Finish the weapons block styling and make it so that I can use IDs in the sheet without crying
This commit is contained in:
parent
fae962dc7e
commit
99dd7b791a
8 changed files with 242 additions and 104 deletions
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@ -224,6 +224,37 @@
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.dotdungeon .actor--pc .panel--weapons {
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.dotdungeon .actor--pc .panel--weapons {
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grid-area: weapons;
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grid-area: weapons;
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}
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}
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.dotdungeon .actor--pc .panel--weapons .weapon {
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margin-top: 4px;
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display: flex;
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flex-direction: column;
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gap: 4px;
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}
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.dotdungeon .actor--pc .panel--weapons .weapon__name {
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display: flex;
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justify-content: center;
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align-items: center;
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flex-direction: column;
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}
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.dotdungeon .actor--pc .panel--weapons .weapon__name input {
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width: 50%;
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}
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.dotdungeon .actor--pc .panel--weapons .weapon__group {
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display: grid;
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grid-template-columns: 1fr 1fr;
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gap: 4px;
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}
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.dotdungeon .actor--pc .panel--weapons .weapon__ammo-type, .dotdungeon .actor--pc .panel--weapons .weapon__damage-type {
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display: flex;
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flex-direction: column;
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align-items: center;
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}
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.dotdungeon .actor--pc .panel--weapons .weapon__is-scoped, .dotdungeon .actor--pc .panel--weapons .weapon__is-ranged {
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display: flex;
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flex-direction: row;
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align-items: center;
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justify-content: center;
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}
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.dotdungeon .actor--pc .panel--roles {
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.dotdungeon .actor--pc .panel--roles {
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grid-area: roles;
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grid-area: roles;
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}
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}
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@ -317,4 +348,4 @@
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resize: vertical;
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resize: vertical;
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}
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}
