diff --git a/Blades in the Dark/README.md b/Blades in the Dark/README.md index e4f2340f78..c017b533e6 100644 --- a/Blades in the Dark/README.md +++ b/Blades in the Dark/README.md @@ -4,6 +4,11 @@ This is a character sheet for Blades in the Dark for use on Roll20. ## Changelog +### 1.8 +* Extra rows of claims can now be added +* Corrected minor typos +* Internal changes to the sheet upgrade process to make it more robust for ancient sheets + ### 1.7 * Change to auto-generated abilities/items/friends: they will now be deleted if you change playbook/crew type, unless they have been changed at some point * Small CSS adjustments diff --git a/Blades in the Dark/Source/character.html b/Blades in the Dark/Source/character.html index 47a2cf33d5..b4fe0b019b 100644 --- a/Blades in the Dark/Source/character.html +++ b/Blades in the Dark/Source/character.html @@ -504,7 +504,7 @@
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    diff --git a/Blades in the Dark/Source/sheet.css b/Blades in the Dark/Source/sheet.css index be3ed2b4a4..74fae9da6b 100644 --- a/Blades in the Dark/Source/sheet.css +++ b/Blades in the Dark/Source/sheet.css @@ -1325,7 +1325,7 @@ input.sheet-radiobox.sheet-last + span { } .sheet-white-repcontrol button.repcontrol_edit, .sheet-white-repcontrol button.repcontrol_add { background-color: white; - margin-top: 12px; + margin-top: 10px; } .sheet-small-repcontrol button.repcontrol_edit, .sheet-small-repcontrol button.repcontrol_add, .sheet-white-repcontrol button.repcontrol_edit, .sheet-white-repcontrol button.repcontrol_add { @@ -1945,6 +1945,18 @@ div.sheet-cohort-condition4 { input:checked + .sheet-claimbox { background-color:#c1c4c5; } +.sheet-claims div.repcontrol { + float: left; + width: 100%; +} +.sheet-claims div.repcontainer { + float: left; + line-height: 0; +} +.sheet-claims div.repitem { + display: inline-block; + width: 100%; +} /* STRICTURES */ .sheet-strictures div { font-size: 88%; diff --git a/Blades in the Dark/Source/sheetworkers.js b/Blades in the Dark/Source/sheetworkers.js index 6bce8a46f4..7acffc45d3 100644 --- a/Blades in the Dark/Source/sheetworkers.js +++ b/Blades in the Dark/Source/sheetworkers.js @@ -1320,8 +1320,9 @@ var setDiceFromTotal = (name, numDice, upToFive, value) => { } setAttrs(setting); }, - fillRepeatingSectionFromData = (sectionName, dataList, autoGenerated) => { + fillRepeatingSectionFromData = (sectionName, dataList, autoGenerated, callback) => { 'use strict'; + callback = callback || (() => {}); getSectionIDs(`repeating_${sectionName}`, idList => { let rowNameAttributes = idList.map(id => `repeating_${sectionName}_${id}_name`); getAttrs(rowNameAttributes, v => { @@ -1347,7 +1348,7 @@ var setDiceFromTotal = (name, numDice, upToFive, value) => { }, newAttrs); }) .reduce((m, o) => Object.assign(m, o), {}); - setAttrs(setting); + setAttrs(setting, {}, callback); }); }); }, @@ -1362,7 +1363,8 @@ var setDiceFromTotal = (name, numDice, upToFive, value) => { }); }); }, - deleteAutogenRows = sectionName => { + deleteAutogenRows = (sectionName, callback) => { + callback = callback || (() => {}); getSectionIDs(`repeating_${sectionName}`, idList => { getAttrs(idList.map(id => `repeating_${sectionName}_${id}_autogen`), v => { idList.forEach(id => { @@ -1370,6 +1372,7 @@ var setDiceFromTotal = (name, numDice, upToFive, value) => { removeRepeatingRow(`repeating_${sectionName}_${id}`); } }); + callback(); }); }); }; @@ -1402,12 +1405,9 @@ on('change:crew_type change:playbook', event => { if (crewData.hasOwnProperty(sourceName)) { data = crewData[sourceName].base; baseData = crewAttributes; - deleteAutogenRows('contact'); - deleteAutogenRows('crewability'); - deleteAutogenRows('upgrade'); - fillRepeatingSectionFromData('contact', crewData[sourceName].contacts, true); - fillRepeatingSectionFromData('crewability', crewData[sourceName].abilities, true); - fillRepeatingSectionFromData('upgrade', crewData[sourceName].upgrades, true); + deleteAutogenRows('contact', () => fillRepeatingSectionFromData('contact', crewData[sourceName].contacts, true)); + deleteAutogenRows('crewability', () => fillRepeatingSectionFromData('crewability', crewData[sourceName].abilities, true)); + deleteAutogenRows('upgrade', () => fillRepeatingSectionFromData('upgrade', crewData[sourceName].upgrades, true)); } break; case 'playbook': @@ -1415,12 +1415,9 @@ on('change:crew_type change:playbook', event => { if (playbookData.hasOwnProperty(sourceName)) { data = playbookData[sourceName].base; baseData = playbookAttributes; - deleteAutogenRows('friend'); - deleteAutogenRows('ability'); - deleteAutogenRows('playbookitem'); - fillRepeatingSectionFromData('playbookitem', playbookData[sourceName].items, true); - fillRepeatingSectionFromData('friend', playbookData[sourceName].friends, true); - fillRepeatingSectionFromData('ability', playbookData[sourceName].abilities, true); + deleteAutogenRows('friend', () => fillRepeatingSectionFromData('friend', playbookData[sourceName].friends, true)); + deleteAutogenRows('ability', () => fillRepeatingSectionFromData('ability', playbookData[sourceName].abilities, true)); + deleteAutogenRows('playbookitem', () => fillRepeatingSectionFromData('playbookitem', playbookData[sourceName].items, true)); } }; /* Change unset attributes to default */ @@ -1702,361 +1699,368 @@ on('sheet:opened', () => { }); /* Setup and upgrades */ getAttrs(['version'], v => { - // Setup initial rows in repeating sections and generate standard items - if (!v.version) { - let setting = initialRows.reduce((memo, sectionName) => { - memo[`repeating_${sectionName}_${generateRowID()}_autogen`] = 1; - return memo; - }, {}); - setAttrs(setting); - fillRepeatingSectionFromData('item', itemData); - setAttrs(defaultValues); - } - // Upgrade to 0.7: Convert legacy faction repeating section to text - if (v.version && v.version.split('.')[0] === '0' && parseInt(v.version.split('.')[1]) < 7) { - getSectionIDs('repeating_faction', list => { - let sectionList = ['faction1', 'faction2'].concat(list.map(str => `repeating_faction_${str}`)), - attrList = [].concat(...sectionList.map(str => [`${str}_name`, `${str}_status`, `${str}_description`])); - getAttrs(attrList, v => { - let output = sectionList.map(str => { - return 'Name: ' + v[`${str}_name`] + '\n' + - 'Status: ' + (v[`${str}_status`] || '') + '\n' + - 'Notes: ' + (v[`${str}_description`] || '') + '\n'; - }).join('\n'); - setAttrs({ - faction_notes: output + let upgradeSheet = version => { + const versionMajor = version && parseInt(version.split('.')[0]), + versionMinor = version && parseInt(version.split('.')[1]); + // Setup initial rows in repeating sections and generate standard items + if (!version) { + let setting = initialRows.reduce((memo, sectionName) => { + memo[`repeating_${sectionName}_${generateRowID()}_autogen`] = 1; + return memo; + }, {}); + setAttrs(setting); + fillRepeatingSectionFromData('item', itemData); + setAttrs(defaultValues); + console.log('Initialising new sheet'); + } + // Upgrade to 0.7: Convert legacy faction repeating section to text + else if (versionMajor === 0 && versionMinor < 7) { + getSectionIDs('repeating_faction', list => { + let sectionList = ['faction1', 'faction2'].concat(list.map(str => `repeating_faction_${str}`)), + attrList = [].concat(...sectionList.map(str => [`${str}_name`, `${str}_status`, `${str}_description`])); + getAttrs(attrList, v => { + let output = sectionList.map(str => { + return 'Name: ' + v[`${str}_name`] + '\n' + + 'Status: ' + (v[`${str}_status`] || '') + '\n' + + 'Notes: ' + (v[`${str}_description`] || '') + '\n'; + }).join('\n'); + setAttrs({ + faction_notes: output + }); + list.forEach(id => removeRepeatingRow(`repeating_faction_${id}`)); + upgradeSheet('0.7'); + console.log('Updating to 0.7'); }); - setAttrs({ - faction1_name: '', - faction1_status: '', - faction1_description: '', - faction1_expand: '', - faction2_name: '', - faction2_status: '', - faction2_description: '', - faction2_expand: '' - }); - list.forEach(id => removeRepeatingRow(`repeating_faction_${id}`)); }); - }); - } - // Upgrade to 0.9: Convert ability/friend/crewability/contact first row - if (v.version && v.version.split('.')[0] === '0' && parseInt(v.version.split('.')[1]) < 9) { - let attrs = ['ability1_check', 'ability1_name', 'ability1_description', - 'friend1_status', 'friend1_name', - 'crew_ability1_check', 'crew_ability1_name', 'crew_ability1_description', - 'contact1_check', 'contact1_name' - ]; - getAttrs(attrs, v => { - fillRepeatingSectionFromData('ability', [{ - check: v.ability1_check, - description: v.ability1_description, - name: v.ability1_name - }]); - fillRepeatingSectionFromData('friend', [{ - name: v.friend1_name, - status: v.friend1_status - }]); - fillRepeatingSectionFromData('crewability', [{ - check: v.crew_ability1_check, - description: v.crew_ability1_description, - name: v.crew_ability1_name - }]); - fillRepeatingSectionFromData('contact', [{ - check: v.contact1_check, - name: v.contact1_name - }]); - }); - } - // Upgrade to 1.0: Make sure that resistance values are calculated correctly. - if (v.version && parseInt(v.version.split('.')[0]) < 1) { - Object.keys(actionData).forEach(calculateResistance); - calculateVice(); - } - // Upgrade to 1.4: Convert playbook items and repeating items - if (v.version && (parseInt(v.version.split('.')