Obsidian Portal
Menu
Sign In / Create Account
JavaScript is currently disabled. Obsidian Portal has a lot of really cool features that use JavaScript. You should check them out. We think you'll have a much more enjoyable experience.
Home
Campaigns
Games Nearby
Plans
Community
Help
Resources
Deadlands Classic
Author:
rma1979
Slug:
deadlands_classic
System:
Deadlands
DST Source Code
HTML Template
<div class="main_dst"> <div class="basic_info"> <div class="col-1"> <div class="spacer"> </div> <div class="name"> <span class="label">Name</span> <span class="dsf value dsf_name"></span> </div> <div class="player"> <span class="label">Player</span> <span class="dsf value dsf_player"></span> </div> </div> <div class="col-1 logo"> </div> <div class="col-1"> <!-- not a fan of using the style="" parameters below, but this is the ONLY place where we want to swap the positions, so I'll live with it. --> <div class="spacer"> </div> <div class="occupation"> <span class="dsf value dsf_occupation" style="float:none;"></span> <span class="label" style="float:right;">Occupation</span> </div> <div class="campaign"> <span class="dsf value dsf_campaign" style="float:none;"></span> <span class="label" style="float:right;">Campaign</span> </div> </div> <div class="dcclear"></div> </div> <ul class="controls"> <li class="in_front">Stats</li> <li class="in_back">Bio</li> </ul> <div class="crunch"> <div class="traits"> <h3>Traits & Skills</h3> <div class="col-1"> <!-- begin mental traits --> <h4>Mental</h4> <!-- Cognition --> <div class="trait cog"> <span class="label">Cognition</span> <span class="dsf dsf_cog value"></span> </div> <ul class="cog_attrs attlist"></ul> <div class="adder" onclick="deadlands_classic_addNewSkill('cog')">(add new)</div> <!-- Knowledge --> <div class="trait kno"> <span class="label">Knowledge</span> <span class="dsf dsf_kno value"></span> </div> <ul class="kno_attrs attlist"></ul> <div class="adder" onclick="deadlands_classic_addNewSkill('kno')">(add new)</div> <!-- Mien --> <div class="trait mie"> <span class="label">Mien</span> <span class="dsf dsf_mie value"></span> </div> <ul class="mie_attrs attlist"></ul> <div class="adder" onclick="deadlands_classic_addNewSkill('mie')">(add new)</div> <!-- Smarts --> <div class="trait sma"> <span class="label">Smarts</span> <span class="dsf dsf_sma value"></span> </div> <ul class="sma_attrs attlist"></ul> <div class="adder" onclick="deadlands_classic_addNewSkill('sma')">(add new)</div> <!-- Spirit --> <div class="trait spi"> <span class="label">Spirit</span> <span class="dsf dsf_spi value"></span> </div> <ul class="spi_attrs attlist"></ul> <div class="adder" onclick="deadlands_classic_addNewSkill('spi')">(add new)</div> </div> <!-- end mental traits --> <div class="col-1"> <!-- begin corporeal traits --> <h4>Corporeal</h4> <!-- Deftness --> <div class="trait def"> <span class="label">Deftness</span> <span class="dsf dsf_def value"></span> </div> <ul class="def_attrs attlist"></ul> <div class="adder" onclick="deadlands_classic_addNewSkill('def')">(add new)</div> <!-- Nimbleness --> <div class="trait nim"> <span class="label">Nimbleness</span> <span class="dsf dsf_nim value"></span> </div> <ul class="nim_attrs attlist"></ul> <div class="adder" onclick="deadlands_classic_addNewSkill('nim')">(add new)</div> <!-- Strength --> <div class="trait str"> <span class="label">Strength</span> <span class="dsf dsf_str value"></span> </div> <ul class="str_attrs attlist"></ul> <div class="adder" onclick="deadlands_classic_addNewSkill('str')">(add new)</div> <!-- Quickness --> <div class="trait qui"> <span class="label">Quickness</span> <span class="dsf dsf_qui value"></span> </div> <ul class="qui_attrs attlist"></ul> <div class="adder" onclick="deadlands_classic_addNewSkill('qui')">(add new)</div> <!-- Vigor --> <div class="trait vig"> <span class="label">Vigor</span> <span class="dsf dsf_vig value"></span> </div> <ul class="vig_attrs attlist"></ul> <div class="adder" onclick="deadlands_classic_addNewSkill('vig')">(add new)</div> </div> <!