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/*# sourceMappingURL=data:application/json;charset=utf-8,%7B%22version%22:3,%22sourceRoot%22:%22%22,%22sources%22:%5B%22../styles/generic.scss%22,%22../styles/mixins/_foundry.scss%22,%22../styles/_vars.scss%22,%22../styles/mixins/_partials.scss%22,%22../styles/sheets/partials/stat.scss%22,%22../styles/sheets/partials/skill.scss%22,%22../styles/sheets/partials/panel.scss%22,%22../styles/mixins/_breakpoints.scss%22,%22../styles/sheets/actor/mvp.scss%22,%22../styles/sheets/actor/sync/basic.scss%22,%22../styles/sheets/items/aspect.scss%22%5D,%22names%22:%5B%5D,%22mappings%22:%22AAIQ;AAKP;EACC;;AAED;EACC;;AAGD;ECfA;EACA;EACA;EDeC,aElBW;EFmBX;;AAGD;EACC;;AAGD;ECzBA;EACA;EACA;EDyBC;EACA;;AAGD;AAAA;AAAA;EAGC;EGhCD;EACA;EACA;EACA;EACA;EACA,aDPW;;ACSX;AAAA;AAAA;AAAA;AAAA;EAEC;;AH2BD;EACC;;AAGD;EACC;EACA,aE5CU;;;AFiDZ;EACC;;AAEA;EACC;EACA,YEpDW;;;AEHb;EACC;EACA;EACA;;ACHD;EACC;EACA;EACA;EACA;EACA;EACA;;AAEA;EACC;EACA;EACA;EACA;;AAEA;EACC;EACA;EACA;EACA;;;ACdH;EACC;EACA;EAEA;;AAEA;EACC;EACA;EACA;EACA;EACA;EACA;EACA;;AAEA;ELlBD;EACA;EACA;EKkBE;EACA;EACA,aJvBU;EIwBV;;AAGD;EAEC,QADO;EAEP,OAFO;EAGP;;AAIF;EACC;;;AC7BD;EDkCA;IACC;IACA;;;AExCF;EACC;EACA,qBACC;EASD;EACA,oBACC;EAGD;EACA;;AAGC;EACC;;AACA;EACC;EACA;;AAGD;EACC;;AAGF;EACC;;AACA;EACC;EACA;EACA;EACA;EACA;EACA;;AAGF;EACC;;AAEA;EACC;EACA;EACA;EACA;;AAGF;EACC;;AAEA;EACC;EACA;EACA;;AAED;EACC;EACA;;AAED;EACC;;AAGD;EACC;EACA;EACA;;AAGD;AAAA;AAAA;EAGC;EACA;;AAGD;EACC;;AAGF;EACC;;AAEA;EACC;EACA;EACA;;AAGD;AAAA;EAEC;EACA;EACA;;AAEA;AAAA;EACC;;AAIF;EACC;EACA;;AAGF;EACC;;AACA;EACC;EACA;EACA;EACA;;AAEA;EACC;;AAIH;EACC;;AAED;EACC;;AACA;EACC;EACA;EACA;EACA;;AAEA;EACC;;AAIH;EACC;;AAED;EACC;;AAED;EACC;;AAED;EACC;;;ADxJF;ECgKC;IACC;IACA;IACA,qBACC;;EAkBC;IACC;;EAKD;IACC;IACA;;;ADxLL;ECkMC;IACC;IACA;IACA,qBACC;;EAeC;IACC;;;AC1NL;EACC;EACA;EACA;EACA;EACA;;AAEA;EACC;EACA;EACA;;AAGD;EACC;EACA;;AAGD;EACC;EACA;;AAMA;EACC;EACA;;;AFlBH;EE4BG;IACC;IACA;;;ACzCL;EACC;;AAEA;EACC;EACA;EACA;;AAGD;EACC;EACA%22,%22file%22:%22root.css%22%7D */
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/*# sourceMappingURL=data:application/json;charset=utf-8,%7B%22version%22:3,%22sourceRoot%22:%22%22,%22sources%22:%5B%22../styles/generic.scss%22,%22../styles/mixins/_foundry.scss%22,%22../styles/_vars.scss%22,%22../styles/mixins/_partials.scss%22,%22../styles/sheets/partials/stat.scss%22,%22../styles/sheets/partials/skill.scss%22,%22../styles/sheets/partials/panel.scss%22,%22../styles/mixins/_breakpoints.scss%22,%22../styles/sheets/actor/mvp.scss%22,%22../styles/sheets/actor/sync/basic.scss%22,%22../styles/sheets/items/aspect.scss%22%5D,%22names%22:%5B%5D,%22mappings%22:%22AAIQ;AAKP;EACC;;AAED;EACC;;AAGD;ECfA;EACA;EACA;EDeC,aElBW;EFmBX;;AAGD;EACC;;AAGD;ECzBA;EACA;EACA;EDyBC;EACA;;AAGD;AAAA;AAAA;EAGC;EGhCD;EACA;EACA;EACA;EACA;EACA,aDPW;;ACSX;AAAA;AAAA;AAAA;AAAA;EAEC;;AH2BD;EACC;;AAGD;EACC;EACA,aE5CU;;;AFiDZ;EACC;;AAEA;EACC;EACA,YEpDW;;;AEHb;EACC;EACA;EACA;;ACHD;EACC;EACA;EACA;EACA;EACA;EACA;;AAEA;EACC;EACA;EACA;EACA;;AAEA;EACC;EACA;EACA;EACA;;;ACdH;EACC;EACA;EAEA;;AAEA;EACC;EACA;EACA;EACA;EACA;EACA;EACA;;AAEA;ELlBD;EACA;EACA;EKkBE;EACA;EACA,aJvBU;EIwBV;;AAGD;EAEC,QADO;EAEP,OAFO;EAGP;;AAIF;EACC;;;AC7BD;EDkCA;IACC;IACA;;;AExCF;EACC;EACA,qBACC;EASD;EACA,oBACC;EAGD;EACA;;AAGC;EACC;;AACA;EACC;EACA;;AAGD;EACC;;AAGF;EACC;;AACA;EACC;EACA;EACA;EACA;EACA;EACA;;AAGF;EACC;;AAEA;EACC;EACA;EACA;EACA;;AAGF;EACC;;AAEA;EACC;EACA;EACA;;AAED;EACC;EACA;;AAED;EACC;;AAGD;EACC;EACA;EACA;;AAGD;AAAA;AAAA;EAGC;EACA;;AAGD;EACC;;AAGF;EACC;;AAEA;EACC;EACA;EACA;;AAGD;AAAA;EAEC;EACA;EACA;;AAEA;AAAA;EACC;;AAIF;EACC;EACA;;AAGF;EACC;;AACA;EACC;EACA;EACA;EACA;;AAEA;EACC;;AAIH;EACC;;AAEA;EACC;EACA;EACA;EACA;;AAEA;EACC;EACA;EACA;EACA;;AAEA;EACC;;AAGF;EACC;EACA;EACA;;AAED;EACC;EACA;EACA;;AAED;EACC;EACA;EACA;EACA;;AAIH;EACC;;AACA;EACC;EACA;EACA;EACA;;AAEA;EACC;;AAIH;EACC;;AAED;EACC;;AAED;EACC;;AAED;EACC;;;AD1LF;ECkMC;IACC;IACA;IACA,qBACC;;EAkBC;IACC;;EAKD;IACC;IACA;;;AD1NL;ECoOC;IACC;IACA;IACA,qBACC;;EAeC;IACC;;;AC5PL;EACC;EACA;EACA;EACA;EACA;;AAEA;EACC;EACA;EACA;;AAGD;EACC;EACA;;AAGD;EACC;EACA;;AAMA;EACC;EACA;;;AFlBH;EE4BG;IACC;IACA;;;ACzCL;EACC;;AAEA;EACC;EACA;EACA;;AAGD;EACC;EACA%22,%22file%22:%22root.css%22%7D */
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@ -102,6 +102,37 @@
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.dotdungeon .actor--pc .panel--weapons {
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.dotdungeon .actor--pc .panel--weapons {
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grid-area: weapons;
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grid-area: weapons;
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}
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}
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.dotdungeon .actor--pc .panel--weapons .weapon {
