField({
aktiv: new BooleanField(),
modifikator_attacke: new NumberField({ integer: true, initial: 0 }),
modifikator_parade: new NumberField({ integer: true, initial: 0 }),
initiative: new NumberField({ integer: true, initial: 0 }),
bruchfaktor: new NumberField({ integer: true, initial: 0 }),
}),
schild: new SchemaField({
aktiv: new BooleanField(),
groesse: new StringField(),
modifikator_attacke: new NumberField({ integer: true, initial: 0 }),
modifikator_parade: new NumberField({ integer: true, initial: 0 }),
initiative: new NumberField({ integer: true, initial: 0 }),
bruchfaktor: new NumberField({ integer: true, initial: 0 }),
}),
fernkampfwaffe: new SchemaField({
aktiv: new BooleanField(),
basis: new StringField({ initial: "1d6 + 1" }),
laden: new NumberField({ integer: true, initial: 0 }),
reichweite1: new NumberField({ integer: true, initial: 0 }),
reichweite2: new NumberField({ integer: true, initial: 0 }),
reichweite3: new NumberField({ integer: true, initial: 0 }),
reichweite4: new NumberField({ integer: true, initial: 0 }),
reichweite5: new NumberField({ integer: true, initial: 0 }),
modifikator1: new NumberField({ integer: true, initial: 0, nullable: true }),
modifikator2: new NumberField({ integer: true, initial: 0, nullable: true }),
modifikator3: new NumberField({ integer: true, initial: 0, nullable: true }),
modifikator4: new NumberField({ integer: true, initial: 0, nullable: true }),
modifikator5: new NumberField({ integer: true, initial: 0, nullable: true }),
munitionskosten: new NumberField({ integer: true, initial: 0 }),
munitionsgewicht: new NumberField({ integer: true, initial: 0 }),
}),
};
}
}
function DSA41_ApplicationMixin(BaseApplication) {
class DSA41_Application extends HandlebarsApplicationMixin(BaseApplication) {
static DEFAULT_OPTIONS= {
classes: [ "DSA41" ],
window: { resizable: true },
form: { submitOnChange: true },
};
async _prepareContext(options) {
return this;
}
}
return DSA41_Application;
}
class DSA41_Dialog extends DSA41_ApplicationMixin(ApplicationV2) {
static PARTS = {
Eigenschaft: { template: "systems/dsa-4th-edition/src/Dialogs/Attribute.hbs" },
Attacke: { template: "systems/dsa-4th-edition/src/Dialogs/Attacke.hbs" },
Parade: { template: "systems/dsa-4th-edition/src/Dialogs/Parade.hbs" },
Trefferpunkte: { template: "systems/dsa-4th-edition/src/Dialogs/Trefferpunkte.hbs" },
FernkampfAttacke: { template: "systems/dsa-4th-edition/src/Dialogs/FernkampfAttacke.hbs" },
FernkampfTrefferpunkte: { template: "systems/dsa-4th-edition/src/Dialogs/FernkampfTrefferpunkte.hbs" },
footer: { template: "templates/generic/form-footer.hbs" },
};
static DEFAULT_OPTIONS = {
classes: [ "DSA41", "Dialog" ],
window: {
title: "Dialog",
minimizable: false,
resizable: false
},
tag: "form",
form: {
closeOnSubmit: false,
submitOnChange: true,
}
};
get formData() {
const data = Object.fromEntries(
new FormData(this.element).entries().map(([key, value])=>{
if (typeof value != "string") return [key, value];
return isNaN(value) ? [key, value] : [key, Number(value)];
})
);
return data;
}
buttons = [{
type: "submit",
label: "Confirm"
}];
static async wait(dialog_type, options) {
return new Promise((resolve, reject) => {
const dialog = new this({
dialog_type: dialog_type,
form: {
handler: (event, form, formData) => {
if (event.type != "submit") {
dialog.render({ force: false });
return;
}
dialog.close();
resolve(dialog.formData);
}
},
...options,
});
dialog.render({ force: true });
});
}
_configureRenderOptions(options) {
super._configureRenderOptions(options);
options.parts = [ this.options.dialog_type, "footer" ];
}
_onFirstRender(context, options) {
this.render(options)
}
}
class DSA41_ActorSheet extends DSA41_ApplicationMixin(ActorSheetV2) {
static PARTS = {
ActorSheet: { template: "systems/dsa-4th-edition/src/ActorSheet.hbs" },
};
static DEFAULT_OPTIONS = {
position: { width: "800", height: "650" },
actions: {
"roll": async function(event, target) {
var roll_formula = event.target.closest("[data-roll]").dataset.roll;
