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* - Move all DataModel item files to a new 'items' subfolder for better organization - Add _module.mjs file to simplify imports - Update all import paths - Rename class for use the new acronym DH * FIX: remove unnecessary import * FEAT: BaseDataItem class add TODO comments for future improvements FIX: Remove effect field on template FIX: remove unused DhpEffects file * FEAT: new FormulaField class FEAT: add getRollData on BaseDataItem Class FEAT: weapon FIX: remove inventoryWeapon field on Weapon Data Model * FEAT: add class prepareBaseData for domains * FEAT: new ForeignDocumentUUIDField FIX: Remove unnecessary fields FEAT: use ForeignDocumentUUIDField in the Item Class DataModel * FIX: remove wrong option in String Field * FIX: remove unused import * FIX: ADD htmlFields description in manifest * FIX: minor fixes * REFACTOR: rename folder `data/items` -> `data/item` REFACTOR: rename folder `data/messages` -> `data/chat-message`. * FIX: imports FIX: items sheet new paths FIX: ItemDataModelMetadata type jsdoc * FEAT: formatting code FIX: fix fields used FEAT: add jsdoc * 110 - Class Data Model (#111) * Added PreCreate/Create/Delete logic for Class/Subclass and set it as foreignUUID fields in PC * Moved methods into TypedModelData * Simplified Subclass * Fixed up data model and a basic placeholder template (#117) * 118 - adversary data model (#119) * Fixed datamodel and set up basic template in new style * Added in a temp attack button, because why not * Restored HitPoints counting up * 113 - Character Data Model (#114) * Improved Character datamodel * Removed additional unneccessary getters * Preliminary cleanup in the class sheet * Cleanup of 'pc' references * Corrected Duality rolling from Character * Fix to damage roll * Added a basic BaseDataActor data model * Gathered exports * getRollData recursion fix * Feature/112 items use action datamodel (#127) * Create new actions classes * actions types - attack roll * fixes before merge * First PR * Add daggerheart.css to gitignore * Update ToDo * Remove console log * Fixed chat /dr roll * Remove jQuery * Fixed so the different chat themes work again * Fixed duality roll buttons * Fix to advantage/disadvantage shortcut * Extand action to other item types * Roll fixes * Fixes to adversary rolls * resources * Fixed adversary dice --------- Co-authored-by: WBHarry <williambjrklund@gmail.com> * Feature/116-implementation-of-pseudo-documents (#125) * FEAT: add baseDataModel logic * FEAT: new PseudoDocumentsField FIX: BasePseudoDocument 's getEmbeddedDocument * FEAT: PseudoDocument class * FEAT: add TypedPseudoDocument REFACTOR: PreudoDocument FIX: Typos Bug * FIX: CONFIG types * FEAT: basic PseudoDocumentSheet * FIX: remove schema ADD: input of example --------- Co-authored-by: Joaquin Pereyra <joaquinpereyra98@users.noreply.github.com> Co-authored-by: WBHarry <williambjrklund@gmail.com> * Levelup Followup (#126) * Levelup applies bonuses to character * Added visualisation of domain card levels * Fixed domaincard level max for selections in a tier * A trait can now only be level up once within the same tier --------- Co-authored-by: Joaquin Pereyra <joaquinpereyra98@users.noreply.github.com> Co-authored-by: joaquinpereyra98 <24190917+joaquinpereyra98@users.noreply.github.com> Co-authored-by: Dapoulp <74197441+Dapoulp@users.noreply.github.com>
49 lines
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2.9 KiB
Handlebars
49 lines
No EOL
2.9 KiB
Handlebars
<fieldset class="left-main-container weapon-section active-item-section item-section">
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<legend class="legend">
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<div class="weapons-title">
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<span>{{localize "DAGGERHEART.Sheets.PC.Weapons.Title"}}</span>
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<div class="proficiency-container">
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<span>{{localize "DAGGERHEART.Sheets.PC.Weapons.ProficiencyTitle"}}</span>
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{{#times 6}}
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<i class="fa-solid fa-circle proficiency-dot {{#if (gt ../proficiency.total this)}}marked{{/if}}"></i>
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{{/times}}
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</div>
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<div class="proficiency-container-visual-element"></div>
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</div>
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<div class="weapons-burden">
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<i class="fa-solid fa-hand weapons-burden-icon left {{#if (or (eq weaponBurden "oneHanded") (eq weaponBurden "twoHanded"))}}active{{/if}}"></i>
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<i class="fa-solid fa-hand weapons-burden-icon right {{#if (eq weaponBurden "twoHanded")}}active{{/if}}"></i>
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</div>
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</legend>
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<div class="active-item-container">
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<h2 class="weapons-label-row">
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{{localize "DAGGERHEART.Sheets.PC.Weapons.PrimaryTitle"}}
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{{#if primaryWeapon}}
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<img class="damage-roll" data-action="attackRoll" data-weapon="{{primaryWeapon.uuid}}" src="icons/svg/d12-grey.svg" />
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{{/if}}
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</h2>
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<div class="flexrow">
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<input value="{{primaryWeapon.name}}" type="text" />
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<input value="{{localize primaryWeapon.trait}}" type="text" />
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<input value="{{localize primaryWeapon.range.label}}" type="text" />
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<input value="{{primaryWeapon.damage.value}} {{#if primaryWeapon}}({{localize primaryWeapon.damage.type.abbreviation}}){{/if}}" type="text" />
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</div>
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<input value="{{localize primaryWeapon.feature.label}} {{#if primaryWeapon.feature}}({{localize primaryWeapon.feature.description}}){{/if}}" type="text" />
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</div>
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<div class="active-item-container">
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<h2 class="weapons-label-row">
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{{localize "DAGGERHEART.Sheets.PC.Weapons.SecondaryTitle"}}
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{{#if secondaryWeapon}}
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<img class="damage-roll" data-action="damageRoll" data-value="{{secondaryWeapon.damage.value}}" src="icons/svg/d12-grey.svg" />
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{{/if}}
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</h2>
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<div class="flexrow">
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<input value="{{secondaryWeapon.name}}" type="text" />
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<input value="{{localize secondaryWeapon.trait}}" type="text" />
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<input value="{{localize secondaryWeapon.range.label}}" type="text" />
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<input value="{{secondaryWeapon.damage.label}} {{#if secondaryWeapon}}({{localize secondaryWeapon.damage.type.abbreviation}}){{/if}}" type="text" />
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</div>
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<input value="{{localize secondaryWeapon.feature.name}} {{#if secondaryWeapon.feature}}({{localize secondaryWeapon.feature.description}}){{/if}}" style="text-overflow: ellipsis;" type="text" />
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</div>
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</fieldset> |