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margin-top: 4px;
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display: flex;
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flex-direction: column;
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gap: 4px;
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}
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.dotdungeon .actor--pc .panel--weapons .weapon__name {
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display: flex;
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justify-content: center;
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align-items: center;
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flex-direction: column;
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}
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.dotdungeon .actor--pc .panel--weapons .weapon__name input {
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width: 50%;
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}
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.dotdungeon .actor--pc .panel--weapons .weapon__group {
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display: grid;
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grid-template-columns: 1fr 1fr;
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gap: 4px;
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}
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.dotdungeon .actor--pc .panel--weapons .weapon__ammo-type, .dotdungeon .actor--pc .panel--weapons .weapon__damage-type {
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display: flex;
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flex-direction: column;
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align-items: center;
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}
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.dotdungeon .actor--pc .panel--weapons .weapon__is-scoped, .dotdungeon .actor--pc .panel--weapons .weapon__is-ranged {
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display: flex;
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flex-direction: row;
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align-items: center;
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justify-content: center;
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}
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.dotdungeon .actor--pc .panel--roles {
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.dotdungeon .actor--pc .panel--roles {
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grid-area: roles;
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grid-area: roles;
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}
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}
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@ -152,4 +183,4 @@
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}
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}
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}
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}
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/*# sourceMappingURL=data:application/json;charset=utf-8,%7B%22version%22:3,%22sourceRoot%22:%22%22,%22sources%22:%5B%22../../../styles/sheets/actor/mvp.scss%22,%22../../../styles/mixins/_breakpoints.scss%22%5D,%22names%22:%5B%5D,%22mappings%22:%22AAGA;EACC;EACA,qBACC;EASD;EACA,oBACC;EAGD;EACA;;AAGC;EACC;;AACA;EACC;EACA;;AAGD;EACC;;AAGF;EACC;;AACA;EACC;EACA;EACA;EACA;EACA;EACA;;AAGF;EACC;;AAEA;EACC;EACA;EACA;EACA;;AAGF;EACC;;AAEA;EACC;EACA;EACA;;AAED;EACC;EACA;;AAED;EACC;;AAGD;EACC;EACA;EACA;;AAGD;AAAA;AAAA;EAGC;EACA;;AAGD;EACC;;AAGF;EACC;;AAEA;EACC;EACA;EACA;;AAGD;AAAA;EAEC;EACA;EACA;;AAEA;AAAA;EACC;;AAIF;EACC;EACA;;AAGF;EACC;;AACA;EACC;EACA;EACA;EACA;;AAEA;EACC;;AAIH;EACC;;AAED;EACC;;AACA;EACC;EACA;EACA;EACA;;AAEA;EACC;;AAIH;EACC;;AAED;EACC;;AAED;EACC;;AAED;EACC;;;ACxJF;EDgKC;IACC;IACA;IACA,qBACC;;EAkBC;IACC;;EAKD;IACC;IACA;;;ACxLL;EDkMC;IACC;IACA;IACA,qBACC;;EAeC;IACC%22,%22file%22:%22mvp.css%22%7D */