[0]) < 1 || (parseInt(v.version.split('.')[0]) === 1 && parseInt(v.version.split('.')[1]) < 4))) { - let indices = [...Array(10).keys()], // [0:9] - allAttrs = [ - ...indices.map(n => `item_${n}_check`), - ...indices.map(n => `item_${n}_desc`), - 'item_0_check_b', - 'item_0_check_c', - 'item_1_check_b' - ]; - getAttrs(allAttrs, v => { - let items = []; - if (v['item_0_desc']) { - items.push({ - check_1: v['item_0_check'] || '0', - name: v['item_0_desc'], - numboxes: '1' - }); - items.push({ - check_1: v['item_0_check_b'] || '0', - name: v['item_0_desc'], - numboxes: '1' - }); - items.push({ - check_1: v['item_0_check_c'] || '0', - name: v['item_0_desc'], - numboxes: '1' - }); - } - if (v['item_1_desc']) { - items.push({ - bold: 'on', - check_1: v['item_1_check'] || '0', - check_2: v['item_1_check_b'] || '0', - name: v['item_1_desc'], - numboxes: '2' - }); - } - ['2', '3', '5', '6'].forEach(index => { - if (v[`item_${index}_desc`]) { + } + // Upgrade to 0.9: Convert ability/friend/crewability/contact first row + else if (versionMajor === 0 && versionMinor < 9) { + let upgradeFunction = _.after(4, () => upgradeSheet('0.9')), + attrs = ['ability1_check', 'ability1_name', 'ability1_description', + 'friend1_status', 'friend1_name', + 'crew_ability1_check', 'crew_ability1_name', 'crew_ability1_description', + 'contact1_check', 'contact1_name' + ]; + getAttrs(attrs, v => { + fillRepeatingSectionFromData('ability', [{ + check: v.ability1_check || '0', + description: v.ability1_description || '', + name: v.ability1_name || '' + }], false, upgradeFunction); + fillRepeatingSectionFromData('friend', [{ + name: v.friend1_name || '', + status: v.friend1_status || '' + }], false, upgradeFunction); + fillRepeatingSectionFromData('crewability', [{ + check: v.crew_ability1_check || '0', + description: v.crew_ability1_description || '', + name: v.crew_ability1_name || '' + }], false, upgradeFunction); + fillRepeatingSectionFromData('contact', [{ + check: v.contact1_check || '0', + name: v.contact1_name || '' + }], false, upgradeFunction); + console.log('Updating to 0.9'); + }); + } + // Upgrade to 1.0: Make sure that resistance values are calculated correctly. + else if (versionMajor === 0) { + Object.keys(actionData).forEach(calculateResistance); + calculateVice(); + upgradeSheet('1.0'); + console.log('Updating to 1.0'); + } + // Upgrade to 1.4: Convert playbook items and repeating items + else if (versionMajor === 1 && versionMinor < 4) { + let upgradeFunction = _.after(2, () => upgradeSheet('1.4')), + indices = [...Array(10).keys()], // [0:9] + allAttrs = [ + ...indices.map(n => `item_${n}_check`), + ...indices.map(n => `item_${n}_desc`), + 'item_0_check_b', + 'item_0_check_c', + 'item_1_check_b' + ]; + getAttrs(allAttrs, v => { + let items = []; + if (v['item_0_desc']) { items.push({ - bold: (['2', '3'].includes(index) ? 'on' : '0'), - check_1: v[`item_${index}_check`] || '0', - name: v[`item_${index}_desc`], + check_1: v['item_0_check'] || '0', + name: v['item_0_desc'], + numboxes: '1' + }); + items.push({ + check_1: v['item_0_check_b'] || '0', + name: v['item_0_desc'], + numboxes: '1' + }); + items.push({ + check_1: v['item_0_check_c'] || '0', + name: v['item_0_desc'], numboxes: '1' }); } - }); - ['4', '7', '8', '9'].forEach(index => { - if (v[`item_${index}_desc`]) { + if (v['item_1_desc']) { items.push({ - bold: ((index === '4') ? 'on' : '0'), - check_1: v[`item_${index}_check`] || '0', - name: v[`item_${index}_desc`], - numboxes: '0' + bold: 'on', + check_1: v['item_1_check'] || '0', + check_2: v['item_1_check_b'] || '0', + name: v['item_1_desc'], + numboxes: '2' }); } - }); - items.forEach(obj => { - obj['boxes_chosen'] = 'on'; - }); - fillRepeatingSectionFromData('playbookitem', items); - }); - getSectionIDs('repeating_item', idArray => { - let allAttrs = [ - ...idArray.map(id => `repeating_item_${id}_desc`), - ...idArray.map(id => `repeating_item_${id}_check`), - ...idArray.map(id => `repeating_item_${id}_check_b`) - ]; - getAttrs(allAttrs, v => { - let setting = {}; - idArray.forEach(id => { - setting[`repeating_item_${id}_boxes_chosen`] = 'on'; - setting[`repeating_item_${id}_numboxes`] = '2'; - setting[`repeating_item_${id}_name`] = v[`repeating_item_${id}_desc`] || ''; - setting[`repeating_item_${id}_check_1`] = v[`repeating_item_${id}_check`] || '0'; - setting[`repeating_item_${id}_check_2`] = v[`repeating_item_${id}_check_b`] || '0'; + ['2', '3', '5', '6'].forEach(index => { + if (v[`item_${index}_desc`]) { + items.push({ + bold: (['2', '3'].includes(index) ? 'on' : '0'), + check_1: v[`item_${index}_check`] || '0', + name: v[`item_${index}_desc`], + numboxes: '1' + }); + } }); - setAttrs(setting); + ['4', '7', '8', '9'].forEach(index => { + if (v[`item_${index}_desc`]) { + items.push({ + bold: ((index === '4') ? 'on' : '0'), + check_1: v[`item_${index}_check`] || '0', + name: v[`item_${index}_desc`], + numboxes: '0' + }); + } + }); + items.forEach(obj => { + obj['boxes_chosen'] = 'on'; + }); + fillRepeatingSectionFromData('playbookitem', items, false, upgradeFunction); }); - }); - } - // Upgrade to 1.5: Convert items - if (v.version && (parseInt(v.version.split('.')[0]) < 1 || (parseInt(v.version.split('.')[0]) === 1 && parseInt(v.version.split('.')[1]) < 5))) { - let indices = [...Array(25).keys()].slice(10), - allAttrs = [ - ...indices.map(n => `item_${n}_check`), - ...indices.map(n => `item_${n}_desc`), - 'item_14_check_b', - 'item_16_check_b', - 'item_16_check_c', - 'item_16_check_d', - 'item_16_check_e', - 'item_18_check_b', - 'item_22_check_b' - ]; - getAttrs(allAttrs, v => { - let items = [{ - check_1: (v['item_10_check'] || '0'), - name: (v['item_10_desc'] || 'A Blade or Two'), - numboxes: '1' - }, - { - check_1: (v['item_11_check'] || '0'), - name: (v['item_11_desc'] || 'Throwing Knives'), - numboxes: '1' - }, - { - check_1: (v['item_12_check'] || '0'), - name: (v['item_12_desc'] || 'A Pistol'), - numboxes: '1', - short: 'on' - }, - { - check_1: (v['item_13_check'] || '0'), - name: (v['item_13_desc'] || 'A 2nd Pistol'), - numboxes: '1', - short: 'on' - }, - { - check_1: (v['item_14_check'] || '0'), - check_2: (v['item_14_check_b'] || '0'), - name: (v['item_14_desc'] || 'A Large Weapon'), - numboxes: '2' - }, - { - check_1: (v['item_15_check'] || '0'), - name: (v['item_15_desc'] || 'An Unusual Weapon'), - numboxes: '1' - }, - { - check_1: (v['item_16_check'] || '0'), - check_2: (v['item_16_check_b'] || '0'), - name: (v['item_16_desc'] || 'Armor'), - numboxes: '2', - short: 'on' - }, - { - check_1: (v['item_16_check_c'] || '0'), - check_2: (v['item_16_check_d'] || '0'), - check_3: (v['item_16_check_e'] || '0'), - name: (v['item_16_desc_b'] || '+Heavy'), - numboxes: '3', - short: 'on' - }, - { - check_1: (v['item_17_check'] || '0'), - name: (v['item_17_desc'] || 'Burglary Gear'), - numboxes: '1' - }, - { - check_1: (v['item_18_check'] || '0'), - name: (v['item_18_desc'] || 'Climbing Gear'), - numboxes: '2' - }, - { - check_1: (v['item_19_check'] || '0'), - name: (v['item_19_desc'] || 'Arcane Implements'), - numboxes: '1' - }, - { - check_1: (v['item_20_check'] || '0'), - name: (v['item_20_desc'] || 'Documents'), - numboxes: '1' - }, - { - check_1: (v['item_21_check'] || '0'), - name: (v['item_21_desc'] || 'Subterfuge Supplies'), - numboxes: '1' - }, - { - check_1: (v['item_22_check'] || '0'), - check_2: (v['item_22_check_b'] || '0'), - name: (v['item_22_desc'] || 'Demolition Tools'), - numboxes: '2' - }, - { - check_1: (v['item_23_check'] || '0'), - name: (v['item_23_desc'] || 'Tinkering Tools'), - numboxes: '1' - }, - { - check_1: (v['item_24_check'] || '0'), - name: (v['item_24_desc'] || 'Lantern'), - numboxes: '1' - } - ]; - items.forEach(obj => { - obj['boxes_chosen'] = 'on'; - }); - fillRepeatingSectionFromData('item', items); - }); - } - // Upgrade to 1.6: Set defaults, convert upgrade names - if (v.version && (parseInt(v.version.split('.')[0]) < 1 || (parseInt(v.version.split('.')[0]) === 1 && parseInt(v.version.split('.')[1]) < 6))) { - let upgradeNums = [...Array(25).keys()].slice(1).filter(x => x !== 19), - upgradeAttrs = [ - ...upgradeNums.map(x => `upgrade_${x}_desc`), - ...upgradeNums.map(x => `upgrade_${x}_check`), - 'upgrade_1_check_b', - 'upgrade_1_check_c', - 'upgrade_2_tall', - 'upgrade_3_tall', - 'upgrade_6_check_b', - 'upgrade_8_check_b', - 'upgrade_14_check_b', - 'upgrade_16_check_b', - 'upgrade_24_check_b', - 'upgrade_24_check_c', - 'upgrade_24_check_d', - ...Object.keys(defaultValues) - ]; - getAttrs(upgradeAttrs, v => { - // Repeating / specific upgrades - let upgrades = [{ - check_1: v['upgrade_1_check'] || '0', - check_2: v['upgrade_1_check_b'] || '0', - check_3: v['upgrade_1_check_c'] || '0', - name: v['upgrade_1_desc'] || '', - numboxes: '3' - }, { - check_1: v['upgrade_2_check'] || '0', - name: v['upgrade_2_desc'] || '', - numboxes: '1', - tall: v['upgrade_2_tall'] || '0' - }, { - check_1: v['upgrade_3_check'] || '0', - name: v['upgrade_3_desc'] || '', - numboxes: '1', - tall: v['upgrade_3_tall'] || '0' - }, { - check_1: v['upgrade_4_check'] || '0', - name: v['upgrade_4_desc'] || '', - numboxes: '1' - }, { - check_1: v['upgrade_5_check'] || '0', - name: v['upgrade_5_desc'] || '', - numboxes: '1' - }]; - upgrades.forEach(obj => { - obj['boxes_chosen'] = 'on'; - }); - getSectionIDs('upgrade', idList => { + getSectionIDs('repeating_item', idArray => { let allAttrs = [ - ...idList.map(x => `repeating_upgrade_${x}_desc`), - ...idList.map(x => `repeating_upgrade_${x}_check`), - ...idList.map(x => `repeating_upgrade_${x}_check_b`) + ...idArray.map(id => `repeating_item_${id}_desc`), + ...idArray.map(id => `repeating_item_${id}_check`), + ...idArray.map(id => `repeating_item_${id}_check_b`) ]; getAttrs(allAttrs, v => { let setting = {}; - idList.forEach(id => { - setting[`repeating_upgrade_${id}_name`] = v[`repeating_upgrade_${id}_desc`] || ''; - setting[`repeating_upgrade_${id}_check_1`] = v[`repeating_upgrade_${id}_check`] || ''; - setting[`repeating_upgrade_${id}_check_2`] = v[`repeating_upgrade_${id}_check_b`] || ''; - setting[`repeating_upgrade_${id}_numboxes`] = '2'; - setting[`repeating_upgrade_${id}_boxes_chosen`] = 'on'; + idArray.forEach(id => { + setting[`repeating_item_${id}_boxes_chosen`] = 'on'; + setting[`repeating_item_${id}_numboxes`] = '2'; + setting[`repeating_item_${id}_name`] = v[`repeating_item_${id}_desc`] || ''; + setting[`repeating_item_${id}_check_1`] = v[`repeating_item_${id}_check`] || '0'; + setting[`repeating_item_${id}_check_2`] = v[`repeating_item_${id}_check_b`] || '0'; }); - setAttrs(setting); - fillRepeatingSectionFromData('upgrade', upgrades); + setAttrs(setting, {}, upgradeFunction); + console.log('Updating to 1.4'); }); }); - // Common upgrades - let setting = {}; - upgradeNums.slice(5).forEach(index => { - setting[`upgrade_${index}_name`] = v[`upgrade_${index}_desc`] || ''; - setting[`upgrade_${index}_check_1`] = v[`upgrade_${index}_check`] || '0'; + } + // Upgrade to 1.5: Convert items + else if (versionMajor === 1 && versionMinor < 5) { + let indices = [...Array(25).keys()].slice(10), + allAttrs = [ + ...indices.map(n => `item_${n}_check`), + ...indices.map(n => `item_${n}_desc`), + 'item_14_check_b', + 'item_16_check_b', + 'item_16_check_c', + 'item_16_check_d', + 'item_16_check_e', + 'item_18_check_b', + 'item_22_check_b' + ]; + getAttrs(allAttrs, v => { + let items = [{ + check_1: (v['item_10_check'] || '0'), + name: (v['item_10_desc'] || 'A Blade or Two'), + numboxes: '1' + }, + { + check_1: (v['item_11_check'] || '0'), + name: (v['item_11_desc'] || 'Throwing Knives'), + numboxes: '1' + }, + { + check_1: (v['item_12_check'] || '0'), + name: (v['item_12_desc'] || 'A Pistol'), + numboxes: '1', + short: 'on' + }, + { + check_1: (v['item_13_check'] || '0'), + name: (v['item_13_desc'] || 'A 2nd Pistol'), + numboxes: '1', + short: 'on' + }, + { + check_1: (v['item_14_check'] || '0'), + check_2: (v['item_14_check_b'] || '0'), + name: (v['item_14_desc'] || 'A Large Weapon'), + numboxes: '2' + }, + { + check_1: (v['item_15_check'] || '0'), + name: (v['item_15_desc'] || 'An Unusual Weapon'), + numboxes: '1' + }, + { + check_1: (v['item_16_check'] || '0'), + check_2: (v['item_16_check_b'] || '0'), + name: (v['item_16_desc'] || 'Armor'), + numboxes: '2', + short: 'on' + }, + { + check_1: (v['item_16_check_c'] || '0'), + check_2: (v['item_16_check_d'] || '0'), + check_3: (v['item_16_check_e'] || '0'), + name: (v['item_16_desc_b'] || '+Heavy'), + numboxes: '3', + short: 'on' + }, + { + check_1: (v['item_17_check'] || '0'), + name: (v['item_17_desc'] || 'Burglary Gear'), + numboxes: '1' + }, + { + check_1: (v['item_18_check'] || '0'), + name: (v['item_18_desc'] || 'Climbing Gear'), + numboxes: '2' + }, + { + check_1: (v['item_19_check'] || '0'), + name: (v['item_19_desc'] || 'Arcane Implements'), + numboxes: '1' + }, + { + check_1: (v['item_20_check'] || '0'), + name: (v['item_20_desc'] || 'Documents'), + numboxes: '1' + }, + { + check_1: (v['item_21_check'] || '0'), + name: (v['item_21_desc'] || 'Subterfuge Supplies'), + numboxes: '1' + }, + { + check_1: (v['item_22_check'] || '0'), + check_2: (v['item_22_check_b'] || '0'), + name: (v['item_22_desc'] || 'Demolition Tools'), + numboxes: '2' + }, + { + check_1: (v['item_23_check'] || '0'), + name: (v['item_23_desc'] || 'Tinkering Tools'), + numboxes: '1' + }, + { + check_1: (v['item_24_check'] || '0'), + name: (v['item_24_desc'] || 'Lantern'), + numboxes: '1' + } + ]; + items.forEach(obj => { + obj['boxes_chosen'] = 'on'; + }); + fillRepeatingSectionFromData('item', items, false, () => upgradeSheet('1.5')); + console.log('Updating to 1.5'); }); - setting[`upgrade_6_check_2`] = v[`upgrade_6_check_b`] || '0'; - setting[`upgrade_8_check_2`] = v[`upgrade_8_check_b`] || '0'; - setting[`upgrade_14_check_2`] = v[`upgrade_14_check_b`] || '0'; - setting[`upgrade_16_check_2`] = v[`upgrade_16_check_b`] || '0'; - setting[`upgrade_24_check_2`] = v[`upgrade_24_check_b`] || '0'; - setting[`upgrade_24_check_3`] = v[`upgrade_24_check_c`] || '0'; - setting[`upgrade_24_check_4`] = v[`upgrade_24_check_d`] || '0'; - Object.keys(defaultValues).forEach(k => { - setting[k] = v[k] || setting[k] || defaultValues[k]; + } + // Upgrade to 1.6: Set defaults, convert upgrade names + else if (versionMajor === 1 && versionMinor < 6) { + let upgradeFunction = _.after(3, () => upgradeSheet('1.6')), + upgradeNums = [...Array(25).keys()].slice(1).filter(x => x !