From e1640d7928d5ba840986bc2869da32244a54f5d5 Mon Sep 17 00:00:00 2001 From: Todd Mitchell Date: Fri, 19 Mar 2021 13:04:22 -0400 Subject: [PATCH 1/3] Inventory Update Added containers and encumbrance Added toggle details on weapons and armor. Added more Note fields Added repeating table for companions and pets. Cleaned up unused CSS Updated layout, added colour to headers. Fixed AC calculations, fixed some weapon bugs. Added section for conditions --- Beacon/beacon.css | 178 ++-- Beacon/beacon.html | 1991 ++++++++++++++++++++++++++------------------ 2 files changed, 1213 insertions(+), 956 deletions(-) diff --git a/Beacon/beacon.css b/Beacon/beacon.css index ee47e7221d..fa54c213cc 100644 --- a/Beacon/beacon.css +++ b/Beacon/beacon.css @@ -1,9 +1,10 @@ /* Beacon: Tabbed Character Sheet CSS */ -/* Version 1 */ +/* Version 2 */ /* overall wrapper to fix moving width issues with overflow on hidden sections */ .charsheet .sheet-overall-wrapper { max-width: 832px; + min-width: 700px; } /* Tweak repeating section buttons so they have a bottom margin and dont overflow when in edit mode. */ @@ -16,6 +17,25 @@ visibility: hidden; } +/* ALTER repeating section controls */ +.charsheet .repcontrol_add, +.charsheet .repcontrol_edit, +.charsheet .repcontrol_del { + font-size: 9px; + text-align: center; + text-transform: uppercase; + margin-bottom: 5px; + color:#ffffff; + background-color:#000000; + background-image: -moz-repeating-radial-gradient(center center, circle cover, #000000, #ce0632 100%); + background-image: -webkit-repeating-radial-gradient(center center, circle cover, #000000, #ce0632 100%); + background-image: -o-repeating-radial-gradient(center center, circle cover, #000000, #ce0632 100%); + background-image: -ms-repeating-radial-gradient(center center, circle cover, #000000, #ce0632100%); + background-image: repeating-radial-gradient(center center, circle cover, #000000, #ce0632 100%); + margin-top: 10px; + border-radius: 10px; +} + /* Fake tabs style1 (reskinned radio button; fixed to work properly in firefox */ div.sheet-maintab-content { @@ -44,7 +64,7 @@ input.sheet-maintab .charsheet input.sheet-maintab:checked + span.sheet-player, .charsheet input.sheet-maintab:checked + span.sheet-update { - background: #009e73; + background: #009e73; /*GREEN*/ color: white; border-radius: 4px; } @@ -55,7 +75,7 @@ span.sheet-maintab { width: 15%; height: 16px; font-size: 9px; - background: #ad1d31; + background: #ce0632; /*REDish*/ color: white; font-weight: bold; border-radius: 4px; @@ -64,7 +84,7 @@ span.sheet-maintab { div.sheet-maintab-content { - border: 1px solid #a8a8a8; + border: 1px solid #a8a8a8; /*GREY*/ border-top-color: #000; margin: 2px 0 0 5px; padding: 5px; @@ -87,8 +107,9 @@ label div .charsheet input.sheet-tab1:checked ~ div.sheet-section-core, .charsheet input.sheet-tab2:checked ~ div.sheet-section-combat, -.charsheet input.sheet-tab3:checked ~ div.sheet-section-magic, -.charsheet input.sheet-tab4:checked ~ div.sheet-section-inventory { +.charsheet input.sheet-tab3:checked ~ div.sheet-section-inventory, +.charsheet input.sheet-tab4:checked ~ div.sheet-section-notes, +.charsheet input.sheet-tab5:checked ~ div.sheet-section-magic { max-height: 999999px; visibility: visible; opacity: 1; @@ -116,7 +137,7 @@ label div text-align: center; display: inline-block; font-size: 13px; - background: #7d160f; + background: #ce0632; color: white; font-weight: bold; border-radius: 4px; @@ -131,6 +152,7 @@ label div .charsheet input.sheet-tab2:checked + span.sheet-tab2, .charsheet input.sheet-tab3:checked + span.sheet-tab3, .charsheet input.sheet-tab4:checked + span.sheet-tab4, +.charsheet input.sheet-tab5:checked + span.sheet-tab5, .charsheet input.sheet-tab99:checked + span.sheet-tab99 { background: #009e73; color: white; @@ -245,7 +267,7 @@ label div text-align: center; display: inline-block; font-size: 13px; - background: #7d160f; + background: #ce0632; color: white; font-weight: bold; border-radius: 4px; @@ -258,6 +280,24 @@ label div /* END Spell Page Settings */ /* Borders for spell page and class action repeating section rows */ +div[data-groupname^="repeating_items"] .repitem, +.sheet-zero-row { + border: 1px solid #000000; + border-radius: 12px; + margin-left: 1px; + margin-bottom: 5px; + background: #eee; +} + +div[data-groupname^="repeating_"] .repitem, +.sheet-zero-row { + border: 1px solid #000000; + border-radius: 12px; + margin-left: 1px; + margin-bottom: 5px; + background: #eee; +} + div[data-groupname^="repeating_spellbook"] .repitem, .sheet-zero-row { border: 1px solid #000000; @@ -335,69 +375,6 @@ div[data-groupname^="repeating_spellbook"] .repitem, /* END Table settings */ -/* Inventory Page Settings */ -.charsheet