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/*# sourceMappingURL=data:application/json;charset=utf-8,%7B%22version%22:3,%22sourceRoot%22:%22%22,%22sources%22:%5B%22../../../styles/sheets/actor/mvp.scss%22,%22../../../styles/mixins/_breakpoints.scss%22%5D,%22names%22:%5B%5D,%22mappings%22:%22AAGA;EACC;EACA,qBACC;EASD;EACA,oBACC;EAGD;EACA;;AAGC;EACC;;AACA;EACC;EACA;;AAGD;EACC;;AAGF;EACC;;AACA;EACC;EACA;EACA;EACA;EACA;EACA;;AAGF;EACC;;AAEA;EACC;EACA;EACA;EACA;;AAGF;EACC;;AAEA;EACC;EACA;EACA;;AAED;EACC;EACA;;AAED;EACC;;AAGD;EACC;EACA;EACA;;AAGD;AAAA;AAAA;EAGC;EACA;;AAGD;EACC;;AAGF;EACC;;AAEA;EACC;EACA;EACA;;AAGD;AAAA;EAEC;EACA;EACA;;AAEA;AAAA;EACC;;AAIF;EACC;EACA;;AAGF;EACC;;AACA;EACC;EACA;EACA;EACA;;AAEA;EACC;;AAIH;EACC;;AAEA;EACC;EACA;EACA;EACA;;AAEA;EACC;EACA;EACA;EACA;;AAEA;EACC;;AAGF;EACC;EACA;EACA;;AAED;EACC;EACA;EACA;;AAED;EACC;EACA;EACA;EACA;;AAIH;EACC;;AACA;EACC;EACA;EACA;EACA;;AAEA;EACC;;AAIH;EACC;;AAED;EACC;;AAED;EACC;;AAED;EACC;;;AC1LF;EDkMC;IACC;IACA;IACA,qBACC;;EAkBC;IACC;;EAKD;IACC;IACA;;;AC1NL;EDoOC;IACC;IACA;IACA,qBACC;;EAeC;IACC%22,%22file%22:%22mvp.css%22%7D */
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@ -93,8 +93,8 @@
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"dotdungeon.actor.pc.backpack.materials.label": "Materials",
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"dotdungeon.actor.pc.backpack.materials.label": "Materials",
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"dotdungeon.actor.pc.backpack.bytes.label": "Bytes",
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"dotdungeon.actor.pc.backpack.bytes.label": "Bytes",
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"dotdungeon.actor.pc.weapon.main-hand": "Main-Hand",
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"dotdungeon.actor.pc.weapon.mainHand": "Main-Hand",
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"dotdungeon.actor.pc.weapon.off-hand": "Off-Hand",
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"dotdungeon.actor.pc.weapon.offHand": "Off-Hand",
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"dotdungeon.actor.pc.weapon.name": "Name",
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"dotdungeon.actor.pc.weapon.name": "Name",
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"dotdungeon.actor.pc.weapon.damage-type.label": "Damage Type",
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"dotdungeon.actor.pc.weapon.damage-type.label": "Damage Type",
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"dotdungeon.actor.pc.weapon.damage-type.slashing": "Slashing",
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"dotdungeon.actor.pc.weapon.damage-type.slashing": "Slashing",
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@ -104,8 +104,8 @@
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"dotdungeon.actor.pc.weapon.damage-type.neon": "Neon",
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"dotdungeon.actor.pc.weapon.damage-type.neon": "Neon",
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"dotdungeon.actor.pc.weapon.damage-type.shadow": "Shadow",
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"dotdungeon.actor.pc.weapon.damage-type.shadow": "Shadow",
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"dotdungeon.actor.pc.weapon.damage-type.solar": "Solar",
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"dotdungeon.actor.pc.weapon.damage-type.solar": "Solar",
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"dotdungeon.actor.pc.weapon.is-ranged": "Ranged",
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"dotdungeon.actor.pc.weapon.is-ranged": "Is Ranged",
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"dotdungeon.actor.pc.weapon.is-scoped": "Scoped",
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"dotdungeon.actor.pc.weapon.is-scoped": "Has Scope",
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"dotdungeon.actor.pc.weapon.ammo-type.label": "Ammo",
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"dotdungeon.actor.pc.weapon.ammo-type.label": "Ammo",
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"dotdungeon.actor.pc.weapon.ammo-type.ammoless": "No Ammo",
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"dotdungeon.actor.pc.weapon.ammo-type.ammoless": "No Ammo",
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"dotdungeon.actor.pc.weapon.ammo-type.quiver": "Quivers",
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"dotdungeon.actor.pc.weapon.ammo-type.quiver": "Quivers",
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};
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};
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// Re-register our new partial template & cache it.