const roll_type = event.target.closest("[data-roll-type]").dataset.rollType;
const success_value = event.target.closest("[data-success-value]")?.dataset.successValue;
const item_id = event.target.closest("[data-item-id]")?.dataset.itemId;
const item = this.document.items.get(item_id);
let flavor = game.i18n.localize("DSA41.roll_types." + roll_type);
if (typeof success_value !== 'undefined') {
flavor += " <= " + success_value;
}
if (roll_type == "courage" || roll_type == "cleverness" || roll_type == "intuition" || roll_type == "charisma" ||
roll_type == "dexterity" || roll_type == "agility" || roll_type == "constitution" || roll_type == "strength") {
const title = game.i18n.localize("DSA41.roll_types." + roll_type) + ": " + this.document.name;
const data = await DSA41_Dialog.wait("Eigenschaft", { window: { title: title }, attribute: this.document.system.attributes[roll_type] });
let flavor = game.i18n.localize("DSA41.roll_types." + roll_type);
if (typeof success_value !== 'undefined') {
flavor += " <= " + (Number(success_value) + data.modifikator);
}
let roll = new Roll(roll_formula, this.document.system);
roll.toMessage({
speaker: ChatMessage.getSpeaker({ actor: this.document }),
flavor: flavor,
});
return;
}
if (roll_type == "attacke") {
const item = this.document.system.computed.kampf.waffen[item_id];
const title = game.i18n.localize("DSA41.roll_types." + roll_type) + ": " + item.name;
const data = await DSA41_Dialog.wait("Attacke", { window: { title: title }, item: item });
let flavor = game.i18n.localize("DSA41.roll_types." + roll_type);
if (typeof success_value !== 'undefined') {
flavor += " <= " + (Number(success_value) + data.modifikator);
}
let roll = new Roll(roll_formula, this.document.system);
roll.toMessage({
speaker: ChatMessage.getSpeaker({ actor: this.document }),
flavor: flavor,
});
return;
}
if (roll_type == "parade") {
const item = this.document.system.computed.kampf.waffen[item_id];
const title = game.i18n.localize("DSA41.roll_types." + roll_type) + ": " + item.name;
const data = await DSA41_Dialog.wait("Parade", { window: { title: title }, item: item });
let flavor = game.i18n.localize("DSA41.roll_types." + roll_type);
if (typeof success_value !== 'undefined') {
flavor += " <= " + (Number(success_value) + data.modifikator);
}
if (data.crit == "on") {
roll_formula = "round((" + roll_formula + ") / 2)";
}
let roll = new Roll(roll_formula, this.document.system);
roll.toMessage({
speaker: ChatMessage.getSpeaker({ actor: this.document }),
flavor: flavor,
});
return;
}
if (roll_type == "trefferpunkte") {
const item = this.document.system.computed.kampf.waffen[item_id];
const title = game.i18n.localize("DSA41.roll_types." + roll_type) + ": " + item.name;
const data = await DSA41_Dialog.wait("Trefferpunkte", { window: { title: title }, item: item });
if (data.crit == "on") {
roll_formula = "2 * (" + item.item.system.nahkampfwaffe.basis + ")" + " + " + item.tp_kk;
}
let roll = new Roll(roll_formula + " + " + data.modifikator, this.document.system);
roll.toMessage({
speaker: ChatMessage.getSpeaker({ actor: this.document }),
flavor: flavor,
});
return;
}
if (roll_type == "fernkampf-attacke") {
const title = game.i18n.localize("DSA41.roll_types." + roll_type) + ": " + item.name;
const data = await DSA41_Dialog.wait("FernkampfAttacke", { window: { title: title }, item: this.document.system.computed.kampf.fernkampf_waffen[item_id] });
const groessen_modifikator = Math.max(data.ziel_groesse + data.deckung + data.ziel_bewegung, -2);
const andere_modifikator = data.entfernung + data.wind + data.modifikator;
const total_modifikator = groessen_modifikator + andere_modifikator;
let roll = new Roll(roll_formula + " + " + total_modifikator, this.document.system);
roll.toMessage({
speaker: ChatMessage.getSpeaker({ actor: this.document }),
flavor: game.i18n.localize("DSA41.roll_types." + roll_type),
});
return;
}
if (roll_type == "fernkampf-trefferpunkte") {
const title = game.i18n.localize("DSA41.roll_types." + roll_type) + ": " + item.name;
