Merge pull request 'feature/after_review' (#65) from feature/after_review into main

Reviewed-on: #65
pull/67/head 0.6.0
macniel 2025-11-16 16:58:15 +01:00
commit 61e1bd2836
82 changed files with 3120 additions and 421 deletions

8
package-lock.json generated
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@ -12,7 +12,7 @@
"gulp-json-modify": "^1.0.2"
},
"devDependencies": {
"@foundryvtt/foundryvtt-cli": "^3.0.0",
"@foundryvtt/foundryvtt-cli": "^3.0.2",
"cb": "^0.1.1",
"del": "^8.0.1",
"fvtt-types": "npm:@league-of-foundry-developers/foundry-vtt-types@^13.346.0-beta.20250812191140",
@ -209,9 +209,9 @@
}
},
"node_modules/@foundryvtt/foundryvtt-cli": {
"version": "3.0.0",
"resolved": "https://registry.npmjs.org/@foundryvtt/foundryvtt-cli/-/foundryvtt-cli-3.0.0.tgz",
"integrity": "sha512-OiF4HtnYg5An1ivVxB68mOj5LO5gMHd4uHmC5nWdD8IYxpK0pSYw3t+cHrUYDp+Tic78uwFuHxLyc+ZNeZXulA==",
"version": "3.0.2",
"resolved": "https://registry.npmjs.org/@foundryvtt/foundryvtt-cli/-/foundryvtt-cli-3.0.2.tgz",
"integrity": "sha512-coh4Cf4FD/GHxk2QMsd+3wLMivNeih4rfkbZy8CaYjdlpo6iciFQwxLqznZWtn+5p06zekvS2xLUF55NnbXQDw==",
"dev": true,
"dependencies": {
"chalk": "^5.4.1",

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@ -14,7 +14,7 @@
"installToFoundry": "node installToFoundry.mjs"
},
"devDependencies": {
"@foundryvtt/foundryvtt-cli": "^3.0.0",
"@foundryvtt/foundryvtt-cli": "^3.0.2",
"cb": "^0.1.1",
"del": "^8.0.1",
"fvtt-types": "npm:@league-of-foundry-developers/foundry-vtt-types@^13.346.0-beta.20250812191140",

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@ -1,22 +1,50 @@
{
"TYPES": {
"Actor": {
"Character": "Held",
"Creature": "Kreatur",
"Group": "Heldengruppe",
"Merchant": "Händler"
},
"Item": {
"ActiveEffect": "Aktiver Effekt",
"Equipment": "Ausrüstungsgegenstand",
"Skill": "Talent",
"Advantage": "Vor-/Nachteil",
"SpecialAbility": "Sonderfertigkeit",
"Spell": "Zauber",
"Liturgy": "Liturgie",
"Species": "Spezies",
"Culture": "Kultur",
"Profession": "Profession"
}
"TYPES": {
"Actor": {
"Character": "Held",
"Creature": "Kreatur",
"Group": "Heldengruppe",
"Merchant": "Händler"
},
"Item": {
"ActiveEffect": "Aktiver Effekt",
"Equipment": "Ausrüstungsgegenstand",
"Skill": "Talent",
"Advantage": "Vor-/Nachteil",
"SpecialAbility": "Sonderfertigkeit",
"Spell": "Zauber",
"Liturgy": "Liturgie",
"Species": "Spezies",
"Culture": "Kultur",
"Profession": "Profession"
}
},
"COOLDOWN": {
"cancel": "{t} abbrechen"
},
"WEAPON": {
"attack": "Mit {weapon} angreifen",
"parry": "Mit {weapon} parrieren",
"damage": "Mit {weapon} schaden machen",
"initiative": "Initiative würfeln"
},
"COMBAT_DIALOG": {
"notReadyReason": {
"title": "Angriff kann aus folgenden Gründen nicht ausgeführt werden:",
"noTarget": "Kein Ziel ausgewählt",
"noWeapon": "Keine Waffe ausgewählt",
"noSkill": "Kein Waffentalent ausgewählt",
"noManeuver": "Kein Manöver ausgewählt",
"impossible": "Erschwernis zu hoch für Talentwert"
}
},
"COMBAT_DIALOG_TP": {
"windowTitle": "Schaden Würfeln",
"regularFormula": "Schadensformel:",
"bonusDamage": "Zusätzlicher Schaden:",
"buttonText": "Würfeln"
},
"ITEM_BROWSER": {
"progress": "{current}/{max}: Importiere von {compendium}"
}
}

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@ -2,14 +2,23 @@ import {XmlImportDialog} from "./module/dialog/xmlImportDialog.mjs";
import {initGlobalSettings, initUserSettings} from "./module/settings/global-settings.mjs";
import {setUpActorSheets, setUpItemSheets} from "./module/setup/sheets.mjs";
import {loadPartials} from "./module/setup/partials.mjs";
import {initCombat, initDataModels, initDocumentClasses, initGlobalAccess} from "./module/setup/config.mjs";
import {
initSocketLib,
initCombat,
initDataModels,
initDocumentClasses,
initGlobalAccess
} from "./module/setup/config.mjs";
import {initHandlebarHelpers} from "./module/handlebar-helpers/index.mjs";
Hooks.once("init", () => {
console.log("DSA 4.1 is ready for development!")
game.DSA41 = initGlobalAccess()
game.DSA41 = {
...game.DSA41,
...initGlobalAccess()
}
initDocumentClasses(CONFIG)
initUserSettings(game.settings)
@ -27,6 +36,9 @@ Hooks.once("init", () => {
initHandlebarHelpers(Handlebars)
})
game.DSA41 = {}
initSocketLib(game.DSA41)
Hooks.on("getActorContextOptions", (application, menuItems) => {
menuItems.push({
name: "Import from XML",

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@ -138,6 +138,10 @@ export class PlayerCharacterDataModel extends foundry.abstract.TypeDataModel {
key: new StringField(),
notiz: new StringField(),
})),
erschoepfung: new SchemaField({ // only with DSA_4-1.optional_erschoepfung
max: new NumberField({required: true, integer: true}),
aktuell: new NumberField({required: true, integer: true}),
}),
wunden: new SchemaField({
aktuell: new NumberField({required: true, integer: true}), // only with DSA_4-1.optional_trefferzonen = false
max: new NumberField({required: true, integer: true}), // only with DSA_4-1.optional_trefferzonen = false

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@ -50,12 +50,12 @@ export class CombatActionDialog extends HandlebarsApplicationMixin(ApplicationV2
*/
_actor = null
constructor(actor) {
constructor(actor, data) {
super();
this._actor = actor
this._targetId = null
this._skillId = null
this._weaponId = null
this._skillId = data.skill ? data.skill : null
this._weaponId = data.weapon ? data.weapon : null
this._defenseManeuverId = null
this._actionManager = new ActionManager(this._actor)
CombatActionDialog._instance = this
@ -126,7 +126,7 @@ export class CombatActionDialog extends HandlebarsApplicationMixin(ApplicationV2
/** @type Cooldown */
const newCooldown = {
start: maneuver.cooldown({weapon, skill, target, mod: this._mod}),
current: maneuver.cooldown({weapon, skill, target, mod: this._mod}),
current: 0,
data: {
cssClass: "Kampf",
weapon: this._weaponId,
@ -288,9 +288,9 @@ export class CombatActionDialog extends HandlebarsApplicationMixin(ApplicationV2
const context = await super._prepareContext(options)
context.actor = this._actor
context.distanceUnit = game.scenes.current.grid.units
context.distanceUnit = game.scenes.current?.grid.units
if (this._actor.getActiveTokens()[0]?.id) {
if (context.distanceUnit && this._actor.getActiveTokens()[0]?.id) {
context.tokenDistances = this.#evaluateDistances()
context.weapons = this.#evaluateWeapons()
@ -307,7 +307,28 @@ export class CombatActionDialog extends HandlebarsApplicationMixin(ApplicationV2
// TODO get W/M of weapon NOW
context.ready = this._targetId && this._weaponId && this._skillId && this._defenseManeuverId
if (this._targetNumber >= 0 && this._targetId && this._weaponId && this._skillId && maneuver) {
context.ready = true
} else {
context.notReadyReason = `<em>${game.i18n.format("COMBAT_DIALOG.notReadyReason.title")}</em><ul>`
if (!this._targetId) {
context.notReadyReason += `<li>${game.i18n.format("COMBAT_DIALOG.notReadyReason.noTarget")}</li>`
}
if (!this._weaponId) {
context.notReadyReason += `<li>${game.i18n.format("COMBAT_DIALOG.notReadyReason.noWeapon")}</li>`
}
if (!this._skillId) {
context.notReadyReason += `<li>${game.i18n.format("COMBAT_DIALOG.notReadyReason.noSkill")}</li>`
}
if (!maneuver) {
context.notReadyReason += `<li>${game.i18n.format("COMBAT_DIALOG.notReadyReason.noManeuver")}</li>`
}
if (!this._targetNumber < 0) {
context.notReadyReason += `<li>${game.i18n.format("COMBAT_DIALOG.notReadyReason.impossible")}</li>`
}
context.notReadyReason += "</ul>"
context.ready = false
}
return context
} else {
ui.notifications.error(`Feature funktioniert nur wenn der Akteur ein Token auf der aktuellen Szene hat`);
@ -335,12 +356,10 @@ export class CombatActionDialog extends HandlebarsApplicationMixin(ApplicationV2
target.textContent = `(${result})`
targetDescription.textContent = this._modDescription
if (result <= 0) {
context.ready = false
if (result <= 0 || !context.ready) {
this.element.querySelector(".actions button").classList.remove("ready")
this.element.querySelector(".actions button").setAttribute("disabled", true)
} else {
context.ready = true
this.element.querySelector(".actions button").classList.add("ready")
this.element.querySelector(".actions button").removeAttribute("disabled")
}

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@ -49,16 +49,16 @@ export class DefenseActionDialog extends HandlebarsApplicationMixin(ApplicationV
*/
_actor = null
constructor(actor, attackData) {
constructor(actor, data, attackData) {
super();
this._attackData = attackData ?? {
/*this._attackData = attackData ?? {
modToDefense: 0,
attacker: null,
weapon: null, // is important to note as weapons like Chain Weapons or Flails can ignore Shields
}
}*/
this._actor = actor
this._skillId = null
this._weaponId = null
this._skillId = data.skill ? data.skill : null
this._weaponId = data.weapon ? data.weapon : null
this._defenseManeuverId = null
this._actionManager = new ActionManager(this._actor)
//if (this._actor) {
@ -254,7 +254,26 @@ export class DefenseActionDialog extends HandlebarsApplicationMixin(ApplicationV
// TODO get W/M of weapon NOW
context.ready = this._targetId && this._weaponId && this._skillId && this._defenseManeuverId
if (this._weaponId && this._skillId && this._defenseManeuverId) {
context.ready = true
} else {
context.notReadyReason = `<em>${game.i18n.format("COMBAT_DIALOG.notReadyReason.title")}</em><ul>`
if (!this._weaponId) {
context.notReadyReason += `<li>${game.i18n.format("COMBAT_DIALOG.notReadyReason.noWeapon")}</li>`
}
if (!this._skillId) {
context.notReadyReason += `<li>${game.i18n.format("COMBAT_DIALOG.notReadyReason.noSkill")}</li>`
}
if (!maneuver) {
context.notReadyReason += `<li>${game.i18n.format("COMBAT_DIALOG.notReadyReason.noManeuver")}</li>`
}
if (!this._targetNumber < 0) {
context.notReadyReason += `<li>${game.i18n.format("COMBAT_DIALOG.notReadyReason.impossible")}</li>`
}
context.notReadyReason += "</ul>"
context.ready = false
}
return context
} else {
ui.notifications.error(`Feature funktioniert nur wenn der Akteur ein Token auf der aktuellen Szene hat`);
@ -282,12 +301,10 @@ export class DefenseActionDialog extends HandlebarsApplicationMixin(ApplicationV
target.textContent = `(${result})`
targetDescription.textContent = this._modDescription
if (result <= 0) {
context.ready = false
if (result <= 0 || !context.ready) {
this.element.querySelector(".actions button").classList.remove("ready")
this.element.querySelector(".actions button").setAttribute("disabled", true)
} else {
context.ready = true
this.element.querySelector(".actions button").classList.add("ready")
this.element.querySelector(".actions button").removeAttribute("disabled")
}

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@ -0,0 +1,243 @@
import {Equipment} from "../documents/equipment.mjs";
const {
ApplicationV2,
HandlebarsApplicationMixin
} = foundry.applications.api
export class ItemBrowserDialog extends HandlebarsApplicationMixin(ApplicationV2) {
static DEFAULT_OPTIONS = {
classes: ['dsa41', 'dialog', 'item-browser'],
tag: "form",
form: {
submitOnChange: true,
closeOnSubmit: false,
handler: ItemBrowserDialog.#onSubmitForm
},
position: {
width: 640,
height: 480
},
window: {
resizable: true,
title: "Gegenstände Browser"
},
actions: {
select: ItemBrowserDialog.#selectItem,
buy: ItemBrowserDialog.#buyItem
}
}
static PARTS = {
form: {
template: 'systems/DSA_4-1/templates/dialog/item-browser-dialog.hbs',
}
}
/**
* @type {Actor}
* @private
*/
_actor = null
/**
*
* @type {[Equipment]}
* @private
*/
_items = []
_selectedItem = null
filter_price_lower = 0
filter_price_upper = 0
filter_weight_lower = 0
filter_weight_upper = 0
filter_name = ""
filter_category = ""
constructor(actor) {
super();
this._actor = actor
this._items = []
this._selectedItem = null
}
static async #onSubmitForm(event, form, formData) {
event.preventDefault()
this.filter_price_lower = formData.object.filter_price_lower
this.filter_price_upper = formData.object.filter_price_upper
this.filter_weight_lower = formData.object.filter_weight_lower
this.filter_weight_upper = formData.object.filter_weight_upper
this.filter_name = formData.object.filter_name
this.filter_category = formData.object.filter_category
this.render({parts: ["form"]})
}
static async #selectItem(event, target) {
const {itemId} = target.dataset
const selectedItem = this._items.find(item => item.uuid === itemId)
this._items?.forEach((item) => {
item.selected = item.uuid === itemId
})
if (selectedItem) {
this._selectedItem = selectedItem
}
this.render({parts: ["form"]})
}
static async #buyItem(event, target) {
if (this._actor && this._selectedItem) {
const canBuy = await this._actor.reduceWealth(this._selectedItem.price)
if (canBuy) {
const document = await foundry.utils.fromUuid(this._selectedItem.uuid)
if (document) {
await this._actor.createEmbeddedDocuments("Item", [document])
ui.notifications.info(this._selectedItem.name + " wurde von " + this._actor.name + " gekauft")
}
} else {
ui.notifications.error(this._selectedItem.name + " ist zu teuer für " + this._actor.name)
}
}
}
_canDragDrop(event, options) {
return game.user.isGM
}
_canDrag(event, options) {
return true
}
/**
* An event that occurs when a drag workflow begins for a draggable item on the sheet.
* @param {DragEvent} event The initiating drag start event
* @returns {Promise<void>}
* @protected
*/
async _onDragStart(event) {
const target = event.currentTarget;
let dragData;
if (target.dataset.itemId) {
dragData = {
type: "Item",
uuid: target.dataset.itemId
}
}
// Set data transfer
if (!dragData) return;
event.dataTransfer.setData("text/plain", JSON.stringify(dragData));
}
async _prepareContext(options) {
const context = await super._prepareContext(options)
context.categories = {
"": "",
"Gegenstand": "Gegenstand",
"Nahkampfwaffe": "Nahkampfwaffe",
"Fernkampfwaffe": "Fernkampfwaffe",
"Munition": "Munition",
"Währung": "Währung"
}
context.filterName = this.filter_name
context.filterCategory = this.filter_category
context.filter_price_lower = this.filter_price_lower ?? this._minPrice
context.filter_price_upper = this.filter_price_upper ?? this._maxPrice
context.filter_weight_lower = this.filter_weight_lower ?? this._minWeight
context.filter_weight_upper = this.filter_weight_upper ?? this._maxWeight
context.price_lower = this._minPrice
context.price_upper = this._maxPrice
context.weight_lower = this._minWeight
context.weight_upper = this._maxWeight
context.hasSelectedItem = this._selectedItem != null
context.items = this._items
?.filter(p => p.name.toLowerCase().indexOf(context.filterName.toLowerCase()) !== -1 || context.filterName === "")
?.filter(p => p.category.indexOf(context.filterCategory) !== -1 || context.filterCategory === "")
?.filter(p => Number(context.filter_price_lower) <= p.price && p.price <= Number(context.filter_price_upper))
?.filter(p => Number(context.filter_weight_lower) <= p.weight && p.weight <= Number(context.filter_weight_upper))
return context
}
#updateProgress(compendiumName, current, max) {
if (compendiumName && current && max) {
this.element.querySelector('.progress').style.display = 'block';
this.element.querySelector('.progress .fill').style.width = (current / max * 100) + "%";
this.element.querySelector('.progress .text').textContent = game.i18n.format("ITEM_BROWSER.progress", {
compendium: compendiumName,
current: current,
max: max
})
} else {
this.element.querySelector('.progress').style.display = 'none';
}
}
async _onRender(context, options) {
if (this._items.length === 0) {
const compendia = [
game.packs.get('DSA_4-1.Armor'),
game.packs.get('DSA_4-1.Weapons'),
game.packs.get('DSA_4-1.Ammunition'),
game.packs.get('DSA_4-1.Items')
]
let totalEntries = compendia.reduce((p, c) => p + c.index.size, 0)
let parsedEntries = 0
let currentCompendiumName = ""
for (const c of compendia) {
const it = await c.getDocuments()
currentCompendiumName = c.metadata.label
it.forEach((item) => {
const uuid = item.uuid
const e = new Equipment(item)
this._items.push({
img: item.img,
uuid,
type: item.type,
name: item.name,
price: e.system.price,
weight: e.system.weight,
category: e.system.category.join(", "),
selected: false,
})
parsedEntries += 1
this.#updateProgress(currentCompendiumName, parsedEntries, totalEntries)
})
}
this._minPrice = Math.min(...this._items.map(item => item.price))
this._maxPrice = Math.max(...this._items.map(item => item.price))
this._minWeight = Math.min(...this._items.map(item => item.weight))
this._maxWeight = Math.max(...this._items.map(item => item.weight))
this.#updateProgress()
this.render({parts: ["form"]})
}
new foundry.applications.ux.DragDrop.implementation({
dropSelector: ".window-content",
dragSelector: ".item",
permissions: {
drag: this._canDrag.bind(this)
},
callbacks: {
dragstart: this._onDragStart.bind(this),
}
}).bind(this.element)
}
}

View File

@ -163,7 +163,7 @@ export class LiturgyDialog extends HandlebarsApplicationMixin(ApplicationV2) {
}
cooldowns.push({
start: castingTime,
current: castingTime,
current: 0,
data: {
cssClass: "Karmal",
title: this._liturgy.name,

View File

@ -99,6 +99,7 @@ export class RestingDialog extends HandlebarsApplicationMixin(ApplicationV2) {
lepMod: [-1, -2, -3, -4, -5],
display: "range",
noLabel: "Gutes Wetter",
nestingLevel: 1,
labels: [
"Schlechtes Wetter I",
"Schlechtes Wetter II",
@ -114,6 +115,7 @@ export class RestingDialog extends HandlebarsApplicationMixin(ApplicationV2) {
aspMod: -1,
lepMod: -1,
display: "boolean",
nestingLevel: 1,
group: "bad_camp",
active: false,
value: "on"
@ -220,6 +222,14 @@ export class RestingDialog extends HandlebarsApplicationMixin(ApplicationV2) {
const elementInMod = this.element.querySelector('output[name="inMod"]')
const elementWoundMod = this.element.querySelector('output[name="woundMod"]')
if (this.restingType === this.#type.DRAUßEN) {
this.element.querySelector('input[name="bad_weather"]').removeAttribute('disabled')
this.element.querySelector('input[name="bad_camp"]').removeAttribute('disabled')
} else {
this.element.querySelector('input[name="bad_weather"]').setAttribute('disabled', 'disabled')
this.element.querySelector('input[name="bad_camp"]').setAttribute('disabled', 'disabled')
}
const context = this.#updateData()
elementLepMod.value = context.lepModDisplay
elementKoMod.value = context.koRollDisplay
@ -334,8 +344,6 @@ export class RestingDialog extends HandlebarsApplicationMixin(ApplicationV2) {
context.inRollDisplay = `1w20+${this.regInMod}`
}
console.log(this, context)
return context
}

View File

@ -105,6 +105,19 @@ export class Character extends Actor {
systemData.ausweichen.basis = systemData.pa.basis
systemData.ausweichen.aktuell = systemData.ausweichen.basis
systemData.ueberanstrengung = 0
if (game.settings.get("DSA_4-1", "optional_erschoepfung")) {
systemData.erschoepfung = {
aktuell: systemData.erschoepfung.aktuell ?? 0,
max: ko
}
if (systemData.erschoepfung.aktuell > systemData.erschoepfung.max) {
systemData.ueberanstrengung = systemData.erschoepfung.aktuell - systemData.erschoepfung.max
}
}
if (game.settings.get("DSA_4-1", "optional_ruestungzonen")) {
systemData.rs = {
@ -119,11 +132,11 @@ export class Character extends Actor {
} else {
systemData.rs = 0; // only with DSA_4-1.optional_trefferzonen = false
}
systemData.be = 0;
systemData.be = 0 + systemData.ueberanstrengung;
// half KO is the maximum a character can sustain wounds before collapsing
systemData.wunden.max = ko / 2;
systemData.wunden.max = Math.round(ko / 2);
if (game.settings.get("DSA_4-1", "optional_trefferzonen")) {
systemData.wunden.kopf = 0
systemData.wunden.brust = 0

View File

@ -36,6 +36,18 @@ function initGlobalSettings(settings) {
requiresReload: true
})
settings.register('DSA_4-1', 'optional_erschoepfung', {
name: "Optional: Erschöpfung",
hint: "Aktiviert Regeln für das Spiel mit Erschöpfung und Überanstregung",
scope: "world",
config: true,
type: Boolean,
default: false,
onChange: value => {
},
requiresReload: true
})
settings.register('DSA_4-1', 'optional_distanzklassen', {
name: "Optional: Distanzklassen",
hint: "Aktiviert Regeln für das Spiel mit Distanzklassen",

View File

@ -20,6 +20,7 @@ import {Talent} from "../data/talent.mjs";
import {Character} from "../documents/character.mjs";
import {currency} from "../handlebar-helpers/currency.mjs";
import {DeityDataModel} from "../data/deity.mjs";
import {ItemBrowserDialog} from "../dialog/itemBrowserDialog.mjs";
function initGlobalAccess() {
@ -30,6 +31,7 @@ function initGlobalAccess() {
Wunde,
RestingDialog,
BattleDialog,
ItemBrowserDialog,
Talent,
displayCurrency: currency
}
@ -71,7 +73,48 @@ function initCombat(config) {
}
}
function initSocketLib() {
Hooks.on("socketlib.ready", () => {
console.log("Socketlib is registering")
let socket = socketlib.registerSystem("DSA_4-1")
socket.register("removeFromLootTable", removeFromLootTable)
socket.register("buyFromLootTable", buyFromLootTable)
if (!game.DSA41) {
game.DSA41 = {}
}
game.DSA41.socket = socket
})
async function removeFromLootTable(actorId, itemId) {
if (actorId && game.actors.get(actorId)) {
const actor = game.actors.get(actorId)
return await actor.deleteEmbeddedDocuments('Item', [itemId])
}
}
async function buyFromLootTable(actorId, itemId) {
if (actorId && game.actors.get(actorId)) {
const actor = game.actors.get(actorId)
const item = actor.items.find(p => p.id === itemId)
if (item.system.quantity != -1) { // -1 means infinite
if (item.system.quantity > 1) {
item.update({'system.quantity': item.system.quantity - 1})
} else {
actor.deleteEmbeddedDocuments('Item', [item._id]) // delete when the quantity is equal to 0
}
}
return true
}
}
}
export {
initSocketLib,
initGlobalAccess,
initDocumentClasses,
initDataModels,

View File

@ -4,6 +4,7 @@ function loadPartials(hbs) {
hbs.loadTemplates([
// ui partials.
'systems/DSA_4-1/templates/ui/partial-rollable-button.hbs',
'systems/DSA_4-1/templates/ui/partial-cooldown.hbs',
'systems/DSA_4-1/templates/ui/partial-rollable-weaponskill-button.hbs',
'systems/DSA_4-1/templates/ui/partial-rollable-language-button.hbs',
'systems/DSA_4-1/templates/ui/partial-attribute-button.hbs',
@ -14,7 +15,13 @@ function loadPartials(hbs) {
'systems/DSA_4-1/templates/ui/partial-action-button.hbs',
'systems/DSA_4-1/templates/ui/partial-equipment-button.hbs',
'systems/DSA_4-1/templates/ui/partial-array-editor.hbs',
'systems/DSA_4-1/templates/dialog/liturgy-dialog.hbs'
'systems/DSA_4-1/templates/actor/character/tab-set.hbs',
'systems/DSA_4-1/templates/dialog/liturgy-dialog.hbs',
'systems/DSA_4-1/templates/ui/partial-mini-rollable-button.hbs',
'systems/DSA_4-1/templates/ui/partial-mini-rollable-liturgy-button.hbs',
'systems/DSA_4-1/templates/ui/partial-mini-rollable-weaponskill-button.hbs',
'systems/DSA_4-1/templates/ui/partial-mini-rollable-language-button.hbs',
'systems/DSA_4-1/templates/ui/partial-mini-rollable-spell-button.hbs',
]).then(resolve);
})

View File

@ -4,7 +4,7 @@ import {GroupSheet} from "../sheets/groupSheet.mjs";
import {SkillSheet} from "../sheets/skillSheet.mjs";
import {SpellSheet} from "../sheets/spellSheet.mjs";
import {AdvantageSheet} from "../sheets/advantageSheet.mjs";
import {EquipmentSheet} from "../sheets/equipmentSheet.mjs";
import EquipmentSheet from "../sheets/equipmentSheet.mjs";
import {LiturgySheet} from "../sheets/liturgySheet.mjs";
import {SpecialAbilitySheet} from "../sheets/specialAbilitySheet.mjs";
import {ActiveEffectSheet} from "../sheets/activeEffectSheet.mjs";

View File

@ -0,0 +1,118 @@
const {HandlebarsApplicationMixin, DocumentSheetV2} = foundry.applications.api
const {ActorSheetV2} = foundry.applications.sheets
export class StandaloneADVSF extends HandlebarsApplicationMixin(ActorSheetV2) {
/** @inheritDoc */
static DEFAULT_OPTIONS = {
position: {width: 520, height: 480},
classes: ['dsa41', 'sheet', 'actor', 'character', 'standalone', 'advsf'],
tag: 'form',
actions: {
rollFlaw: StandaloneADVSF.#rollFlaw,
openEmbeddedDocument: StandaloneADVSF.#openEmbeddedDocument,
}
}
/** @inheritDoc */
static PARTS = {
form: {
template: `systems/DSA_4-1/templates/actor/character/standalone/advsf.hbs`
}
}
_actor = null
constructor(actor) {
super(actor)
this._actor = actor
this.render(true)
this.options.window.title = `${this.document.name} Vor und Nachteile`
}
static async #rollFlaw(event, target) {
this._actor?.sheet.options.actions.rollFlaw.bind(this)(event, target)
}
static async #openEmbeddedDocument(event, target) {
this._actor?.sheet.options.actions.openEmbeddedDocument.bind(this)(event, target)
}
_configureRenderOptions(options) {
super._configureRenderOptions(options)
options.window.title = `${this.document.name}: Vor und Nachteile`
return options
}
async _prepareContext(context, options, object) {
if (this._actor) {
const actorData = this.document
context.system = actorData.system
context.flags = actorData.flags
context.derived = actorData.system
context.originalName = actorData.name
context.name = context.derived.name ?? actorData.name
context.effects = actorData.effects ?? []
context.advantages = []
context.flaws = []
actorData.itemTypes.Advantage.forEach((item) => {
if (!item.system.schlechteEigenschaft) {
context.advantages.push({
id: item._id,
name: item.name,
value: item.system.value,
options: item.system.auswahl,
description: item.system.description,
isAdvantage: !item.system.nachteil,
isDisadvantage: item.system.nachteil,
isBadAttribute: item.system.schlechteEigenschaft,
fav: item.getFlag("DSA_4-1", "favourite")
})
} else {
context.flaws.push({
id: item._id,
name: item.name,
value: item.system.value,
options: item.system.auswahl,
description: item.system.description,
isAdvantage: !item.system.nachteil,
isDisadvantage: item.system.nachteil,
isBadAttribute: item.system.schlechteEigenschaft,
fav: item.getFlag("DSA_4-1", "favourite")
})
}
}
)
context.specialAbilities = []
actorData.itemTypes.SpecialAbility.forEach((item) => {
context.specialAbilities.push({
id: item._id,
name: item.system.value ? item.system.value : item.name,
fav: item.getFlag("DSA_4-1", "favourite")
});
}
);
return context
}
}
_onRender(context, options) {
if (this._actor) {
new foundry.applications.ux.DragDrop.implementation({
dropSelector: ".advantages, .special-abilities",
permissions: {
drop: this._actor.sheet._canDragDrop.bind(this._actor.sheet)
},
callbacks: {
drop: this._actor.sheet._onDrop.bind(this._actor.sheet),
}
}).bind(this.element);
}
}
}

View File

@ -0,0 +1,98 @@
const {HandlebarsApplicationMixin, DocumentSheetV2} = foundry.applications.api
const {ActorSheetV2} = foundry.applications.sheets
export class Bagpack extends HandlebarsApplicationMixin(ActorSheetV2) {
/** @inheritDoc */
static DEFAULT_OPTIONS = {
position: {width: 520, height: 480},
classes: ['dsa41', 'sheet', 'actor', 'character', 'standalone', 'bagpack'],
tag: 'form',
actions: {
openItemBrowser: Bagpack.#openItemBrowser,
newItem: Bagpack.#newItem,
openEmbeddedDocument: Bagpack.#openEmbeddedDocument,
}
}
/** @inheritDoc */
static PARTS = {
form: {
template: `systems/DSA_4-1/templates/actor/character/standalone/bagpack.hbs`
}
}
_actor = null
constructor(actor) {
super(actor)
this._actor = actor
this.render(true)
}
static async #openItemBrowser(event, target) {
this._actor?.sheet.options.actions.openItemBrowser().bind(this)(event, target)
}
static async #newItem(event, target) {
this._actor?.sheet.options.actions.newItem.bind(this)(event, target)
}
static async #openEmbeddedDocument(event, target) {
this._actor?.sheet.options.actions.openEmbeddedDocument.bind(this)(event, target)
}
_configureRenderOptions(options) {
super._configureRenderOptions(options)
options.window.title = `${this.document.name}: Inventar`
return options
}
async _prepareContext(context, options, object) {
const actorData = this.document
context.system = actorData.system
context.flags = actorData.flags
context.equipments = []
context.carryingweight = 0
actorData.itemTypes["Equipment"].sort((a, b) => a.sort - b.sort).forEach((item, index) => {
// worn items are halved weight
let effectiveWeight = item.system.weight ?? 0
if (this.document.isWorn(item._id)) {
effectiveWeight = item.system.weight ? item.system.weight / 2 : 0
}
context.equipments.push({
index: index,
id: item._id,
quantity: item.system.quantity,
name: item.name,
icon: item.img ?? "",
weight: item.system.weight,
worn: this.document.isWorn(item._id)
})
context.carryingweight += item.system.quantity * effectiveWeight;
})
context.maxcarryingcapacity = actorData.system.attribute.kk.aktuell
context.carryingpercentage = Math.min((context.carryingweight / context.maxcarryingcapacity) * 100, 100);
context.wealth = 0
actorData.itemTypes["Equipment"].forEach(coin => {
if (coin.system.category.indexOf("Währung") !== -1) {
context.wealth += (coin.system.quantity * coin.system.currencyDenominator)
}
})
return context
}
_onRender(context, options) {
}
}

View File

@ -0,0 +1,111 @@
const {HandlebarsApplicationMixin, DocumentSheetV2} = foundry.applications.api
const {ActorSheetV2} = foundry.applications.sheets
export class StandaloneHealth extends HandlebarsApplicationMixin(ActorSheetV2) {
/** @inheritDoc */
static DEFAULT_OPTIONS = {
position: {width: 520, height: 716},
classes: ['dsa41', 'sheet', 'actor', 'character', 'standalone', 'health'],
tag: 'form',
actions: {
openEmbeddedDocument: StandaloneHealth.#openEmbeddedDocument,
setWounds: StandaloneHealth.#setWounds,
}
}
/** @inheritDoc */
static PARTS = {
form: {
template: `systems/DSA_4-1/templates/actor/character/standalone/health.hbs`
}
}
_actor = null
constructor(actor) {
super(actor)
this._actor = actor
this.render(true)
}
static async #openEmbeddedDocument(event, target) {
this._actor?.sheet.options.actions.openEmbeddedDocument.bind(this)(event, target)
}
static async #setWounds(event, target) {
this._actor?.sheet.options.actions.setWounds.bind(this)(event, target)
}
_configureRenderOptions(options) {
super._configureRenderOptions(options)
options.window.title = `${this.document.name}: Gesundheit`
return options
}
async _prepareContext(context, options, object) {
const actorData = this.document
context.system = actorData.system
context.flags = actorData.flags
context.derived = this.document.system
context.originalName = actorData.name
context.name = context.derived.name ?? actorData.name
context.effects = actorData.effects ?? []
const findEquipmentOnSlot = (slot, setNumber, object) => {
return object.items.get(object.system.heldenausruestung[setNumber]?.[slot])
}
context.inidice = actorData.system.ini.wuerfel
context.inivalue = actorData.system.ini.aktuell
context.inimod = actorData.system.ini.mod
context.zonenruestung = game.settings.get("DSA_4-1", "optional_ruestungzonen")
context.trefferzonen = game.settings.get("DSA_4-1", "optional_trefferzonen")
context.ausdauer = game.settings.get("DSA_4-1", "optional_ausdauer")
context.colorfulDice = game.settings.get('DSA_4-1', 'optional_colorfuldice')
context.aupper = Math.min((actorData.system.aup.aktuell / actorData.system.aup.max) * 100, 100)
context.lepper = Math.min((actorData.system.lep.aktuell / actorData.system.lep.max) * 100, 100)
context.keper = Math.min((actorData.system.kap.aktuell / actorData.system.kap.max) * 100, 100)
context.aspper = Math.min((actorData.system.asp.aktuell / actorData.system.asp.max) * 100, 100)
context.lepcurrent = actorData.system.lep.aktuell ?? 0
context.aupcurrent = actorData.system.aup.aktuell ?? 0
context.aspcurrent = actorData.system.asp.aktuell ?? 0
context.kapcurrent = actorData.system.kap.aktuell ?? 0
context.maxWounds = actorData.system.wunden.max ?? 3
context.wounds = actorData.system.wunden.aktuell ?? 0
context.woundsFilled = []
for (let i = 1; i <= context.maxWounds; i++) {
context.woundsFilled[i] = i <= context.wounds
}
context.withErschoepfung = game.settings.get("DSA_4-1", "optional_erschoepfung")
context.ueberanstrengung = actorData.system.ueberanstrengung
context.erschoepfung = actorData.system.erschoepfung.aktuell
context.maxErschoepfung = actorData.system.erschoepfung.max
context.erschoepfungFilled = []
for (let i = 1; i <= context.maxErschoepfung; i++) {
context.erschoepfungFilled[i] = i <= context.erschoepfung
}
context.effects = []
for (let i = 0; i < actorData.appliedEffects.length; i++) {
const item = actorData.appliedEffects[i]
context.effects.push(item.name)
}
return context
}
_onRender(context, options) {
}
}

View File

@ -0,0 +1,152 @@
import {LiturgyData} from "../../data/miracle/liturgyData.mjs";
const {HandlebarsApplicationMixin, DocumentSheetV2} = foundry.applications.api
const {ActorSheetV2} = foundry.applications.sheets
export class StandaloneLiturgies extends HandlebarsApplicationMixin(ActorSheetV2) {
/** @inheritDoc */
static DEFAULT_OPTIONS = {
position: {width: 520, height: 480},
classes: ['dsa41', 'sheet', 'actor', 'character', 'standalone', 'liturgies'],
tag: 'form',
actions: {
openEmbeddedDocument: StandaloneLiturgies.#openEmbeddedDocument,
openLiturgyDialog: StandaloneLiturgies.#openLiturgyDialog,
}
}
/** @inheritDoc */
static PARTS = {
form: {
template: `systems/DSA_4-1/templates/actor/character/standalone/liturgies.hbs`
}
}
_actor = null
constructor(actor) {
super(actor)
this._actor = actor
this.render(true)
}
static async #openEmbeddedDocument(event, target) {
this._actor?.sheet.options.actions.openEmbeddedDocument.bind(this)(event, target)
}
static async #openLiturgyDialog(event, target) {
this._actor?.sheet.options.actions.openLiturgyDialog.bind(this)(event, target)
}
_configureRenderOptions(options) {
super._configureRenderOptions(options)
options.window.title = `${this.document.name}: Segnungen und Liturgien`
return options
}
async _prepareContext(context, options, object) {
const actorData = this.document
context.system = actorData.system
context.flags = actorData.flags
context.derived = this.document.system
context.originalName = actorData.name
context.name = context.derived.name ?? actorData.name
context.effects = actorData.effects ?? []
context.liturgies = [];
context.blessings = [];
actorData.itemTypes.Blessing.forEach((item, index) => {
context.blessings.push({
deity: item.system.gottheit,
value: item.system.wert
})
})
actorData.itemTypes.Liturgy.forEach((item, index) => {
context.blessings.forEach(({deity, value}) => {
let insertObject = context.liturgies.find(p => p.deity === deity);
if (!insertObject) {
insertObject = {
deity: deity,
lkp: value,
O: [],
I: [],
II: [],
III: [],
IV: [],
V: [],
VI: [],
VII: [],
VIII: [],
"NA": [],
countO: 1,
countI: 1,
countII: 1,
countIII: 1,
countIV: 1,
countV: 1,
countVI: 1,
countVII: 1,
countVIII: 1,
countNA: 0,
total: 3,
}
context.liturgies.push(insertObject);
}
// sort by rank
const rankData = LiturgyData.getRankOfLiturgy(item.system, deity)
if (rankData) {
console.log(rankData)
let {index, name, lkp, mod, costKaP} = rankData;
insertObject["count" + name] = insertObject["count" + name] + 1;
insertObject[name]?.push({
id: item._id,
name: item.name,
lkpReq: lkp,
lkpMod: mod,
costKaP,
fav: item.getFlag("DSA_4-1", "favourite"),
rank: index, // get effective liturgy rank based on deity
liturgiekenntnis: deity,
})
insertObject.total = insertObject.total + 2;
}
})
})
// clean up counter
Object.values(context.liturgies).forEach((litObject) => {
if (litObject.I.length === 0) litObject.countI = false;
if (litObject.II.length === 0) litObject.countII = false;
if (litObject.III.length === 0) litObject.countIII = false;
if (litObject.IV.length === 0) litObject.countIV = false;
if (litObject.V.length === 0) litObject.countV = false;
if (litObject.VI.length === 0) litObject.countVI = false;
if (litObject.VII.length === 0) litObject.countVII = false;
if (litObject.VIII.length === 0) litObject.countVIII = false;
if (litObject.NA.length === 0) litObject.countNA = false;
})
context.hasLiturgies = context.blessings.length > 0;
return context
}
_onRender(context, options) {
}
}

View File

@ -0,0 +1,127 @@
const {HandlebarsApplicationMixin, DocumentSheetV2} = foundry.applications.api
const {ActorSheetV2} = foundry.applications.sheets
export class StandaloneSkills extends HandlebarsApplicationMixin(ActorSheetV2) {
/** @inheritDoc */
static DEFAULT_OPTIONS = {
position: {width: 520, height: 480},
classes: ['dsa41', 'sheet', 'actor', 'character', 'standalone', 'skills'],
tag: 'form',
actions: {
rollCombatSkill: StandaloneSkills.#rollCombatSkill,
rollSkill: StandaloneSkills.#rollSkill,
openEmbeddedDocument: StandaloneSkills.#openEmbeddedDocument,
}
}
/** @inheritDoc */
static PARTS = {
form: {
template: `systems/DSA_4-1/templates/actor/character/standalone/skills.hbs`
}
}
_actor = null
constructor(actor) {
super(actor)
this._actor = actor
this.render(true)
}
static async #rollCombatSkill(event, target) {
this._actor?.sheet.options.actions.rollCombatSkill.bind(this)(event, target)
}
static async #rollSkill(event, target) {
this._actor?.sheet.options.actions.rollSkill.bind(this)(event, target)
}
static async #openEmbeddedDocument(event, target) {
this._actor?.sheet.options.actions.openEmbeddedDocument.bind(this)(event, target)
}
_configureRenderOptions(options) {
super._configureRenderOptions(options)
options.window.title = `${this.document.name}: Talente`
return options
}
async _prepareContext(context, options, object) {
const actorData = this.document
context.system = actorData.system
context.flags = actorData.flags
context.derived = this.document.system
context.originalName = actorData.name
context.name = context.derived.name ?? actorData.name
context.effects = actorData.effects ?? []
const prepareEigenschaftRoll = (actorData, name) => {
if (name && name !== "*") {
return actorData.system.attribute[name.toLowerCase()].aktuell
} else {
return 0
}
}
context.skills = {};
context.flatSkills = [];
actorData.itemTypes.Skill.forEach((item, index) => {
const talentGruppe = item.system.gruppe;
const eigenschaften = Object.values(item.system.probe);
const werte = [
{name: eigenschaften[0], value: prepareEigenschaftRoll(actorData, eigenschaften[0])},
{name: eigenschaften[1], value: prepareEigenschaftRoll(actorData, eigenschaften[1])},
{name: eigenschaften[2], value: prepareEigenschaftRoll(actorData, eigenschaften[2])}
]
if (context.skills[talentGruppe] == null) {
context.skills[talentGruppe] = [];
}
const obj = {
type: "talent",
gruppe: talentGruppe,
name: item.name.replace(/Sprachen kennen/g, "Sprache:").replace(/Lesen\/Schreiben/g, "Schrift: "),
taw: "" + item.system.taw,
tawPath: `system.items.${index}.taw`,
werte,
rollEigenschaft1: werte[0].value,
rollEigenschaft2: werte[1].value,
rollEigenschaft3: werte[2].value,
eigenschaft1: werte[0].name,
eigenschaft2: werte[1].name,
eigenschaft3: werte[2].name,
probe: `(${eigenschaften.join("/")})`,
id: item._id,
at: item.system.at,
pa: item.system.pa,
komplexität: item.system.komplexität,
fav: item.getFlag("DSA_4-1", "favourite")
};
if (talentGruppe === "Kampf") {
if (item.system.pa != null) { // has no parry value so it must be ranged talent (TODO: but it isnt as there can be combatstatistics which has no pa value assigned to)
obj.at = item.system.at + context.derived.at.aktuell
obj.pa = item.system.pa + context.derived.pa.aktuell
} else {
obj.at = item.system.at + context.derived.fk.aktuell
}
}
context.skills[talentGruppe].push(obj);
context.flatSkills.push(obj);
}
)
return context
}
_onRender(context, options) {
}
}

View File

@ -0,0 +1,98 @@
const {HandlebarsApplicationMixin, DocumentSheetV2} = foundry.applications.api
const {ActorSheetV2} = foundry.applications.sheets
export class StandaloneSpells extends HandlebarsApplicationMixin(ActorSheetV2) {
/** @inheritDoc */
static DEFAULT_OPTIONS = {
position: {width: 520, height: 480},
classes: ['dsa41', 'sheet', 'actor', 'character', 'standalone', 'spells'],
tag: 'form',
actions: {
openEmbeddedDocument: StandaloneSpells.#openEmbeddedDocument,
}
}
/** @inheritDoc */
static PARTS = {
form: {
template: `systems/DSA_4-1/templates/actor/character/standalone/spells.hbs`
}
}
_actor = null
constructor(actor) {
super(actor)
this._actor = actor
this.render(true)
}
static async #openEmbeddedDocument(event, target) {
this._actor?.sheet.options.actions.openEmbeddedDocument.bind(this)(event, target)
}
_configureRenderOptions(options) {
super._configureRenderOptions(options)
options.window.title = `${this.document.name}: Zauber und Rituale`
return options
}
async _prepareContext(context, options, object) {
const actorData = this.document
context.spells = []
context.system = actorData.system
context.flags = actorData.flags
context.derived = this.document.system
context.originalName = actorData.name
context.name = context.derived.name ?? actorData.name
context.effects = actorData.effects ?? []
const cleanUpMerkmal = (merkmale) => {
return merkmale.split(",").map((merkmal) => merkmal.trim())
}
const prepareEigenschaftRoll = (actorData, name) => {
if (name && name !== "*") {
return actorData.system.attribute[name.toLowerCase()].aktuell
} else {
return 0
}
}
actorData.itemTypes["Spell"].forEach((item, index) => {
const eigenschaften = item.system.probe;
const werte = [
{name: eigenschaften[0], value: prepareEigenschaftRoll(actorData, eigenschaften[0])},
{name: eigenschaften[1], value: prepareEigenschaftRoll(actorData, eigenschaften[1])},
{name: eigenschaften[2], value: prepareEigenschaftRoll(actorData, eigenschaften[2])}
]
context.spells.push({
id: item._id,
name: item.name,
zfw: item.system.zfw,
hauszauber: item.system.hauszauber,
merkmal: cleanUpMerkmal(item.system.merkmal),
rollEigenschaft1: werte[0].value,
rollEigenschaft2: werte[1].value,
rollEigenschaft3: werte[2].value,
eigenschaft1: werte[0].name,
eigenschaft2: werte[1].name,
eigenschaft3: werte[2].name,
fav: item.getFlag("DSA_4-1", "favourite")
})
})
context.hasSpells = context.spells.length > 0
return context
}
_onRender(context, options) {
}
}

View File

@ -21,7 +21,8 @@ export default {
description: item.system.description,
isAdvantage: !item.system.nachteil,
isDisadvantage: item.system.nachteil,
isBadAttribute: item.system.schlechteEigenschaft
isBadAttribute: item.system.schlechteEigenschaft,
fav: item.getFlag("DSA_4-1", "favourite")
})
} else {
context.flaws.push({
@ -32,7 +33,8 @@ export default {
description: item.system.description,
isAdvantage: !item.system.nachteil,
isDisadvantage: item.system.nachteil,
isBadAttribute: item.system.schlechteEigenschaft
isBadAttribute: item.system.schlechteEigenschaft,
fav: item.getFlag("DSA_4-1", "favourite")
})
}
}
@ -43,6 +45,7 @@ export default {
context.specialAbilities.push({
id: item._id,
name: item.system.value ? item.system.value : item.name,
fav: item.getFlag("DSA_4-1", "favourite")
});
}
);

View File

@ -1,7 +1,7 @@
import {PlayerCharacterDataModel} from "../../data/character.mjs";
export default {
_prepareContext: (context) => {
_prepareContext: (context, actor, thisObject) => {
const actorData = context.document
context.spells = []
@ -53,7 +53,7 @@ export default {
context.sets.push({
tab: "set" + (setIndex + 1),
name: romanNumerals[setIndex],
label: romanNumerals[setIndex],
index: setIndex,
slots: [
{
@ -280,7 +280,7 @@ export default {
name: "Aus dem Inventar entfernen",
icon: '<i class="fa-solid fa-trash"></i>',
callback: (target) => {
thisObject.document.deleteEmbeddedDocuments('Item', [target.dataset.itemId])
game.DSA41.socket.executeAsGM("removeFromLootTable", thisObject.document.id, target.dataset.itemId)
},
condition: (target) => {
const {itemId} = target.dataset
@ -290,7 +290,7 @@ export default {
], {jQuery: false});
},
_getTabConfig: (group) => {
group.tabs.push({id: "equipment", group: "sheet", label: "Ausrüstung"})
group?.tabs.push({id: "equipment", group: "sheet", label: "Ausrüstung"})
},
template: `systems/DSA_4-1/templates/actor/character/tab-equipment.hbs`
}

View File

@ -1,5 +1,3 @@
import {ActionManager} from "../actions/action-manager.mjs";
export default {
_prepareContext: async (context, object) => {
@ -15,9 +13,6 @@ export default {
return object.items.get(object.system.heldenausruestung[setNumber]?.[slot])
}
const am = new ActionManager(actorData)
context.actions = am.evaluate().filter(action => action.type !== ActionManager.ATTACK)
context.inidice = actorData.system.ini.wuerfel
context.inivalue = actorData.system.ini.aktuell
context.inimod = actorData.system.ini.mod
@ -26,9 +21,35 @@ export default {
context.lepper = Math.min((actorData.system.lep.aktuell / actorData.system.lep.max) * 100, 100)
context.keper = Math.min((actorData.system.kap.aktuell / actorData.system.kap.max) * 100, 100)
context.aspper = Math.min((actorData.system.asp.aktuell / actorData.system.asp.max) * 100, 100)
context.lepcurrent = actorData.system.lep.aktuell ?? 0
context.lepcurrent = actorData.system.lep.aktuell ?? 0
context.aupcurrent = actorData.system.aup.aktuell ?? 0
context.aspcurrent = actorData.system.asp.aktuell ?? 0
context.kapcurrent = actorData.system.kap.aktuell ?? 0
context.maxWounds = actorData.system.wunden.max ?? 3
context.wounds = actorData.system.wunden.aktuell ?? 0
context.woundsFilled = []
for (let i = 1; i <= context.maxWounds; i++) {
context.woundsFilled[i] = i <= context.wounds
}
context.withErschoepfung = game.settings.get("DSA_4-1", "optional_erschoepfung")
context.ueberanstrengung = actorData.system.ueberanstrengung
context.erschoepfung = actorData.system.erschoepfung.aktuell
context.maxErschoepfung = actorData.system.erschoepfung.max
context.erschoepfungFilled = []
for (let i = 1; i <= context.maxErschoepfung; i++) {
context.erschoepfungFilled[i] = i <= context.erschoepfung
}
context.effects = []
for (let i = 0; i < actorData.appliedEffects.length; i++) {
const item = actorData.appliedEffects[i]
context.effects.push(item.name)
}
return context
@ -37,7 +58,7 @@ export default {
},
_getTabConfig: (group) => {
group.tabs.push({id: "combat", group: "sheet", label: "Kampf"})
group.tabs.push({id: "health", group: "sheet", label: "Gesundheit"})
},
template: `systems/DSA_4-1/templates/actor/character/tab-combat.hbs`
template: `systems/DSA_4-1/templates/actor/character/tab-health.hbs`
}

View File

@ -68,6 +68,7 @@ export default {
lkpReq: lkp,
lkpMod: mod,
costKaP,
fav: item.getFlag("DSA_4-1", "favourite"),
rank: index, // get effective liturgy rank based on deity
liturgiekenntnis: deity,
})
@ -104,7 +105,7 @@ export default {
_getTabConfig: (group, thisObject) => {
const hasLiturgies = thisObject.document.items.filter(p => p.type === "Liturgy").length > 0 ?? false
if (hasLiturgies) {
group.tabs.push({id: "liturgies", group: "sheet", label: "Liturgien"})
group?.tabs.push({id: "liturgies", group: "sheet", label: "Liturgien"})
}
},
template: `systems/DSA_4-1/templates/actor/character/tab-liturgies.hbs`

View File

@ -14,7 +14,7 @@ export default {
},
_getTabConfig: (group) => {
group.tabs.push({id: "meta", group: "sheet", label: "Meta"})
group?.tabs.push({id: "meta", group: "sheet", label: "Meta"})
},
template: `systems/DSA_4-1/templates/actor/character/tab-meta.hbs`
}

View File

@ -2,7 +2,6 @@ export default {
_prepareContext: (context) => {
const actorData = context.document
context.spells = []
context.system = actorData.system
context.flags = actorData.flags
context.derived = context.document.system
@ -51,7 +50,8 @@ export default {
id: item._id,
at: item.system.at,
pa: item.system.pa,
komplexität: item.system.komplexität
komplexität: item.system.komplexität,
fav: item.getFlag("DSA_4-1", "favourite")
};
if (talentGruppe === "Kampf") {

View File

@ -42,6 +42,7 @@ export default {
eigenschaft1: werte[0].name,
eigenschaft2: werte[1].name,
eigenschaft3: werte[2].name,
fav: item.getFlag("DSA_4-1", "favourite")
})
})

View File

@ -1,5 +1,5 @@
import Advsf from "./character/advsf.mjs"
import Combat from "./character/combat.mjs"
import Health from "./character/health.mjs"
import Effects from "./character/effects.mjs"
import Equipment from "./character/equipment.mjs"
import Liturgies from "./character/liturgies.mjs"
@ -14,6 +14,14 @@ import {RestingDialog} from "../dialog/restingDialog.mjs";
import {LiturgyDialog} from "../dialog/liturgyDialog.mjs";
import {TalentDialog} from "../dialog/talentDialog.mjs";
import {AttributeDialog} from "../dialog/attributeDialog.mjs";
import {ItemBrowserDialog} from "../dialog/itemBrowserDialog.mjs";
import * as EquipmentDocument from "../documents/equipment.mjs";
import {StandaloneADVSF} from "./character-standalone/advsf.mjs";
import {StandaloneSkills} from "./character-standalone/skills.mjs";
import {Bagpack} from "./character-standalone/bagpack.mjs";
import {StandaloneSpells} from "./character-standalone/spells.mjs";
import {StandaloneLiturgies} from "./character-standalone/liturgies.mjs";
import {StandaloneHealth} from "./character-standalone/health.mjs";
const {HandlebarsApplicationMixin, DocumentSheetV2} = foundry.applications.api
const {ActorSheetV2} = foundry.applications.sheets
@ -37,19 +45,31 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
actions: {
rollCombatSkill: CharacterSheet.#rollCombatSkill,
rollSkill: CharacterSheet.#rollSkill,
rollFlaw: CharacterSheet.#rollFlaw,
rollFlaw: CharacterSheet.rollFlaw,
rollAttribute: CharacterSheet.#rollAttribute,
editImage: DocumentSheetV2.DEFAULT_OPTIONS.actions.editImage,
openEmbeddedDocument: CharacterSheet.#openEmbeddedDocument,
openEmbeddedDocument: CharacterSheet.openEmbeddedDocument,
openCultureDocument: CharacterSheet.#openCultureDocument,
openSpeciesDocument: CharacterSheet.#openSpeciesDocument,
openCombatAction: CharacterSheet.#openCombatAction,
openLiturgyDialog: CharacterSheet.#openLiturgyDialog,
openLiturgyDialog: CharacterSheet.openLiturgyDialog,
openSpellDialog: CharacterSheet.openSpellDialog,
progressCooldown: CharacterSheet.#progressCooldown,
cancelCooldown: CharacterSheet.#cancelCooldown,
activateCooldown: CharacterSheet.#activateCooldown,
rest: CharacterSheet.#startResting,
removeEffect: CharacterSheet.#removeEffect,
rollDamage: CharacterSheet.#rollDamage,
openItemBrowser: CharacterSheet.openItemBrowser,
newItem: CharacterSheet.addNewItem,
toggleFav: CharacterSheet.toggleFav,
openStandaloneADVSF: CharacterSheet.#openStandaloneADVSF,
openStandaloneSkills: CharacterSheet.#openStandaloneSkills,
openBagpack: CharacterSheet.#openBagpack,
openStandaloneSpells: CharacterSheet.#openStandaloneSpells,
openStandaloneLiturgies: CharacterSheet.#openStandaloneLiturgies,
openStandaloneHealth: CharacterSheet.#openStandaloneHealth,
setWounds: CharacterSheet.#setWounds,
}
}
@ -58,7 +78,7 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
sheet: {
tabs: [],
initial: 'meta'
}
},
}
/** @inheritDoc */
@ -75,15 +95,16 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
advsf: {
template: Advsf.template
},
combat: {
template: Combat.template
health: {
template: Health.template
},
equipment: {
template: Equipment.template,
scrollable: ['.inventory']
},
skills: {
template: Skills.template
template: Skills.template,
scrollable: ['.tab.skills']
},
spells: {
template: Spells.template
@ -93,7 +114,16 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
},
effects: {
template: Effects.template
}
},
set1: {
template: "systems/DSA_4-1/templates/actor/character/tab-set.hbs"
},
set2: {
template: "systems/DSA_4-1/templates/actor/character/tab-set.hbs"
},
set3: {
template: "systems/DSA_4-1/templates/actor/character/tab-set.hbs"
},
}
@ -128,7 +158,7 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
}).render(true)
}
static async #rollFlaw(event, target) {
static async rollFlaw(event, target) {
new AttributeDialog(this.document, target.dataset.itemId).render(true)
}
@ -139,7 +169,7 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
cooldowns.splice(cooldownId, 1)
if (cooldown) {
cooldown.current = cooldown.current - 1
cooldown.current = cooldown.current + 1
}
cooldowns.push(cooldown)
@ -163,7 +193,7 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
const cooldowns = this.document.system.cooldowns
const cooldown = this.document.system.cooldowns[cooldownId]
if (cooldown && cooldown.current <= 0) {
if (cooldown && cooldown.current >= cooldown.start) {
const am = new ActionManager(this.document)
console.log(cooldown.data.maneuver)
const action = new Function(`return ${cooldown.data.maneuver}`)
@ -183,7 +213,7 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
*
* @param {MouseEvent} event
*/
static #openEmbeddedDocument(event) {
static openEmbeddedDocument(event) {
let dataset = event.target.dataset
if (!dataset.itemId && !dataset.id) {
dataset = event.target.parentElement.dataset
@ -202,21 +232,29 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
}
static #openCombatAction(event, target) {
let {weapon, skill} = target.dataset
switch (target.dataset.mode) {
case "attack":
new CombatActionDialog(this.document).render(true)
new CombatActionDialog(this.document, {weapon, skill}).render(true)
break
case "defense":
new DefenseActionDialog(this.document).render(true)
new DefenseActionDialog(this.document, {weapon, skill}).render(true)
break
}
}
static #openLiturgyDialog(event, target) {
static openLiturgyDialog(event, target) {
const {id, lkp, deity} = target.dataset
new LiturgyDialog(this.document, lkp, id, deity).render(true)
}
static openSpellDialog(event, target) {
const {itemId} = target.dataset
console.log(itemId)
this.document.itemTypes["Spell"]?.find(p => p.id === itemId)?.sheet.render(true)
}
static #startResting(event, target) {
const dialog = new RestingDialog(this.document)
@ -238,6 +276,59 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
}
static async openItemBrowser(event, target) {
new ItemBrowserDialog(this.document).render(true)
}
static async addNewItem(event, target) {
let item = new EquipmentDocument.Equipment({
name: "Neuer Gegenstand",
type: "Equipment",
})
const items = await this.document.createEmbeddedDocuments("Item", [item])
items[0].sheet.render(true)
}
static async toggleFav(event, target) {
const {itemId} = target.dataset
const doc = this.document.items.find(p => p.id === itemId)
if (doc) {
const previous = doc.getFlag("DSA_4-1", "favourite") ?? false
doc.setFlag("DSA_4-1", "favourite", !previous)
}
}
static async #openStandaloneADVSF(event, target) {
new StandaloneADVSF(this.document)
}
static async #openStandaloneHealth(event, target) {
new StandaloneHealth(this.document)
}
static async #openStandaloneSkills(event, target) {
new StandaloneSkills(this.document)
}
static async #openBagpack(event, target) {
new Bagpack(this.document)
}
static async #openStandaloneSpells(event, target) {
new StandaloneSpells(this.document)
}
static async #openStandaloneLiturgies(event, target) {
new StandaloneLiturgies(this.document)
}
static async #setWounds(event, target) {
const {value} = target.dataset
this.document.update({"system.wunden.aktuell": value})
this.render(true)
}
_configureRenderOptions(options) {
super._configureRenderOptions(options)
@ -248,6 +339,7 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
return options
}
/**
* Handle form submission
* @this {AdvantageSheet}
@ -261,13 +353,46 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
await this.document.update(formData.object)
}
static async #rollDamage(event, target) {
let {weapon, isRanged} = target.dataset
isRanged = isRanged == "true"
weapon = this.document.items.get(weapon)
if (weapon) {
const damageFormula = isRanged ? weapon.system.rangedAttackDamage : weapon.system.meleeAttackDamage
const calculation = await foundry.applications.api.DialogV2.prompt({
window: {title: game.i18n.format("COMBAT_DIALOG_TP.windowTitle")},
content: `<div><label><span>${game.i18n.format("COMBAT_DIALOG_TP.regularFormula")}</span><input type="text" name="formula" value="${damageFormula}"></label></div><div><label><span>${game.i18n.format("COMBAT_DIALOG_TP.bonusDamage")}</span><input type="text" name="bonusDamage" value="0"></label></div>`,
ok: {
label: game.i18n.format("COMBAT_DIALOG_TP.buttonText"),
callback: (event, button, dialog) => {
return {
formula: button.form.elements.formula.value,
bonusDamage: button.form.elements.bonusDamage.value
}
}
}
});
const sanitisedFormula = calculation.formula.replace(/wW/g, "d")
const suffix = calculation.bonusDamage >= 0 ? "+" + calculation.bonusDamage : calculation.bonusDamage
let r = new Roll(sanitisedFormula + suffix, this.document.getRollData());
const label = `Schadenswurf`
await r.toMessage({
speaker: ChatMessage.getSpeaker({actor: this.document}),
flavor: label,
rollMode: game.settings.get('core', 'rollMode'),
})
}
}
_getTabsConfig(group) {
const tabs = foundry.utils.deepClone(super._getTabsConfig(group))
Meta._getTabConfig(tabs, this)
Social._getTabConfig(tabs, this)
Advsf._getTabConfig(tabs, this)
Combat._getTabConfig(tabs, this)
Health._getTabConfig(tabs, this)
Equipment._getTabConfig(tabs, this)
Skills._getTabConfig(tabs, this)
Spells._getTabConfig(tabs, this)
@ -329,13 +454,6 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
context.img = actorData.img
context.effects = actorData.effects ?? []
context.maxWounds = actorData.system.wunden.max ?? 3
context.wounds = actorData.system.wunden.gesamt ?? 0
context.woundsFilled = []
for (let i = 1; i <= context.maxWounds; i++) {
context.woundsFilled[i] = i <= context.wounds
}
context.zonenruestung = game.settings.get("DSA_4-1", "optional_ruestungzonen")
context.trefferzonen = game.settings.get("DSA_4-1", "optional_trefferzonen")
context.ausdauer = game.settings.get("DSA_4-1", "optional_ausdauer")
@ -350,8 +468,11 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
context.lepper = Math.min((actorData.system.lep.aktuell / actorData.system.lep.max) * 100, 100)
context.keper = Math.min((actorData.system.kap.aktuell / actorData.system.kap.max) * 100, 100)
context.aspper = Math.min((actorData.system.asp.aktuell / actorData.system.asp.max) * 100, 100)
context.lepcurrent = actorData.system.lep.aktuell ?? 0
context.aupcurrent = actorData.system.aup.aktuell ?? 0
context.aspcurrent = actorData.system.asp.aktuell ?? 0
context.kapcurrent = actorData.system.kap.aktuell ?? 0
const fernkampf = actorData.findEquipmentOnSlot("fernkampf", actorData.system.setEquipped, actorData)
const links = actorData.findEquipmentOnSlot("links", actorData.system.setEquipped, actorData)
@ -360,14 +481,19 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
if (fernkampf) {
const fkitems = fernkampf.system.rangedSkills.map((skillInQuestion) => actorData.items.find(p => p.name === skillInQuestion))
fkitems.forEach(skill => {
context.attacks.push({
name: skill.name,
using: fernkampf.name,
at: `${this.document.system.fk.aktuell + skill.system.at}`,
tp: `${fernkampf.system.rangedAttackDamage}`,
ini: `${context.inidice}w6 + ${context.inivalue + fernkampf.system.iniModifier ?? 0}`,
})
fkitems?.forEach(skill => {
if (skill) {
context.attacks.push({
name: skill.name,
id: fernkampf._id,
skillId: skill._id,
using: fernkampf.name,
isRanged: true,
at: `${this.document.system.fk.aktuell + skill.system.at}`,
tp: `${fernkampf.system.rangedAttackDamage}`,
ini: `${context.inidice}w6 + ${context.inivalue + fernkampf.system.iniModifier ?? 0}`,
})
}
})
}
if (links) {
@ -378,11 +504,14 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
meitems.push(item)
}
})
meitems.forEach(skill => {
meitems?.forEach(skill => {
const obj = skill
context.attacks.push({
name: obj.name,
id: links._id,
skillId: skill._id,
using: links.name,
isRanged: false,
at: `${this.document.system.at.links.aktuell + obj.system.at + links.system.attackModifier}`,
pa: `${this.document.system.pa.links.aktuell + obj.system.pa + links.system.parryModifier}`,
tp: `${links.system.meleeAttackDamage}`,
@ -398,11 +527,14 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
meitems.push(item)
}
})
meitems.forEach(skill => {
meitems?.forEach(skill => {
const obj = skill
context.attacks.push({
name: obj.name,
id: rechts._id,
skillId: skill._id,
using: rechts.name,
isRanged: false,
at: `${this.document.system.at.rechts.aktuell + obj.system.at + rechts.system.attackModifier}`,
pa: `${this.document.system.pa.rechts.aktuell + obj.system.pa + rechts.system.parryModifier}`,
tp: `${rechts.system.meleeAttackDamage}`,
@ -411,6 +543,45 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
})
}
context.favourites = actorData.items.filter(item => item.getFlag("DSA_4-1", "favourite") === true).map(item => {
let id = item.id
let t = null
switch (item.type) {
case "Spell":
t = "systems/DSA_4-1/templates/ui/partial-mini-rollable-spell-button.hbs"
break;
case "Skill":
switch (item.system.gruppe) {
case "Kampf":
t = "systems/DSA_4-1/templates/ui/partial-mini-rollable-weaponskill-button.hbs"
break;
case "Sprachen":
t = "systems/DSA_4-1/templates/ui/partial-mini-rollable-language-button.hbs"
break;
default:
t = "systems/DSA_4-1/templates/ui/partial-mini-rollable-button.hbs"
}
break;
case "Liturgy":
t = "systems/DSA_4-1/templates/ui/partial-mini-rollable-liturgy-button.hbs"
break;
default:
t = null
}
let obj = Object.assign({}, item)
obj.fav = item.getFlag("DSA_4-1", "favourite")
obj.id = id
obj.group = item.system.gruppe ?? null
if (t) {
obj.template = t
}
return obj
})
context.cooldowns = actorData.system.cooldowns ?? []
context.cooldowns.forEach(cooldown => {
let weapon = null
@ -418,15 +589,20 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
let tooltip = cooldown.data.title
if (cooldown.data.weapon) {
weapon = this.document.itemTypes["Equipment"].find(p => p._id === cooldown.data.weapon)
tooltip += `<br/>Waffe:${weapon.name}`
tooltip += `<br/>Waffe: ${weapon.name}`
}
if (cooldown.data.target) {
target = game.actors.get(game.scenes.current.tokens.find(p => p._id === cooldown.data.target).actorId)
tooltip += `<br/>Waffe:${target.name}`
tooltip += `<br/>Ziel: ${target.name}`
}
cooldown.title = cooldown.data.title
cooldown.progress = ((cooldown.current / cooldown.start) * 100) + "%"
cooldown.tooltip = tooltip + `<br/>Aktionen verbleibend: ${cooldown.current}`
if (cooldown.start - cooldown.current > 0) {
cooldown.tooltip = tooltip + `<br/>Aktionen verbleibend: ${cooldown.start - cooldown.current}<hr/><i class="fa-solid fa-computer-mouse"></i>: 1 Aktion aufwenden`
} else {
cooldown.tooltip = tooltip + `<br/>Aktionen verbleibend: ${cooldown.start - cooldown.current}<hr/><i class="fa-solid fa-computer-mouse"></i>: Aktion durchführen`
}
})
context.hasSpells = actorData.itemTypes["Spell"].length > 0
@ -493,11 +669,11 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
case "advsf":
await Advsf._prepareContext(context, this.document)
break
case "combat":
await Combat._prepareContext(context, this.document)
case "health":
await Health._prepareContext(context, this.document)
break
case "equipment":
await Equipment._prepareContext(context, this.document)
await Equipment._prepareContext(context, this.document, this)
break
case "skills":
await Skills._prepareContext(context, this.document)
@ -515,11 +691,23 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
return context
}
_onPosition(position) {
if (position.width < 300) {
this.element.classList.add("tiny")
this.element.querySelector(".sidebuttons").style.left = (position.width + position.left) + "px"
this.element.querySelector(".sidebuttons").style.top = (position.top) + "px"
} else {
this.element.classList.remove("tiny")
}
}
_onRender(context, options) {
Meta._onRender(context, options, this.element)
Social._onRender(context, options, this.element)
Advsf._onRender(context, options, this)
Combat._onRender(context, options, this.element)
Health._onRender(context, options, this.element)
Effects._onRender(context, options, this.element)
Equipment._onRender(context, options, this)
Liturgies._onRender(context, options, this.element)
@ -559,7 +747,7 @@ class CharacterSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
} else {
if (document.parent && document.parent !== this.actor) {
document.parent.items.get(document._id).delete()
game.DSA41.socket.executeAsGM("removeFromLootTable", document.parent.id, document._id)
}
await this._onDropDocument(event, document)

View File

@ -25,7 +25,6 @@ export class CreatureSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
static TABS = {
sheet: {
tabs: [],
initial: 'meta'
}
}
@ -66,6 +65,19 @@ export class CreatureSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
tabs.tabs.push(tab)
}
}
if (!game.user.isGM) {
if (this.document.system.visibility.meta) {
tabs.initial = 'meta'
} else if (this.document.system.visibility.attacks) {
tabs.initial = 'attacks'
} else if (this.document.system.visibility.description) {
tabs.initial = 'description'
} else if (this.document.system.visibility.loot) {
tabs.initial = 'loot'
}
}
return tabs
}

View File

@ -1,6 +1,6 @@
const {DocumentSheetV2, HandlebarsApplicationMixin} = foundry.applications.api
export class EquipmentSheet extends HandlebarsApplicationMixin(DocumentSheetV2) {
class EquipmentSheet extends HandlebarsApplicationMixin(DocumentSheetV2) {
/** @inheritDoc */
static DEFAULT_OPTIONS = {
@ -311,3 +311,5 @@ export class EquipmentSheet extends HandlebarsApplicationMixin(DocumentSheetV2)
}
}
export default EquipmentSheet

View File

@ -109,13 +109,8 @@ export class MerchantSheet extends HandlebarsApplicationMixin(ActorSheetV2) {
actor.createEmbeddedDocuments('Item', [item]).then(documents => {
documents[0].update({'system.quantity': 1})
})
if (item.system.quantity != -1) { // -1 means infinite
if (item.system.quantity > 1) {
item.update({'system.quantity': item.system.quantity - 1})
} else {
this.document.deleteEmbeddedDocuments('Item', [item._id]) // delete when the quantity is equal to 0
}
}
game.DSA41.socket.executeAsGM("buyFromLootTable", this.document.id, item.id)
ChatMessage.create({
user: game.user._id,
speaker: {actor},

View File

@ -0,0 +1,58 @@
@use "./colours";
@mixin raised_button {
background: rgba(0, 0, 0, 0.05);
border: 1px solid #ccc;
box-shadow: 1px 1px 1px #ccc;
border-top-right-radius: 8px;
border-bottom-right-radius: 8px;
}
@mixin uncut_raised_button {
@include raised_button;
border-radius: 8px;
button {
background: unset;
border: unset;
box-shadow: unset;
color: black;
&:hover {
color: black;
}
@include colours.highlight;
}
}
@mixin pill-button($color:false, $button-color: #F80) {
background-image: url("/systems/DSA_4-1/assets/velvet_button.png");
background-color: $color;
background-repeat: repeat-y;
background-size: cover;
@if $color {
background-blend-mode: overlay;
}
border-color: $button-color;
border-width: 1px;
border-style: solid;
border-radius: 8px;
box-shadow: 2px 2px 4px #000;
color: $button-color;
cursor: pointer;
display: inline-block;
text-shadow: 1px 1px 1px rgba(0, 0, 0, 0.2);
padding: 0 8px;
height: 28px;
line-height: 28px;
vertical-align: middle;
}
@mixin mini-button($color:false, $button-color: #F80) {
@include pill-button($color, $button-color);
width: 100%;
border-radius: 2px;
height: 24px;
line-height: 24px;
}

View File

@ -1,25 +1,25 @@
$nachteil-color: #555753;
$nachteil-text-color: #FFF;
$liturgie-color: #edd400;
$liturgie-color: #59aebf;
$liturgie-text-color: #000;
$zauber-color: #3465a4;
$zauber-text-color: #000;
$talent-color: #f57900;
$talent-text-color: #000;
$kampftalent-color: #cc0000;
$kampftalent-color: #c36e14;
$kampftalent-text-color: #FFF;
$talent-body-color: #16bd6c;
$talent-body-color: #45d18c;
$talent-body-text-color: #000;
$talent-nature-color: #46800d;
$talent-nature-color: #7cb544;
$talent-nature-text-color: #000;
$talent-social-color: #ae9809;
$talent-social-color: #c8588a;
$talent-social-text-color: #000;
$talent-knowledge-color: #d319ba;
$talent-knowledge-color: #2ba9c5;
$talent-knowledge-text-color: #000;
$talent-language-color: #573bbc;
$talent-language-text-color: #fff;
$talent-crafting-color: #ae6813;
$talent-language-color: #957fe8;
$talent-language-text-color: #000;
$talent-crafting-color: #cd9551;
$talent-crafting-text-color: #000;
@ -83,4 +83,14 @@ $special-action: rgba(68, 34, 204, 0.8);
$special-action-color: #000;
@mixin highlight {
&:hover {
text-shadow: 0 0 10px red;
}
cursor: pointer;
}
@mixin svg-highlight {
filter: drop-shadow(0px 0px 10px rgb(255 0 0));
cursor: pointer;
}

View File

@ -24,16 +24,21 @@
}
input,
.rkp .pill,
.cooldown > span,
.attribute.rollable > .name,
.attribute.rollable > .wert {
font-family: Andalus, sans-serif;
}
.mini-skill, .mini-weaponskill, .mini-language-skill, .mini-liturgy, .mini-spell,
.editor.prosemirror.active, .editor.prosemirror.inactive {
font-family: Gentium, sans-serif;
}
.mini-skill, .mini-weaponskill, .mini-language-skill, .mini-liturgy, .mini-spell {
font-weight: bold;
text-transform: capitalize;
}
}

View File

@ -31,11 +31,12 @@
position: absolute;
left: -1px;
width: 48px;
top: -1px;
font-size: smaller;
top: 2px;
font-size: large;
line-height: 48px;
vertical-align: middle;
text-align: center;
@if $darkmode {
color: colours.$attribute-die-label-color-darkmode;
} @else {
@ -62,7 +63,7 @@
&.colorfulDice {
&.Mut {
.Mut {
.die svg path {
fill: colours.$attribute-die-co-color;

View File

@ -1,4 +1,5 @@
@use "../atoms/assets";
@use "../atoms/colours" as colour;
@mixin equipment($darkmode: false) {
position: relative;
@ -9,14 +10,12 @@
padding: 2px 0 0 2px;
margin: 4px 0 0 4px;
gap: 8px;
@if darkmode {
background: rgba(0, 0, 0, 0.3);
} @else {
background: assets.$tab-pane-background;
}
background: assets.$tab-pane-background;
.icon {
width: 32px;
object-fit: cover;
max-width: 32px;
max-height: 32px;
padding: 0;
}
@ -46,7 +45,7 @@
&:hover {
.name {
text-shadow: 0 0 10px rgb(255 0 0);
@include colour.highlight;
}
border: 1px solid #ccc;
@ -55,4 +54,12 @@
padding: 0 4px 4px 0;
z-index: 2;
}
&.worn {
.name {
font-weight: bold;
}
}
}

View File

@ -205,24 +205,29 @@ $deity_colours_tint: (
.liturgy.rollable {
width: 24px;
padding: 0;
svg {
$color: #e4de61;
width: 24px;
height: 24px;
$color: colour.$liturgie-color;
width: 32px;
height: 32px;
top: 1px;
z-index: 1;
position: relative;
path {
fill: $color;
}
}
&:hover {
@include colour.svg-highlight;
}
}
.clickable:hover {
text-shadow: 0 0 10px rgb(255 0 0);
.clickable {
@include colour.highlight;
}
}

View File

@ -2,6 +2,7 @@
@use 'sass:map';
@use "../atoms/colours" as colour;
@use "../atoms/numbers" as numbers;
@use "../atoms/buttons";
$rollable_colours: (
"nachteil": colour.$nachteil-color,
@ -36,7 +37,7 @@ $rollable_colours_font: (
display: block;
height: 32px;
position: relative;
margin: 4px;
margin: 4px 32px 4px 4px;
.die {
width: 32px;
@ -52,7 +53,7 @@ $rollable_colours_font: (
.value {
position: absolute;
left: 0;
top: 0;
top: 1px;
width: 32px;
line-height: 30px;
vertical-align: middle;
@ -69,6 +70,24 @@ $rollable_colours_font: (
top: 6px;
}
}
&:active {
scale: 0.8;
.value {
img {
position: absolute;
width: 20px;
height: 20px;
left: 4px;
top: 7px;
}
}
}
}
.container {
@ -122,43 +141,30 @@ $rollable_colours_font: (
}
}
}
.outside {
position: absolute;
right: -24px;
top: 8px;
bottom: 8px;
z-index: 3;
@include colour.highlight;
}
}
// interactivity
.block.rollable {
&:hover {
.die:hover {
.die svg {
filter: drop-shadow(0px 0px 10px rgb(255 0 0));
svg {
@include colour.svg-highlight;
}
}
&:active {
.die {
width: 28px;
height: 28px;
left: 2px;
top: 2px;
.value {
width: 28px;
height: 28px;
left: -1px;
top: -2px;
img {
position: absolute;
width: 20px;
height: 20px;
left: 4px;
top: 7px;
}
}
}
}
}
}
@ -168,7 +174,6 @@ $rollable_colours_font: (
.#{$name}.rollable {
.die {
stroke-width: 0.5;
svg {
@ -176,8 +181,7 @@ $rollable_colours_font: (
path {
fill: $color;
stroke: colour.$rollable-die-border-color;
stroke-width: 5px;
}
}
@ -189,9 +193,8 @@ $rollable_colours_font: (
}
.container {
background-image: linear-gradient(to right, rgba($color, numbers.$start_gradient), rgba($color, numbers.$end_gradient));
border-top-right-radius: 8px;
border-bottom-right-radius: 8px;
// background-image: linear-gradient(to right, rgba($color, numbers.$start_gradient), rgba($color, numbers.$end_gradient));
@include buttons.raised_button;
}
}
}

View File

@ -1,5 +1,6 @@
@use "../atoms/colours" as colors;
@use "sass:color";
@use "../atoms/buttons";
.dsa41.sheet.actor.character {
@ -11,7 +12,7 @@
width: 100%;
position: relative;
border: 1px inset #ccc;
background-color: rgba(0, 0, 0, 0.2);
background-color: rgba(0, 0, 0, 0.5);
margin: 8px 0;
label {
@ -19,8 +20,6 @@
left: 0;
top: 0;
bottom: 0;
width: 48px;
background-color: rgba(0, 0, 0, 0.1);
z-index: 3;
line-height: 24px;
vertical-align: middle;
@ -112,9 +111,7 @@
cursor: pointer;
}
&:hover {
text-shadow: 0 0 2px rgba(255, 0, 0, 1);
}
@include colors.highlight;
}
.pa {
@ -126,21 +123,84 @@
cursor: pointer;
}
&:hover {
text-shadow: 0 0 2px rgba(255, 0, 0, 1);
}
@include colors.highlight;
}
.ini {
grid-area: ini;
cursor: pointer;
label {
cursor: pointer;
}
@include colors.highlight;
}
.tp {
grid-area: tp;
cursor: pointer;
label {
cursor: pointer;
}
@include colors.highlight;
}
}
.favourites {
h3 {
text-align: center;
margin: 8px 0;
}
.mini-skill, .mini-weaponskill, .mini-language-skill, .mini-spell, .mini-liturgy {
margin-bottom: 4px;
@include colors.highlight;
}
.mini-skill.Körperlich {
@include buttons.mini-button($color: color.scale(colors.$talent-body-color, $lightness: -50%), $button-color: gold);
}
.mini-skill.Gesellschaft {
@include buttons.mini-button($color: color.scale(colors.$talent-social-color, $lightness: -50%), $button-color: gold);
}
.mini-skill.Natur {
@include buttons.mini-button($color: color.scale(colors.$talent-nature-color, $lightness: -50%), $button-color: gold);
}
.mini-skill.Wissen {
@include buttons.mini-button($color: color.scale(colors.$talent-knowledge-color, $lightness: -50%), $button-color: gold);
}
.mini-skill.Handwerk {
@include buttons.mini-button($color: color.scale(colors.$talent-crafting-color, $lightness: -50%), $button-color: gold);
}
.mini-weaponskill {
@include buttons.mini-button($color: color.scale(colors.$kampftalent-color, $lightness: -50%), $button-color: gold);
}
.mini-language-skill {
@include buttons.mini-button($color: color.scale(colors.$talent-language-color, $lightness: -50%), $button-color: gold);
}
.mini-spell {
@include buttons.mini-button($color: colors.$zauber-color, $button-color: gold);
}
.mini-liturgy {
@include buttons.mini-button($color: colors.$liturgie-color, $button-color: gold);
}
}
.cooldowns {
h3 {
@ -208,22 +268,13 @@
position: absolute;
background: url('/systems/DSA_4-1/assets/gradient.png');
background-size: 12px 100%;
background-blend-mode: overlay;
background-color: rgba(128, 0, 192, 1);
left: 0;
bottom: 0;
top: 0;
border-radius: 12px;
z-index: 2;
&::after { // progress fill
content: '';
position: absolute;
left: 0;
top: 0;
right: 0;
bottom: 0;
border-radius: 12px;
background-color: rgba(128, 0, 192, 0.5);
}
}
&::after {
@ -238,20 +289,20 @@
}
&.Kampf .progress::after {
background-color: rgba(colors.$kampftalent-color, 0.5);
&.Kampf .progress {
background-color: rgba(colors.$kampftalent-color, 1);
}
&.Karmal .progress::after {
background-color: rgba(colors.$liturgie-color, 0.5);
&.Karmal .progress {
background-color: rgba(colors.$liturgie-color, 1);
}
&.Magisch .progress::after {
background-color: rgba(colors.$zauber-color, 0.5);
&.Magisch .progress {
background-color: rgba(colors.$zauber-color, 1);
}
&.Talent .progress::after {
background-color: rgba(colors.$talent-color, 0.5);
&.Talent .progress {
background-color: rgba(colors.$talent-color, 1);
}
}

View File

@ -5,10 +5,11 @@
@use "./character-tabs/social";
@use "./character-tabs/advsf";
@use "./character-tabs/inventory";
@use "./character-tabs/combat";
@use "./character-tabs/health";
@use "./character-tabs/spells";
@use "./character-tabs/liturgies";
@use "./character-tabs/skills";
@use "../atoms/buttons";
.application.sheet.dsa41.actor.character {
@ -36,6 +37,14 @@
font-size: large;
}
.rkp {
.pill {
@include buttons.pill-button;
}
}
}
div.head-data {
@ -50,6 +59,7 @@
.profile-img {
width: $sidebar-width - 16px;
}
}
nav.sheet-tabs.tabs {
@ -86,8 +96,8 @@
@include inventory.tab;
}
.tab.combat.active {
@include combat.tab;
.tab.health.active {
@include health.tab;
}
.tab.skills.active {
@ -102,6 +112,76 @@
@include liturgies.tab;
}
.sidebuttons {
display: none;
}
}
&.tiny:not(.minimized):not(.minimizing) {
.header-fields {
& > div:not(.attributes) {
display: none;
}
& > div.attributes {
position: absolute;
left: -8px;
top: -8px;
right: -8px;
display: grid;
gap: 8px;
grid-template-columns: repeat(4, 1fr);
}
}
div.head-data {
width: unset;
top: 136px;
left: 8px;
right: 8px;
bottom: 8px;
.profile-img {
justify-self: center;
}
}
.sheet-tabs {
display: none;
}
section.tab.tab.tab {
display: none;
}
.sidebuttons {
position: fixed;
display: block;
margin-left: 27px;
margin-top: 48px;
pointer-events: none;
rotate: 90deg;
transform-origin: top left;
div {
display: flex;
gap: 4px;
button {
background-image: url("/systems/DSA_4-1/assets/velvet_button.png");
background-repeat: repeat-y;
background-size: cover;
color: white;
font-weight: bold;
pointer-events: all;
border-radius: 0;
border-top-left-radius: 8px;
border-top-right-radius: 8px;
}
}
}
}
}
@ -126,8 +206,8 @@
@include inventory.tab(true);
}
.tab.combat.active {
@include combat.tab(true);
.tab.health.active {
@include health.tab(true);
}
.tab.skills.active {

View File

@ -45,6 +45,8 @@
li {
cursor: pointer;
height: 32px;
display: grid;
line-height: 32px;
@ -63,6 +65,7 @@
}
&.name-only {
padding-left: 40px;
display: block;
}
}

View File

@ -1,3 +1,5 @@
@use "../atoms/colours" as colour;
.application.sheet.dsa41.actor.group {
.sheet-header {
@ -30,8 +32,8 @@
}
}
.rollable:hover {
text-shadow: 0 0 10px rgb(255 0 0);
.rollable {
@include colour.highlight;
}
.character {
@ -131,9 +133,7 @@
display: inline-block;
padding: 0 4px;
&:hover {
text-shadow: 0 0 10px rgb(255 0 0);
}
@include colour.highlight;
}
}
}
@ -168,7 +168,7 @@
&:hover {
.item-name {
text-shadow: 0 0 10px rgb(255 0 0);
@include colour.highlight;
}
}
}

View File

@ -0,0 +1,102 @@
.dsa41.dialog.item-browser {
.window-content [data-application-part] {
position: relative;
.progress {
position: absolute;
top: 0;
left: 0;
right: 0;
height: 24px;
border-radius: 4px;
background-color: rgba(0, 0, 0, 0.3);
.fill {
position: absolute;
left: 0;
top: 0;
bottom: 0;
background: url('/systems/DSA_4-1/assets/gradient.png');
background-size: 24px 100%;
background-color: rgba(64, 192, 192, 0.8);
background-blend-mode: multiply;
}
.text {
position: absolute;
left: 0;
top: 0;
right: 0;
bottom: 0;
height: 24px;
line-height: 24px;
vertical-align: middle;
font-weight: bold;
margin-left: 8px;
text-shadow: 2px 2px 0 rgba(0, 0, 0, 0.3);
color: white;
}
}
display: grid;
grid-template-columns: 240px 1fr;
height: 100%;
gap: 16px;
aside {
width: 240px;
}
.scrollable-table {
display: grid;
grid-template-rows: 32px 1fr;
overflow: hidden;
.header {
display: grid;
grid-template-columns: 64px 1fr 120px 120px 120px;
gap: 4px;
background-color: rgba(0, 0, 0, 0.3);
* {
font-weight: bold;
line-height: 32px;
vertical-align: middle;
}
}
.scroll-y {
overflow-x: hidden;
overflow-y: auto;
border: 1px inset #ccc;
.item {
display: grid;
grid-template-columns: 64px 1fr 120px 120px 120px;
gap: 4px;
&:nth-child(odd) {
background-color: rgba(0, 0, 0, 0.1);
}
&.selected {
background-color: rgba(255, 140, 0, 0.2);
border: 1px solid orange;
}
}
}
}
}
}

View File

@ -1,3 +1,6 @@
@use "../atoms/buttons";
.dsa41.actor.merchant {
.tab.goods.active {
@ -22,9 +25,12 @@
overflow-y: auto;
.merchant-good {
@include buttons.uncut_raised_button;
width: 100%;
display: grid;
break-inside: avoid;
grid-template-columns: 32px 1fr 32px;
grid-template-rows: 16px 16px;
grid-template-areas: "img title options" "img price options";
@ -39,6 +45,7 @@
button {
grid-area: options;
height: 100%;
}
.price {
@ -57,12 +64,7 @@
overflow-y: auto;
.service {
border: 1px inset rgba(0, 0, 0, 1);
background-color: rgba(0, 0, 0, 0.2);
border-radius: 4px;
padding: 4px;
margin: 4px 0;
@include buttons.uncut_raised_button;
display: grid;
grid-template-columns: 32px 1fr 32px;
@ -105,6 +107,9 @@
}
&.infinite {
width: 32px;
bottom: -2px;
&::before {
content: '';
}

View File

@ -14,6 +14,10 @@
margin-left: 32px;
padding-bottom: 16px;
&.setting-nest-1 {
margin-left: 64px;
}
&.range {
padding-bottom: 0;
margin-left: 34px;

View File

@ -1,3 +1,5 @@
@use "../../atoms/buttons";
@mixin tab($darkmode: false) {
.advantages-and-specialabilities {
@ -21,19 +23,9 @@
.advantage, .special-ability, .flaw {
position: relative;
border: 1px solid gold;
box-shadow: 2px 2px 4px #000;
border-radius: 8px;
height: 24px;
color: gold;
text-shadow: 1px 1px 1px rgba(0, 0, 0, 0.2);
display: inline-block;
padding: 0 8px;
margin-left: 0;
margin-bottom: 4px;
background-image: url("/systems/DSA_4-1/assets/velvet_button.png");
background-repeat: repeat-y;
background-size: cover;
@include buttons.pill-button($color: rgb(0, 128, 0), $button-color: gold);
span {
position: relative;
@ -43,20 +35,7 @@
}
&.special-ability {
&::after {
background: rgba(128, 0, 96, 0.5);
}
}
&::after {
content: "";
position: absolute;
left: 0;
top: 0;
right: 0;
bottom: 0;
border-radius: 8px;
background: rgba(0, 128, 0, 0.5);
@include buttons.pill-button($color: rgb(128, 0, 96), $button-color: gold);
}
& + .advantage, & + .special-ability {
@ -80,21 +59,23 @@
width: 24px;
}
&::after {
background: rgba(106, 36, 216, 0.5);
}
@include buttons.pill-button($color: rgb(106, 36, 216), $button-color: gold);
}
&.disadvantage {
font-style: italic;
&::after {
background: rgba(128, 0, 0, 0.5);
}
@include buttons.pill-button($color: rgb(128, 0, 0), $button-color: gold);
}
}
}
}
}
.dsa41.actor.character.standalone.advsf {
@include tab;
.advantages-and-specialabilities {
flex-direction: column;
}
}

View File

@ -3,8 +3,8 @@
display: grid;
grid-template-columns: 1fr 320px;
grid-template-rows: 32px 32px 1fr;
grid-template-areas: "res res" "wounds wounds" "actions actions" "cooldowns cooldowns";
grid-template-rows: 32px 32px 32px 1fr;
grid-template-areas: "res res" "wounds wounds" "fatigue fatigue" "effects effects" "effects effects";
padding: 8px;
gap: 8px;
@ -31,7 +31,7 @@
}
.wounds {
.wounds, .fatigue {
position: relative;
height: 24px;
display: flex;
@ -90,22 +90,46 @@
}
.actions {
grid-area: actions;
padding: 0;
.fatigue {
grid-area: fatigue;
flex-direction: row;
.grid-of-actions {
display: unset;
label {
span {
display: inline-block;
height: 26px;
line-height: 26px;
vertical-align: middle;
}
input {
position: absolute;
right: 0;
height: 26px;
text-align: center;
padding: 0;
margin: 0;
width: 28px;
}
}
.filled-segment {
background-color: rgba(0, 128, 0, 0.8);
&.danger {
background-color: rgba(255, 0, 0, 0.8);
}
}
}
.cooldowns {
grid-area: cooldowns;
.effects {
grid-area: effects;
}
&.zones {
grid-template-areas: "res res" "wounds wounds" "actions paperdoll" "cooldowns paperdoll";
grid-template-areas: "res res" "wounds wounds" "fatigue fatigue" "effects paperdoll" "effects paperdoll";
.paperdoll {
grid-area: paperdoll;
@ -230,4 +254,145 @@
}
}
.mini-health {
@include tab;
display: flex;
flex-direction: column;
padding: 0;
input {
height: 26px !important;
text-align: center !important;
padding: 0 !important;
margin: 0 !important;
width: 28px !important;
}
.side-by-side {
display: flex;
> * {
flex: 1;
}
}
.paperdoll {
div {
position: relative;
.wound {
position: absolute;
width: 32px;
height: 32px;
border-radius: 16px;
border: 1px solid black;
background-color: rgba(0, 0, 0, 0.5);
box-shadow: 1px 1px 1px rgba(0, 0, 0, 0.3);
line-height: 32px;
vertical-align: middle;
text-align: center;
color: red;
&.armlinks {
top: 146px;
left: 210px;
}
&.armrechts {
top: 146px;
left: 60px;
}
&.beinlinks {
top: 346px;
left: 210px;
}
&.beinrechts {
top: 346px;
left: 60px;
}
&.bauch {
top: 166px;
left: 136px;
}
&.kopf {
top: 6px;
left: 136px
}
&.brust {
top: 86px;
left: 110px;
}
&.ruecken {
top: 86px;
left: 160px;
}
}
.armor {
position: absolute;
width: 32px;
height: 32px;
border-radius: 0 0 16px 16px;
line-height: 32px;
vertical-align: middle;
text-align: center;
border: 1px solid silver;
background-color: rgba(0, 0, 0, 0.5);
box-shadow: 1px 1px 1px rgba(0, 0, 0, 0.3);
color: silver;
&.armlinks {
top: 180px;
left: 210px;
}
&.armrechts {
top: 180px;
left: 60px;
}
&.beinlinks {
top: 380px;
left: 210px;
}
&.beinrechts {
top: 380px;
left: 60px;
}
&.bauch {
top: 200px;
left: 136px;
}
&.kopf {
top: 40px;
left: 136px
}
&.ruecken {
top: 120px;
left: 160px;
}
&.brust {
top: 120px;
left: 110px;
}
}
}
}
}

View File

@ -28,7 +28,7 @@
position: relative;
border: 1px inset #ccc;
background-color: rgba(0, 0, 0, 0.2);
height: 8px;
height: 16px;
span.fill {
position: absolute;
@ -56,11 +56,29 @@
}
}
h3.inventory-header {
.inventory-header {
line-height: 32px;
grid-area: inventory-header;
margin: 0;
padding: 0;
display: flex;
h3 {
flex: 1;
line-height: 32px;
}
.buttons {
flex: 0;
display: flex;
gap: 4px;
button {
}
}
}
@ -81,5 +99,67 @@
}
}
h3.equipment-header {
line-height: 32px;
grid-area: equipment-header;
margin: 0;
padding: 0;
}
.set {
grid-area: equipment;
margin: 0;
padding: 0;
}
}
}
.dsa41.sheet.actor.character.standalone.bagpack {
@include tab;
.coinage {
position: absolute;
bottom: 0;
right: 8px;
height: 38px;
line-height: 38px;
vertical-align: middle;
}
.capacity {
position: absolute;
top: 0;
left: 0;
right: 0;
}
.buttons {
position: absolute;
bottom: 4px;
left: 4px;
button {
display: inline-block;
}
}
.inventory-table {
overflow-x: hidden;
overflow-y: auto;
position: absolute;
left: 4px;
top: 4px;
right: 4px;
bottom: 38px;
.equipment {
@include equipment.equipment
}
}
}

View File

@ -17,6 +17,13 @@
gap: unset;
padding: unset;
fieldset {
margin-top: 0;
margin-bottom: 0;
padding-top: 0;
padding-bottom: 0;
}
}
ul {
@ -38,4 +45,18 @@
}
}
}
.mini-skills {
overflow-x: hidden;
overflow-y: auto;
height: 100%;
@include tab;
container: unset;
ul {
list-style-type: none;
padding-left: 0;
}
}

View File

@ -27,12 +27,16 @@
z-index: 2;
top: 0;
left: -4px;
display: none;
path {
fill: colour.$zauber-color;
}
}
&:hover {
@include colour.svg-highlight;
}
}
@ -44,6 +48,8 @@
span {
position: relative;
z-index: 1;
@include colour.highlight;
}
}
@ -59,9 +65,9 @@
border-top-right-radius: 8px;
border-bottom-right-radius: 8px;
position: absolute;
top: 2px;
left: 12px;
bottom: 2px;
height: 2px;
right: 33%;
z-index: 0;
pointer-events: none;
@ -87,4 +93,61 @@
padding: 0 4px;
}
}
}
.mini-spells {
height: 100%;
display: flex;
flex-direction: column;
.table-header {
display: grid;
grid-template-columns: 1fr 100px 30px;
padding: 0 8px;
font-weight: bold;
}
.scrollable-table {
overflow-x: hidden;
overflow-y: auto;
thead {
display: none;
}
tr {
td:nth-child(1) {
width: 32px;
}
td:nth-child(3) {
width: 100px;
}
td:nth-child(4) {
width: 30px;
}
.spell.rollable {
position: relative;
svg {
position: absolute;
width: 32px;
height: 32px;
z-index: 2;
top: 0;
left: -4px;
path {
fill: colour.$zauber-color;
}
}
}
}
}
}

View File

@ -35,4 +35,5 @@
@use "organisms/battle-dialog";
@use "organisms/liturgy-sheet";
@use "organisms/dialog";
@use "organisms/deity-sheet";
@use "organisms/deity-sheet";
@use "organisms/item-browser-dialog";

View File

@ -2,11 +2,12 @@
"id": "DSA_4-1",
"title": "Das Schwarze Auge 4.1",
"description": "Noch ein Spielsystem für Das Schwarze Auge 4.1",
"version": "0.5.1-rc1",
"version": "0.0.1",
"compatibility": {
"minimum": 12,
"verified": 13
},
"dependencies": [],
"authors": [
{
"name": "GrandpaPoppy"
@ -340,7 +341,16 @@
}
}
},
"socket": false,
"socket": true,
"relationships": {
"requires": [
{
"id": "socketlib",
"type": "module",
"manifest": "https://github.com/farling42/foundryvtt-socketlib/releases/latest/download/module.json"
}
]
},
"initiative": "1d6",
"grid": {
"distance": 1,
@ -349,5 +359,5 @@
"primaryTokenAttribute": "lep.aktuell",
"url": "https://git.macniel.online/macniel/foundry-dsa41-game",
"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/0.5.1-rc1/release.zip"
"download": "https://git.macniel.online/macniel/foundry-dsa41-game/releases/download/0.0.1/release.zip"
}

View File

@ -32,12 +32,14 @@
<img class="profile-img" src="{{img}}" data-action="editImage" data-edit="img" title="{{name}}"/>
<div class="sidebar-element resource-bar">
<label>LeP: {{this.lep}}</label><span class="resource-fill lep" style="width: {{this.lepper}}%"></span>
<label>LeP: {{this.lepcurrent}}</label><span class="resource-fill lep"
style="width: {{this.lepper}}%"></span>
</div>
{{#if ausdauer}}
<div class="sidebar-element resource-bar">
<label>AuP: {{this.aup}}</label><span class="resource-fill aup" style="width: {{this.aupper}}%"></span>
<label>AuP: {{this.aupcurrent}}</label><span class="resource-fill aup"
style="width: {{this.aupper}}%"></span>
</div>
{{/if}}
@ -62,25 +64,34 @@
<h3>{{this.using}} ({{this.name}})</h3>
{{#if this.at}}
<div class="at sidebar-element rollable" data-mode="attack" data-action="openCombatAction">
<div data-tooltip="{{localize "WEAPON.attack" weapon=this.name}}"
class="at sidebar-element rollable" data-is-ranged="{{this.isRanged}}"
data-weapon="{{this.id}}" data-skill="{{this.skillId}}" data-mode="attack"
data-action="openCombatAction">
<label>AT</label>
<div class="formula">{{this.at}}</div>
</div>
{{/if}}
{{#if this.pa}}
<div class="pa sidebar-element rollable" data-mode="defense" data-action="openCombatAction">
<div data-tooltip="{{localize "WEAPON.parry" weapon=this.name}}" class="pa sidebar-element rollable"
data-is-ranged="{{this.isRanged}}" data-weapon="{{this.id}}" data-skill="{{this.skillId}}"
data-mode="defense" data-action="openCombatAction">
<label>PA</label>
<div class="formula">{{this.pa}}</div>
</div>
{{/if}}
{{#if this.at}}
<div class="tp sidebar-element rollable" data-roll="{{this.tproll}}" data-label="Schaden">
{{#if this.tp}}
<div data-tooltip="{{localize "WEAPON.damage" weapon=this.name}}"
class="tp sidebar-element rollable" data-is-ranged="{{this.isRanged}}"
data-skill="{{this.skillId}}" data-weapon="{{this.id}}" data-action="rollDamage"
data-label="Schaden">
<label>TP</label>
<div class="formula">{{this.tp}}</div>
</div>
{{/if}}
{{#if this.ini}}
<div class="ini sidebar-element rollable" data-action="openInitiative"><label>INI</label>
<div data-tooltip="{{localize "WEAPON.initiative" weapon=this.name}}"
class="ini sidebar-element rollable" data-action="openInitiative"><label>INI</label>
<div class="formula">{{this.ini}}</div>
</div>
{{/if}}
@ -88,28 +99,17 @@
</div>
{{/each}}
<section class="favourites">
<h3>Angepinnt</h3>
{{#each this.favourites}}
{{> (lookup this "template") this}}
{{/each}}
</section>
<section class="cooldowns">
<h3>Abklingzeiten</h3>
{{#each this.cooldowns}}
<div class="cooldown{{#if this.data.cssClass}} {{this.data.cssClass}}{{/if}}">
<div class="progress" style="width: {{this.progress}}"></div>
{{#if (gt this.current 0)}}
<button class="btn-left" data-action="progressCooldown" data-cooldown-id="{{@key}}">
<i class="fa fa-timer"></i>
</button>
<span data-tooltip="{{this.tooltip}}">{{this.title}}</span>
<button class="btn-right" data-action="cancelCooldown" data-cooldown-id="{{@key}}">
<i class="fa fa-xmark"></i>
</button>
{{else}}
<button class="btn-left" data-action="activateCooldown" data-cooldown-id="{{@key}}">
<i class="fa fa-person-running"></i>
</button>
<span data-tooltip="{{this.tooltip}}">{{this.title}}</span>
<button class="btn-right" data-action="cancelCooldown" data-cooldown-id="{{@key}}">
<i class="fa fa-xmark"></i>
</button>
{{/if}}</div>
{{> "systems/DSA_4-1/templates/ui/partial-cooldown.hbs" this}}
{{/each}}
</section>
@ -128,4 +128,17 @@
{{/each}}
</nav>
<div class="sidebuttons">
<div>
<button data-action="openStandaloneADVSF">Vorteile</button>
<button data-action="openStandaloneHealth">Gesundheit</button>
<button data-action="openStandaloneSkills">Talente</button>
<button data-action="openBagpack">Inventar</button>
{{#if this.hasLiturgies}}
<button data-action="openStandaloneLiturgies">Liturgien</button>{{/if}}
{{#if this.hasSpells}}
<button data-action="openStandaloneSpells">Zauber</button>{{/if}}
</div>
</div>
</div>

View File

@ -0,0 +1,26 @@
<div class="advantages-and-specialabilities">
<div class="flaws">
<h3>Schlechte Eigenschaften</h3>
<ul>
{{#each this.flaws}}
<li>{{> "systems/DSA_4-1/templates/ui/partial-advantage-button.hbs" this}}</li>
{{/each}}
</ul>
</div>
<div class="advantages">
<h3>Vor- und Nachteile</h3>
<ul>
{{#each this.advantages}}
<li>{{> "systems/DSA_4-1/templates/ui/partial-advantage-button.hbs" this}}</li>
{{/each}}
</ul>
</div>
<div class="special-abilities">
<h3>Sonderfertigkeiten</h3>
<ul>
{{#each this.specialAbilities}}
<li>{{> "systems/DSA_4-1/templates/ui/partial-sf-button.hbs" this}}</li>
{{/each}}
</ul>
</div>
</div>

View File

@ -0,0 +1,20 @@
<div>
<div class="resource">
<span class="fill {{#if (gte this.carryingpercentage 75)}}danger{{/if}}"
style="width: {{this.carryingpercentage}}%"></span>
</div>
<div class="coinage">
<label>{{currency this.wealth}}</label>
</div>
<div class="buttons">
<button data-action="newItem"><i class="fa-solid fa-sack" data-tooltip="Neuer Gegenstand"></i></button>
<button data-action="openItemBrowser"><i class="fa-solid fa-store" data-tooltip="Einkaufen"></i></button>
</div>
{{> "systems/DSA_4-1/templates/ui/partial-equipment-button.hbs" equipments}}
</div>

View File

@ -0,0 +1,138 @@
<div class="mini-health">
<div class="combatline">
<div class="initiaitve" data-tooltip="{{fieldTooltip "ini" actorId}}">
<label>Ini:</label>
<input type="number" name="system.attribute.ini.wuerfel" value="{{this.inidice}}"/>
<span class="inline">w6</span>
<input type="number" name="system.attribute.ini.aktuell" value="{{this.inivalue}}"/>
</div>
<div class="lebensenergie" data-tooltip="{{fieldTooltip "lep" actorId}}">
<label>LeP:</label>
<input type="number" name="system.lep.aktuell" value="{{this.system.lep.aktuell}}"/>
<span class="inline">von</span>
<input type="number" disabled value="{{this.system.lep.max}}"/>
</div>
{{#if ausdauer}}
<div class="ausdauer" data-tooltip="{{fieldTooltip "aus" actorId}}">
<label>AuP:</label>
<input type="number" name="system.aup.aktuell" value="{{this.system.aup.aktuell}}"/>
<span class="inline">von</span>
<input type="number" disabled value="{{this.system.aup.max}}"/>
</div>
{{/if}}
{{#if (not zonenruestung)}}
<div class="armor">
<label>RS:</label>
{{derived.rs}}
</div>
{{/if}}
<div class="handicap">
<label>BE:</label>
{{derived.be}}
</div>
<div class="speed">
<label>GS:</label>
{{derived.gs.aktuell}}
</div>
</div>
{{#if (not trefferzonen)}}
<div class="wounds">
<label data-action="setWounds" data-value="0">Wunden: {{this.wounds}} / {{this.maxWounds}}</label>
{{#each this.woundsFilled}}
{{#if this}}
<div class="filled-segment" data-action="setWounds"
data-value="{{@index}}">{{@index}}</div>
{{else}}
<div class="empty-segment" data-action="setWounds" data-value="{{@index}}">{{@index}}</div>
{{/if}}
{{/each}}
</div>
{{/if}}
{{#if withErschoepfung}}
<div class="fatigue">
<label><span>Erschöpfung</span>
<input type="number" name="system.erschoepfung.aktuell" value="{{system.erschoepfung.aktuell}}"/>
</label>
{{#each this.erschoepfungFilled}}
{{#if this}}
<div class="filled-segment {{#if (gt ../ueberanstrengung 0)}}danger{{/if}}" {{#if
(gt ../ueberanstrengung 0)}}data-tooltip="Überanstrengt<hr/>Zusätzliche BE: {{../ueberanstrengung}}"
{{else}}data-tooltip="Erschöpft<br/>{{../system.erschoepfung.aktuell}} von maximal {{../system.erschoepfung.max}}"{{/if}}>{{@index}}</div>
{{else}}
<div class="empty-segment {{#if (gt ../ueberanstrengung 0)}}danger{{/if}}" {{#if
(gt ../ueberanstrengung 0)}}data-tooltip="Überanstrengt<hr/>Zusätzliche BE: {{../ueberanstrengung}}"
{{else}}data-tooltip="Erschöpft<br/>{{../system.erschoepfung.aktuell}} von maximal {{../system.erschoepfung.max}}"{{/if}}>{{@index}}</div>
{{/if}}
{{/each}}
{{#if (gt this.ueberanstrengung 0)}}
<div class="filled-segment {{#if (gt ueberanstrengung 0)}}danger{{/if}}" {{#if
(gt ueberanstrengung 0)}}data-tooltip="Überanstrengt<hr/>Zusätzliche BE: {{ueberanstrengung}}"
{{else}}data-tooltip="Erschöpft<br/>{{../system.erschoepfung.aktuell}} von maximal {{../system.erschoepfung.max}}"{{/if}}>{{system.erschoepfung.aktuell}}</div>
{{else}}
<div class="empty-segment {{#if (gt ueberanstrengung 0)}}danger{{/if}}" {{#if
(gt ueberanstrengung 0)}}data-tooltip="Überanstrengt<hr/>Zusätzliche BE: {{ueberanstrengung}}"
{{else}}data-tooltip="Erschöpft<br/>{{../system.erschoepfung.aktuell}} von maximal {{../system.erschoepfung.max}}"{{/if}}></div>
{{/if}}
</div>
{{/if}}
{{#if (or trefferzonen zonenruestung)}}
<div class="side-by-side">
{{/if}}
<div class="effects">
<label>Einflüsse</label>
<ul>
{{#each effects}}
<li>{{this}}</li>
{{/each}}
</ul>
</div>
{{#if (or trefferzonen zonenruestung)}}
<div class="paperdoll">
<h3>{{#if (and trefferzonen zonenruestung)}}Trefferzonen{{/if}}{{#if
(and trefferzonen (not zonenruestung))}}Wunden{{/if}}{{#if
(and (not trefferzonen) zonenruestung)}}Rüstung{{/if}}</h3>
<div>
<svg
width="280"
height="530"
viewBox="0 0 70 140"
xmlns="http://www.w3.org/2000/svg">
<path class="paperdoll-image"
d="m 22.868053,0.6591628 0.658626,-0.52687462 6.270125,4.42573652 3.97809,0.5795595 0.605938,-4.58379633 11.828915,2.02846193 0.07905,2.3182421 3.556578,-0.9220267 6.691636,3.7671414 2.292014,3.7671454 -4.030787,0.05268 0.89573,3.951549 -1.106491,2.23921 -3.345818,-0.632247 0.869387,4.241332 v 2.476303 l 1.422627,-0.02634 0.500563,1.343527 h 3.29312 l 1.975878,3.424677 0.05267,2.818774 2.371046,6.243447 6.665292,14.72611 1.949534,0.658592 0.34249,4.794545 -0.289802,1.606966 0.922074,1.765023 -0.395167,2.897805 2.002222,6.743979 1.027449,1.949433 -0.737657,5.031644 -3.925413,4.399394 -0.922074,-0.553222 0.579595,-1.844054 -1.896847,1.264499 -0.526897,-0.790314 1.475315,-1.369869 -1.36994,-5.690236 -0.974762,4.083275 -1.053803,-0.342473 -0.790345,-3.108552 0.579584,-2.370933 0.526907,-0.658592 -0.263459,-0.500527 0.289803,-1.554277 0.948418,-2.739737 -0.447865,-2.212876 -1.106492,-0.974715 -1.554356,-1.501588 -2.423744,-4.030581 0.711314,-1.264496 -3.793683,-5.532171 -0.02638,-1.554275 -1.475326,-1.554276 -1.185522,-3.213929 -0.869387,-0.763967 -3.029682,4.820892 -1.159179,0.447843 0.447865,0.974716 -0.790345,0.974716 -0.21076,2.002118 0.368823,1.343527 -0.289792,1.923087 1.71243,2.397274 0.02638,1.791371 1.23821,1.975774 2.950651,13.013779 -0.421522,0.684934 2.713536,14.278264 7.113157,18.150786 1.132835,0.0791 3.767339,9.19394 -2.344701,0.73762 1.92318,7.42891 -1.738774,3.87253 1.001116,3.79348 2.687192,4.10961 -0.68497,2.44996 -10.643392,0.079 -0.684969,-8.42997 1.106491,-1.42257 -1.659742,-1.47524 0.07905,-2.00211 -1.949535,-2.18653 -0.55325,-3.84617 -1.422628,0.15805 -0.500553,-7.71869 1.02745,-1.05374 -2.133941,-4.21499 0.421521,-2.42362 -4.32059,-6.322483 -1.317252,-4.056921 -9.247098,-17.702946 -0.395178,0.210749 -3.609266,18.783038 -1.975878,3.635422 -0.289802,10.721871 0.764011,-0.0264 2.397389,7.71869 -4.663069,0.97472 -0.737658,6.74398 -2.212983,1.92309 1.422638,6.74397 -1.896847,3.10855 -4.504997,0.34248 -0.105385,-0.86934 -3.714641,1.2118 -8.140618,0.21075 -0.131729,-2.00212 8.483107,-5.47948 0.711314,-1.89674 -0.316146,-2.18653 0.869386,-0.71128 -1.027449,-1.36986 1.659732,-6.55958 -2.502775,-0.76396 1.317252,-3.42469 -0.289792,-1.2645 2.397389,-3.05585 2.107608,-12.592278 -0.948419,-7.349881 0.316136,-13.90946 -1.554356,-1.159119 4.504996,-21.153968 0.316147,-4.557454 0.948418,-3.345646 -2.160295,2.924147 -4.847487,4.135956 1.264565,1.080091 -3.42485,2.397275 -3.29313,2.766082 -0.68497,1.923087 -1.791461,-0.57956 -1.001116,1.633307 0.07905,4.87358 L 9.168636,68.889233 4.2948053,70.180074 1.5812697,67.466679 0.13228831,66.070468 2.9775532,60.801731 6.5868297,58.825953 6.692205,57.245334 8.0884885,56.059869 v -1.923064 l 2.9769935,-7.824067 2.897953,0.553216 7.323918,-8.166536 v -0.500531 l 3.872714,-4.689172 -0.263448,-2.028463 2.766234,-5.1897 5.163622,-1.448903 0.158063,-1.844055 -0.922074,-2.291899 0.948428,-5.95367 -0.658626,-4.294017 -4.926518,-3.9515498 z"/>
</svg>
{{#if trefferzonen}}
<span class="wound kopf">{{derived.wunden.kopf}}</span>
<span class="wound brust">{{derived.wunden.brust}}</span>
<span class="wound armlinks">{{derived.wunden.armlinks}}</span>
<span class="wound armrechts">{{derived.wunden.armrechts}}</span>
<span class="wound ruecken">{{derived.wunden.ruecken}}</span>
<span class="wound bauch">{{derived.wunden.bauch}}</span>
<span class="wound beinlinks">{{derived.wunden.beinlinks}}</span>
<span class="wound beinrechts">{{derived.wunden.beinrechts}}</span>
{{/if}}
{{#if zonenruestung}}
<span class="armor kopf">{{derived.rs.kopf}}</span>
<span class="armor brust">{{derived.rs.brust}}</span>
<span class="armor armlinks">{{derived.rs.armlinks}}</span>
<span class="armor armrechts">{{derived.rs.armrechts}}</span>
<span class="armor ruecken">{{derived.rs.ruecken}}</span>
<span class="armor bauch">{{derived.rs.bauch}}</span>
<span class="armor beinlinks">{{derived.rs.beinlinks}}</span>
<span class="armor beinrechts">{{derived.rs.beinrechts}}</span>
{{/if}}
</div>
</div>
{{/if}}
{{#if (or trefferzonen zonenruestung)}}
</div>
{{/if}}
</div>

View File

@ -0,0 +1,204 @@
<div class="mini-liturgies">
<div class="tab-resources">
<div class="karmapoints">
<label>KaP:</label>
<input type="number" name="system.kap.aktuell" value="{{system.kap.aktuell}}"/>
<span class="inline">von</span>
<input type="number" disabled value="{{derived.kap.max}}"/>
</div>
</div>
<div class="scroll-y">
{{#each this.liturgies}}
<table class="{{this.deity}}">
<thead class="liturgy-header">
<tr class="liturgy-header">
<th style="width: 0"></th>
<th class="banner-top" style="width: 90px"><img
src="systems/DSA_4-1/assets/deities/{{this.deity}}.png"/></th>
<th class="lkp" colspan="2">Liturgiekenntnis: {{this.lkp}}</th>
</tr>
</thead>
<tbody>
<tr>
<th rowspan="{{this.total}}" class="background"></th>
<th class="banner-mid" rowspan="{{countO}}">
<div>
<div class="rank-label">{{#if this.count0}}0{{/if}}</div>
</div>
</th>
</tr>
{{#each this.O}}
<tr>
<td class="liturgy rollable" data-action="openLiturgyDialog" data-id="{{this.id}}"
data-rank="{{this.rank}}"
data-lkp="{{../lkp}}" data-deity="{{../deity}}">
{{> 'systems/DSA_4-1/templates/ui/partial-die.hbs' }}
</td>
<td class="clickable" data-id="{{this.id}}" data-action="openEmbeddedDocument">
{{this.name}}</td>
<td></td>
</tr>
{{/each}}
{{#if this.countI}}
<tr>
<th class="banner-mid" rowspan="{{countI}}">
<div>
<div class="rank-label">{{#if this.countI}}I{{/if}}</div>
</div>
</th>
</tr>
{{#each this.I}}
<tr>
<td class="liturgy rollable" data-action="openLiturgyDialog" data-id="{{this.id}}"
data-rank="{{this.rank}}"
data-lkp="{{../lkp}}" data-deity="{{../deity}}">
{{> 'systems/DSA_4-1/templates/ui/partial-die.hbs' }}
</td>
<td class="clickable" data-id="{{this.id}}" data-action="openEmbeddedDocument">
{{this.name}}</td>
<td></td>
</tr>
{{/each}}
{{/if}}
{{#if this.countII}}
<tr>
<th class="banner-mid" rowspan="{{countII}}">
<div>
<div class="rank-label">{{#if this.countII}}II{{/if}}</div>
</div>
</th>
</tr>
{{#each this.II}}
<tr>
<td class="liturgy rollable" data-action="openLiturgyDialog" data-id="{{this.id}}"
data-rank="{{this.rank}}"
data-lkp="{{../lkp}}" data-deity="{{../deity}}">
{{> 'systems/DSA_4-1/templates/ui/partial-die.hbs' }}
</td>
<td class="clickable" data-id="{{this.id}}"
data-action="openEmbeddedDocument">{{this.name}}</td>
</tr>
{{/each}}
{{/if}}
{{#if this.countIII}}
<tr>
<th class="banner-mid" rowspan="{{countIII}}">
<div>
<div class="rank-label">{{#if this.countIII}}III{{/if}}</div>
</div>
</th>
</tr>
{{#each this.III}}
<tr>
<td class="liturgy rollable" data-action="openLiturgyDialog" data-id="{{this.id}}"
data-rank="{{this.rank}}"
data-lkp="{{../lkp}}" data-deity="{{../deity}}">
{{> 'systems/DSA_4-1/templates/ui/partial-die.hbs' }}
</td>
<td class="clickable" data-id="{{this.id}}"
data-action="openEmbeddedDocument">{{this.name}}</td>
</tr>
{{/each}}
{{/if}}
{{#if this.countIV}}
<tr>
<th class="banner-mid" rowspan="{{countIV}}">
<div>
<div class="rank-label">{{#if this.countIV}}IV{{/if}}</div>
</div>
</th>
</tr>
{{#each this.IV}}
<tr>
<td class="liturgy rollable" data-action="openLiturgyDialog" data-id="{{this.id}}"
data-rank="{{this.rank}}"
data-lkp="{{../lkp}}" data-deity="{{../deity}}">
{{> 'systems/DSA_4-1/templates/ui/partial-die.hbs' }}
</td>
<td class="clickable" data-id="{{this.id}}"
data-action="openEmbeddedDocument">{{this.name}}</td>
</tr>
{{/each}}{{/if}}
{{#if this.countV}}
<tr>
<th class="banner-mid" rowspan="{{countV}}">
<div>
<div class="rank-label">{{#if this.countV}}V{{/if}}</div>
</div>
</th>
</tr>
{{#each this.V}}
<tr>
<td class="liturgy rollable" data-action="openLiturgyDialog" data-id="{{this.id}}"
data-rank="{{this.rank}}"
data-lkp="{{../lkp}}" data-deity="{{../deity}}">
{{> 'systems/DSA_4-1/templates/ui/partial-die.hbs' }}
</td>
<td class="clickable" data-id="{{this.id}}"
data-action="openEmbeddedDocument">{{this.name}}</td>
</tr>
{{/each}}
{{/if}}
{{#if this.countVI}}
<tr>
<th class="banner-mid" rowspan="{{countVI}}">
<div>
<div class="rank-label">{{#if this.countVI}}VI{{/if}}</div>
</div>
</th>
</tr>
{{#each this.VI}}
<tr>
<td class="liturgy rollable" data-action="openLiturgyDialog" data-id="{{this.id}}"
data-rank="{{this.rank}}"
data-lkp="{{../lkp}}" data-deity="{{../deity}}">
{{> 'systems/DSA_4-1/templates/ui/partial-die.hbs' }}
</td>
<td class="clickable" data-id="{{this.id}}"
data-action="openEmbeddedDocument">{{this.name}}</td>
</tr>
{{/each}}
{{/if}}{{#if this.countVII}}
<tr>
<th class="banner-mid" rowspan="{{countVII}}">
<div>
<div class="rank-label">{{#if this.countVII}}VII{{/if}}</div>
</div>
</th>
</tr>
{{#each this.VII}}
<tr>
<td class="liturgy rollable" data-action="openLiturgyDialog" data-id="{{this.id}}"
data-rank="{{this.rank}}"
data-lkp="{{../lkp}}" data-deity="{{../deity}}">
{{> 'systems/DSA_4-1/templates/ui/partial-die.hbs' }}
</td>
<td class="clickable" data-id="{{this.id}}"
data-action="openEmbeddedDocument">{{this.name}}</td>
</tr>
{{/each}}
{{/if}}{{#if this.countVIII}}
<tr>
<th class="banner-mid" rowspan="{{countVIII}}">
<div>
<div class="rank-label">{{#if this.countVIII}}VIII{{/if}}</div>
</div>
</th>
</tr>
{{#each this.VIII}}
<tr>
<td class="liturgy rollable" data-action="openLiturgyDialog" data-id="{{this.id}}"
data-rank="{{this.rank}}"
data-lkp="{{../lkp}}" data-deity="{{../deity}}">
{{> 'systems/DSA_4-1/templates/ui/partial-die.hbs' }}
</td>
<td class="clickable" data-id="{{this.id}}"
data-action="openEmbeddedDocument">{{this.name}}</td>
</tr>
{{/each}}
{{/if}}
</tbody>
</table>
{{/each}}
</div>

View File

@ -0,0 +1,97 @@
<div class="mini-skills">
<div class="talent-group combat">
<fieldset>
<legend><h2>Kampftalente</h2></legend>
<ul>
{{#each skills.Kampf}}
<li>
{{> "systems/DSA_4-1/templates/ui/partial-rollable-weaponskill-button.hbs" this}}
</li>
{{/each}}
</ul>
</fieldset>
</div>
<div class="talent-group body">
<fieldset>
<legend><h2>Körperliche Talente</h2></legend>
<ul>
<li>
{{#each skills.Körperlich}}
<li>
{{> "systems/DSA_4-1/templates/ui/partial-rollable-button.hbs" this}}
</li>
{{/each}}
</ul>
</fieldset>
</div>
<div class="talent-group social">
<fieldset>
<legend><h2>Gesellschaftliche Talente</h2></legend>
<ul>
<li>
{{#each skills.Gesellschaft}}
<li>
{{> "systems/DSA_4-1/templates/ui/partial-rollable-button.hbs" this}}
</li>
{{/each}}
</ul>
</fieldset>
</div>
<div class="talent-group nature">
<fieldset>
<legend><h2>Natur Talente</h2></legend>
<ul>
<li>
{{#each skills.Natur}}
<li>
{{> "systems/DSA_4-1/templates/ui/partial-rollable-button.hbs" this}}
</li>
{{/each}}
</ul>
</fieldset>
</div>
<div class="talent-group knowledge">
<fieldset>
<legend><h2>Wissenstalente</h2></legend>
<ul>
<li>
{{#each skills.Wissen}}
<li>
{{> "systems/DSA_4-1/templates/ui/partial-rollable-button.hbs" this}}
</li>
{{/each}}
</ul>
</fieldset>
</div>
<div class="talent-group languages">
<fieldset>
<legend><h2>Schriften & Sprachen</h2></legend>
<ul>
<li>
{{#each skills.Schriften}}
<li>
{{> "systems/DSA_4-1/templates/ui/partial-rollable-language-button.hbs" this}}
</li>
{{/each}}
{{#each skills.Sprachen}}
<li>
{{> "systems/DSA_4-1/templates/ui/partial-rollable-language-button.hbs" this}}
</li>
{{/each}}
</ul>
</fieldset>
</div>
<div class="talent-group crafting">
<fieldset>
<legend><h2>Handwerkliche Talente</h2></legend>
<ul>
<li>
{{#each skills.Handwerk}}
<li>
{{> "systems/DSA_4-1/templates/ui/partial-rollable-button.hbs" this}}
</li>
{{/each}}
</ul>
</fieldset>
</div>
</div>

View File

@ -0,0 +1,51 @@
<div class="mini-spells">
<div class="tab-resources">
<div class="astralpoints">
<label>AsP:</label>
<input type="number" name="system.asp.aktuell" value="{{system.asp.aktuell}}"/>
<span class="inline">von</span>
<input type="number" disabled value="{{derived.asp.max}}"/>
</div>
<div class="mr">
<label>MR: </label>
<input type="number" disabled value="{{derived.mr.aktuell}}"/>
</div>
</div>
<div class="table-header">
<span class="die-and-name">
Zaubername
</span>
<span>
Probe
</span>
<span>ZfW</span>
</div>
<div class="scrollable-table">
<table>
<thead aria-hidden="false">
<tr>
<th class="die-column"></th>
<th>Zaubername</th>
<th>Probe</th>
<th>ZfW</th>
</tr>
</thead>
<tbody>
{{#each this.spells}}
<tr>
<td class="spell rollable">
{{> 'systems/DSA_4-1/templates/ui/partial-die.hbs' }}
</td>
<td class="clickable" data-item-id="{{this.id}}" data-action="openEmbeddedDocument">
<span>{{this.name}}</span></td>
<td>{{this.eigenschaft1}} {{this.eigenschaft2}} {{this.eigenschaft3}}</td>
<td>{{this.zfw}}</td>
</tr>
{{/each}}
</tbody>
</table>
</div>
</div>

View File

@ -15,29 +15,32 @@
</div>
<h3 class="inventory-header">Inventar </h3>
<div class="inventory-header">
<h3>Inventar</h3>
<div class="buttons">
<button data-action="newItem"><i class="fa-solid fa-sack" data-tooltip="Neuer Gegenstand"></i></button>
<button data-action="openItemBrowser"><i class="fa-solid fa-store" data-tooltip="Einkaufen"></i></button>
</div>
</div>
<div class="inventory">
{{> "systems/DSA_4-1/templates/ui/partial-equipment-button.hbs" equipments}}
</div>
<!-- TODO: fix paperdoll
<div class="paperdoll">
<h3>Ausrüstung</h3>
{{!-- Set Tab Navigation --}}
{{!-- Sheet Tab Navigation --}}
<nav class="sets-tabs tabs{{#if verticalTabs}} vertical{{/if}}"
aria-roledescription="{{localize "SHEETS.FormNavLabel"}}">
{{#each sets as |tab|}}
<a data-action="tab" data-group="{{tab.group}}" data-tab="{{tab.id}}"
{{#if tab.cssClass}}class="{{tab.cssClass}}"{{/if}}
{{#if tab.tooltip}}data-tooltip="{{tab.tooltip}}"{{/if}}>
{{#if tab.icon}}<i class="{{tab.icon}}" inert></i>{{/if}}
{{#if tab.label}}<span>{{localize tab.label}}</span>{{/if}}
</a>
<h3 class="equipment-header">Ausrüstung</h3>
<div class="set">
<nav class="tabs" data-group="setTabs">
{{#each sets}}
<a class="item" data-tab="{{tab}}">{{label}}</a>
{{/each}}
</nav>
<section class="tab-content">
{{> "systems/DSA_4-1/templates/actor/character/tab-set.hbs" this}}
</section>
</div>
-->
</div>
</div>
</section>

View File

@ -1,7 +1,6 @@
<section class="tab {{#if (or trefferzonen zonenruestung)}}zones{{/if}} {{tabs.combat.id}} {{tabs.combat.cssClass}}"
data-tab="{{tabs.combat.id}}"
data-group="{{tabs.combat.group}}">
<section class="tab {{#if (or trefferzonen zonenruestung)}}zones{{/if}} {{tabs.health.id}} {{tabs.health.cssClass}}"
data-tab="{{tabs.health.id}}"
data-group="{{tabs.health.group}}">
<div class="combatline">
<div class="initiaitve" data-tooltip="{{fieldTooltip "ini" actorId}}">
@ -43,35 +42,54 @@
</div>
{{#if (not trefferzonen)}}
<div class="wounds">
<label data-operation="reduceWounds" data-value="0">Wunden: {{this.wounds}} / {{this.maxWounds}}</label>
<label data-action="setWounds" data-value="0">Wunden: {{this.wounds}} / {{this.maxWounds}}</label>
{{#each this.woundsFilled}}
{{#if this}}
<div class="filled-segment" data-operation="reduceWounds"
<div class="filled-segment" data-action="setWounds"
data-value="{{@index}}">{{@index}}</div>
{{else}}
<div class="empty-segment" data-operation="addWounds" data-value="{{@index}}">{{@index}}</div>
<div class="empty-segment" data-action="setWounds" data-value="{{@index}}">{{@index}}</div>
{{/if}}
{{/each}}
</div>
{{/if}}
{{#if withErschoepfung}}
<div class="fatigue">
<label><span>Erschöpfung</span>
<input type="number" name="system.erschoepfung.aktuell" value="{{system.erschoepfung.aktuell}}"/>
</label>
{{#each this.erschoepfungFilled}}
{{#if this}}
<div class="filled-segment {{#if (gt ../ueberanstrengung 0)}}danger{{/if}}" {{#if
(gt ../ueberanstrengung 0)}}data-tooltip="Überanstrengt<hr/>Zusätzliche BE: {{../ueberanstrengung}}"
{{else}}data-tooltip="Erschöpft<br/>{{../system.erschoepfung.aktuell}} von maximal {{../system.erschoepfung.max}}"{{/if}}>{{@index}}</div>
{{else}}
<div class="empty-segment {{#if (gt ../ueberanstrengung 0)}}danger{{/if}}" {{#if
(gt ../ueberanstrengung 0)}}data-tooltip="Überanstrengt<hr/>Zusätzliche BE: {{../ueberanstrengung}}"
{{else}}data-tooltip="Erschöpft<br/>{{../system.erschoepfung.aktuell}} von maximal {{../system.erschoepfung.max}}"{{/if}}>{{@index}}</div>
{{/if}}
{{/each}}
<div class="actions">
<h3>Aktionen im Kampf</h3>
<div class="grid-of-actions">
<div class="player-action attack-action" data-mode="attack" data-action="openCombatAction">
<span class="name">Angriff</span>
<span class="time">variabel</span>
</div>
<div class="player-action defense-action" data-mode="defense" data-action="openCombatAction">
<span class="name">Verteidigen</span>
<span class="time">variabel</span>
</div>
{{#each this.actions}}
{{> "systems/DSA_4-1/templates/ui/partial-action-button.hbs" this}}
{{/each}}
{{#if (gt this.ueberanstrengung 0)}}
<div class="filled-segment {{#if (gt ueberanstrengung 0)}}danger{{/if}}" {{#if
(gt ueberanstrengung 0)}}data-tooltip="Überanstrengt<hr/>Zusätzliche BE: {{ueberanstrengung}}"
{{else}}data-tooltip="Erschöpft<br/>{{../system.erschoepfung.aktuell}} von maximal {{../system.erschoepfung.max}}"{{/if}}>{{system.erschoepfung.aktuell}}</div>
{{else}}
<div class="empty-segment {{#if (gt ueberanstrengung 0)}}danger{{/if}}" {{#if
(gt ueberanstrengung 0)}}data-tooltip="Überanstrengt<hr/>Zusätzliche BE: {{ueberanstrengung}}"
{{else}}data-tooltip="Erschöpft<br/>{{../system.erschoepfung.aktuell}} von maximal {{../system.erschoepfung.max}}"{{/if}}></div>
{{/if}}
</div>
{{/if}}
<div class="effects">
<label>Einflüsse</label>
<ul>
{{#each effects}}
<li>{{this}}</li>
{{/each}}
</ul>
</div>
{{#if (or trefferzonen zonenruestung)}}
@ -111,5 +129,4 @@
</div>
</div>
{{/if}}
</section>

View File

@ -1,29 +1,25 @@
<section class="tab {{sets.set1.id}} {{sets.set1.cssClass}}"
data-tab="{{sets.set1.id}}"
data-group="{{sets.set1.group}}">
<div class="paperdoll">
<!--<svg
width="280"
height="530"
viewBox="0 0 70 140"
xmlns="http://www.w3.org/2000/svg">
<path class="paperdoll-image"
d="m 22.868053,0.6591628 0.658626,-0.52687462 6.270125,4.42573652 3.97809,0.5795595 0.605938,-4.58379633 11.828915,2.02846193 0.07905,2.3182421 3.556578,-0.9220267 6.691636,3.7671414 2.292014,3.7671454 -4.030787,0.05268 0.89573,3.951549 -1.106491,2.23921 -3.345818,-0.632247 0.869387,4.241332 v 2.476303 l 1.422627,-0.02634 0.500563,1.343527 h 3.29312 l 1.975878,3.424677 0.05267,2.818774 2.371046,6.243447 6.665292,14.72611 1.949534,0.658592 0.34249,4.794545 -0.289802,1.606966 0.922074,1.765023 -0.395167,2.897805 2.002222,6.743979 1.027449,1.949433 -0.737657,5.031644 -3.925413,4.399394 -0.922074,-0.553222 0.579595,-1.844054 -1.896847,1.264499 -0.526897,-0.790314 1.475315,-1.369869 -1.36994,-5.690236 -0.974762,4.083275 -1.053803,-0.342473 -0.790345,-3.108552 0.579584,-2.370933 0.526907,-0.658592 -0.263459,-0.500527 0.289803,-1.554277 0.948418,-2.739737 -0.447865,-2.212876 -1.106492,-0.974715 -1.554356,-1.501588 -2.423744,-4.030581 0.711314,-1.264496 -3.793683,-5.532171 -0.02638,-1.554275 -1.475326,-1.554276 -1.185522,-3.213929 -0.869387,-0.763967 -3.029682,4.820892 -1.159179,0.447843 0.447865,0.974716 -0.790345,0.974716 -0.21076,2.002118 0.368823,1.343527 -0.289792,1.923087 1.71243,2.397274 0.02638,1.791371 1.23821,1.975774 2.950651,13.013779 -0.421522,0.684934 2.713536,14.278264 7.113157,18.150786 1.132835,0.0791 3.767339,9.19394 -2.344701,0.73762 1.92318,7.42891 -1.738774,3.87253 1.001116,3.79348 2.687192,4.10961 -0.68497,2.44996 -10.643392,0.079 -0.684969,-8.42997 1.106491,-1.42257 -1.659742,-1.47524 0.07905,-2.00211 -1.949535,-2.18653 -0.55325,-3.84617 -1.422628,0.15805 -0.500553,-7.71869 1.02745,-1.05374 -2.133941,-4.21499 0.421521,-2.42362 -4.32059,-6.322483 -1.317252,-4.056921 -9.247098,-17.702946 -0.395178,0.210749 -3.609266,18.783038 -1.975878,3.635422 -0.289802,10.721871 0.764011,-0.0264 2.397389,7.71869 -4.663069,0.97472 -0.737658,6.74398 -2.212983,1.92309 1.422638,6.74397 -1.896847,3.10855 -4.504997,0.34248 -0.105385,-0.86934 -3.714641,1.2118 -8.140618,0.21075 -0.131729,-2.00212 8.483107,-5.47948 0.711314,-1.89674 -0.316146,-2.18653 0.869386,-0.71128 -1.027449,-1.36986 1.659732,-6.55958 -2.502775,-0.76396 1.317252,-3.42469 -0.289792,-1.2645 2.397389,-3.05585 2.107608,-12.592278 -0.948419,-7.349881 0.316136,-13.90946 -1.554356,-1.159119 4.504996,-21.153968 0.316147,-4.557454 0.948418,-3.345646 -2.160295,2.924147 -4.847487,4.135956 1.264565,1.080091 -3.42485,2.397275 -3.29313,2.766082 -0.68497,1.923087 -1.791461,-0.57956 -1.001116,1.633307 0.07905,4.87358 L 9.168636,68.889233 4.2948053,70.180074 1.5812697,67.466679 0.13228831,66.070468 2.9775532,60.801731 6.5868297,58.825953 6.692205,57.245334 8.0884885,56.059869 v -1.923064 l 2.9769935,-7.824067 2.897953,0.553216 7.323918,-8.166536 v -0.500531 l 3.872714,-4.689172 -0.263448,-2.028463 2.766234,-5.1897 5.163622,-1.448903 0.158063,-1.844055 -0.922074,-2.291899 0.948428,-5.95367 -0.658626,-4.294017 -4.926518,-3.9515498 z"/>
</svg>-->
{{#each this.slots}}
<div class="equipped {{this.target}}" data-set-id="{{../index}}"
data-target="{{this.target}}" data-actor="{{../../actor.id}}"><img
src="{{this.icon}}"/></div>
{{/each}}
{{!--
{{#if (eq ../actor.system.setEquipped @index)}}
<button disabled="disabled">Ausgerüstet</button>
{{else}}
<button data-action="switchSet" data-id="{{@index}}">Wechseln</button>
{{/if}}
<div class="paperdoll">
<svg
width="280"
height="530"
viewBox="0 0 70 140"
xmlns="http://www.w3.org/2000/svg">
<path class="paperdoll-image"
d="m 22.868053,0.6591628 0.658626,-0.52687462 6.270125,4.42573652 3.97809,0.5795595 0.605938,-4.58379633 11.828915,2.02846193 0.07905,2.3182421 3.556578,-0.9220267 6.691636,3.7671414 2.292014,3.7671454 -4.030787,0.05268 0.89573,3.951549 -1.106491,2.23921 -3.345818,-0.632247 0.869387,4.241332 v 2.476303 l 1.422627,-0.02634 0.500563,1.343527 h 3.29312 l 1.975878,3.424677 0.05267,2.818774 2.371046,6.243447 6.665292,14.72611 1.949534,0.658592 0.34249,4.794545 -0.289802,1.606966 0.922074,1.765023 -0.395167,2.897805 2.002222,6.743979 1.027449,1.949433 -0.737657,5.031644 -3.925413,4.399394 -0.922074,-0.553222 0.579595,-1.844054 -1.896847,1.264499 -0.526897,-0.790314 1.475315,-1.369869 -1.36994,-5.690236 -0.974762,4.083275 -1.053803,-0.342473 -0.790345,-3.108552 0.579584,-2.370933 0.526907,-0.658592 -0.263459,-0.500527 0.289803,-1.554277 0.948418,-2.739737 -0.447865,-2.212876 -1.106492,-0.974715 -1.554356,-1.501588 -2.423744,-4.030581 0.711314,-1.264496 -3.793683,-5.532171 -0.02638,-1.554275 -1.475326,-1.554276 -1.185522,-3.213929 -0.869387,-0.763967 -3.029682,4.820892 -1.159179,0.447843 0.447865,0.974716 -0.790345,0.974716 -0.21076,2.002118 0.368823,1.343527 -0.289792,1.923087 1.71243,2.397274 0.02638,1.791371 1.23821,1.975774 2.950651,13.013779 -0.421522,0.684934 2.713536,14.278264 7.113157,18.150786 1.132835,0.0791 3.767339,9.19394 -2.344701,0.73762 1.92318,7.42891 -1.738774,3.87253 1.001116,3.79348 2.687192,4.10961 -0.68497,2.44996 -10.643392,0.079 -0.684969,-8.42997 1.106491,-1.42257 -1.659742,-1.47524 0.07905,-2.00211 -1.949535,-2.18653 -0.55325,-3.84617 -1.422628,0.15805 -0.500553,-7.71869 1.02745,-1.05374 -2.133941,-4.21499 0.421521,-2.42362 -4.32059,-6.322483 -1.317252,-4.056921 -9.247098,-17.702946 -0.395178,0.210749 -3.609266,18.783038 -1.975878,3.635422 -0.289802,10.721871 0.764011,-0.0264 2.397389,7.71869 -4.663069,0.97472 -0.737658,6.74398 -2.212983,1.92309 1.422638,6.74397 -1.896847,3.10855 -4.504997,0.34248 -0.105385,-0.86934 -3.714641,1.2118 -8.140618,0.21075 -0.131729,-2.00212 8.483107,-5.47948 0.711314,-1.89674 -0.316146,-2.18653 0.869386,-0.71128 -1.027449,-1.36986 1.659732,-6.55958 -2.502775,-0.76396 1.317252,-3.42469 -0.289792,-1.2645 2.397389,-3.05585 2.107608,-12.592278 -0.948419,-7.349881 0.316136,-13.90946 -1.554356,-1.159119 4.504996,-21.153968 0.316147,-4.557454 0.948418,-3.345646 -2.160295,2.924147 -4.847487,4.135956 1.264565,1.080091 -3.42485,2.397275 -3.29313,2.766082 -0.68497,1.923087 -1.791461,-0.57956 -1.001116,1.633307 0.07905,4.87358 L 9.168636,68.889233 4.2948053,70.180074 1.5812697,67.466679 0.13228831,66.070468 2.9775532,60.801731 6.5868297,58.825953 6.692205,57.245334 8.0884885,56.059869 v -1.923064 l 2.9769935,-7.824067 2.897953,0.553216 7.323918,-8.166536 v -0.500531 l 3.872714,-4.689172 -0.263448,-2.028463 2.766234,-5.1897 5.163622,-1.448903 0.158063,-1.844055 -0.922074,-2.291899 0.948428,-5.95367 -0.658626,-4.294017 -4.926518,-3.9515498 z"/>
</svg>
--}}
{{#each this.slots}}
<div class="equipped {{this.target}}" data-set-id="{{../index}}"
data-target="{{this.target}}" data-actor="{{../../actor.id}}"><img
src="{{this.icon}}"/></div>
{{/each}}
{{#if (eq ../actor.system.setEquipped @index)}}
<button disabled="disabled">Ausgerüstet</button>
{{else}}
<button data-operation="switchSet" data-id="{{@index}}">Wechseln</button>
{{/if}}
</div>
</section>
</div>

View File

@ -2,8 +2,9 @@
data-tab="{{tabs.skills.id}}"
data-group="{{tabs.skills.group}}">
<div class="collapsible">
<div class="talent-group">
<h2>Kampftalente</h2>
<div class="talent-group combat">
<fieldset>
<legend><h2>Kampftalente</h2></legend>
<ul>
{{#each skills.Kampf}}
<li>
@ -11,9 +12,11 @@
</li>
{{/each}}
</ul>
</fieldset>
</div>
<div class="talent-group">
<h2>Körperliche Talente</h2>
<div class="talent-group body">
<fieldset>
<legend><h2>Körperliche Talente</h2></legend>
<ul>
<li>
{{#each skills.Körperlich}}
@ -22,9 +25,11 @@
</li>
{{/each}}
</ul>
</fieldset>
</div>
<div class="talent-group">
<h2>Gesellschaftliche Talente</h2>
<div class="talent-group social">
<fieldset>
<legend><h2>Gesellschaftliche Talente</h2></legend>
<ul>
<li>
{{#each skills.Gesellschaft}}
@ -33,9 +38,11 @@
</li>
{{/each}}
</ul>
</fieldset>
</div>
<div class="talent-group">
<h2>Natur Talente</h2>
<div class="talent-group nature">
<fieldset>
<legend><h2>Natur Talente</h2></legend>
<ul>
<li>
{{#each skills.Natur}}
@ -44,9 +51,11 @@
</li>
{{/each}}
</ul>
</fieldset>
</div>
<div class="talent-group">
<h2>Wissenstalente</h2>
<div class="talent-group knowledge">
<fieldset>
<legend><h2>Wissenstalente</h2></legend>
<ul>
<li>
{{#each skills.Wissen}}
@ -55,9 +64,11 @@
</li>
{{/each}}
</ul>
</fieldset>
</div>
<div class="talent-group">
<h2>Schriften & Sprachen</h2>
<div class="talent-group languages">
<fieldset>
<legend><h2>Schriften & Sprachen</h2></legend>
<ul>
<li>
{{#each skills.Schriften}}
@ -71,9 +82,11 @@
</li>
{{/each}}
</ul>
</fieldset>
</div>
<div class="talent-group">
<h2>Handwerkliche Talente</h2>
<div class="talent-group crafting">
<fieldset>
<legend><h2>Handwerkliche Talente</h2></legend>
<ul>
<li>
{{#each skills.Handwerk}}
@ -82,6 +95,7 @@
</li>
{{/each}}
</ul>
</fieldset>
</div>
</div>
</section>

View File

@ -25,6 +25,7 @@
<th colspan="3">Probe</th>
<th>ZfW</th>
<th>Merkmale</th>
<th></th>
</tr>
</thead>
<tbody>
@ -33,7 +34,7 @@
<td class="spell rollable">
{{> 'systems/DSA_4-1/templates/ui/partial-die.hbs' }}
</td>
<td class="clickable" data-id="{{this.id}}" data-action="openActorSheet">
<td class="clickable" data-item-id="{{this.id}}" data-action="openSpellDialog">
<span>{{this.name}}</span></td>
<td>{{this.eigenschaft1}}</td>
<td>{{this.eigenschaft2}}</td>
@ -43,6 +44,15 @@
<ul class="merkmal-list">{{#each this.merkmal}}
<li>{{this}}</li>{{/each}}</ul>
</td>
<td>
<div data-action="toggleFav" data-item-id="{{this.id}}">
{{#if this.fav}}
<i class="fa-solid fa-star"></i>
{{else}}
<i class="fa-regular fa-star"></i>
{{/if}}
</div>
</td>
</tr>
{{/each}}
</tbody>

View File

@ -40,7 +40,8 @@
<span class="name">{{this.name}}</span>
<span class="price">{{currency this.price}}</span>
<span class="availability {{#if
(lte this.availability 0)}}infinite{{/if}}">{{this.availability}}</span>
(lte this.availability 0)}}infinite{{/if}}">{{#unless
(lte this.availability 0)}}{{this.availability}}{{/unless}}</span>
<button class="actions"><i class="fa-solid fa-coins"></i></button>
</div>
{{/if}}

View File

@ -5,7 +5,7 @@
<ul>
{{#each tokenDistances}}
<li class="token {{#if isSelected}}selected{{/if}}" data-action="selectTarget"
<li class="target token {{#if isSelected}}selected{{/if}}" data-action="selectTarget"
data-target-id="{{this.id}}"><img src="{{this.token.texture.src}}"
style="width: 32px; height: 32px"/><span>{{this.actor.name}}</span><span>({{this.d}} {{../distanceUnit}}
)</span></li>
@ -18,7 +18,7 @@
<legend>Waffe auswählen</legend>
<ul>
{{#each weapons}}
<li class="{{#if isSelected}}selected{{/if}}" data-action="selectWeaponAndSkill"
<li class="weapon {{#if isSelected}}selected{{/if}}" data-action="selectWeaponAndSkill"
data-weapon-id="{{this.weaponId}}" data-skill-id="{{this.skillId}}"><img src="{{this.img}}"
style="width: 32px; height: 32px"/><span>{{this.name}}
({{this.skillName}})</span><span>{{#if this.combatStatistics}}
@ -31,7 +31,7 @@
<legend>Manöver auswählen</legend>
<ul>
{{#each maneuver}}
<li class="{{#if isSelected}}selected{{/if}} name-only" data-action="selectManeuver"
<li class="maneuver {{#if isSelected}}selected{{/if}} name-only" data-action="selectManeuver"
data-maneuver-id="{{this.id}}" class="{{this.source}}">{{this.name}}</li>
{{/each}}
</ul>
@ -55,7 +55,8 @@
<div class="actions">
<button {{#if ready}}class="ready"{{/if}} type="submit"><i class="fa-solid fa-swords"></i>Angreifen <span
<button {{#if ready}}class="ready" {{else}}data-tooltip="{{notReadyReason}}"{{/if}} type="submit"><i
class="fa-solid fa-swords"></i>Angreifen <span
class="value"></span></button>
</div>

View File

@ -3,7 +3,7 @@
<legend>Waffe auswählen</legend>
<ul>
{{#each weapons}}
<li class="{{#if isSelected}}selected{{/if}}" data-action="selectWeaponAndSkill"
<li class="weapon {{#if isSelected}}selected{{/if}}" data-action="selectWeaponAndSkill"
data-weapon-id="{{this.weaponId}}" data-skill-id="{{this.skillId}}">
{{#if this.img}}<img src="{{this.img}}" style="width: 32px; height: 32px"/>{{else}}
<span style="width: 32px"></span> {{/if}}
@ -19,7 +19,7 @@
<legend>Manöver auswählen</legend>
<ul>
{{#each maneuver}}
<li class="{{#if isSelected}}selected{{/if}} name-only" data-action="selectManeuver"
<li class="maneuver {{#if isSelected}}selected{{/if}} name-only" data-action="selectManeuver"
data-maneuver-id="{{this.id}}" class="{{this.source}}">{{this.name}}</li>
{{/each}}
</ul>
@ -43,7 +43,8 @@
<div class="actions">
<button {{#if ready}}class="ready"{{/if}} type="submit"><i class="fa-solid fa-shield"></i>Verteidigen <span
<button {{#if ready}}class="ready" {{else}}data-tooltip="{{notReadyReason}}"{{/if}} type="submit"><i
class="fa-solid fa-shield"></i>Verteidigen <span
class="value"></span></button>
</div>

View File

@ -0,0 +1,73 @@
<div>
<div class="progress" style="display: none">
<span class="fill"></span>
<span class="text"></span>
</div>
<aside>
<fieldset>
<legend>Name</legend>
<input name="filter_name" type="text" value="{{filterName}}">
</fieldset>
<fieldset>
<legend>Kategorie</legend>
<select name="filter_category">
{{selectOptions categories selected=filterCategory inverted=true}}
</select>
</fieldset>
<fieldset>
<legend>Preis</legend>
<label>
<span>von {{currency filter_price_lower}}</span>
<input name="filter_price_lower" type="range" min="{{price_lower}}" value="{{filter_price_lower}}"
max="{{price_upper}}" step="0.01"/></label>
<label>
<span>bis {{currency filter_price_upper}}</span>
<input name="filter_price_upper" type="range" min="{{price_lower}}" value="{{filter_price_upper}}"
max="{{price_upper}}" step="0.01"/>
</label>
</fieldset>
<fieldset>
<legend>Gewicht</legend>
<label>von {{weight filter_weight_lower}}
<input name="filter_weight_lower" type="range" min="{{weight_lower}}" value="{{filter_weight_lower}}"
max="{{weight_upper}}" step="0.025"/>
</label>
<label>bis {{weight filter_weight_upper}}
<input name="filter_weight_upper" type="range" min="{{weight_lower}}" value="{{filter_weight_upper}}"
max="{{weight_upper}}" step="0.025"/>
</label>
</fieldset>
<div class="options">
<button {{#if hasSelectedItem}}data-action="buy" {{else}} disabled="disabled" {{/if}}><i
class="fa-solid fa-coins"></i> Kaufen
</button>
</div>
</aside>
<div class="scrollable-table">
<div class="header">
<span></span>
<span>Name</span>
<span>Kategorie</span>
<span>Preis</span>
<span>Gewicht</span>
</div>
<div class="scroll-y items">
{{#each items}}
<div data-action="select" class="item {{#if this.selected}}selected{{/if}}" data-item-id="{{this.uuid}}"
draggable="true">
<img class="image" src="{{this.img}}" alt="{{this.name}}"/>
<span class="name">{{this.name}}</span>
<span class="category">{{this.category}}</span>
<span class="price">{{currency this.price}}</span>
<span class="weight">{{weight this.weight}}</span>
</div>
{{/each}}
</div>
</div>
</div>

View File

@ -24,10 +24,10 @@
</div>
{{#each circumstances}}
<div class="setting {{this.display}}">
<div class="setting {{this.display}} {{#if this.nestingLevel}}setting-nest-{{this.nestingLevel}}{{/if}}">
<label>
{{#if (eq this.display "range")}}
<span>{{this.name}}</span>
<span>{{this.name}} </span>
<input type="range" min="-1" max="4" step="1" name="{{this.group}}" value="-1" list="markers"/>
<datalist id="markers">
<option value="-1" label="{{this.noLabel}}"></option>

View File

@ -1,7 +1,7 @@
<section class="tab {{tabs.commonality.id}} {{tabs.commonality.cssClass}}"
data-tab="{{tabs.commonality.id}}"
data-group="{{tabs.commonality.group}}">
<div>
<div>
<label>Komplexität
<input type="text" name="system.komplexität" value="{{system.komplexität}}"/>
@ -17,5 +17,5 @@
<input type="text" name="system.info" value="{{system.info}}"/>
</label>
</div>
</div>
</section>

View File

@ -1,11 +1,11 @@
<section class="tab {{tabs.meta.id}} {{tabs.meta.cssClass}}"
data-tab="{{tabs.meta.id}}"
data-group="{{tabs.meta.group}}">
<div>
<div>
<label>Name
<input type="text" name="system.name.value"
value="{{system.attributeReference1.value}}"/>
<input type="text" name="name"
value="{{name}}"/>
</label>
</div>
<div>
@ -14,7 +14,7 @@
value="{{system.probe.[0]}}"/>
<input type="text" name="system.probe.1"
value="{{system.probe.[1]}}"/>
<input type="text" name="system.probe[2].value"
<input type="text" name="system.probe.2"
value="{{system.probe.[2]}}"/>
</label>
</div>
@ -44,5 +44,5 @@
</label>
</div>
</div>
</section>

View File

@ -1,7 +1,7 @@
<section class="tab {{tabs.variants.id}} {{tabs.variants.cssClass}}"
data-tab="{{tabs.variants.id}}"
data-group="{{tabs.variants.group}}">
<div>
<div>
<label>Modifikationen
<input type="text" name="system.modifikationen" value="{{system.modifikationen}}"/>
@ -22,5 +22,5 @@
<input type="text" name="system.antimagie" value="{{system.antimagie}}"/>
</label>
</div>
</div>
</section>

View File

@ -0,0 +1,14 @@
<div class="cooldown{{#if this.data.cssClass}} {{this.data.cssClass}}{{/if}}">
<div class="progress" style="width: {{this.progress}}"></div>
<span data-tooltip="{{this.tooltip}}"
{{#if (lt this.current this.start)}}
data-action="progressCooldown"
{{else}}
data-action="activateCooldown"
{{/if}}
data-cooldown-id="{{@key}}">{{this.title}}</span>
<button data-tooltip="{{localize "COOLDOWN.cancel" t=this.title}}" class="btn-right"
data-action="cancelCooldown" data-cooldown-id="{{@key}}">
<i class="fa-solid fa-xmark"></i>
</button>
</div>

View File

@ -0,0 +1,3 @@
<div class="mini-skill {{this.group}}" data-action="rollSkill" data-id="{{this.id}}">
{{this.name}}
</div>

View File

@ -0,0 +1,3 @@
<div class="mini-language-skill" data-action="rollSkill" data-id="{{this.id}}">
{{this.name}}
</div>

View File

@ -0,0 +1,3 @@
<div class="mini-liturgy">
{{this.name}}
</div>

View File

@ -0,0 +1,3 @@
<div class="mini-spell" data-action="openSpellDialog" data-item-id="{{this.id}}">
{{this.name}}
</div>

View File

@ -0,0 +1,7 @@
<div class="mini-weaponskill" data-action="rollCombatSkill" data-id="{{this._id}}"
data-tooltip="{{this.name}}<br/>{{#if this.system.at}}AT: {{this.system.at}} {{/if}}{{#if
this.system.pa}}PA: {{this.system.pa}}{{/if}}<hr/><i class='fa-solid fa-computer-mouse'></i>: Attacke<br/><kbd>Shift</kbd>+<i class='fa-solid fa-computer-mouse'></i>: Parrieren">
<div class="container">
<span class="name" data-id="{{this.id}}">{{this.name}}</span>
</div>
</div>

View File

@ -1,9 +1,5 @@
<div class="block rollable {{this.type}} {{this.gruppe}}" data-item-id="{{this.id}}"
data-taw="{{this.taw}}"
data-name="{{this.name}}" data-eigenschaft1="{{this.eigenschaft1}}" data-eigenschaft2="{{this.eigenschaft2}}"
data-eigenschaft3="{{this.eigenschaft3}}" data-rollEigenschaft1="{{this.rollEigenschaft1}}"
data-rollEigenschaft2="{{this.rollEigenschaft2}}" data-rollEigenschaft3="{{this.rollEigenschaft3}}">
<div class="block rollable {{this.type}} {{this.gruppe}}" data-id="{{this.id}}"
data-tooltip="{{this.name}}<br/>TAW: {{this.taw}}<br/><hr/><i class='fa-solid fa-computer-mouse'></i>: zum Würfeln">
<div class="die">
{{> 'systems/DSA_4-1/templates/ui/partial-die.hbs' }}
@ -25,4 +21,11 @@
{{/each}}
</div>
</div>
<div class="outside" data-action="toggleFav" data-item-id="{{this.id}}">
{{#if this.fav}}
<i class="fa-solid fa-star"></i>
{{else}}
<i class="fa-regular fa-star"></i>
{{/if}}
</div>
</div>

View File

@ -1,10 +1,7 @@
<div class="block rollable {{this.type}} {{this.gruppe}}" data-item-id="{{this.id}}" data-id="{{this.id}}"
data-taw="{{this.taw}}"
data-name="{{this.name}}" data-eigenschaft1="{{this.eigenschaft1}}" data-eigenschaft2="{{this.eigenschaft2}}"
data-eigenschaft3="{{this.eigenschaft3}}" data-rollEigenschaft1="{{this.rollEigenschaft1}}"
data-rollEigenschaft2="{{this.rollEigenschaft2}}" data-rollEigenschaft3="{{this.rollEigenschaft3}}">
<div class="block rollable {{this.type}} {{this.gruppe}}" data-id="{{this.id}}"
data-tooltip="{{this.name}}<br/>TAW/Komplexität: {{this.taw}}/{{this.komplexität}}">
<div class="die">
<div class="die unrollable">
{{> 'systems/DSA_4-1/templates/ui/partial-die.hbs' }}
<span class="value">{{#if this.taw}}
{{this.taw}}
@ -26,4 +23,11 @@
{{/each}}
</div>
</div>
<div class="outside" data-action="toggleFav" data-item-id="{{this.id}}">
{{#if this.fav}}
<i class="fa-solid fa-star"></i>
{{else}}
<i class="fa-regular fa-star"></i>
{{/if}}
</div>
</div>

View File

@ -1,11 +1,10 @@
<div class="block rollable {{this.type}} {{this.gruppe}}" data-id="{{this.id}}" data-taw="{{this.taw}}"
data-name="{{this.name}}" data-eigenschaft1="{{this.eigenschaft1}}" data-eigenschaft2="{{this.eigenschaft2}}"
data-eigenschaft3="{{this.eigenschaft3}}" data-taw="{{this.taw}}" data-rollEigenschaft1="{{this.rollEigenschaft1}}"
data-rollEigenschaft2="{{this.rollEigenschaft2}}" data-rollEigenschaft3="{{this.rollEigenschaft3}}">
<div class="block rollable {{this.type}} {{this.gruppe}}" data-id="{{this.id}}"
data-action="rollCombatSkill" data-tooltip="{{this.name}}<br/>{{#if this.at}}AT: {{this.at}} {{/if}}{{#if
this.pa}}PA: {{this.pa}}{{/if}}<hr/><i class='fa-solid fa-computer-mouse'></i>: Attacke<br/><kbd>Shift</kbd>+<i class='fa-solid fa-computer-mouse'></i>: Parrieren">
<div class="die">
{{> 'systems/DSA_4-1/templates/ui/partial-die.hbs' }}
<span class="value" data-action="rollCombatSkill" title="Click: Attacke; Shift+Click: Parrieren"
<span class="value"
data-id="{{this.id}}">{{#if this.taw}}
{{this.taw}}
{{else}}
@ -25,4 +24,11 @@
{{/if}}
</div>
</div>
<div class="outside" data-action="toggleFav" data-item-id="{{this.id}}">
{{#if this.fav}}
<i class="fa-solid fa-star"></i>
{{else}}
<i class="fa-regular fa-star"></i>
{{/if}}
</div>
</div>