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// Re-register our new partial template & cache it.
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const templateName = `dotdungeon.${data.path.split("/").pop().replace(".hbs", "")}`;
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const alias = data.path
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.split(`/`)
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.pop()
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.split(`.`)
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.slice(0, -1)
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.reverse()
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.join(`.`);
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const templateName = `dotdungeon.${alias}`;
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Handlebars.registerPartial(templateName, template);
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Handlebars.registerPartial(templateName, template);
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_templateCache[templateName] = template;
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_templateCache[templateName] = template;
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Toggles the expanded state for the detail elements in the sheet.
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Toggles the expanded state for the detail elements in the sheet.
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*/
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*/
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html.find(`summary`).on(`click`, ($e) => {
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html.find(`summary`).on(`click`, ($e) => {
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console.debug(`.dungeon | summary[data-collapse-id="${$e.target.dataset.collapseId}"] click event`);
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console.debug(`.dungeon | summary[data-collapse-id="${$e.target.dataset.collapseId}"] click event (open=${$e.target.parentNode.open})`);
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/*
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/*
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This seeming inversion of logic is due to the fact that this handler
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This seeming inversion of logic is due to the fact that this handler
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gets called before the element is updated to include/reflect the
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gets called before the element is updated to include/reflect the
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};
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};
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ctx.meta = {
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ctx.meta = {
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idp: this.actor.uuid,
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expanded: this._expanded,
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expanded: this._expanded,
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};
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};
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}
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}
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&--weapons {
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&--weapons {
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grid-area: weapons;
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grid-area: weapons;
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.weapon {
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margin-top: 4px;
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display: flex;
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flex-direction: column;
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gap: 4px;
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&__name {
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display: flex;