== 19), + upgradeAttrs = [ + ...upgradeNums.map(x => `upgrade_${x}_desc`), + ...upgradeNums.map(x => `upgrade_${x}_check`), + 'upgrade_1_check_b', + 'upgrade_1_check_c', + 'upgrade_2_tall', + 'upgrade_3_tall', + 'upgrade_6_check_b', + 'upgrade_8_check_b', + 'upgrade_14_check_b', + 'upgrade_16_check_b', + 'upgrade_24_check_b', + 'upgrade_24_check_c', + 'upgrade_24_check_d', + ...Object.keys(defaultValues) + ]; + getAttrs(upgradeAttrs, v => { + // Repeating / specific upgrades + let upgrades = [{ + check_1: v['upgrade_1_check'] || '0', + check_2: v['upgrade_1_check_b'] || '0', + check_3: v['upgrade_1_check_c'] || '0', + name: v['upgrade_1_desc'] || '', + numboxes: '3' + }, { + check_1: v['upgrade_2_check'] || '0', + name: v['upgrade_2_desc'] || '', + numboxes: '1', + tall: v['upgrade_2_tall'] || '0' + }, { + check_1: v['upgrade_3_check'] || '0', + name: v['upgrade_3_desc'] || '', + numboxes: '1', + tall: v['upgrade_3_tall'] || '0' + }, { + check_1: v['upgrade_4_check'] || '0', + name: v['upgrade_4_desc'] || '', + numboxes: '1' + }, { + check_1: v['upgrade_5_check'] || '0', + name: v['upgrade_5_desc'] || '', + numboxes: '1' + }]; + upgrades.forEach(obj => { + obj['boxes_chosen'] = 'on'; + }); + getSectionIDs('upgrade', idList => { + let allAttrs = [ + ...idList.map(x => `repeating_upgrade_${x}_desc`), + ...idList.map(x => `repeating_upgrade_${x}_check`), + ...idList.map(x => `repeating_upgrade_${x}_check_b`) + ]; + getAttrs(allAttrs, v => { + let setting = {}; + idList.forEach(id => { + setting[`repeating_upgrade_${id}_name`] = v[`repeating_upgrade_${id}_desc`] || ''; + setting[`repeating_upgrade_${id}_check_1`] = v[`repeating_upgrade_${id}_check`] || ''; + setting[`repeating_upgrade_${id}_check_2`] = v[`repeating_upgrade_${id}_check_b`] || ''; + setting[`repeating_upgrade_${id}_numboxes`] = '2'; + setting[`repeating_upgrade_${id}_boxes_chosen`] = 'on'; + }); + setAttrs(setting, {}, upgradeFunction); + fillRepeatingSectionFromData('upgrade', upgrades, false, upgradeFunction); + }); + }); + // Common upgrades + let setting = {}; + upgradeNums.slice(5).forEach(index => { + setting[`upgrade_${index}_name`] = v[`upgrade_${index}_desc`] || ''; + setting[`upgrade_${index}_check_1`] = v[`upgrade_${index}_check`] || '0'; + }); + setting[`upgrade_6_check_2`] = v[`upgrade_6_check_b`] || '0'; + setting[`upgrade_8_check_2`] = v[`upgrade_8_check_b`] || '0'; + setting[`upgrade_14_check_2`] = v[`upgrade_14_check_b`] || '0'; + setting[`upgrade_16_check_2`] = v[`upgrade_16_check_b`] || '0'; + setting[`upgrade_24_check_2`] = v[`upgrade_24_check_b`] || '0'; + setting[`upgrade_24_check_3`] = v[`upgrade_24_check_c`] || '0'; + setting[`upgrade_24_check_4`] = v[`upgrade_24_check_d`] || '0'; + Object.keys(defaultValues).forEach(k => { + setting[k] = v[k] || setting[k] || defaultValues[k]; + }); + setAttrs(setting, {}, upgradeFunction); + console.log('Updating to 1.6'); }); - setAttrs(setting); - }); - } + } + }; + upgradeSheet(v.version); // Set version number setAttrs({ - version: '1.7', - character_sheet: 'Blades in the Dark v1.7' + version: '1.8', + character_sheet: 'Blades in the Dark v1.8' }); }); }); diff --git a/Blades in the Dark/blades.css b/Blades in the Dark/blades.css index 3d57b45319..4d08862598 100644 --- a/Blades in the Dark/blades.css +++ b/Blades in the Dark/blades.css @@ 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b/Blades in the Dark/blades.html index 6cd2572960..34b7d79454 100644 --- a/Blades in the Dark/blades.html +++ b/Blades in the Dark/blades.html @@ -1,5 +1,5 @@ -
    Version
    Character ModeCrew ModeFaction Mode
    y
    Add abilitiesAdd friends/contacts
    Number of stress boxes
    Show an extra trauma box
    Show an extra xp condition
    Extra xp boxes for vampires
    Show vampire strictures
    Show frame section (for hulls)
    Item/upgrade descriptions
    Show deity fields for crew
    Show origin field for crew
    Label to use for stress
    Label to use for trauma
    Traumata
    Vice
    Load: light normal heavy
    Flexible character sheet width (adapts to container)
    You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).
    Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.
    Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?
    ColdHauntedObsessedParanoid
    RecklessSoftUnstableVicious
    ChaoticDestructiveFurious
    ObsessiveTerritorialSavage
    ClankingLeakingFixated
    SmokingSparkingUnstable
    Harm
    3
    Need Help
    2
    -1D
    1
    Less Effect
    Recovery Get treatment in downtime to activate your healing project clock ►
    Progress01234
    Armor
    +Heavy
    Special
    Coin
    Stash



    Special Abilities
    Mark XP:
    Playbook Advancement
    • Every time you roll a desperate action, mark xp in that action's attribute.
    • At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
    Teamwork
    Assist a teammate
    Lead a group action
    Protect a teammate
    Set up a teammate
    Gather Information
    • What's really going on here?
    Strictures
    When you gain a new vampire trait (except veteran), add a stricture.
    Slumber: In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).
    Forbidden: You cannot enter a private residence without permission from the owner.
    Repelled: Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)
    Bestial: When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.
    Bound: Your spirit must remain in this body, or be destroyed.
    Load
    Light
    Normal
    Heavy
    Items(italics don't count for load)
    How much load?
    boldOK
    How much load?
    shortOK
    Alchemicals
    Bandolier
    Bandolier
    When you use a bandolier slot, choose an alchemical:
    • Alcahest
    • Binding Oil
    • Drift Oil
    • Drown Powder
    • Eyeblind Poison
    • Fire Oil
    • Grenade
    • Quicksilver
    • Skullfire Poison
    • Smoke Bomb
    • Spark (drug)
    • Standstill Poison
    • Trance Powder
    Planning & Load
    Choose a plan, provide the detail.
    Choose your load limit for the operation.
    Assault: Point of attack
    Occult: Arcane power
    Deception: Method
    Social: Connection
    Stealth: Entry point
    Transport: Route
    Bonus Die
    +
    Push yourself
    (take 2 ) - or - accept a Devil's Bargain
    Clocks
    Size4-segment6-segment8-segment12-segment
    Progress01234
    Progress0123456
    Progress012345678
    Progress0123456789101112
    Crew sheet
    Rep
    Turf
    Hold
    Weak
    Strong
    Lair
    Heat
    Coin
    Vaults
    Upon crew advance, each PC gets +1 Stash (+2 per Tier)
    Special Abilities
    Mark XP:
    Crew Advancement
    • At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).
    • Contend with challenges above your current station.
    • Bolster your crew's reputation or develop a new one.
    • Express the goals, drives, inner conflict, or essential nature of the crew.
    Crew Upgrades
    How many boxes?
    tallOK
    Lair
    Quality
    Training
    Cohorts
    Upgrade Costs
    New Cohort: 2
    Add Type: 2
    Gang
    Elite
    Expert
    Weak
    Impaired
    Broken
    Armor
    Edges
    Flaws
    Gang
    Gang
    Elite
    Expert
    Weak
    Impaired
    Broken
    Armor
    Edges
    Flaws
    Clocks
    Size4-segment6-segment8-segment12-segment
    Progress01234
    Progress0123456
    Progress012345678
    Progress0123456789101112
    Generate Factions
    TierHoldStatus
    TierHoldStatus
    TierHoldStatus
    TierHoldStatus
    TierHoldStatus
    War
    • When you're at war with any number of factions (status -3), the following penalties apply:
    • Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.
    • PCs get only one free downtime action instead of two.
    • Take +1 heat from each score.
    • Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).
    +
    Version
    Character ModeCrew ModeFaction Mode
    y
    Add abilitiesAdd friends/contacts
    Number of stress boxes
    Show an extra trauma box
    Show an extra xp condition
    Extra xp boxes for vampires
    Show vampire strictures
    Show frame section (for hulls)
    Item/upgrade descriptions
    Show deity fields for crew
    Show origin field for crew
    Label to use for stress
    Label to use for trauma
    Traumata
    Vice
    Load: light normal heavy
    Flexible character sheet width (adapts to container)
    You have an intense need: life essence. To satisfy this need, possess a living victim and consume their spirit energy (this may be a downtime action). When you do so, clear half your drain (round down).
    Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an industrial-grade generator (downtime action). When you do this, clear 5 drain.
    Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your healing clock. This is is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?
    ColdHauntedObsessedParanoid
    RecklessSoftUnstableVicious
    ChaoticDestructiveFurious
    ObsessiveTerritorialSavage
    ClankingLeakingFixated
    SmokingSparkingUnstable
    Harm
    3
    Need Help
    2
    -1D
    1
    Less Effect
    Recovery Get treatment in downtime to activate your healing project clock ►
    Progress01234
    Armor
    +Heavy
    Special
    Coin
    Stash



    Special Abilities
    Mark XP:
    Playbook Advancement
    • Every time you roll a desperate action, mark xp in that action's attribute.
    • At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
    Teamwork
    Assist a teammate
    Lead a group action
    Protect a teammate
    Set up a teammate
    Gather Information
    • What's really going on here?
    Strictures
    When you gain a new vampire trait (except veteran), add a stricture.
    Slumber: In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).
    Forbidden: You cannot enter a private residence without permission from the owner.
    Repelled: Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)
    Bestial: When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.
    Bound: Your spirit must remain in this body, or be destroyed.
