diff --git a/Blades in the Dark/README.md b/Blades in the Dark/README.md index 1b656b4276..ca28924601 100644 --- a/Blades in the Dark/README.md +++ b/Blades in the Dark/README.md @@ -4,6 +4,10 @@ This is a character sheet for Blades in the Dark for use on Roll20. ## Changelog +### 1.5 +* All items are now repeating +* Optional description field added for all items (via settings menu) + ### 1.4 * Changes for items; made playbook items a repeating section, and added options for non-playbook-items. * Entering a playbook or crew name will now automatically generate abilities and friends/contacts diff --git a/Blades in the Dark/Source/character.html b/Blades in the Dark/Source/character.html index e4cf736297..92458a2864 100644 --- a/Blades in the Dark/Source/character.html +++ b/Blades in the Dark/Source/character.html @@ -589,6 +589,7 @@
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@@ -596,9 +597,9 @@
How much load?
+ bold - OK
@@ -611,13 +612,16 @@ - - - - - - + + + + + + + + +
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How much load?
+ + short OK
@@ -768,13 +678,16 @@ - - - - - - + + + + + + + + +
diff --git a/Blades in the Dark/Source/sheet.css b/Blades in the Dark/Source/sheet.css index da9ff795a3..e3b5286723 100644 --- a/Blades in the Dark/Source/sheet.css +++ b/Blades in the Dark/Source/sheet.css @@ -163,9 +163,10 @@ label { margin: 0; } div { + cursor: default; box-sizing: border-box; } -input[type="text"] { +input[type=text] { font-family: Georgia, Times, "Times New Roman", serif; border: none; background: none; @@ -183,7 +184,10 @@ textarea { background: transparent; color: black; } -li, li input[type="text"] { +li { + cursor: default; +} +li, li input[type=text] { font-family: Georgia, Times, "Times New Roman", serif; position: relative; color: #404040; @@ -203,15 +207,16 @@ ul { span { font-family: Georgia, Times, "Times New Roman", serif; color: black; + cursor: default; } -input[type="checkbox"], input[type="radio"] { +input[type=checkbox], input[type=radio] { opacity: 0; z-index: 1; margin: 0; padding: 0; position: absolute; } -input[type="checkbox"] + span, input[type="radio"] + span { +input[type=checkbox] + span, input[type=radio] + span { cursor: pointer; } input[type=number] { @@ -358,7 +363,7 @@ span.sheet-inherit, input.sheet-inherit { margin: 5px 0 0 1.5%; } /* FONT STYLES */ -.sheet-label, input[type="text"].sheet-label, textarea.sheet-label { +.sheet-label, input[type=text].sheet-label, textarea.sheet-label { text-transform: uppercase; font-family: "Hoefler Text", Georgia, "Baskerville Old Face", Garamond, "Times New Roman", serif; } @@ -441,6 +446,12 @@ span.sheet-inherit, input.sheet-inherit { width: 100%; line-height: normal; } +.sheet-type-character .sheet-regularitems .repitem .sheet-item { + width: 187px; +} +.sheet-type-character .sheet-regularitems .repitem input[name="attr_short"]:checked ~ input[name="attr_expand"]:not(:checked) ~ .sheet-repeating-item { + width: 93.5px; +} .sheet-item.sheet-itemshort { width: 50%; } @@ -448,14 +459,14 @@ span.sheet-inherit, input.sheet-inherit { background-color: #d6d8d9; } .sheet-item input[type=text] { - width: calc(100% - 21px); + width: calc(100% - 20px); height: 16px; - margin-left: 5px; + margin: 0 1px 0 4px; padding: 3px 0; font-size: 83%; } -.sheet-item textarea { - width: calc(100% - 21px); +.sheet-type-crew .sheet-item textarea { + width: calc(100% - 20px); resize: none; color: inherit; position: relative; @@ -469,22 +480,20 @@ span.sheet-inherit, input.sheet-inherit { height: 36px; } .sheet-item.sheet-item2box input[type=text], -.sheet-repeating-item input[type="checkbox"][value="2"]:checked ~ input[type=text] { - width: calc(100% - 