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justify-content: center;
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align-items: center;
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flex-direction: column;
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input {
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width: 50%
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}
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}
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&__group {
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display: grid;
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grid-template-columns: 1fr 1fr;
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gap: 4px;
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}
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&__ammo-type, &__damage-type {
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display: flex;
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flex-direction: column;
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align-items: center;
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}
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&__is-scoped, &__is-ranged {
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display: flex;
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flex-direction: row;
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align-items: center;
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justify-content: center;
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}
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}
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}
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}
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&--roles {
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&--roles {
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grid-area: roles;
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grid-area: roles;
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{{#> dotdungeon.panel class="weapons" title="dotdungeon.actor.pc.panel.weapons"}}
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{{#> dotdungeon.panel class="weapons" title="dotdungeon.actor.pc.panel.weapons"}}
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<details class="main-hand" {{dotdungeon-expanded meta.expanded "weapons.main-hand"}}>
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<details class="mainHand" {{dotdungeon-expanded meta.expanded "weapons.mainHand"}}>
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<summary data-collapse-id="weapons.main-hand">
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<summary data-collapse-id="weapons.mainHand">
|
||||||
{{localize "dotdungeon.actor.pc.weapon.main-hand"}}
|
{{localize "dotdungeon.actor.pc.weapon.mainHand"}}
|
||||||
</summary>
|
</summary>
|
||||||
<div class="weapon-container">
|
<div class="weapon">
|
||||||
<label>
|
|
||||||
{{localize "dotdungeon.actor.pc.weapon.name"}}
|
|
||||||
|
<div class="weapon__name">
|
||||||
|
<label for="{{meta.idp}}-mainHand-name-input">
|
||||||
|
{{localize "dotdungeon.actor.pc.weapon.name"}}
|
||||||
|
</label>
|
||||||
<input
|
<input
|
||||||
type="text"
|
type="text"
|
||||||
|
id="{{meta.idp}}-mainHand-name-input"
|
||||||
name="system.weapon.mainHand.name"
|
name="system.weapon.mainHand.name"
|
||||||
>
|
>
|
||||||
</label>
|
</div>
|
||||||
<label>
|
|
||||||
{{localize "dotdungeon.actor.pc.weapon.damage-type.label"}}
|
|
||||||
<select name="system.weapon.mainHand.damage">
|
<div class="weapon__group">
|
||||||
{{#select system.weapon.mainHand.damage}}
|
<label class="weapon__damage-type">
|
||||||
<option value="">Select...</option>
|
{{localize "dotdungeon.actor.pc.weapon.damage-type.label"}}
|
||||||
{{#each (dotdungeon-array "slashing" "piercing" "smashing" "gun" "neon" "shadow" "solar")}}
|
<select name="system.weapon.mainHand.damage">
|
||||||
<option value="{{this}}">
|
{{#select system.weapon.mainHand.damage}}
|
||||||
{{localize (concat "dotdungeon.actor.pc.weapon.damage-type." this)}}
|
<option value="">Select...</option>
|
||||||
