mirror of
https://github.com/Foundryborne/daggerheart.git
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* Initial * progress * Working armor application * . * Added a updateArmorValue function that updates armoreffects according to an auto order * . * Added createDialog * . * Updated Armor SRD * . * Fixed character sheet armor update * Updated itemconfig * Actions now use createDialog for effects * . * . * Fixed ArmorEffect max being a string * Fixed SRD armor effects * Finally finished the migration ._. * SRD finalization * Added ArmoreEffect.armorInteraction option * Added ArmorManagement menu * Fixed DamageReductionDialog * Fixed ArmorManagement pip syle * feat: add style to armors tooltip, add a style to make armor slot label more clear that was a button and add a tooltip location * . * Removed tooltip on manageArmor * Fixes * Fixed Downtime armor repair * Removed ArmorScore from character data model and instead adding it in basePrep * [Feature] ArmorEffect reworked into ChangeType on BaseEffect (#1739) * Initial * . * Single armor rework start * More fixes * Fixed DamageReductionDialog * Removed last traces of ArmorEffect * . * Corrected the SRD to use base effects again * Removed bare bones armor item * [V14] Refactor ArmorChange schema and fix some bugs (#1742) * Refactor ArmorChange schema and fix some bugs * Add current back to schema * Fixed so changing armor values and taking damage works again * Fixed so that scrolltexts for armor changes work again * Removed old marks on armor.system * Restored damageReductionDialog armorScore.value * Use toggle for css class addition/removal * Fix armor change type choices * Added ArmorChange DamageThresholds --------- Co-authored-by: WBHarry <williambjrklund@gmail.com> * [V14] Armor System ArmorScore (#1744) * Readded so that armor items have their system defined armor instead of using an ActiveEffect * Consolidate armor source retrieval * Fix regression with updating armor when sources are disabled * Simplify armor pip update * Use helper in damage reduction dialog * . * Corrected SRD Armor Items --------- Co-authored-by: Carlos Fernandez <cfern1990@gmail.com> * Updated migrations * Migrations are now not horrible =D --------- Co-authored-by: Murilo Brito <dev.murilobrito@gmail.com> Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com> Co-authored-by: Carlos Fernandez <cfern1990@gmail.com>
104 lines
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6.1 KiB
Handlebars
104 lines
No EOL
6.1 KiB
Handlebars
<section
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class='tab {{tabs.resources.cssClass}} {{tabs.resources.id}}'
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data-tab='{{tabs.resources.id}}'
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data-group='{{tabs.resources.group}}'
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>
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<div data-action="triggerRest" data-type="longRest" class="actions-section">
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<button data-type="longRest">
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<i class="fa-solid fa-bed"></i>
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<span>{{localize "DAGGERHEART.APPLICATIONS.Downtime.longRest.title"}}</span>
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</button>
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<button data-action="triggerRest" data-type="shortRest">
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<i class="fa-solid fa-utensils"></i>
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<span>{{localize "DAGGERHEART.APPLICATIONS.Downtime.shortRest.title"}}</span>
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</button>
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</div>
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<fieldset class="resource-section glassy">
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<legend>{{localize tabs.resources.label}}</legend>
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<ul class="actors-list">
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{{#each document.system.partyMembers as |actor id|}}
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<li class="actor-resources">
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<h2 class="actor-name">{{actor.name}}</h2>
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<img class="actor-img" src="{{actor.img}}">
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<div class="resources">
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{{#unless (eq actor.type 'companion') }}
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<div class="slot-section">
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<div class="slot-bar">
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{{#times actor.system.resources.hitPoints.max}}
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<span class='slot {{#if (gte actor.system.resources.hitPoints.value (add this 1))}}filled{{/if}}'
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data-action='toggleHitPoints' data-actor-id="{{actor.uuid}}" data-value="{{add this 1}}">
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</span>
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{{/times}}
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</div>
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<div class="slot-label">
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<span class="label">{{localize "DAGGERHEART.GENERAL.HitPoints.short"}}</span>
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<span class="value">{{actor.system.resources.hitPoints.value}} / {{actor.system.resources.hitPoints.max}}</span>
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</div>
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</div>
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{{/unless}}
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<div class="slot-section">
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<div class="slot-bar">
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{{#times actor.system.resources.stress.max}}
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<span class='slot {{#if (gte actor.system.resources.stress.value (add this 1))}}filled{{/if}}'
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data-action='toggleStress' data-actor-id="{{actor.uuid}}" data-value="{{add this 1}}">
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</span>
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{{/times}}
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</div>
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<div class="slot-label">
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<span class="label">{{localize "DAGGERHEART.GENERAL.stress"}}</span>
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<span class="value">{{actor.system.resources.stress.value}} / {{actor.system.resources.stress.max}}</span>
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</div>
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</div>
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{{#if actor.system.armorScore.max}}
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<div class="slot-section">
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<div class="slot-bar">
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{{#times actor.system.armorScore.max}}
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<a class='armor-slot' data-action='toggleArmorSlot' data-actor-id="{{actor.id}}" data-value="{{add this 1}}">
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{{#if (gte actor.system.armorScore.value (add this 1))}}
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<i class="fa-solid fa-shield"></i>
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{{else}}
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<i class="fa-solid fa-shield-halved"></i>
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{{/if}}
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</a>
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{{/times}}
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</div>
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<div class="slot-label">
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<span class="label">{{localize "DAGGERHEART.GENERAL.armorSlots"}}</span>
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<span class="value">{{actor.system.armorScore.value}} / {{actor.system.armorScore.max}}</span>
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</div>
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</div>
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{{/if}}
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{{#unless (or (eq actor.type 'companion') (eq actor.type 'adversary')) }}
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<div class="hope-section">
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<h4>{{localize "DAGGERHEART.GENERAL.hope"}}</h4>
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{{#times actor.system.resources.hope.max}}
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<span class='hope-value' data-action='toggleHope' data-actor-id="{{actor.uuid}}" data-value="{{add this 1}}">
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{{#if (gte actor.system.resources.hope.value (add this 1))}}
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<i class='fa-solid fa-diamond'></i>
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{{else}}
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<i class='fa-regular fa-circle'></i>
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{{/if}}
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</span>
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{{/times}}
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</div>
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{{/unless}}
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{{#unless (eq actor.type 'companion')}}
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<div class="threshold-section">
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<h4 class="threshold-label">{{localize "DAGGERHEART.GENERAL.DamageThresholds.minor"}}</h4>
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<h4 class="threshold-value">{{actor.system.damageThresholds.major}}</h4>
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<h4 class="threshold-label">{{localize "DAGGERHEART.GENERAL.DamageThresholds.major"}}</h4>
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<h4 class="threshold-value">{{actor.system.damageThresholds.severe}}</h4>
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<h4 class="threshold-label">{{localize "DAGGERHEART.GENERAL.DamageThresholds.severe"}}</h4>
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</div>
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{{/unless}}
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</div>
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</li>
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{{/each}}
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</ul>
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</fieldset>
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</section> |