37px); +.sheet-repeating-item input[type=checkbox][value="2"]:checked ~ input[type=text] { + width: calc(100% - 35px); } .sheet-item.sheet-item3box input[type=text], -.sheet-repeating-item input[type="checkbox"][value="3"]:checked ~ input[type=text] { - width: calc(100% - 53px); +.sheet-repeating-item input[type=checkbox][value="3"]:checked ~ input[type=text] { + width: calc(100% - 50px); } .sheet-item.sheet-item4box input[type=text] { - width: calc(100% - 69px); + width: calc(100% - 65px); } -.sheet-item.sheet-itembold input[type=text], -.sheet-repeating-item input[type="checkbox"][name="attr_bold"]:checked ~ input[type=text] { +.sheet-repeating-item input[type=checkbox][name="attr_bold"]:checked ~ input[type=text] { font-weight: 800; } -.sheet-item.sheet-itemitalic input[type=text], -.sheet-repeating-item input[type="checkbox"][value="0"]:checked ~ input[type=text] { +.sheet-repeating-item input[type=checkbox][value="0"]:checked ~ input[type=text] { font-style: italic; } .sheet-item span.sheet-label { @@ -510,19 +519,9 @@ span.sheet-inherit, input.sheet-inherit { border-top: 2px solid #838587; } /* Repeating items*/ -.sheet-repeating-item input[type=checkbox][value="0"]:checked ~ input.sheet-checkbox[name="attr_check_2"], -.sheet-repeating-item input[type=checkbox][value="0"]:checked ~ input.sheet-checkbox[name="attr_check_2"] + span, -.sheet-repeating-item input[type=checkbox][value="0"]:checked ~ input.sheet-checkbox[name="attr_check_3"], -.sheet-repeating-item input[type=checkbox][value="0"]:checked ~ input.sheet-checkbox[name="attr_check_3"] +span, -.sheet-repeating-item input[type=checkbox][value="0"]:checked ~ span.sheet-floatingbar, -.sheet-repeating-item input[type=checkbox][value="1"]:checked ~ input.sheet-checkbox[name="attr_check_2"], -.sheet-repeating-item input[type=checkbox][value="1"]:checked ~ input.sheet-checkbox[name="attr_check_2"] + span, -.sheet-repeating-item input[type=checkbox][value="1"]:checked ~ input.sheet-checkbox[name="attr_check_3"], -.sheet-repeating-item input[type=checkbox][value="1"]:checked ~ input.sheet-checkbox[name="attr_check_3"] + span, -.sheet-repeating-item input[type=checkbox][value="1"]:checked ~ span.sheet-floatingbar, -.sheet-repeating-item input[type=checkbox][value="2"]:checked ~ input.sheet-checkbox[name="attr_check_3"], -.sheet-repeating-item input[type=checkbox][value="2"]:checked ~ input.sheet-checkbox[name="attr_check_3"] + span, -.sheet-repeating-item input[type=checkbox][value="2"]:checked ~ span.sheet-floatingbar ~ span.sheet-floatingbar { +.sheet-repeating-item input[type=checkbox][value="0"]:checked ~ .sheet-boxesgeq2, +.sheet-repeating-item input[type=checkbox][value="1"]:checked ~ .sheet-boxesgeq2, +.sheet-repeating-item input[type=checkbox][value="2"]:checked ~ .sheet-boxesgeq3 { display: none; } .sheet-itemholder .repitem input[name="attr_boxes_chosen"]:checked + div, @@ -534,29 +533,60 @@ span.sheet-inherit, input.sheet-inherit { float: right; } .sheet-item input[type=number] { - margin: 0 8px 0 0px; + margin-right: 5px; height: 18px; padding: 0; text-align: right; width: 2.5em; -} -.sheet-playbookitems .sheet-item input[type=number] { background-color: transparent; } .sheet-numboxes-chooser input { width: 20px; height: 18px; } -.sheet-numboxes-chooser input[name="attr_bold"]:checked + span { +.sheet-numboxes-chooser input:checked + span, +.sheet-numboxes-chooser input:checked + span { font-weight: 800; } -.sheet-numboxes-chooser input[name="attr_bold"] + span { +.sheet-numboxes-chooser input + span:not(:last-child) { margin-right: 5px; } .sheet-numboxes-chooser input + span { border: 1px solid #AAA; padding: 2px; } +.sheet-type-character .sheet-regularitems .repitem { + display: inline-block; +} +.sheet-itemholder input[name="attr_setting_show_itemdesc"]:not(:checked) ~ div input.sheet-expand, +.sheet-itemholder input[name="attr_setting_show_itemdesc"]:not(:checked) ~ div input.sheet-expand + span, +.sheet-itemholder input[name="attr_setting_show_itemdesc"]:not(:checked) ~ div textarea { + display: none; +} +.sheet-type-character .sheet-itemholder input.sheet-expand { + width: 9px; + margin-top: 4px; + margin-left: -7px; + height: 9px; +} +.sheet-type-character .sheet-itemholder input.sheet-expand + span::before { + content: "◀"; +} +.sheet-type-character .sheet-itemholder .sheet-playbookitems textarea { + border-top: 1px solid darkgrey; +} +.sheet-type-character .sheet-itemholder textarea { + display: none; + border-top: 1px solid lightgray; + border-radius: 0; + resize: vertical; + line-height: 125%; + font-size: 83%; + height: 40px; +} +.sheet-type-character .sheet-itemholder input[name="attr_setting_show_itemdesc"]:checked ~ div input.sheet-expand:checked ~ textarea { + display: block; +} /* LOGO */ .sheet-bladeslogo { height: 63px; @@ -696,7 +726,7 @@ span.sheet-inherit, input.sheet-inherit { height: inherit; float: left; } -.sheet-playbook-title input[type="text"] { +.sheet-playbook-title input[type=text] { letter-spacing: -2px; font-size: 274%; font-weight: 800; @@ -714,7 +744,7 @@ span.sheet-inherit, input.sheet-inherit { line-height: 145%; } /* HEADER */ -.sheet-header input[type="text"] { +.sheet-header input[type=text] { width: 100%; border-bottom: 1px solid black; border-radius: 0; @@ -723,7 +753,7 @@ span.sheet-inherit, input.sheet-inherit { margin: 3px 0 0; color: #c43c35; } -.sheet-header .sheet-col55 input[type="text"] { +.sheet-header .sheet-col55 input[type=text] { width: 95% } .sheet-header label { @@ -897,14 +927,14 @@ input[value="12"]:checked ~ .sheet-12clock, input.sheet-text-input { height: 11px; } -input.sheet-text-input[type="checkbox"] { +input.sheet-text-input[type=checkbox] { width: 52px; margin-top: 1px; } -input.sheet-text-input[type="radio"] { +input.sheet-text-input[type=radio] { width: 20px; } -input.sheet-text-input.sheet-longoption[type="radio"] { +input.sheet-text-input.sheet-longoption[type=radio] { width: 64px; } input.sheet-text-input + span { @@ -975,22 +1005,22 @@ input.sheet-xptooth + span { input.sheet-xptooth:checked ~ input.sheet-xptooth + span { background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/teeth/xptooth-white.png); } -input.sheet-stresstooth[type="radio"] + span, -input.sheet-stresstooth[type="checkbox"]:checked + span, +input.sheet-stresstooth[type=radio] + span, +input.sheet-stresstooth[type=checkbox]:checked + span, input.sheet-holdtooth:checked + span { /* red tooth */ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/teeth/stresstooth-red.png); } -input.sheet-stresstooth[type="checkbox"] + span, -input.sheet-stresstooth:checked ~ input.sheet-stresstooth[type="radio"] + span, +input.sheet-stresstooth[type=checkbox] + span, +input.sheet-stresstooth:checked ~ input.sheet-stresstooth[type=radio] + span, input.sheet-holdtooth + span { /* white tooth */ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/teeth/stresstooth-white.png); } -input.sheet-regulartooth[type="radio"] + span { +input.sheet-regulartooth[type=radio] + span { background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/teeth/shorttooth-red.png); } -input.sheet-regulartooth:checked ~ input.sheet-regulartooth[type="radio"] + span { +input.sheet-regulartooth:checked ~ input.sheet-regulartooth[type=radio] + span { background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/teeth/shorttooth-grey.png); } input.sheet-zero { @@ -1005,22 +1035,22 @@ input.sheet-zero + span { vertical-align: top; background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/teeth/zero.png); } -input.sheet-zero[type="radio"]:checked + span { +input.sheet-zero[type=radio]:checked + span { display: none; } /* TURF RADIOS */ -.sheet-turfbox input[type="radio"] { +.sheet-turfbox input[type=radio] { display: block; float: right; position: initial; width: 11px; } -input[type="checkbox"].sheet-turf1:checked ~ input[type="radio"].sheet-turf1 + span, -input[type="checkbox"].sheet-turf2:checked ~ input[type="radio"].sheet-turf2 + span, -input[type="checkbox"].sheet-turf3:checked ~ input[type="radio"].sheet-turf3 + span, -input[type="checkbox"].sheet-turf4:checked ~ input[type="radio"].sheet-turf4 + span, -input[type="checkbox"].sheet-turf5:checked ~ input[type="radio"].sheet-turf5 + span, -input[type="checkbox"].sheet-turf6:checked ~ input[type="radio"].sheet-turf6 + span { +input[type=checkbox].sheet-turf1:checked ~ input[type=radio].sheet-turf1 + span, +input[type=checkbox].sheet-turf2:checked ~ input[type=radio].sheet-turf2 + span, +input[type=checkbox].sheet-turf3:checked ~ input[type=radio].sheet-turf3 + span, +input[type=checkbox].sheet-turf4:checked ~ input[type=radio].sheet-turf4 + span, +input[type=checkbox].sheet-turf5:checked ~ input[type=radio].sheet-turf5 + span, +input[type=checkbox].sheet-turf6:checked ~ input[type=radio].sheet-turf6 + span { /* black tooth*/ background-image: url(https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Blades%20in%20the%20Dark/Assets/teeth/stresstooth-black.png); } @@ -1092,7 +1122,7 @@ textarea.sheet-abilitydesc { .sheet-harmrow > div:nth-child(2) > div:nth-child(2) { border-left: 1px solid #d6d8d9; } -.sheet-harmrow input[type="text"] { +.sheet-harmrow input[type=text] { font-size: 92%; padding: 15px 6px 6px; color: #c43c35; @@ -1237,7 +1267,7 @@ input.sheet-radiobox.sheet-last + span { margin-bottom: 2px; } /* HUNTING GROUNDS */ -.sheet-hunting-grounds input[type="text"] { +.sheet-hunting-grounds input[type=text] { font-weight: 800; line-height: 22px; } @@ -1488,21 +1518,21 @@ textarea.sheet-notes { width: 7px; height: 7px; } -input.sheet-loadbox[type="checkbox"] { +input.sheet-loadbox[type=checkbox] { width: 12px; height: 12px; } -input.sheet-loadbox[type="checkbox"] + span { +input.sheet-loadbox[type=checkbox] + span { display: inline-block; border: 1px solid black; width: 8px; height: 8px; background-color: white; } -input.sheet-loadbox[type="checkbox"]:checked + span { +input.sheet-loadbox[type=checkbox]:checked + span { background-color: red; } -input.sheet-loadbox[type="checkbox"]:hover + span { +input.sheet-loadbox[type=checkbox]:hover + span { filter: alpha(opacity=70); opacity: 0.7; } diff --git a/Blades in the Dark/Source/sheetworkers.js b/Blades in the Dark/Source/sheetworkers.js index 6043f0cda0..e68a046642 100644 --- a/Blades in the Dark/Source/sheetworkers.js +++ b/Blades in the Dark/Source/sheetworkers.js @@ -715,6 +715,7 @@ var crewData = { }, ghost: { abilities: [{ + check: 'on', name: 'Ghost Form', description: 'You are now a concentration of electroplasmic vapor which resembles your living body and clothes. You may weakly interact with the physical world and vice versa. You\'re vulnerable to arcane powers and electroplasmic effects. You move about by floating and may fly swiftly without tiring. You may slowly flow through small openings as a vapor. You chill the area around you and are terrifying for the living to behold. You are affected by spiritbane charms (take 2 drain to overcome the repulsion). Whenever you would take stress, take drain instead. When you would take trauma, take gloom instead.' }, @@ -838,6 +839,7 @@ var crewData = { }, hull: { abilities: [{ + check: 'on', name: 'Automaton', description: 'You are a spirit animating a clockwork body. You have human-like strength and senses, by default. Your hull has natural armor (this doesn\'t count for your load). Your former human feelings, interests, and connections are only dim memories. You now exist to fulfill your functions. Choose three. You may be rebuilt if damaged or destroyed. If your soul vessel is shattered, you are freed from servitude and become a Ghost. Whenever you would take stress, take drain instead.' }, @@ -975,7 +977,7 @@ var crewData = { lurk: { abilities: [{ name: 'Infiltrator', - description: 'You are not a ected by quality or Tier when you bypass security measures.' + description: 'You are not affected by quality or Tier when you bypass security measures.' }, { name: 'Ambush', @@ -1308,13 +1310,14 @@ var crewData = { numboxes: '0' }, { - name: 'Spiritbane charm', + name: 'Demonbane charm', numboxes: '0' } ] }, vampire: { abilities: [{ + check: 'on', name: 'Undead', description: 'You are a spirit which animates an undead body. Your trauma is maxed out. Choose four trauma conditions which reflect your vampiric nature. Arcane attacks are potent against you. If you suffer fatal harm or trauma, your undead spirit is overwhelmed. You take level 3 harm: "Incapacitated" until you feed enough to recover. If you suffer arcane harm while in this state, you are destroyed utterly. Your XP tracks are longer (you now advance more slowly). You have more stress boxes.' }, @@ -1715,6 +1718,75 @@ var crewData = { 'sway' ] }, + itemData = [{ + name: 'A Blade or Two', + numboxes: '1' + }, + { + name: 'Throwing Knives', + numboxes: '1' + }, + { + name: 'A Pistol', + numboxes: '1', + short: 'on' + }, + { + name: 'A 2nd Pistol', + numboxes: '1', + short: 'on' + }, + { + name: 'A Large Weapon', + numboxes: '2' + }, + { + name: 'An Unusual Weapon', + numboxes: '1' + }, + { + name: 'Armor', + numboxes: '2', + short: 'on' + }, + { + name: '+Heavy', + numboxes: '3', + short: 'on' + }, + { + name: 'Burglary Gear', + numboxes: '1' + }, + { + name: 'Climbing Gear', + numboxes: '2' + }, + { + name: 'Arcane Implements', + numboxes: '1' + }, + { + name: 'Documents', + numboxes: '1' + }, + { + name: 'Subterfuge Supplies', + numboxes: '1' + }, + { + name: 'Demolition Tools', + numboxes: '2' + }, + { + name: 'Tinkering Tools', + numboxes: '1' + }, + { + name: 'Lantern', + numboxes: '1' + } + ], spiritPlaybooks = ['ghost', 'hull', 'vampire']; /* NECESSARY DATA TRANSFORMATION */ Object.keys(playbookData).forEach(playbook => { @@ -1730,6 +1802,9 @@ Object.keys(crewData).forEach(crew => { name: n })); }); +itemData.forEach(item => { + item.boxes_chosen = 'on'; +}); /* UTILITY FUNCTIONS */ var setDiceFromTotal = (name, numDice, upToFive, value) => { 'use strict'; @@ -1998,17 +2073,13 @@ actionsFlat.forEach(handleFourBoxesFill); /* Crew Tier */ handleFourBoxesFill('crew_tier'); /* Items/Upgrades */ -var itemChecks = [ - 'item_14_check', - 'item_16_check', - 'item_18_check', - 'item_22_check', +var legacyChecks = [ 'upgrade_1_check', 'upgrade_24_check', 'bandolier1_check', 'bandolier2_check' ]; -itemChecks.forEach(name => { +legacyChecks.forEach(name => { 'use strict'; on(['', '_b', '_c', '_d', '_e'].map(x => `change:${name}${x}`).join(' '), event => { getAttrs([event.sourceAttribute], v => { @@ -2043,6 +2114,31 @@ itemChecks.forEach(name => { }); }); }); +['item', 'playbookitem'].forEach(sectionName => { + on([1, 2, 3].map(x => `change:repeating_${sectionName}:check_${x}`).join(' '), event => { + getAttrs([event.sourceAttribute], v => { + let rName = event.sourceAttribute.slice(0, -1), + setting = {}; + if (v[event.sourceAttribute] === 