Added Patterncraft skill

This commit is contained in:
James Culp
2025-11-13 10:22:48 -05:00
parent dda987a05e
commit 242a0dc415
3 changed files with 15 additions and 3 deletions
+2
View File
@@ -1,5 +1,7 @@
Change Log
==============================================
**2025-11-13 ** v.92 Chuz (James Culp)
Added Patterncraft to skills
**2025-07-15 ** v.91 Chuz (James Culp)
Bugfix - Minor bugfixes
**2025-07-11 ** v.91 Karovex
+12 -3
View File
@@ -595,6 +595,7 @@
<option value="Firearms" data-i18n="firearms">Firearms</option>
<option value="Influence" data-i18n="influence">Influence</option>
<option value="Outdoors" data-i18n="outdoors">Outdoors</option>
<option value="Patterncraft" data-i18n="patterncraft">Patterncraft</option>
<option value="Perception" data-i18n="perception">Perception</option>
<option value="Piloting" data-i18n="piloting">Piloting</option>
<option value="Sorcery" data-i18n="sorcery">Sorcery</option>
@@ -3519,6 +3520,10 @@
<div class="notes-changelog">
<div name="changelog" class="changelog">
<h1 class="changelog-header">Most Recent Updates</h1>
<span class="changelog-entry"><b>2025-11-13 v.92</b> Chuz (James Culp)</span>
<ul>
<li><span class="bullet">F</span><b>New Feature</b> - Added Patterncraft to skills
</ul>
<span class="changelog-entry"><b>2025-07-15 v.91</b> Chuz (James Culp)</span>
<ul>
<li><span class="bullet">A</span><b>Bugfix</b> - Minor bugfixes
@@ -4840,6 +4845,7 @@
<option value="Firearms" data-i18n="firearms">Firearms</option>
<option value="Influence" data-i18n="influence">Influence</option>
<option value="Outdoors" data-i18n="outdoors">Outdoors</option>
<option value="Patterncraft" data-i18n="patterncraft">Patterncraft</option>
<option value="Perception" data-i18n="perception">Perception</option>
<option value="Piloting" data-i18n="piloting">Piloting</option>
<option value="Sorcery" data-i18n="sorcery">Sorcery</option>
@@ -6431,6 +6437,7 @@
<input type="hidden" name="attr_firearms" value="-1" />
<input type="hidden" name="attr_influence" value="-1" />
<input type="hidden" name="attr_outdoors" value="-1" />
<input type="hidden" name="attr_patterncraft" value="-1" />
<input type="hidden" name="attr_perception" value="-1" />
<input type="hidden" name="attr_piloting" value="-1" />
<input type="hidden" name="attr_sorcery" value="-1" />
@@ -6440,7 +6447,7 @@
<input type="hidden" name="attr_fade_compiling_modifier" value="0" />
<input type="hidden" name="attr_sprite_resist_dv_modifier" value="0" />
<input type="hidden" name="attr_sheet_version" value="0.91">
<input type="hidden" name="attr_sheet_version" value="0.92">
<input type="hidden" name="attr_data_version" value="0">
<script type="text/worker">
// Sheet workers
@@ -7078,6 +7085,7 @@ var _v38_update = () => {
break;
case 'Conjuring':
case 'Enchanting':
case 'Patterncraft':
case 'Sorcery':
attribute = 'Magic';
break;
@@ -9628,6 +9636,7 @@ var update_skill_attribute = (prefix, skill) => {
break;
case 'Conjuring':
case 'Enchanting':
case 'Patterncraft':
case 'Sorcery':
translation = getTranslationByKey("magic");
setAttrs({[`${prefix}_display_name`]: skill_name_translated, [`${prefix}_attribute`]: '@{magic}', [`${prefix}_display_attribute`]: translation});
@@ -9807,7 +9816,7 @@ console.log(eventInfo);
// Do some housekeeping on the hidden attr_<SKILLNAME> (ex: attr_closecombat, attr_sorcery, etc) attributes
var update_skill_ratings = () => {
let skill_list = {'astral': '-1', 'athletics': '-1', 'biotech': '-1', 'closecombat': '-1', 'con': '-1', 'conjuring': '-1', 'cracking': '-1', 'electronics': '-1', 'enchanting': '-1', 'engineering': '-1', 'exoticweapons': '-1', 'firearms': '-1', 'influence': '-1', 'outdoors': '-1', 'perception': '-1', 'piloting': '-1', 'sorcery': '-1', 'stealth': '-1', 'tasking': '-1'};
let skill_list = {'astral': '-1', 'athletics': '-1', 'biotech': '-1', 'closecombat': '-1', 'con': '-1', 'conjuring': '-1', 'cracking': '-1', 'electronics': '-1', 'enchanting': '-1', 'engineering': '-1', 'exoticweapons': '-1', 'firearms': '-1', 'influence': '-1', 'outdoors': '-1', 'patterncraft': '-1', 'perception': '-1', 'piloting': '-1', 'sorcery': '-1', 'stealth': '-1', 'tasking': '-1'};
// walk the repeating skills section to grab the skills that the PC currently has
toGet = [];
@@ -12960,7 +12969,7 @@ var canvasAddNPC = function(data) {
// Skills stuff
let usedIDs = [];
["astral", "athletics", "biotech", "close_combat", "con", "conjuring", "cracking", "electronics", "enchanting", "engineering", "exotic_weapons", "firearms", "influence", "outdoors", "perception", "piloting", "sorcery", "stealth", "tasking"].forEach((skill) => {
["astral", "athletics", "biotech", "close_combat", "con", "conjuring", "cracking", "electronics", "enchanting", "engineering", "exotic_weapons", "firearms", "influence", "outdoors", "patterncraft", "perception", "piloting", "sorcery", "stealth", "tasking"].forEach((skill) => {
if(data["data-" + skill + "_rating"]) {
let row_id = generateRowID();
while(row_id in usedIDs) {
+1
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@@ -473,6 +473,7 @@
"paintolerance": "Pain Tolerance",
"pas": "Pas",
"passive": "Passive",
"patterncraft": "Patterncraft",
"paydata": "Pay Data",
"pc": "PC",
"perception": "Perception",