Bumps [semver](https://github.com/npm/node-semver) from 5.7.1 to 5.7.2. - [Release notes](https://github.com/npm/node-semver/releases) - [Changelog](https://github.com/npm/node-semver/blob/v5.7.2/CHANGELOG.md) - [Commits](https://github.com/npm/node-semver/compare/v5.7.1...v5.7.2) --- updated-dependencies: - dependency-name: semver dependency-type: indirect ... Signed-off-by: dependabot[bot] <support@github.com>
Ironsworn - Character Sheet
Building Sheet
This sheet uses pugjs for HTML templating, along with Stylus from CSS templating. To build finished sheet run the following commands from command line or terminal:
cd src
npm install
// Mac or Linux
npm run build:pug
// Windows
npm run build:pug:win
npm run build:css
These will then generate a dist folder that will have the finished code. From there you can upload them into the custom sheet sandbox for testing.
Pushing Changes
Roll20 does not build our pug/stylus code for when we merge. This needs to be done locally by running npm run gulp:build in the Ironsworn/src directory.
Translations
To keep our translation and fallback html content consistent. We are loading the translations into pug under the locals global variable.
This allows us to call locals.translations[<translation-key>] to get our content.
This way we can propagate changes and avoid hardcoding content.
Beware when using data-i18n: it must not be used on elements that contain other elements, because the i18n framework will overwrite the text inside the localized element.
This is typically relevant for labels enclosing hidden inputs: use a span inside the label to enclose the text and support data-i18n.
Changelog
You can handle a new version X.Y.Z in:
src/package.json: set theversionproperty toX.Y.Zsrc/app/workers/scripts/pages.js: add a new valuechangelog_X.Y.Ztoon('change:close_changelog')src/app/pages/index.pug: update the top levelinput.changelogwithattr_changelog_X.Y.Zand add a new changelog-entry withattr_changelog_X.Y.Z
Older versions should probably be removed after some time since newly opened sheets will display the full log.
Tools
Local testing
A minimal framework for testing locally is present in src/test.
It allows to generate an html page that almost renders and behaves as on the Sheet sandbox.
It is not meant to replace a validation on the Sheet sandbox but it may be useful for rapid testing or for those without access to the sandbox.
Test the character sheet
You must create a file test/attributes.js that contains the initial values of your attributes.
It may be an empty object if you do not want to initialize any value.
For instance:
const initAttributes = {
close_changelog: 'on',
modes_choice: 'off',
mode: '0',
edge: '1',
heart: '2',
iron: '3',
shadow: '4',
wits: '5',
health: '5',
spirit: '5',
supply: '5',
momentum_max: 10,
momentum_reset: 2
}; // don't forget the semi-colon
You can also create repeating section items by initializing at least one of their attributes.
You must specify the row ID, which must start with rowid, e.g. repeating_progress_rowid0012_myattributename.
To build for testing, use npm run gulp:test-watch.
This compiles test/Ironsworn.html and Ironsworn.css.
You can open test/Ironsworn.html in your browser.
You can enable i18n by running the script specifying a language, which will be retrieved from the translations folder, e.g. npm run gulp:test-watch -- --lang fr.
But remember that you must not commit the files in this folder, and that you must rerun the script to take changes into account.
Test the roll templates
You must create a file test/roll-template-specs.js that contains the list of template variations you want to display at the same time (to test different input values at the same time).
It contains a list of specs containing the template ID, whether to display the template (so that you can easily toggle the display), and the values that are the inputs of the template.
For instance:
var rollSpecs = [
{
"templateId": "ironsworn_moves",
"display": true,
"values": {
"header": "@character_name",
"name": "roll +spirit",
"action": "[[5]]",
"negate1": "[[6]]",
"negate2": "[[7]]",
"negate3": "[[8]]",
"negate4": "[[9]]",
"negate5": "[[10]]",
"negate6": "[[11]]",
"challenge1": "[[4]]",
"challenge2": "[[5]]",
"momentum": "[[9]]",
"modifiers": "[[5]]",
"add": "[[0]]"
}
}
]; // don't forget the semi-colon
The roll values must be enclosed in brackets ([[5]]): the system checks that you use the inline roll values properly in the template and throws an exception otherwise.
To build this list you should click on a roll button in the character sheet, copy/paste the resulting value from the console, and replace the inline rolls with the numeric values you want to test.
If an attribute value @{myattribute} appears as @myattribute, it means this attribute was not set by interacting with the sheet and may imply it does not exist at all in the sheet (i.e. you made a mistake typing its name in the roll button).
Otherwise the attribute's value is used.
The roll macro with replaced attributes is also output to the console and copied to the clipboard: you can test it in the site's chat.
To build for testing, use npm run gulp:test-rt-watch.
This compiles test/test-roll-templates.html and Ironsworn.css.
You can open test/test-roll-templates.html in your browser and resize it to check with different widths.
There is a test/test-roll-templates-specs directory that contains specs for the current templates.
You can copy/paste them to roll-template-specs.js if you make changes to one of the roll template.
i18n is also supported.
Limitations
- Rolls are not interpreted, you can check your macros on the site in the chat
- Partial support of i18n: data-i18n, data-i18n-placeholder, data-i18n-title
Compatibility
The sheet has been tested across multiple browsers and devices, show below in the compatibility matrix:
| Browser | Windows | MacOs | Android | iOS |
|---|---|---|---|---|
| Chrome | yes | yes | yes | yes |
| Firefox | yes | yes | yes | yes |
| Safari | no | yes | no | yes |
Roll Logic
Wield a Rarity
Structured it using pseudo code for readability.
if rarityDie6 == rarityAction
if challenge1 == challenge2
opportunity()
else
strongHit()
if rarityDie6 == rarityAction
rarityDramatic()
else
if rarityAction > 10
if challenge1 == 10
if challenge2 == 10
complication()
if rarityDie1 == rarityAction
rarityFail()
else
weakHit()
if rarityDie5 == rarityAction
raritySubtle()
else
if challenge2 == 10
weakHit
if rarityDie5 == rarityAction
raritySubtle()
else
strongHit
if rarityDie5 == rarityAction
raritySubtle()
else
if rarityAction > challenge1
if challenge1 == challenge2
opportunity()
if rarityDie5 == rarityAction
raritySubtle()
else
if rarityAction > challenge2
strongHit()
if rarityDie5 == rarityAction
raritySubtle()
else
weakHit()
if rarityDie5 == rarityAction
raritySubtle()
else
if challenge1 == challenge2
complication()
if rarityDie1 == rarityAction
rarityFail()
else
if rarityAction > challenge2
weakHit()
if rarityDie5 == rarityAction
raritySubtle()
else
miss()
if rarityDie1 == rarityAction
rarityFail()
Roll with momentum
if rarityDie6 == rarityAction
if challenge1 == challenge2
opportunity()
else
strongHit()
if rarityDie6 == rarityAction
rarityDramatic()
else
if rarityAction > 10
if challenge1 == 10
if challenge2 == 10
complication()
if rarityDie1 == rarityAction
rarityFail()
else
weakHit()
if rarityDie5 == rarityAction
raritySubtle()
else
if challenge2 == 10
weakHit
if rarityDie5 == rarityAction
raritySubtle()
else
strongHit
if rarityDie5 == rarityAction
raritySubtle()
else
if rarityAction > challenge1
if challenge1 == challenge2
opportunity()
if rarityDie5 == rarityAction
raritySubtle()
else
if rarityAction > challenge2
strongHit()
if rarityDie5 == rarityAction
raritySubtle()
else
weakHit()
if rarityDie5 == rarityAction
raritySubtle()
if momentum > challenge2
momentumStrongHit()
else
if challenge1 == challenge2
complication()
if rarityDie1 == rarityAction
rarityFail()
if momentum > challenge1
momentumStrongHit()
if rarityDie5 == rarityAction
raritySubtle()
else
if rarityAction > challenge2
weakHit()
if rarityDie5 == rarityAction
raritySubtle()
if momentum > challenge1
momentumStrongHit()
else
miss()
if rarityDie1 == rarityAction
rarityFail()
if momentum > challenge1
if momentum > challenge2
momentumStrongHit()
if rarityDie5 == rarityAction
raritySubtle()
else
momentumWeakHit()
if rarityDie5 == rarityAction
raritySubtle()
else
if momentum > challenge2
momentumWeakHit()
if rarityDie5 == rarityAction
raritySubtle()