'on') { + switch (event.sourceAttribute.slice(-1)) { + case '3': + setting[`${rName}2`] = 'on'; + case '2': + setting[`${rName}1`] = 'on'; + }; + }; + if (v[event.sourceAttribute] === '0') { + switch (event.sourceAttribute.slice(-1)) { + case '1': + setting[`${rName}2`] = '0'; + case '2': + setting[`${rName}3`] = '0'; + }; + }; + setAttrs(setting); + }); + }); +}); /* INITIALISATION AND UPGRADES */ on('sheet:opened', () => { 'use strict'; @@ -2062,13 +2158,14 @@ on('sheet:opened', () => { }); /* Setup and upgrades */ getAttrs(['version'], v => { - // Setup initial rows in repeating sections + // Setup initial rows in repeating sections and generate standard items if (!v.version) { let setting = initialRows.reduce((memo, sectionName) => { memo[`repeating_${sectionName}_${generateRowID()}_dummy`] = 1; return memo; }, {}); setAttrs(setting); + fillRepeatingSectionFromData('item', itemData); }; // 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) { @@ -2142,26 +2239,26 @@ on('sheet:opened', () => { 'item_1_check_b' ]; getAttrs(allAttrs, v => { - let itemData = []; + let items = []; if (v['item_0_desc']) { - itemData.push({ + items.push({ check_1: v['item_0_check'] || '0', name: v['item_0_desc'], numboxes: '1' }); - itemData.push({ + items.push({ check_1: v['item_0_check_b'] || '0', name: v['item_0_desc'], numboxes: '1' }); - itemData.push({ + items.push({ check_1: v['item_0_check_c'] || '0', name: v['item_0_desc'], numboxes: '1' }); } if (v['item_1_desc']) { - itemData.push({ + items.push({ bold: 'on', check_1: v['item_1_check'] || '0', check_2: v['item_1_check_b'] || '0', @@ -2171,7 +2268,7 @@ on('sheet:opened', () => { } ['2', '3', '5', '6'].forEach(index => { if (v[`item_${index}_desc`]) { - itemData.push({ + items.push({ bold: (['2', '3'].includes(index) ? 'on' : '0'), check_1: v[`item_${index}_check`] || '0', name: v[`item_${index}_desc`], @@ -2181,7 +2278,7 @@ on('sheet:opened', () => { }); ['4', '7', '8', '9'].forEach(index => { if (v[`item_${index}_desc`]) { - itemData.push({ + items.push({ bold: ((index === '4') ? 'on' : '0'), check_1: v[`item_${index}_check`] || '0', name: v[`item_${index}_desc`], @@ -2189,10 +2286,10 @@ on('sheet:opened', () => { }); } }); - itemData.forEach(obj => { + items.forEach(obj => { obj['boxes_chosen'] = 'on'; }); - fillRepeatingSectionFromData('playbookitem', itemData); + fillRepeatingSectionFromData('playbookitem', items); }); getSectionIDs('repeating_item', idArray => { let allAttrs = [ @@ -2213,10 +2310,121 @@ on('sheet:opened', () => { }); }); }; + // 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); + }); + }; // Set version number setAttrs({ - version: '1.4', - character_sheet: 'Blades in the Dark v1.4' + version: '1.5', + character_sheet: 'Blades in the Dark v1.5' }); }); }); diff --git a/Blades in the Dark/Source/title.html b/Blades in the Dark/Source/title.html index 0257c3765b..377633fbba 100644 --- a/Blades in the Dark/Source/title.html +++ b/Blades in the Dark/Source/title.html @@ -84,12 +84,17 @@ Show frame section (for hulls)
+
+ + + Show description field for items +
Show deity fields for crew
-
+
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Version
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)
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?
OK
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
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
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)
Show description field for items
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
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}}
{{#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}}
{{#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}}