</option>
|
{{#each (dotdungeon-array "slashing" "piercing" "smashing" "gun" "neon" "shadow" "solar")}}
|
||||||
{{/each}}
|
<option value="{{this}}">
|
||||||
{{/select}}
|
{{localize (concat "dotdungeon.actor.pc.weapon.damage-type." this)}}
|
||||||
</select>
|
</option>
|
||||||
</label>
|
{{/each}}
|
||||||
<label>
|
|
||||||
{{localize "dotdungeon.actor.pc.weapon.is-ranged"}}
|
|
||||||
<input
|
|
||||||
type="checkbox"
|
|
||||||
name="system.weapon.mainHand.ranged"
|
|
||||||
{{checked system.weapon.mainHand.ranged}}
|
|
||||||
>
|
|
||||||
</label>
|
|
||||||
{{#if system.weapon.mainHand.ranged}}
|
|
||||||
<label>
|
|
||||||
{{localize "dotdungeon.actor.pc.weapon.is-scoped"}}
|
|
||||||
<input
|
|
||||||
type="checkbox"
|
|
||||||
name="system.weapon.mainHand.scope"
|
|
||||||
{{checked system.weapon.mainHand.scope}}
|
|
||||||
>
|
|
||||||
</label>
|
|
||||||
<label>
|
|
||||||
{{localize "dotdungeon.actor.pc.weapon.ammo-type.label"}}
|
|
||||||
<select name="system.weapon.mainHand.ammo">
|
|
||||||
{{#select system.weapon.mainHand.ammo}}
|
|
||||||
<option value="">{{localize "dotdungeon.actor.pc.weapon.ammo-type.ammoless"}}</option>
|
|
||||||
<option value="quivers">{{localize "dotdungeon.actor.pc.weapon.ammo-type.quiver"}}</option>
|
|
||||||
<option value="mags">{{localize "dotdungeon.actor.pc.weapon.ammo-type.mag"}}</option>
|
|
||||||
<option value="cells">{{localize "dotdungeon.actor.pc.weapon.ammo-type.cell"}}</option>
|
|
||||||
{{/select}}
|
{{/select}}
|
||||||
</select>
|
</select>
|
||||||
</label>
|
</label>
|
||||||
|
|
||||||
|
<label class="weapon__is-ranged">
|
||||||
|
{{localize "dotdungeon.actor.pc.weapon.is-ranged"}}
|
||||||
|
<input
|
||||||
|
type="checkbox"
|
||||||
|
name="system.weapon.mainHand.ranged"
|
||||||
|
{{checked system.weapon.mainHand.ranged}}
|
||||||
|
>
|
||||||
|
</label>
|
||||||
</div>
|
</div>
|
||||||
{{/if}}
|
|
||||||
|
{{#if system.weapon.mainHand.ranged}}
|
||||||
|
<div class="weapon__group">
|
||||||
|
<label class="weapon__is-scoped">
|
||||||
|
{{localize "dotdungeon.actor.pc.weapon.is-scoped"}}
|
||||||
|
<input
|
||||||
|
type="checkbox"
|
||||||
|
name="system.weapon.mainHand.scope"
|
||||||
|
{{checked system.weapon.mainHand.scope}}
|
||||||
|
>
|
||||||
|
</label>
|
||||||
|
|
||||||
|
<label class="weapon__ammo-type">
|
||||||
|
{{localize "dotdungeon.actor.pc.weapon.ammo-type.label"}}
|
||||||
|
<select name="system.weapon.mainHand.ammo">
|
||||||
|
{{#select system.weapon.mainHand.ammo}}
|
||||||
|
<option value="">{{localize "dotdungeon.actor.pc.weapon.ammo-type.ammoless"}}</option>
|
||||||
|
<option value="quivers">{{localize "dotdungeon.actor.pc.weapon.ammo-type.quiver"}}</option>
|
||||||
|
<option value="mags">{{localize "dotdungeon.actor.pc.weapon.ammo-type.mag"}}</option>
|
||||||
|
<option value="cells">{{localize "dotdungeon.actor.pc.weapon.ammo-type.cell"}}</option>
|
||||||
|
{{/select}}
|
||||||
|
</select>
|
||||||
|
</label>
|
||||||
|
</div>
|
||||||
|
{{/if}}
|
||||||
|
</div>
|
||||||
</details>
|
</details>
|
||||||
<details {{dotdungeon-expanded meta.expanded "weapons.off-hand"}}>
|
<details {{dotdungeon-expanded meta.expanded "weapons.offHand"}}>
|
||||||
<summary data-collapse-id="weapons.off-hand">
|
<summary data-collapse-id="weapons.offHand">
|
||||||
{{localize "dotdungeon.actor.pc.weapon.off-hand"}}
|
{{localize "dotdungeon.actor.pc.weapon.offHand"}}
|
||||||
</summary>
|
</summary>
|
||||||
<label>
|
|
||||||
{{localize "dotdungeon.actor.pc.weapon.name"}}
|
<div class="weapon">
|
||||||
<input
|
<div class="weapon__name">
|
||||||
type="text"
|
<label for="{{meta.idp}}-offHand-name-input">
|
||||||
name="system.weapon.offHand.name"
|
{{localize "dotdungeon.actor.pc.weapon.name"}}
|
||||||
>
|
</label>
|
||||||
</label>
|
|
||||||
<label>
|
|
||||||
{{localize "dotdungeon.actor.pc.weapon.damage-type.label"}}
|
|
||||||
<select name="system.weapon.offHand.damage">
|
|
||||||
{{#select system.weapon.offHand.damage}}
|
|
||||||
<option value="">Select...</option>
|
|
||||||
{{#each (dotdungeon-array "slashing" "piercing" "smashing" "gun" "neon" "shadow" "solar")}}
|
|
||||||
<option value="{{this}}">