div[class^="sheet-inventory-page"] { - visibility: hidden; - opacity: 0; - max-height:0; - overflow: hidden; -} - -.charsheet input.sheet-inventorytab1:checked ~ div.sheet-inventory-page1, -.charsheet input.sheet-inventorytab2:checked ~ div.sheet-inventory-page2, -.charsheet input.sheet-inventorytab3:checked ~ div.sheet-inventory-page3, -.charsheet input.sheet-inventorytab4:checked ~ div.sheet-inventory-page4 { - max-height: 999999px; - visibility: visible; - opacity: 1; - transition: opacity 0.5s linear 0s; -} - -.charsheet input.sheet-inventorytab99:checked ~ div[class^="sheet-inventory-page"]{ - max-height: 999999px; - visibility: visible; - opacity: 1; - transition: opacity 0.5s linear 0s; -} - -.charsheet input.sheet-inventorytab1:checked ~ span.sheet-inventorytab1, -.charsheet input.sheet-inventorytab2:checked ~ span.sheet-inventorytab2, -.charsheet input.sheet-inventorytab3:checked ~ span.sheet-inventorytab3, -.charsheet input.sheet-inventorytab4:checked ~ span.sheet-inventorytab4, -.charsheet input.sheet-inventorytab99:checked ~ span.sheet-inventorytab99 - { - background: rgb(0,158,115); - color: white; - border-radius: 4px; -} - -.charsheet input.sheet-inventorytab { - width: 155px; - height: 20px; - cursor: pointer; - position: relative; - opacity: 0; - z-index: 9999; -} - -.charsheet span.sheet-inventorytab { - text-align: center; - display: inline-block; - font-size: 13px; - background: rgb(86,180,233); - color: white; - font-weight: bold; - border-radius: 4px; - - width: 155px; - height: 20px; - cursor: pointer; - position: relative; - margin-left: -100px; -} - -/* END Inventory Page Settings */ - /* General sheet wide Styles */ .charsheet { @@ -436,7 +413,7 @@ div[data-groupname^="repeating_spellbook"] .repitem, } .charsheet .sheet-last-updated { - font-size: 85%!important; + font-size: 90%!important; font-style: italic; font-weight: bold; margin: 0; @@ -666,11 +643,11 @@ div[data-groupname^="repeating_spellbook"] .repitem, margin-bottom: 5px; color:#ffffff; background-color:#000000; - background-image: -moz-repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); - background-image: -webkit-repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); - background-image: -o-repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); - background-image: -ms-repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); - background-image: repeating-radial-gradient(center center, circle cover, #000000, #870202 100%); + background-image: -moz-repeating-radial-gradient(center center, circle cover, #000000, #ce0632 100%); + background-image: -webkit-repeating-radial-gradient(center center, circle cover, #000000, #ce0632 100%); + background-image: -o-repeating-radial-gradient(center center, circle cover, #000000, ##ce0632 100%); + background-image: -ms-repeating-radial-gradient(center center, circle cover, #000000, #ce0632 100%); + background-image: repeating-radial-gradient(center center, circle cover, #000000, #ce0632 100%); margin-top: 10px; border-radius: 12px; @@ -720,11 +697,6 @@ div[data-groupname^="repeating_spellbook"] .repitem, font-size: 10px; } -.charsheet .sheet-small-text { - font-family: Arial; - font-size: 10px; -} - .charsheet select { font-size: 90%; } @@ -734,9 +706,6 @@ div[data-groupname^="repeating_spellbook"] .repitem, color: #ff0000; } -.charsheet .sheet-grey-row { - background-color: #eee; -} .charsheet .sheet-sub-header { background-color: #cecece; @@ -790,13 +759,6 @@ div[data-groupname^="repeating_spellbook"] .repitem, text-align: center; } -.charsheet .sheet-large-button { - padding: 5px; - height: 45px; - vertical-align: middle; -} - - /* Skills section */ .charsheet .sheet-skill-row { @@ -823,38 +785,6 @@ div[data-groupname^="repeating_spellbook"] .repitem, margin-bottom: 5px; } -.charsheet label.sheet-subtab { - width:24px; - height: 22px; - vertical-align: middle; - display: inline; - font-size: 1.1em; -} - -.charsheet .sheet-class-label { - background-color: #000000; - color: #ffffff; - font-size: 14px!important; - font-weight: bold; - text-transform: uppercase; - vertical-align: middle; - line-height: 20px; - text-align: center; - border-radius: 12px; - padding-left: 5px; - margin-bottom: 5px; -} - -.charsheet label.sheet-subtabSpell { - display: inline; - width: 40px; - height: 22px; - vertical-align: middle; - margin-right: auto; - margin-left: auto; - font-size: 1.4em; -} - /* Custom Pure Grid CSS (24 cols) DO NOT EDIT BELOW THIS LINE OR RISK BREAKING FORMATTING */ .sheet-row, .sheet-rolltemplate-DccTabbed .sheet-row { diff --git a/Beacon/beacon.html b/Beacon/beacon.html index 592e55962a..7a87bf2efe 100644 --- a/Beacon/beacon.html +++ b/Beacon/beacon.html @@ -1,372 +1,442 @@ - - +
-
-
Beacon Character Record Sheet

-
-
 
- - Play Mode - - Update Mode +
+
 
+ + Play Mode + + Update Mode
- Stats + Character Combat - Spellbook + Inventory - Inventory + Notes + + Spellbook Show All - + -
-
- -
-

Character Information

-
-

Character Name
-

Title
-
-
 
-
-
Race
-
Class
-
Experience Points
-
Level
-
-
 
-
-

Gender
-

Age
-

Height
-

Weight
-

Can Carry
-
-
-
 
-
-
-
Racial Abilities
-
-
-
 
-
-
- -
-

Combat Basics

-
-
-
-
 
-

.
-
-
-
-
-
 
-

.
-
-
-
Damage
-
Spell Fatigue
-
-
-
Armor Class
-
Current Hit Points
-
-
 
-
 
-
-
Hit Die
-
Attack Bonus
-
Damage Bonus
-
# Attacks
-
Base Speed
-
-
+
+
+
+

Character Information

+
+ +
- -
-

Stats

-
-
 
-
Base
-
Mod
-
Damage
-
Current
-
Bonus
-
-
-
Strength
-
-
-
-
-
-
-
-
Dexterity
-
-
-
-
-
-
-
-
Mind
-
-
-
-
-
-
-
-
Charisma
-
-
-
-
-
-
-
 
-
-
 
-
Conditions
-
-
- -
-

Skills

-
-
 
-
 
-
Base
-
Mod
-
Bonus
-
-
-
-
 
-
Physical
-
-
-
-
-
-
 
-
Subterfuge
-
-
-
-
-
-
 
-
Knowledge
-
-
-
-
-
-
 
-
Communication
-
-
-
-
-
-
 
-
Survival
-
-
-
-
-
-
 
-
Crafting
-
-
-
-
-
 
-
+

Character Name
+

Title
+
+
 
+
+
Race
+
Class
+
Experience Points
+
Level
+
+
 
+
+

Gender
+

Age
+

Height
+

Weight
+

Can Carry
+
+
+
 
+
+
+
Racial Abilities
+
+
+
 
- -
-

Notes

+ +
-
-
+
+
+
 
+

.
+
+
+
+
+
 
+

.
+
+
+
Damage
+
Spell Fatigue
+
+
+
Armor Class
+
Current Hit Points
+
+
 
+
 
+
+
Hit Die
+
Attack Bonus
+
Damage Bonus
+
# Attacks
+
Base Speed
+
-
- -
-
 
- -

Melee Weapons

-
-
Equipped?
-
Weapon
-
Type
-
Base Damage
-
Magic or Bonus
-
To Hit Bonus
-
Dmg Bonus
-
Durability
-
- -
-
-
-
-
- -
-
-
-
- -
-
- -
-
-
-

Ranged Weapons

-
-
Equipped?
-
Ammo
-
Missile or Thrown
-
Weapon
-
Size
-
Rng
-
max Range
-
Base Damage
-
Magic or Bonus
-
To Hit
-
Dmg Bonus
-
Durability
-
- -
-
-
-
-
- -
-
-
- -
-
-
-
-
-
-
-
- -
-
-
- -
-
-

Armor

-

Add any equipment, effects or items here that give a benefit to your Armor Class (AC). This includes Armor, shields and any magical items or spells. -
Use the checkboxes to indicate whether each row is is worn/equipped and update AC. If you have another feature that also modifies your AC then add that here too.

+ +
+

Stats

+
+
 
+
Base
+
Mods
+
Damage
+
Current
+
Bonus
+
+
+
Strength
+
+
+
+
+
+
+
+
Dexterity
+
+
+
+
+
+
+
+
Mind
+
+
+
+
+
+
+
+
Charisma
+
+
+
+
+
+
+
 
+
+
Conditions
+
+
+
+
+
+
+
+ +
+

Skills

+
+
 
+
 
+
Base
+
Mods
+
Bonus
+
+
+
+
 
+
Physical
+
+
+
+
+
+
 
+
Subterfuge
+
+
+
+
+
+
 
+
Knowledge
+
+
+
+
+
+
 
+
Communication
+
+
+
+
+
+
 
+
Survival
+
+
+
+
+
+
 
+
Crafting
+
+
+
+
+
 
-
-
 
-

AC (worn armor)
- -
 
-

Dexerity Penalty
-
 
-

Total Speed Reduction
-
 
-
-
-
-
-
Worn?
-
Name
-
Type
- -
Speed Mod
-
Base AC
-
Magic or Bonus
-
Total AC Bonus
-
Durability
+
+ +
+

Character Details

+
+
Special Items and Abilities
+
Tasks, Deeds & Events
+
Appearance, Scars & Phobias
+
+
+
+
+
+
+
+
+ + +
+

Combat

+ +
+
+

Armor

+

Add any equipment, effects or items here that give a benefit to your Armor Class (AC). This includes Armor, shields and any magical items or spells. +
Use the checkboxes to indicate whether each row is is worn/equipped and update AC. If you have another feature that also modifies your AC then add that here too.

+
+
 
+

AC (worn armor)
+ +
 
+

Dexerity Penalty
+
 
+

Total Speed Reduction
+
 
+ + + +

Combat Load
+ +
+
+
+
+
Carried?
+
Worn?
+
Name
+
Type
+
AC
+
+ +
+
+
+
+
+
+
+
+
+ +
+ + Details +
+
+
Base AC
+
Modifier
+
Speed
+
Durability
+
Notes
+
+
+
+
+
+
+ +
+
+
+
+
+
+
- -
+
+
+
+ + +
+
+

Melee Weapons

+
+
+
Carried?
+
Number
+
Weapon
+
To Hit Bonus
+
Base Damage
+
Dmg Bonus
+
+ +
+
+
-
-
-
+
+
+
+
+
+ + Details +
+
+
Atk Mod
+
Magic Mod
+
Dmg Mod
+
Type
+
Durability
+
Notes
+
+
+
+
+
+
+ +
+
+ +
+
+
+
+
+
+
+
+
+
+

Ranged Weapons

+
+
+
+
Carried?
+
Ammo
+
Weapon
+
Range
+
To Hit Bonus
+
Base Dmg
+
Dmg Bonus
+
+ +
+
+
+
+
+
+
+
+
+
+
+ + Details +
+
+
Atk Mod
+
Magic Mod
+
Dmg Mod
+
Type
+
Size
+
Durability
+
Notes
+
+
+
+
+
+
+ +
+
+
- -
-
-
-
-
- @@ -374,410 +444,542 @@
+
-
+
-
-
- -
-
 
-

Magic Info.

-

Magic Attack = (level +MIND bonus) vs. target DC (usually 10).
Spells that allow a save the target must match the Difficulty Class (DC) of 15 + Caster Level

-
 
-
Spell Fatigue
- -
-

Spell Book

-

Put in some text about spells here.

- - Level 0 - - Level 1 - - Level 2 - - Level 3 - - Level 4 - - Level 5 - - Level 6 - - Show All - - - -
-
-
Level 0
+ + +
+ + +
+

Inventory

+ +
+
+

Packs, Bags and Large Items

+ +
+ +
+
Carried?
+
Item/Container
+
Load
- -
-
+
+
+
+
+ + Contents +
-
Spell name
-
Range
-
Duration
-
Cost
+
Contents
+
Notes
- - -
-
-
-
- - Description -
-
-
Spell Description and Notes
-
-
-
-
 
-
-
+
+
- -
-
- - -
-
-
Level 1
- -
-
-
-
Spell name
-
Range
-
Duration
-
Cost
-
-
- - -
-
-
-
- - Description -
-
-
Spell Description and Notes
-
-
-
-
 
-
-
-
-
- -
+ +
+
+

Encumbrance

+
+
Can Carry
+
Items
+
Combat
+
Coins
+
Total Load
- - -
-
-
Level 2
-
- -
-
-
-
Spell name
-
Range
-
Duration
-
Cost
-
-
- - -
-
-
-
- - Description -
-
-
Spell Description and Notes
-
-
-
-
 
-
-
-
-
- -
+
 
+

Consumables

+
+
Water
+
Field Rations
+
Bulk Rations
+
Torches
+
Flasks/Potions
- - -
-
-
Level 3
-
- -
-
-
-
Spell name
-
Range
-
Duration
-
Cost
-
-
- - -
-
-
-
- - Description -
-
-
Spell Description and Notes
-
-
-
-
 
-
-
-
-
- -
-
- - -
-
-
Level 4
-
- -
-
-
-
Spell name
-
Range
-
Duration
-
Cost
-
-
- - -
-
-
-
- - Description -
-
-
Spell Description and Notes
-
-
-
-
 
-
-
-
-
- -
-
- - -
-
-
Level 5
-
- -
-
-
-
Spell name
-
Range
-
Duration
-
Cost
-
-
- - -
-
-
-
- - Description -
-
-
Spell Description and Notes
-
-
-
-
 
-
-
-
-
- -
-
- - -
-
-
Level 6
-
- -
-
-
-
Spell name
-
Range
-
Duration
-
Cost
-
-
- - -
-
-
-
- - Description -
-
-
Spell Description and Notes
-
-
-
-
 
-
-
-
-
- -
-
- +
 
+

Money

+
+
Copper
+
Silver
+
Gold
+
Platinum
+
Total Silver
+
- - -
-
-
-

Inventory

-
 
+ +
 
+
+
+

Miscilaneous Items

+
+
+
+
+
+
-
Water:
-
amount
-
Field Rations:
-
amount
-
Bulk Rations:
-
amount
-
Torches:
-
amount
-
-

Can Carry
-

Current
+
Item
+
Amount
+
Location
+
Load
+
Item
+
Amount
+
Location
+
Load
+
Item
+
Amount
+
Location
+
Load
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-

Consumable Items

-
 
-
-
-
Item Name
-
Amount
-
 
-
Item Name
-
Amount
-
 
-
Item Name
-
Amount
-
-
-
-
-
 
-
-
-

Coins Carried

-
-
-
-
-
-
CP
-
SP
-
GP
-
PP
-
Total in GP
-
Weight
-
-
-
-
-
-
-
-
-
-
-
-

Other Inventory

-
-
-
Backpack
-
Bag
-
Case/Bag/Sack
-
-
-
-
-
-
-
-
-

Stuff Not Carried

-
-
-
Equipment
-
Treasure
-
Other
-
-
-
-
-
-
-
+
+
-
+
+ + +
+
+

Notes

+
+
+
+
+
+
+ +
+
+

Henchmen, Hirelings and Companions

+
+
+
+
Dead?
+
Name
+
Max HP
+
Damage
+
AC
+
Attack Bonus
+
Attack Dmg
+
Ammo
+
+ +
+
+
+
+
+
+
+
+
+
+
+
+ + Notes +
+
+
Companion Notes
+
Companion Inventory
+
+
+
+
+
+
Load
+
Silver Owed
+
+
+
+
+
+
+
Rations
+
Torches/Oil
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ +
+
+

Other Inventory

+
+
+
+
Equipment
+
Treasure
+
Other
+
+
+
+
+
+
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Stuff Not Carried

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Spell Book

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Magic Attack = (level +MIND bonus) vs. target DC (usually 10).

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UPDATE MODE

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Update Level and HP

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Update Level and HP

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Modify Base Stats

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Modify Base Stats

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Modify Base Skills

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Modify Base Skills

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Rules available at: https://beacond20.blogspot.com/p/get-beacon.html

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Sheet last updated Aug 2020

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Sheet last updated Mar 2021

- +//calc Container Encumbrance +on("sheet:opened remove:repeating_containers change:repeating_containers:containerEquip change:repeating_containers:containerWeight", function() { + getAttrs(["repeating_containers_containerWeight", "repeating_containers_containerEquip", "containerLoadTotal"], function(v) { + setAttrs({ + containerLoadTotal: parseInt(0) + }); + }); + + TAS.repeating("containers") + .attrs("containerLoadTotal") + .fields("containerEquip", "containerWeight") + .map(function(row, attrSet, id, rowSet) { + + var checkContainer = (row.containerEquip == 'on') ? true : false; + var contWeight = parseInt(row.containerWeight)||0; + + if ((checkContainer) == true) { + //console.log("1"); + attrSet.containerLoadTotal += contWeight; + //console.log("Container Weight Total="+ attrSet.containerloadTotal); + } + }) + .execute(); +}); + +//calc fields on ranged weapons +on("sheet:opened remove:repeating_rangedweapon change:repeating_rangedweapon:rangedEquip change:repeating_rangedweapon:rangedAtkMod change:repeating_rangedweapon:rangedDamMod change:repeating_rangedweapon:rangedWeaponsize change:repeating_rangedweapon:rangedDistance change:dexBonus change:repeating_rangedweapon:rangedWeaponType change:repeating_rangedweapon:rangedMagic change:strCurrent change:ATK change:DAM change:Class", function() { + getAttrs(["repeating_rangedweapon_rangedWeaponsize", "repeating_rangedweapon_rangedWeaponType", "repeating_rangedweapon_rangedAtkMod", "repeating_rangedweapon_rangedDamMod", "repeating_rangedweapon_rangedDistance", "strCurrent", "repeating_rangedweapon_rangedMagic", "strBonus", "dexBonus", "ATK", "DAM", "Class"], function(v) { + + var Dam = 3; + var DamBonus = parseInt(0); + var maxrange = parseInt(3); + var DEXBonus = parseInt(v.dexBonus)||0; + var AttackMod = parseInt(v.repeating_rangedweapon_rangedAtkMod)||0; + var DamageMod = parseInt(v.repeating_rangedweapon_rangedDamMod)||0; + var magicBonus = parseInt(v.repeating_rangedweapon_rangedMagic)||0; + var range = parseInt(v.repeating_rangedweapon_rangedDistance)||0; + var Attack = parseInt(v.ATK)||0; + var Damage = parseInt(v.DAM)||0; + + if (v.repeating_rangedweapon_rangedWeaponType == "missile") {maxrange=5*range;} + else {maxrange=3*range;} + + if (v.repeating_rangedweapon_rangedWeaponsize == "heavy") {Dam = 4;} + else {Dam = 3;} + + var calcHitbonus = Attack + DEXBonus + AttackMod + magicBonus; + var calcDambonus = Damage + DamBonus + DamageMod + magicBonus; + + setAttrs({ repeating_rangedweapon_rangedDam : Dam, + repeating_rangedweapon_rangedMax : maxrange, + repeating_rangedweapon_rangedToHit : calcHitbonus, + repeating_rangedweapon_rangedDamBonus : calcDambonus, + + }); + }); + getAttrs(["rangedLoadTotal"], function(v) { + setAttrs({ + rangedLoadTotal: parseInt(0) + }); + }); + TAS.repeating("rangedweapon") + .attrs("rangedLoadTotal") + .fields("rangedEquip", "rangedAmmo", "rangedWeaponsize", "rangedWeaponType") + .map(function(row, attrSet, id, rowSet) { + + var checkEquip = (row.rangedEquip == 'on') ? true : false; + var Ammo = parseInt(row.rangedAmmo)||0; + var Enc = 0; + var Num = 1; + + if (row.rangedWeaponType == "thrown") {Num = Ammo} + + if (row.rangedWeaponsize == "heavy") {Enc = 1*Num;} + else {Enc = 0.5*Num;} + + if ((checkEquip) == true) { + //console.log("1"); + attrSet.rangedLoadTotal += Enc; + //console.log("ranged Weight Total="+ attrSet.rangedLoadTotal); + } + }) + .execute(); + }); + +//calc fields on melee weapons +on("sheet:opened remove:repeating_meleeweapon change:repeating_meleeweapon:meleeEquip change:repeating_meleeweapon:meleeAtkMod change:repeating_meleeweapon:meleeCount change:repeating_meleeweapon:meleeDamMod change:repeating_meleeweapon:meleeWeaponsize change:repeating_meleeweapon:meleeMagic change:dexPenalty change:dexBonus change:strCurrent change:ATK change:DAM change:Class", function() { + getAttrs(["repeating_meleeweapon_meleeWeaponsize","repeating_meleeweapon_meleeMagic","repeating_meleeweapon_meleeAtkMod","repeating_meleeweapon_meleeDamMod","strCurrent","strBonus","dexBonus","ATK","DAM","Class"], function(v) { + + var Dam = 3; + //var DamBonus = parseInt(0); + var STRBonus = parseInt(v.strBonus)||0; + var DEXBonus = parseInt(v.dexBonus)||0; + var AttackMod = parseInt(v.repeating_meleeweapon_meleeAtkMod)||0; + var DamageMod = parseInt(v.repeating_meleeweapon_meleeDamMod)||0; + var magicBonus= parseInt(v.repeating_meleeweapon_meleeMagic)||0; + var Attack = parseInt(v.ATK)||0; + var Damage = parseInt(v.DAM)||0; + + if (v.repeating_meleeweapon_meleeWeaponsize == "light-rogue") {calcHitbonus = Attack + AttackMod + DEXBonus + magicBonus;} + else {calcHitbonus = Attack + STRBonus + AttackMod + magicBonus;} + + switch (v.repeating_meleeweapon_meleeWeaponsize) { + case "heavy-2hand" : Dam = 5; break; + case "heavy" : Dam = 4; break; + default: Dam = 3; + } + var calcDambonus = Damage + STRBonus + DamageMod + magicBonus; + + setAttrs({ repeating_meleeweapon_meleeDam : Dam, + repeating_meleeweapon_meleeToHit : calcHitbonus, + repeating_meleeweapon_meleeDamBonus : calcDambonus + }); + }); + getAttrs(["meleeLoadTotal"], function(v) { + setAttrs({ + meleeLoadTotal: parseInt(0) + }); + }); + TAS.repeating("meleeweapon") + .attrs("meleeLoadTotal") + .fields("meleeEquip", "meleeCount", "meleeWeaponsize") + .map(function(row, attrSet, id, rowSet) { + + var checkEquip = (row.meleeEquip == 'on') ? true : false; + var Num = parseInt(row.meleeCount)||1; + var Enc = 0; + + if (row.meleeWeaponsize == "heavy") {Enc = 1*Num;} + else {Enc = 0.5*Num;} +// } + + if ((checkEquip) == true) { + //console.log("1"); + attrSet.meleeLoadTotal += Enc; + //console.log("melee Weight Total="+ attrSet.meleeLoadTotal); + } + }) + .execute(); + }); + + \ No newline at end of file From d4c8e4fe8f7cb1a16cb27a283955b6d76d27fba6 Mon Sep 17 00:00:00 2001 From: Todd Mitchell Date: Sun, 21 Mar 2021 15:35:22 -0400 Subject: [PATCH 2/3] Minor fixes to initial update Cleaned up some text added ranged weapon max range remove load field from misc items added separate enc field for armour --- Beacon/beacon.html | 95 +++++++++++++++++++++++----------------------- 1 file changed, 47 insertions(+), 48 deletions(-) diff --git a/Beacon/beacon.html b/Beacon/beacon.html index 7a87bf2efe..a4731b1ca7 100644 --- a/Beacon/beacon.html +++ b/Beacon/beacon.html @@ -87,13 +87,13 @@
Current Hit Points
 
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Details @@ -387,10 +388,11 @@
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Miscilaneous Items

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Small and Miscellaneous Items

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Cantrips (Level 0)
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First Level
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Sixth Level
@@ -1180,15 +1177,15 @@ on("change:Race sheet:opened", function() { var HD = "?"; var specials = ""; var skills = ""; - var racespeed = parseInt(60); + var racespeed = parseInt(30); var ACB = "0"; //race sets HD switch (v.Race) { - case "Dwarf" : HD = "d8"; specials="Dark sight, direction finding, larger die for initiative. Cannot swim."; skills="Starts with +2 Strength and +1 Crafting. Dark sight, direction finding, larger die for initiative. Cannot swim."; racespeed=50; break; + case "Dwarf" : HD = "d8"; specials="Dark sight, direction finding, larger die for initiative. Cannot swim."; skills="Starts with +2 Strength and +1 Crafting. Dark sight (underground), direction finding, larger die for initiative. Cannot swim."; racespeed=25; break; case "Human" : HD = "d8"; specials="Found everywhere. Adaptable"; skills="Starts with +1 point in 4 different skills."; break; - case "Elf" : HD = "d6"; specials="Excellent night vision, immune to charm and sleep effects."; skills="+1 to Mind, Charisma, Knowledge and Survival. Night vision, immune to charm and sleep effects."; racespeed=70; break; - case "Halfling" : HD = "d6"; ACB = "1"; specials="Small, quick and nimble."; skills="AC Bonus, +1 Dex & Subterfuge. +1 to any skill."; break; - case "Beastman" : HD = "d10"; specials = "Cannot cast arcane spells or scrolls, +1 spell cost."; skills="Starts with -2 Charisma, +2 Survival. Cannot cast arcane spells or scrolls, +1 spell cost."; break; + case "Elf" : HD = "d6"; specials="Night vision, immune to charm and sleep effects."; skills="+1 to Mind, Charisma, Knowledge and Survival. Night vision (above ground), immune to charm and sleep effects."; racespeed=35; break; + case "Halfling" : HD = "d6"; ACB = "1"; specials="Small, quick and nimble, no heavy weapons."; skills="AC Bonus, +1 Dexerity, +1 Subterfuge and +1 to any other skill. Can not use heavy weapons."; break; + case "Beastman" : HD = "d10"; specials = "Cannot cast arcane spells or scrolls, +1 spell cost."; skills="Starts with -2 Charisma, +2 Survival. Has built-in light weapon. Cannot cast arcane spells or scrolls, +1 casting cost."; break; case "Other" : HD = "?"; specials = "See Notes."; skills="See Notes."; break; } setAttrs({RaceHD : HD, RaceSpecials : specials, raceACbonus : ACB, raceProg : skills, Speed : racespeed}); @@ -1207,10 +1204,10 @@ on("change:Class change:Level sheet:opened", function() { var skills = ""; switch (v.Class) { - case "Fighter" : attack=level; damage=Math.floor((1+level)/2); numAttacks=Math.floor(level/5)+1; skills1="Fighters start with +3 Physical and +1 to attack and damage and 1 Bonus HP."; skills2="+1 Physical at levels 3/6/9/12. +1 attack, +1 Bonus HP every level. +1 damage every 2 levels."; break; + case "Fighter" : attack=level; damage=Math.floor((1+level)/2); numAttacks=Math.floor(level/5)+1; skills1="Fighters start with +3 Physical, +1 to attack and damage, and 1 Bonus HP."; skills2="+1 Physical at levels 3/6/9/12. +1 to attack/level, +1 damage every 2 levels. Additional attacks at levels 5 and 10. +1 Bonus HP every level."; break; case "Cleric" : attack=Math.floor(level/2); numAttacks=Math.floor(level/10)+1; skills1="The Cleric starts with +3 points in Communication. They cast Divine magic."; skills2="+1 Communication at levels 4/8/12."; break; case "Rogue" : attack=Math.floor(level/2); numAttacks=Math.floor(level/10)+1; skills1="Rogues start with +2 points Subterfuge and +1 in any other skill."; skills2="+1 any skill at levels 2/4/6/8/10/12."; break; - case "Hunter" : attack=Math.floor((level)/2)+1; numAttacks=Math.floor(level/8)+1; skills1="The Hunter starts with +2 points in Survival,+1 Physical and +1 to attack."; skills2="+1 Survival at levels 3/6/9/12. +1 attack every 2 levels."; break; + case "Hunter" : attack=Math.floor((level)/2)+1; numAttacks=Math.floor(level/8)+1; skills1="The Hunter starts with +2 points in Survival,+1 Physical and +1 to attack."; skills2="+1 Survival at levels 3/6/9/12. +1 attack every 2 levels and an additional attack at level 8."; break; case "Mage" : attack=Math.floor(level/3); skills1="Mages start with +3 Knowledge. They cast Arcane magic."; skills2="+1 Knowledge at levels 4/8/12."; break; case "Druid" : attack=Math.floor(level/2); skills1="The Druid starts with +1 Communication and +2 Survival. They cast Divine magic."; skills2="+1 Communication or Surival at levels 3/6/9/12."; break; case "Enchanter" : attack=Math.floor(level/3); skills1="Enchanter starts with +2 Communication and +1 Subterfuge. They cast Arcane magic."; skills2="+1 Communication or Subterfuge at levels 4/8/12."; break; @@ -1272,23 +1269,24 @@ on("sheet:opened remove:repeating_armor change:repeating_armor:armorType change: if (wornArmor == true) {carried = 'on';} switch (v.repeating_armor_armorType) { - case "padded" : acBase=1; speed=0; dpen=0; break; - case "leather" : acBase=2; speed=0; dpen=0; break; - case "st_leather" : acBase=3; speed=0; dpen=0; break; - case "scale" : acBase=4; speed=-5; dpen=1; break; - case "splint" : acBase=5; speed=-5; dpen=1; break; - case "chain" : acBase=4; speed=-5; dpen=1; break; - case "banded" : acBase=6; speed=-10; dpen=2; break; - case "halfplate" : acBase=7; speed=-10; dpen=2; break; - case "fullplate" : acBase=8; speed=-15; dpen=2; break; - case "s_small" : acBase=1; speed=0; dpen=0; break; - case "s_woodsmall" : acBase=1; speed=0; dpen=1; break; - case "s_large" : acBase=2; speed=0; dpen=1; break; - case "s_tower" : acBase=2; speed=-5; dpen=2; break; + case "padded" : acBase=1; speed=0; dpen=0; enc=0; break; + case "leather" : acBase=2; speed=0; dpen=0; enc=0; break; + case "st_leather" : acBase=3; speed=0; dpen=0; enc=0; break; + case "scale" : acBase=4; speed=-5; dpen=1; enc=1; break; + case "splint" : acBase=5; speed=-5; dpen=1; enc=1; break; + case "chain" : acBase=4; speed=-5; dpen=1; enc=1; break; + case "banded" : acBase=6; speed=-10; dpen=2; enc=2; break; + case "halfplate" : acBase=7; speed=-10; dpen=2; enc=2; break; + case "fullplate" : acBase=8; speed=-10; dpen=2; enc=2; break; + case "s_small" : acBase=1; speed=0; dpen=0; enc=0; break; + case "s_woodsmall" : acBase=1; speed=0; dpen=1; enc=1; break; + case "s_large" : acBase=2; speed=0; dpen=1; enc=1; break; + case "s_tower" : acBase=2; speed=-5; dpen=2; enc=2; break; } setAttrs({ repeating_armor_armorAcBase : acBase, repeating_armor_armorSpeed : speed, repeating_armor_armorDexPen : dpen, + repeating_armor_armorEncumbrance : enc, repeating_armor_armorCarried : carried }); }); @@ -1313,7 +1311,7 @@ on("sheet:opened remove:repeating_armor change:repeating_armor:armorType change: TAS.repeating("armor") .attrs("acCalc", "armorSpeedTotal", "armorLoadTotal", "dexPenalty") - .fields("armorAcBase","armorMagicBonus","armorSpeed","armorActive","armorCarried","armorDexPen") + .fields("armorAcBase", "armorMagicBonus", "armorSpeed", "armorActive", "armorCarried", "armorDexPen", "armorEncumbrance") .map(function(row, attrSet, id, rowSet) { var speed = parseInt(row.armorSpeed)||0; @@ -1322,14 +1320,15 @@ on("sheet:opened remove:repeating_armor change:repeating_armor:armorType change: var acBase = parseInt(row.armorAcBase)||0; var acBonus = parseInt(row.armorMagicBonus)||0; var dexPenalty = parseInt(row.armorDexPen)||0; + var armorEnc = parseInt(row.armorEncumbrance)||0; - if ((carryArmor) == true && (wornArmor) == false) {attrSet.armorLoadTotal += dexPenalty+1;} + if ((carryArmor) == true && (wornArmor) == false) {attrSet.armorLoadTotal += armorEnc+1;} else if ((wornArmor) == true) { //console.log("1"); attrSet.acCalc += acBase + acBonus; attrSet.armorSpeedTotal += speed; - attrSet.armorLoadTotal += dexPenalty; + attrSet.armorLoadTotal += armorEnc; attrSet.dexPenalty += dexPenalty; //console.log("Current Worn AC="+ attrSet.acCalc); } From 3a222f34a588322bc6cbf4067976551921493bde Mon Sep 17 00:00:00 2001 From: Todd Mitchell Date: Sun, 21 Mar 2021 17:06:34 -0400 Subject: [PATCH 3/3] Update beacon.html comment out flask item --- Beacon/beacon.html | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Beacon/beacon.html b/Beacon/beacon.html index a4731b1ca7..83bdc661f7 100644 --- a/Beacon/beacon.html +++ b/Beacon/beacon.html @@ -506,7 +506,7 @@
Field Rations
Bulk Rations
Torches
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Flasks/Potions
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Money