mirror of
https://github.com/Nighthawk42/roll20-character-sheets.git
synced 2026-08-30 03:40:32 +00:00
Fix dark mode issue, update armament upgrade text, fix tab order, make drops clearer
This commit is contained in:
@@ -1229,6 +1229,12 @@ z-index: -1;
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color: white;
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}
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/* Hide Briny Bastards and Cyberrats in Space checkboxes on campaign tracker page */
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.tabstoggle[value="campaignsheet"] ~ section span.briny-setting,
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.tabstoggle[value="campaignsheet"] ~ section span.space-setting {
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display: none;
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}
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/* Tab switching for base sub sheets (e.g. submarine) */
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@@ -2748,6 +2754,67 @@ body.sheet-darkmode .threatlabel::before {
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height: 20px;
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left: calc((50% - 1em) - 2px);
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position: absolute;
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}
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/* Dark Mode - Mech Section Fixes */
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/* Fix labels in mech abilities section */
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body.sheet-darkmode .mech-ability-section label {
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color: var(--colorLight) !important;
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background: transparent;
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}
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/* Fix disabled M-Shop textarea - better visibility when disabled */
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body.sheet-darkmode .mech-ability-section:has(input[type="checkbox"]:not(:checked)) textarea {
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opacity: 0.7;
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background-color: color-mix(in srgb, var(--backgroundDarkOffset) 80%, var(--gentleOrange) 20%) !important;
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color: var(--colorLight) !important;
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border-color: var(--gentleOrange) !important;
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}
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/* Fix subsystems labels and section */
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body.sheet-darkmode .subsystems h3,
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body.sheet-darkmode .subsystems label {
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color: var(--colorLight) !important;
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}
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body.sheet-darkmode span.subspan label {
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color: var(--colorLight) !important;
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background: transparent;
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}
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/* Fix munitions labels and section */
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body.sheet-darkmode h3:contains("Munitions"),
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body.sheet-darkmode .Munholder label,
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body.sheet-darkmode .repeating_Muns label {
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color: var(--colorLight) !important;
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}
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/* Fix armaments labels */
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body.sheet-darkmode h3:contains("Armaments"),
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body.sheet-darkmode .repeating_arm label,
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body.sheet-darkmode .armament-checkboxes label {
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color: var(--colorLight) !important;
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}
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/* Fix "equipped" text and counters */
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body.sheet-darkmode span:contains("equipped"),
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body.sheet-darkmode span:contains("You've equipped") {
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color: var(--colorLight) !important;
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}
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/* Fix general mech section labels and text */
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body.sheet-darkmode .mech label,
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body.sheet-darkmode .mechStuff label,
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body.sheet-darkmode .perks label {
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color: var(--colorLight) !important;
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background: transparent;
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}
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/* Fix mech section headers */
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body.sheet-darkmode .mech h3,
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body.sheet-darkmode .mechStuff h3,
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body.sheet-darkmode .perks h3 {
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color: var(--colorLight) !important;
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width: 20px;
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z-index: 9;
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margin-left: 6px;
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@@ -507,6 +507,9 @@
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</span>
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<span class="hidden rangetext" name="attr_rangetext" value=""></span>
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<textarea class="maxwidth" spellcheck="false" name="attr_weapontext">Description and upgrades</textarea>
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<div class="upgrade-info" style="font-size: 0.8em; color: #666; margin-top: 2px;">
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<span name="attr_upgrades"></span> upgrades, blows a fuse if second-highest die is <span name="attr_upgrades_plus_one"></span> or less.
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</div>
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</div>
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<hr class="armament-divider">
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</fieldset>
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@@ -575,14 +578,14 @@
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<button type="roll" name="roll_mun" value="&{template:powers} {{harm=@{munHarm}}} {{title=Munition}} {{name=@{character_name}}} {{fuel=Diesel}} {{description=@{muntext}}} {{cost=@{muncost}}} {{powerName=@{munname}}}"></button>
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<input class="munname" spellcheck="false" type="text" name="attr_munname" value="Name">
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</div>
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<span class="right">
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<label class="inline">Diesel Cost</label>
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<input class="cost" type="text" name="attr_muncost" value="">
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</span>
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<span class="right">
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<label class="inline">Harm</label>
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<input class="cost" type="number" name="attr_munHarm" value="">
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</span>
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<span class="right">
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<label class="inline">Diesel Cost</label>
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<input class="cost" type="text" name="attr_muncost" value="">
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</span>
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<textarea class="maxwidth" spellcheck="false" name="attr_muntext"></textarea>
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</fieldset>
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<!-- Armaments -->
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@@ -620,6 +623,9 @@
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<input type="checkbox" value="true" name="attr_farrange"></input>
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</span>
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<textarea class="maxwidth" spellcheck="false" name="attr_weapontext">Description and upgrades</textarea>
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<div class="upgrade-info" style="font-size: 0.8em; color: #666; margin-top: 2px;">
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<span name="attr_upgrades"></span> upgrades, blows a fuse if second-highest die is <span name="attr_upgrades_plus_one"></span> or less.
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</div>
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</div>
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<hr class="armament-divider">
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</fieldset>
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@@ -1493,7 +1499,7 @@
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<section class="drops">
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<div class="sectiontop">
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<h2 class="enemyheader">Generate Drops</h2>
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<h2 class="enemyheader">Generate Drops (Cyberrats base game)</h2>
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<span class="adj">
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<label class="narrow" for="attr_bonusDrops">Adjustment to rolls</label>
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<input type="number" name="attr_bonusDrops" value="0">
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@@ -1880,7 +1886,7 @@
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<section class="drops">
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<div class="sectiontop">
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<h2 class="enemyheader">Generate Drops</h2>
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<h2 class="enemyheader">Generate Drops (Cyberrats in Space)</h2>
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<span class="adj">
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<label class="narrow" for="attr_bonusDrops">Adjustment to rolls</label>
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<input type="number" name="attr_bonusDrops" value="0">
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@@ -3597,6 +3603,15 @@ on("change:repeating_arm:equipped", function(eventInfo) {
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});
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});
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on("change:repeating_arm:upgrades", function(eventInfo) {
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const upgrades = parseInt(eventInfo.newValue) || 0;
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const upgradesPlusOne = upgrades + 1;
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setAttrs({
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[`${eventInfo.sourceAttribute.replace("upgrades", "upgrades_plus_one")}`]: upgradesPlusOne
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});
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});
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on("change:buildingnameroom1 change:buildingnameroom2 change:buildingnameroom3 change:buildingnameroom4 change:buildingnameroom5 change:buildingnameroom6 change:buildingnameroom7 change:buildingnameroom8 change:buildingnameroom9 change:buildingnameroom10 change:buildingnameroom11 change:buildingnameroom12 change:buildingnameroom13 change:buildingnameroom14 change:buildingnameroom15 change:buildingnameroom16 ", function(eventInfo){
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const roomNumber = eventInfo.sourceAttribute.match(/\d+/).shift(); // regex to grab the number from a string. Relies on naming scheme.
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const room = eventInfo.newValue;
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