    Load
    Light
    Normal
    Heavy
    Items(italics don't count for load)
    How much load?
    boldOK
    How much load?
    shortOK
    Alchemicals
    Bandolier
    Bandolier
    When you use a bandolier slot, choose an alchemical:
    • Alcahest
    • Binding Oil
    • Drift Oil
    • Drown Powder
    • Eyeblind Poison
    • Fire Oil
    • Grenade
    • Quicksilver
    • Skullfire Poison
    • Smoke Bomb
    • Spark (drug)
    • Standstill Poison
    • Trance Powder
    Planning & Load
    Choose a plan, provide the detail.
    Choose your load limit for the operation.
    Assault: Point of attack
    Occult: Arcane power
    Deception: Method
    Social: Connection
    Stealth: Entry point
    Transport: Route
    Bonus Die
    +
    Push yourself
    (take 2 ) - or - accept a Devil's Bargain
    Clocks
    Size4-segment6-segment8-segment12-segment
    Progress01234
    Progress0123456
    Progress012345678
    Progress0123456789101112
    Crew sheet
    Rep
    Turf
    Hold
    Weak
    Strong
    Lair
    Heat
    Coin
    Vaults
    Upon crew advance, each PC gets +1 Stash (+2 per Tier)
    Special Abilities
    Mark XP:
    Crew Advancement
    • At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).
    • Contend with challenges above your current station.
    • Bolster your crew's reputation or develop a new one.
    • Express the goals, drives, inner conflict, or essential nature of the crew.
    Crew Upgrades
    How many boxes?
    tallOK
    Lair
    Quality
    Training
    Cohorts
    Upgrade Costs
    New Cohort: 2
    Add Type: 2
    Gang
    Elite
    Expert
    Weak
    Impaired
    Broken
    Armor
    Edges
    Flaws
    Gang
    Gang
    Elite
    Expert
    Weak
    Impaired
    Broken
    Armor
    Edges
    Flaws
    Clocks
    Size4-segment6-segment8-segment12-segment
    Progress01234
    Progress0123456
    Progress012345678
    Progress0123456789101112
    Generate Factions
    TierHoldStatus
    TierHoldStatus
    TierHoldStatus
    TierHoldStatus
    TierHoldStatus
    War
    • When you're at war with any number of factions (status -3), the following penalties apply:
    • Lose 1 hold (temporarily, while the war persists). This may knock you down a Tier.
    • PCs get only one free downtime action instead of two.
    • Take +1 heat from each score.
    • Your claims which generate coin (vice dens, fighting pits, fences, etc.) produce only half their normal income (round down).
    {{charname}}
    {{subtitle}}
    {{#title-text}}{{title}}{{/title-text}}{{^title-text}}{{#rolltypetext}}[{{rolltypetext}}]({{rolltypeimage}}){{/rolltypetext}}{{#title-insight}}{{/title-insight}}{{#title-prowess}}{{/title-prowess}}{{#title-resolve}}{{/title-resolve}}{{#title-hunt}}{{/title-hunt}}{{#title-study}}{{/title-study}}{{#title-survey}}{{/title-survey}}{{#title-tinker}}{{/title-tinker}}{{#title-finesse}}{{/title-finesse}}{{#title-prowl}}{{/title-prowl}}{{#title-skirmish}}{{/title-skirmish}}{{#title-wreck}}{{/title-wreck}}{{#title-attune}}{{/title-attune}}{{#title-command}}{{/title-command}}{{#title-consort}}{{/title-consort}}{{#title-sway}}{{/title-sway}}{{#title-fortune}}{{/title-fortune}}{{#title-vice}}{{/title-vice}}{{#title-crew_tier}}{{/title-crew_tier}}{{#title-entanglement}}{{/title-entanglement}}{{#title-cohort_quality}}{{/title-cohort_quality}}{{/title-text}}
    {{#rollGreater() roll1 0}}{{roll1}}, {{/rollGreater() roll1 0}}{{#rollGreater() roll2 0}}{{roll2}}, {{/rollGreater() roll2 0}}{{#rollGreater() roll3 0}}{{roll3}}, {{/rollGreater() roll3 0}}{{#rollGreater() roll4 0}}{{roll4}}, {{/rollGreater() roll4 0}}{{#rollGreater() roll5 0}}{{roll5}}, {{/rollGreater() roll5 0}}{{#rollGreater() bonusdice 0}}{{bonus1}}, {{/rollGreater() bonusdice 0}}{{#rollGreater() bonusdice 1}}{{bonus2}}, {{/rollGreater() bonusdice 1}}{{#rollGreater() bonusdice 2}}{{bonus3}}, {{/rollGreater() bonusdice 2}}{{#rollGreater() bonusdice 3}}{{bonus4}}, {{/rollGreater() bonusdice 3}}{{#rollGreater() bonusdice 4}}{{bonus5}}, {{/rollGreater() bonusdice 4}}{{#rollGreater() bonusdice 5}}{{bonus6}}, {{/rollGreater() bonusdice 5}}{{#rollGreater() zerodice 0}}
    {{zerodice}}
    Zero Dice - take the lowest result above
    {{/rollGreater() zerodice 0}}
    {{#position}}
    {{position}}
    {{/position}}{{#effect}}
    {{effect}}
    {{/effect}}{{#resist}}{{^short}}
    Suffer 6 stress minus the highest die result. When you roll a critical on resistance, clear 1 stress.
    {{/short}}{{/resist}}{{#vice}}{{^short}}
    Clear an amount of stress equal to the highest die result. If the result of your vice roll means you clear more stress levels than you had marked, you overindulge.
    {{/short}}{{/vice}}{{#notes}}
    {{notes}}
    {{/notes}}