|
|
||||||
{{localize (concat "dotdungeon.actor.pc.weapon.damage-type." this)}}
|
|
||||||
</option>
|
|
||||||
{{/each}}
|
|
||||||
{{/select}}
|
|
||||||
</select>
|
|
||||||
</label>
|
|
||||||
<label>
|
|
||||||
{{localize "dotdungeon.actor.pc.weapon.is-ranged"}}
|
|
||||||
<input
|
|
||||||
type="checkbox"
|
|
||||||
name="system.weapon.offHand.ranged"
|
|
||||||
{{checked system.weapon.offHand.ranged}}
|
|
||||||
>
|
|
||||||
</label>
|
|
||||||
{{#if system.weapon.offHand.ranged}}
|
|
||||||
<label>
|
|
||||||
{{localize "dotdungeon.actor.pc.weapon.is-scoped"}}
|
|
||||||
<input
|
<input
|
||||||
type="checkbox"
|
type="text"
|
||||||
name="system.weapon.offHand.scope"
|
id="{{meta.idp}}-offHand-name-input"
|
||||||
{{checked system.weapon.offHand.scope}}
|
name="system.weapon.offHand.name"
|
||||||
>
|
>
|
||||||
</label>
|
</div>
|
||||||
<label>
|
|
||||||
{{localize "dotdungeon.actor.pc.weapon.ammo-type.label"}}
|
|
||||||
<select name="system.weapon.offHand.ammo">
|
<div class="weapon__group">
|
||||||
{{#select system.weapon.offHand.ammo}}
|
<label class="weapon__damage-type">
|
||||||
<option value="">{{localize "dotdungeon.actor.pc.weapon.ammo-type.ammoless"}}</option>
|
{{localize "dotdungeon.actor.pc.weapon.damage-type.label"}}
|
||||||
<option value="quivers">{{localize "dotdungeon.actor.pc.weapon.ammo-type.quiver"}}</option>
|
<select name="system.weapon.offHand.damage">
|
||||||
<option value="mags">{{localize "dotdungeon.actor.pc.weapon.ammo-type.mag"}}</option>
|
{{#select system.weapon.offHand.damage}}
|
||||||
<option value="cells">{{localize "dotdungeon.actor.pc.weapon.ammo-type.cell"}}</option>
|
<option value="">Select...</option>
|
||||||
{{/select}}
|
{{#each (dotdungeon-array "slashing" "piercing" "smashing" "gun" "neon" "shadow" "solar")}}
|
||||||
</select>
|
<option value="{{this}}">
|
||||||
</label>
|
{{localize (concat "dotdungeon.actor.pc.weapon.damage-type." this)}}
|
||||||
{{/if}}
|
</option>
|
||||||
|
{{/each}}
|
||||||
|
{{/select}}
|
||||||
|
</select>
|
||||||
|
</label>
|
||||||
|
<label class="weapon__is-ranged">
|
||||||
|
{{localize "dotdungeon.actor.pc.weapon.is-ranged"}}
|
||||||
|
<input
|
||||||
|
type="checkbox"
|
||||||
|
name="system.weapon.offHand.ranged"
|
||||||
|
{{checked system.weapon.offHand.ranged}}
|
||||||
|
>
|
||||||
|
</label>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
{{#if system.weapon.offHand.ranged}}
|
||||||
|
<div class="weapon__group">
|
||||||
|
<label class="weapon__is-scoped">
|
||||||
|
{{localize "dotdungeon.actor.pc.weapon.is-scoped"}}
|
||||||
|
<input
|
||||||
|
type="checkbox"
|
||||||
|
name="system.weapon.offHand.scope"
|
||||||
|
{{checked system.weapon.offHand.scope}}
|
||||||
|
>
|
||||||
|
</label>
|
||||||
|
<label class="weapon__ammo-type">
|
||||||
|
{{localize "dotdungeon.actor.pc.weapon.ammo-type.label"}}
|
||||||
|
<select name="system.weapon.offHand.ammo">
|
||||||
|
{{#select system.weapon.offHand.ammo}}
|
||||||
|
<option value="">{{localize "dotdungeon.actor.pc.weapon.ammo-type.ammoless"}}</option>
|
||||||
|
<option value="quivers">{{localize "dotdungeon.actor.pc.weapon.ammo-type.quiver"}}</option>
|
||||||
|
<option value="mags">{{localize "dotdungeon.actor.pc.weapon.ammo-type.mag"}}</option>
|
||||||
|
<option value="cells">{{localize "dotdungeon.actor.pc.weapon.ammo-type.cell"}}</option>
|
||||||
|
{{/select}}
|
||||||
|
</select>
|
||||||
|
</label>
|
||||||
|
</div>
|
||||||
|
{{/if}}
|
||||||
|
</div>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
</details>
|
</details>
|
||||||
{{/ dotdungeon.panel}}
|
{{/ dotdungeon.panel}}
|
||||||
|
|
@ -45,6 +45,10 @@
|
||||||
Settings:
|
Settings:
|
||||||
<pre><code>{{dotdungeon-stringify settings}}</code></pre>
|
<pre><code>{{dotdungeon-stringify settings}}</code></pre>
|
||||||
</div>
|
</div>
|
||||||
|
<div>
|
||||||
|
Meta:
|
||||||
|
<pre><code>{{dotdungeon-stringify meta}}</code></pre>
|
||||||
|
</div>
|
||||||
<hr>
|
<hr>
|
||||||
<div>
|
<div>
|
||||||
Expanded: {{dotdungeon-stringify expanded}}
|
Expanded: {{dotdungeon-stringify expanded}}
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue