adds chat messages + die roll as visual result of a skill/attribute check
parent
add7ceb144
commit
53806e620f
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@ -91,6 +91,7 @@ export class SkillDataModel extends BaseItem {
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targetNumber = this.pa + owner.system.pa.basis
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targetNumber = this.pa + owner.system.pa.basis
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}
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}
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// TODO: Migrate to DSARoll
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let roll1 = new Roll(`1d20cs<${targetNumber}`, owner.getRollData());
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let roll1 = new Roll(`1d20cs<${targetNumber}`, owner.getRollData());
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let evaluated1 = (await roll1.evaluate())
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let evaluated1 = (await roll1.evaluate())
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@ -120,6 +121,7 @@ export class SkillDataModel extends BaseItem {
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speaker: ChatMessage.getSpeaker({actor: owner}),
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speaker: ChatMessage.getSpeaker({actor: owner}),
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flavor: message,
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flavor: message,
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rollMode,
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rollMode,
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}, {
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})
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})
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}
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}
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@ -127,6 +129,7 @@ export class SkillDataModel extends BaseItem {
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async #talentRoll(rollMode) {
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async #talentRoll(rollMode) {
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const owner = this.parent.parent
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const owner = this.parent.parent
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// TODO: Migrate to DSARoll
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let roll1 = new Roll("3d20", owner.getRollData());
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let roll1 = new Roll("3d20", owner.getRollData());
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let evaluated1 = (await roll1.evaluate())
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let evaluated1 = (await roll1.evaluate())
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@ -1,3 +1,5 @@
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import {evaluateRoll} from "../globals/DSARoll.mjs";
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export class Talent {
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export class Talent {
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@ -18,6 +20,7 @@ export class Talent {
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* @property {String} name
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* @property {String} name
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* @property {Number} taw
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* @property {Number} taw
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* @property {Number} mod
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* @property {Number} mod
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* @property {Actor} owner
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* @property {TalentEigenschaften} eigenschaften
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* @property {TalentEigenschaften} eigenschaften
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* @property {"mu","kl","in","ch","ff","ge","ko","kk"} eigenschaft1
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* @property {"mu","kl","in","ch","ff","ge","ko","kk"} eigenschaft1
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* @property {"mu","kl","in","ch","ff","ge","ko","kk"} eigenschaft2
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* @property {"mu","kl","in","ch","ff","ge","ko","kk"} eigenschaft2
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@ -50,54 +53,15 @@ export class Talent {
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async #talentRoll(data, rollMode) {
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async #talentRoll(data, rollMode) {
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let roll1 = new Roll("3d20");
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// TODO: Migrate to DSARoll
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const dsaDieRollEvaluated = await evaluateRoll("3d20", {
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let evaluated1 = (await roll1.evaluate())
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value: data.taw,
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const dsaDieRollEvaluated = this._evaluateRoll(evaluated1.terms[0].results, {
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taw: data.taw,
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mod: data.mod,
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mod: data.mod,
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owner: data.owner,
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werte: [data.eigenschaften[data.eigenschaft1], data.eigenschaften[data.eigenschaft2], data.eigenschaften[data.eigenschaft3]],
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werte: [data.eigenschaften[data.eigenschaft1], data.eigenschaften[data.eigenschaft2], data.eigenschaften[data.eigenschaft3]],
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})
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})
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return {
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return dsaDieRollEvaluated
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...dsaDieRollEvaluated,
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evaluatedRoll: evaluated1,
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}
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}
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_evaluateRoll(rolledDice, {
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taw,
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mod,
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lowerThreshold = 1,
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upperThreshold = 20,
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countToMeisterlich = 3,
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countToPatzer = 3,
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werte = []
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}) {
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let meisterlichCounter = 0;
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let patzerCounter = 0;
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let failCounter = 0;
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rolledDice.forEach((rolledDie, index) => {
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if (mod < 0 && rolledDie.result > werte[index]) {
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mod -= rolledDie.result - werte[index];
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if (mod < 0) { // konnte nicht vollständig ausgeglichen werden
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failCounter++;
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}
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} else if (rolledDie.result > werte[index]) { // taw ist bereits aufgebraucht und wert kann nicht ausgeglichen werden
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mod -= rolledDie.result - werte[index];
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failCounter++;
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}
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if (rolledDie.result <= lowerThreshold) meisterlichCounter++;
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if (rolledDie.result > upperThreshold) patzerCounter++;
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})
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return {
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tap: Math.min(taw, mod),
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meisterlich: meisterlichCounter === countToMeisterlich,
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patzer: patzerCounter === countToPatzer,
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}
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}
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}
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}
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}
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@ -1,4 +1,5 @@
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import {ATTRIBUTE, ATTRIBUTE_DESCRIPTIONS} from "../data/attribute.mjs";
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import {ATTRIBUTE, ATTRIBUTE_DESCRIPTIONS} from "../data/attribute.mjs";
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import {displayRoll} from "../globals/displayRoll.js";
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const {
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const {
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ApplicationV2,
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ApplicationV2,
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@ -96,14 +97,35 @@ export class AttributeDialog extends HandlebarsApplicationMixin(ApplicationV2) {
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const targetValue = this._value + modValue
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const targetValue = this._value + modValue
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// TODO: Migrate to DSARoll
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let roll = await new Roll(`1d20`).evaluate()
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let roll = await new Roll(`1d20`).evaluate()
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let diff = targetValue - roll.terms[0].results[0].result
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let diff = targetValue - roll.terms[0].results[0].result
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roll.toMessage({
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let creationData = roll.toMessage({
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speaker: ChatMessage.getSpeaker({actor: this.actor}),
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//speaker: ChatMessage.getSpeaker({actor: this.actor}),
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flavor: `${this._flaw ? "Schlechte " : ""}Eigenschaft: ${this._name}<br/>Ergebnis: ${Math.abs(diff)}${diff > 0 ? " übrig" : " daneben"}`,
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//flavor: `${this._flaw ? "Schlechte " : ""}Eigenschaft: ${this._name}<br/>Ergebnis: ${Math.abs(diff)}${diff > 0 ? " übrig" : " daneben"}`,
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rollMode: game.settings.get('core', 'rollMode'),
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rollMode: game.settings.get('core', 'rollMode'),
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}, {
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create: false
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});
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});
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const context = {
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attribute: this._name,
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dieResult: roll.terms[0].results[0].result,
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target: targetValue,
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remaining: diff,
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}
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if(diff>0) {
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context.remaining = Math.abs(diff)
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} else if (diff===0) {
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context.remaining = 1
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} else {
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context.missing = Math.abs(diff)
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}
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await displayRoll(roll, game.user, this.actor, false, true, 'systems/DSA_4-1/templates/chat/attribute-chat-message.hbs', context)
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this.close()
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this.close()
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}
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}
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@ -1,5 +1,6 @@
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import {Talent} from "../data/talent.mjs";
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import {Talent} from "../data/talent.mjs";
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import {ATTRIBUTE} from "../data/attribute.mjs";
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import {ATTRIBUTE} from "../data/attribute.mjs";
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import {displayRoll} from "../globals/displayRoll.js";
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const {
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const {
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ApplicationV2,
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ApplicationV2,
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@ -85,6 +86,7 @@ export class TalentDialog extends HandlebarsApplicationMixin(ApplicationV2) {
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name: this._talent.name,
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name: this._talent.name,
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taw: taw,
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taw: taw,
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mod: modValue,
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mod: modValue,
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owner: this._actor,
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eigenschaft1: this._talent.system.probe[0].toLowerCase(),
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eigenschaft1: this._talent.system.probe[0].toLowerCase(),
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eigenschaft2: this._talent.system.probe[1].toLowerCase(),
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eigenschaft2: this._talent.system.probe[1].toLowerCase(),
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eigenschaft3: this._talent.system.probe[2].toLowerCase(),
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eigenschaft3: this._talent.system.probe[2].toLowerCase(),
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@ -97,10 +99,39 @@ export class TalentDialog extends HandlebarsApplicationMixin(ApplicationV2) {
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const result = await new Talent(payload).evaluate("publicroll")
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const result = await new Talent(payload).evaluate("publicroll")
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result.evaluatedRoll.toMessage({
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const context = {
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speaker: ChatMessage.getSpeaker({actor: this._actor}),
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talent: this._talent.name,
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flavor: `Talent: ${this._talent.name}<br/>TaP*: ${result.tap}<br/>${result.meisterlich ? "Meisterlich" : ""}${result.patzer ? "Petzer" : ""}<br/>${this._talent.system.talent}`,
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taw,
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})
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ergebnis: [
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{
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eigenschaft: this._talent.system.probe[0],
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eigenschaftWert: this._actor.system.attribute[this._talent.system.probe[0].toLowerCase()].aktuell,
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wuerfelErgebnis: result.evaluated.terms[0].results[0].result
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},
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{
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eigenschaft: this._talent.system.probe[1],
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eigenschaftWert: this._actor.system.attribute[this._talent.system.probe[1].toLowerCase()].aktuell,
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wuerfelErgebnis: result.evaluated.terms[0].results[1].result
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},
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{
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eigenschaft: this._talent.system.probe[2],
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eigenschaftWert: this._actor.system.attribute[this._talent.system.probe[2].toLowerCase()].aktuell,
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wuerfelErgebnis: result.evaluated.terms[0].results[2].result
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}
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],
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patzer: result.patzer,
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meisterlich: result.meisterlich,
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}
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if(result.tap>0) {
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context.remaining = Math.abs(result.tap)
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} else if (result.tap===0) {
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context.remaining = 1
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} else {
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context.missing = Math.abs(result.tap)
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}
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await displayRoll(result.evaluated, game.user, this.actor, false, true, 'systems/DSA_4-1/templates/chat/skill-chat-message.hbs', context)
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this.close()
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this.close()
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}
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}
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@ -477,6 +477,7 @@ export class Character extends Actor {
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const skill = data.skill !== "Ausweichen" ? this.itemTypes["Skill"].find(p => p._id === data.skill) : "Ausweichen"
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const skill = data.skill !== "Ausweichen" ? this.itemTypes["Skill"].find(p => p._id === data.skill) : "Ausweichen"
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//const target = game.actors.get(game.scenes.current.tokens.find(p => p._id === data.target).actorId)
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//const target = game.actors.get(game.scenes.current.tokens.find(p => p._id === data.target).actorId)
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// TODO: Migrate to DSARoll
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const roll = new Roll("1d20cs<" + data.targetNumber)
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const roll = new Roll("1d20cs<" + data.targetNumber)
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const evaluated1 = (await roll.evaluate())
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const evaluated1 = (await roll.evaluate())
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@ -501,6 +502,7 @@ export class Character extends Actor {
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const skill = this.itemTypes["Skill"].find(p => p._id === data.skill)
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const skill = this.itemTypes["Skill"].find(p => p._id === data.skill)
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const target = game.actors.get(game.scenes.current.tokens.find(p => p._id === data.target).actorId)
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const target = game.actors.get(game.scenes.current.tokens.find(p => p._id === data.target).actorId)
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// TODO: Migrate to DSARoll
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const roll = new Roll("1d20cs<" + data.targetNumber)
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const roll = new Roll("1d20cs<" + data.targetNumber)
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const evaluated1 = (await roll.evaluate())
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const evaluated1 = (await roll.evaluate())
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@ -2,6 +2,7 @@
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*
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*
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* @param {[{result: Number}]|String} rolledDice either the result of a roll or a roll-formula
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* @param {[{result: Number}]|String} rolledDice either the result of a roll or a roll-formula
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* @param {Number} value the value of this dice roll
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* @param {Number} value the value of this dice roll
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* @param {Number} mod modifier to the value
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* @param {[number]} werte an array of values that the dice roll is compared against
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* @param {[number]} werte an array of values that the dice roll is compared against
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* @param {{getRollData:() => {} }} owner the actor of this roll that is required when rolledDice is a roll-formula
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* @param {{getRollData:() => {} }} owner the actor of this roll that is required when rolledDice is a roll-formula
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* @param {Number} lowerThreshold this is the threshold against a critical success is counted against
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* @param {Number} lowerThreshold this is the threshold against a critical success is counted against
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const evaluateRoll = async (rolledDice, {
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const evaluateRoll = async (rolledDice, {
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value,
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value,
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mod = 0,
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werte = [],
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werte = [],
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owner,
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owner,
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lowerThreshold = 1,
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lowerThreshold = 1,
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@ -21,7 +23,7 @@ const evaluateRoll = async (rolledDice, {
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countToMeisterlich = 3,
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countToMeisterlich = 3,
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countToPatzer = 3,
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countToPatzer = 3,
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}, rollObject = Roll) => {
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}, rollObject = Roll) => {
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let tap = value;
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let tap = value - mod;
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let meisterlichCounter = 0;
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let meisterlichCounter = 0;
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let patzerCounter = 0;
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let patzerCounter = 0;
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let failCounter = 0;
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let failCounter = 0;
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@ -71,6 +73,14 @@ const evaluateRoll = async (rolledDice, {
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tap = value
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tap = value
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}
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}
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if (tap > value) { // can't have more tap than value as result
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tap = value
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}
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if (tap === 0) {
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tap = 1
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}
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return {
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return {
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tap,
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tap,
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meisterlich: meisterlichCounter === countToMeisterlich,
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meisterlich: meisterlichCounter === countToMeisterlich,
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@ -194,4 +194,28 @@ describe('Skill Checks', () => {
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expect(actual.tap).toBe(2)
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expect(actual.tap).toBe(2)
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})
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})
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it('should yield a failure when the die roll is above the reduced attributes', async () => {
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let actual = await evaluateRoll("3d20",{
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value: 0,
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mod: -3,
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werte: [12, 12, 12],
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owner
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}, RollWithMockResults(13, 13, 13))
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expect(actual.tap).toBe(-3)
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})
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it('should yield a success when the die roll is below the reduced attributes', async () => {
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let actual = await evaluateRoll("3d20",{
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value: 0,
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mod: -1,
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werte: [12, 12, 12],
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owner
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}, RollWithMockResults(11, 11, 11))
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expect(actual.tap).toBe(1)
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})
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})
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})
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@ -0,0 +1,40 @@
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/**
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*
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* @param {Roll} roll instance of a foundry Die Roll
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* @param {User} user the user rolled the Die
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* @param {Actor} actor
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* @param {Boolean} blind determines if the faces of the die should be obfuscated to user
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* @param {Boolean} secret determines if others can see the die result
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* @param {String} template path to the template that should be displayed in chat
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* @param {[String: *]} templateContext values to be used for rendering the template
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* @returns {Promise<void>}
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*/
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const displayRoll = async(roll, user=game.user, actor, blind=true, secret=true, template, templateContext) => {
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if (game.dice3d) {
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game.dice3d.showForRoll(roll, user, true, null, blind, null,
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ChatMessage.getSpeaker({actor}), {
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ghost: false,
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secret
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})
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}
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if (template) {
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try {
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await loadTemplates([template])
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const htmlContent = await renderTemplate(template, templateContext)
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ChatMessage.create({
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user: user._id,
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speaker: {actor},
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content: htmlContent,
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})
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} catch (err) {
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console.log(err)
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}
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}
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}
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||||||
|
export {
|
||||||
|
displayRoll
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,61 @@
|
||||||
|
.system-DSA_4-1 {
|
||||||
|
|
||||||
|
.message-content {
|
||||||
|
|
||||||
|
section.die {
|
||||||
|
|
||||||
|
display: flex;
|
||||||
|
height: 48px;
|
||||||
|
|
||||||
|
div {
|
||||||
|
|
||||||
|
flex-grow: 1;
|
||||||
|
|
||||||
|
position: relative;
|
||||||
|
|
||||||
|
span.provided {
|
||||||
|
position: absolute;
|
||||||
|
left: 0;
|
||||||
|
right: 0;
|
||||||
|
bottom: 0;
|
||||||
|
text-align: center;
|
||||||
|
line-height: 16px;
|
||||||
|
height: 16px;
|
||||||
|
vertical-align: middle;
|
||||||
|
}
|
||||||
|
|
||||||
|
span.value {
|
||||||
|
position: absolute;
|
||||||
|
top: 0;
|
||||||
|
left: 0;
|
||||||
|
right: 0;
|
||||||
|
bottom: 16px;
|
||||||
|
vertical-align: middle;
|
||||||
|
text-align: center;
|
||||||
|
line-height: 32px;
|
||||||
|
font-weight: bold;
|
||||||
|
font-size: 16px;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
hr {
|
||||||
|
margin: 2px;
|
||||||
|
background-image: none;
|
||||||
|
border-top: 1px solid var(--color-dark-2);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
.theme-dark {
|
||||||
|
|
||||||
|
.message-content {
|
||||||
|
|
||||||
|
hr {
|
||||||
|
border-top: 1px solid var(--color-light-2);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
@ -41,4 +41,3 @@
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -37,3 +37,4 @@
|
||||||
@use "organisms/dialog";
|
@use "organisms/dialog";
|
||||||
@use "organisms/deity-sheet";
|
@use "organisms/deity-sheet";
|
||||||
@use "organisms/item-browser-dialog";
|
@use "organisms/item-browser-dialog";
|
||||||
|
@use "atoms/chat";
|
||||||
|
|
@ -2,7 +2,7 @@
|
||||||
"id": "DSA_4-1",
|
"id": "DSA_4-1",
|
||||||
"title": "Das Schwarze Auge 4.1",
|
"title": "Das Schwarze Auge 4.1",
|
||||||
"description": "Noch ein Spielsystem für Das Schwarze Auge 4.1",
|
"description": "Noch ein Spielsystem für Das Schwarze Auge 4.1",
|
||||||
"version": "0.7.0-rc",
|
"version": "0.0.1",
|
||||||
"compatibility": {
|
"compatibility": {
|
||||||
"minimum": 12,
|
"minimum": 12,
|
||||||
"verified": 13
|
"verified": 13
|
||||||
|
|
@ -364,5 +364,5 @@
|
||||||
"primaryTokenAttribute": "lep.aktuell",
|
"primaryTokenAttribute": "lep.aktuell",
|
||||||
"url": "https://git.macniel.online/macniel/foundry-dsa41-game",
|
"url": "https://git.macniel.online/macniel/foundry-dsa41-game",
|
||||||
"manifest": "https://git.macniel.online/macniel/foundry-dsa41-game/raw/branch/main/src/system.json",
|
"manifest": "https://git.macniel.online/macniel/foundry-dsa41-game/raw/branch/main/src/system.json",
|
||||||
"download": "https://git.macniel.online/macniel/foundry-dsa41-game/releases/download/0.7.0-rc/release.zip"
|
"download": "https://git.macniel.online/macniel/foundry-dsa41-game/releases/download/0.0.1/release.zip"
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -0,0 +1,10 @@
|
||||||
|
<div>
|
||||||
|
<div>{{attribute}}({{target}})</div>
|
||||||
|
<div>Gewürfelt: {{dieResult}}</div>
|
||||||
|
<hr>
|
||||||
|
{{#if missing}}
|
||||||
|
<div>Gefehlt: {{missing}}</div>
|
||||||
|
{{else}}
|
||||||
|
<div>Übrig: {{remaining}}</div>
|
||||||
|
{{/if}}
|
||||||
|
</div>
|
||||||
|
|
@ -0,0 +1,20 @@
|
||||||
|
|
||||||
|
|
||||||
|
<div>
|
||||||
|
<div>{{talent}} (TaW: {{taw}})</div>
|
||||||
|
<div>Gewürfelt:</div>
|
||||||
|
<section class="die">
|
||||||
|
{{#each ergebnis}}
|
||||||
|
<div>
|
||||||
|
<span class="provided">{{eigenschaft}} ({{eigenschaftWert}})</span>
|
||||||
|
<span class="value">{{wuerfelErgebnis}}</span>
|
||||||
|
</div>
|
||||||
|
{{/each}}
|
||||||
|
</section>
|
||||||
|
<hr>
|
||||||
|
{{#if missing}}
|
||||||
|
<div>Gefehlt: {{missing}}</div>
|
||||||
|
{{else}}
|
||||||
|
<div>Übrig: {{remaining}}</div>
|
||||||
|
{{/if}}
|
||||||
|
</div>
|
||||||
Loading…
Reference in New Issue