const data = await DSA41_Dialog.wait("FernkampfTrefferpunkte", { window: { title: title }, item: this.document.system.computed.kampf.fernkampf_waffen[item_id] });
const entfernung = item.system.fernkampfwaffe[data.entfernung];
if (data.crit == "on") {
roll_formula = "2 * (" + roll_formula + ")";
}
let roll = new Roll(roll_formula + " + " + (entfernung + data.modifikator), this.document.system);
roll.toMessage({
speaker: ChatMessage.getSpeaker({ actor: this.document }),
flavor: game.i18n.localize("DSA41.roll_types." + roll_type),
});
return;
}
let roll = new Roll(roll_formula, this.document.system);
roll.toMessage({
speaker: ChatMessage.getSpeaker({ actor: this.document }),
flavor: flavor,
});
},
"item-open": async function(event, target) {
const item_id = event.target.closest("[data-item-id]").dataset.itemId;
const item = this.document.items.get(item_id);
item.sheet.render(true)
},
"item-delete": async function(event, target) {
const item_id = event.target.closest("[data-item-id]").dataset.itemId;
const item = this.document.items.get(item_id);
item.delete();
},
},
};
_onFirstRender(context, options) {
super._onFirstRender(context, options);
const content = this.element.querySelector(".window-content");
content.addEventListener("drop", async (event) => {
event.preventDefault();
const data = TextEditor.getDragEventData(event);
switch (data.type) {
case "Item": {
const item = await Item.implementation.fromDropData(data);
await this.actor.createEmbeddedDocuments("Item", [item.toObject()]);
} break;
}
});
}
tabGroups = { primary: "tab1" };
}
class DSA41_ItemSheetV2 extends DSA41_ApplicationMixin(ItemSheetV2) {
static PARTS = {
Bewaffnung: { template: "systems/dsa-4th-edition/src/ItemSheets/Bewaffnung.hbs" },
Gegenstand: { template: "systems/dsa-4th-edition/src/ItemSheets/Gegenstand.hbs" },
Ruestung: { template: "systems/dsa-4th-edition/src/ItemSheets/Ruestung.hbs" },
};
static DEFAULT_OPTIONS = {
position: { width: "600", height: "auto" },
};
tabGroups = { primary: "tab1" };
_configureRenderOptions(options) {
super._configureRenderOptions(options);
options.parts = [ this.options.document.type ];
}
}
+23 -53
View File
@@ -1,59 +1,29 @@
{
"id": "dsa-4th-edition",
"title": "Das Schwarze Auge 4.1",
"title": "Custom Das Schwarze Auge 4.1",
"description": "",
"version": "0.1.0",
"compatibility": {
"minimum": 11,
"verified": 11
},
"authors": [{
"name": "Mike",
"url": "ammerhai.com",
"email": "",
"discord": ""
}],
"esmodules": ["mysystem.mjs"],
"styles": ["styles/system-styles.css"],
"packs": [{
"name": "monsters",
"label": "My Monsters",
"type": "Actor"
},
{
"name": "items",
"label": "My Items",
"type": "Item"
}],
"languages": [{
"lang": "en",
"name": "English",
"path": "lang/en.json"
}, {
"lang": "de",
"name": "Deutsch",
"path": "lang/de.json"
}],
"documentTypes": {
"Actor": {
"hero": { "htmlFields": ["background.biography"] },
"villain": { "htmlFields": ["background.biography"] },
"pawn": {}
"esmodules": ["src/main.mjs"],
"styles": ["src/main.css"],
"languages": [
{
"lang": "de",
"name": "German (Deutsch)",
"path": "src/lang/de.json"
},
"Item": {
"weapon": {},
"spell": {}
{
"lang": "en",
"name": "English",
"path": "src/lang/en.json"
}
],
"compatibility": {
"minimum": "12",
"verified": "12"
},
"socket": false,
"initiative": "1d20",
"grid": {
"distance": 1,
"units": "m"
},
"primaryTokenAttribute": "resources.health",
"secondaryTokenAttribute": "resources.power",
"url": "https://your/hosted/system/repo/",
"manifest": "https://gitea.ammerhai.com/foundry/dsa-4th-edition/raw/branch/main/system.json",
"download": "https://your/packaged/download/archive.zip"
}
"version": "0.1.5",
"manifest": "https://gitea.ammerhai.com/foundry/dsa-4th-edition/releases/download/latest/system.json",
"download": "https://gitea.ammerhai.com/foundry/dsa-4th-edition/releases/download/test2/dsa-4th-edition.zip"
}
+14
View File
@@ -0,0 +1,14 @@
{
"Actor": {
"types": [
"Player"
]
},
"Item": {
"types": [
"Gegenstand",
"Ruestung",
"Bewaffnung"
]
}
}