-- end corporeal traits --> <div class="col-1"> <h4> </h4> <div class="trait edge">Edges</div> <ul class="edge_attrs attlist"></ul> <div class="adder" onclick="deadlands_classic_addNewSkill('edge')">(add new)</div> <div class="trait hind">Hindrances</div> <ul class="hind_attrs attlist"></ul> <div class="adder" onclick="deadlands_classic_addNewSkill('hind')">(add new)</div> <div class="trait sec">Secondary Traits</div> <ul class="attlist"> <li class="skill"> <span class="label">Pace</span> <span class="dsf value dsf_sec_pace"></span> </li> <li class="skill"> <span class="label">Size</span> <span class="dsf value dsf_sec_size">6</span> </li> <li class="skill"> <span class="label">Wind</span> <span class="dsf value dsf_sec_wind"></span> </li> <li class="skill"> <span class="label">Grit</span> <span class="dsf value dsf_sec_grit">0</span> </li> </ul> <div class="trait adv">Chips & Bounty</div> <ul class="attlist"> <li class="skill"> <span class="label">White Chips</span> <span class="dsf value dsf_adv_white"></span> </li> <li class="skill"> <span class="label">Red Chips</span> <span class="dsf value dsf_adv_red"></span> </li> <li class="skill"> <span class="label">Blue Chips</span> <span class="dsf value dsf_adv_blue"></span> </li> <li class="skill"> <span class="label">Bounty Points</span> <span class="dsf value dsf_adv_bounty"></span> </li> </ul> </div> </div> <div class="dcclear"></div> <div class="weapons"> <h3>Shootin' Irons & Such</h3> <table class="ranged"> <tr> <th>Weapon</th> <th>Shots</th> <th>Speed</th> <th>RoF</th> <th>Damage</th> <th>Range</th> </tr> </table> <div class="adder" onclick="deadlands_classic_addNewSkill('ranged')">(add new)</div> <h3>Hand-to-Hand Weapons</h3> <table class="melee"> <tr> <th>Weapon</th> <th>Defense</th> <th>Speed</th> <th>Damage</th> </tr> </table> <div class="adder" onclick="deadlands_classic_addNewSkill('melee')">(add new)</div> </div> </div> <div class="fluff"> <div> <h3>Biography</h3> <div class="bigtext"> <!--img src="" class="dsf dsf_avatar_image"/--> <div class="avatar"> <span class="dsf dsf_avatar_image"></span> </div> <span class="dsf dsf_bio"></span> </div> <!--div class="dsf avatar dsf_avatar_image"></div> <div class="dsf bio bigtext dsf_bio"></div--> </div> </div> <ol class="debug"></ol> </div>
CSS
/**************************** * This is the CSS for the DST. * Copy and paste this directly into the CSS textarea on obsidianportal.com *****************************/ .ds_deadlands_classic .main_dst { float:left; } .ds_deadlands_classic .controls { text-size: 130%; margin: 0px; padding-bottom: 0px; border-bottom: 6px solid #AAAAAA; float: right; } .ds_deadlands_classic .controls li { display: inline; list-style: none; padding-left: 5px; padding-right: 5px; margin-left: 0px; } .ds_deadlands_classic .controls li.in_front { background-color: #CCCCCC; } .ds_deadlands_classic .controls li.in_back { background-color: #999999; color: #666666; } .ds_deadlands_classic .crunch { display: none; } .ds_deadlands_classic .fluff { display: block; } .ds_deadlands_classic a { color: #000000; text-decoration: none; } .ds_deadlands_classic a:hover { text-decoration: underline; } .ds_deadlands_classic .adder { text-align: center; color: #CCCCCC; font-size: 80%; margin: 0px; margin-bottom: 5px; } .ds_deadlands_classic .debug { border: 5px solid black; display: none; /* Change to display:block to show debugger window. Also set debug variable in the JS */ } .ds_deadlands_classic { width: 732px; border: 1px solid #888888; } .ds_deadlands_classic .bigtext { padding: 3px; } .ds_deadlands_classic h3 { margin: 0px; padding: 5px; text-align: center; font-size: 120%; background-color: #AAAAAA; } .ds_deadlands_classic h4 { margin: 0px; padding: 5px; text-align: center; background-color: #BBBBBB; } .ds_deadlands_classic table { width: 100%; } .ds_deadlands_classic .dcclear { clear: both; } .ds_deadlands_classic .new_item { color: #AAAAAA; font-size: 90%; } .ds_deadlands_classic .col-1 { float: left; width: 225px; margin: 5px; } .ds_deadlands_classic .submit { color: #00AA00; text-size: 80%; padding: 1px; } /**************************** * Basic Info *****************************/ .ds_deadlands_classic .basic_info { width: 100%; padding: 1px; margin-left: auto; margin-right: auto; } .ds_deadlands_classic .basic_info .col-1 { margin: auto; } .ds_deadlands_classic .basic_info .label { font-size: 60%; font-weight: bold; } .ds_deadlands_classic .basic_info .value { float: right; } .ds_deadlands_classic .basic_info .spacer { width: 100%; height: 25px; } .ds_deadlands_classic .basic_info .logo { margin-left: auto; margin-right: auto; width: 270px; height: 110px; padding: 0; background-position: center; background-repeat: no-repeat; background-image: url('https://sites.google.com/site/rma1979/home/DeadlandsLogoSmallBW.png'); } .ds_deadlands_classic .basic_info .name, .ds_deadlands_classic .basic_info .player, .ds_deadlands_classic .basic_info .occupation, .ds_deadlands_classic .basic_info .campaign { height: 20px; padding: 3px; border: 5px ridge #CCCCCC; background-color: #DDDDDD; } /**************************** * Traits *****************************/ .ds_deadlands_classic .traits { } .ds_deadlands_classic .traits ul.attlist { margin-top: 0px; margin-bottom: 0px; } .ds_deadlands_classic .traits ul.attlist li{ margin-left: -10px; list-style: none; } .ds_deadlands_classic .traits ul.attlist li:hover { background-color: #EEEEEE; } .ds_deadlands_classic .traits .trait { font-size: 110%; font-weight: bold; background-color: #CCCCCC; } .ds_deadlands_classic .traits .skill .remover, .ds_deadlands_classic td .remover { float: right; display: none; } .ds_deadlands_classic .traits .skill:hover .remover, .ds_deadlands_classic td:hover .remover { display: inline; font-family: monospace; background-color: #DDDDDD; color: #888888; } .ds_deadlands_classic .remover a { color: #888888; text-decoration: none; } .ds_deadlands_classic .remover a:hover { color: #888888; text-decoration: none; } .ds_deadlands_classic .traits .label { } .ds_deadlands_classic .traits .value { float: right; } .ds_deadlands_classic .weapons table th { border-bottom: 1px solid black; background-color: #CCCCCC; } .ds_deadlands_classic .weapons table tr:hover { background-color: #EEEEEE; } .ds_deadlands_classic .weapons table td { border-bottom: 1px solid black; } .ds_deadlands_classic .fluff .bigtext { text-align: left } .ds_deadlands_classic .fluff .bigtext .avatar img { float: right; }
Javascript
/* * This is the javascript specific to the deadlands_classic DST * In this example, we're using some javascript to update the ability modifiers when someone changes their * level or their ability score. * * The key is to use the callback functions to catch the right events. * Read the top comments in characters.js to get a better idea of how the callbacks work. * * Copy and paste this directly into the javascript textarea on obsidianportal.com */ /********************************************************** * GLOBAL VARIABLES * These must all be namespaced with the DST slug name **********************************************************/ // convenience array for all Primary traits var deadlands_classic_traits = ["cog","kno","mie","sma","spi","def","nim","str","qui","vig","edge","hind","ranged","melee","adv"]; // counters for the total number of skills per trait var deadlands_classic_skills_max = {}; var deadlands_classic_opts = {}; var deadlands_classic_fields = { "skills" : ['name','value'], "melee" : ['name','defense','speed','damage'], "ranged" : ['name','shots','speed','rof','damage','range'] }; aisleten.characters.jeditablePlaceholder = "[click]", aisleten.characters.jeditableSubmit = "<button class=\"submit\">✔</button>"; // default names & values for each trait // used to build a "blank" character sheet var deadlands_classic_defaults = { "cog_skill_name_1" : "Artillery", "cog_skill_name_2" : "Arts", "cog_skill_name_3" : "Scrutinize", "cog_skill_name_4" : "Search", "cog_skill_value_4" : 1, "cog_skill_name_5" : "Trackin'", "def_skill_name_1" : "Bow", "def_skill_name_2" : "Fannin'", "def_skill_name_3" : "Filchin'", "def_skill_name_4" : "Lockpickin'", "def_skill_name_5" : "Shootin': [specialty]", "def_skill_name_6" : "Shootin': [specialty]", "def_skill_name_7" : "Sleight o' Hand", "def_skill_name_8" : "Speed Load", "def_skill_name_9" : "Throwin': [specialty]", "kno_skill_name_1" : "Academia", "kno_skill_name_2" : "Area Knowledge: Home County", "kno_skill_value_2" : 2, "kno_skill_name_3" : "Demolition", "kno_skill_name_4" : "Disguise", "kno_skill_name_5" : "Language: Native Tongue", "kno_skill_value_5" : 2, "kno_skill_name_6" : "Medicine: [specialty]", "kno_skill_name_7" : "Professional: [specialty]", "kno_skill_name_8" : "Science: [specialty]", "kno_skill_name_9" : "Trade: [specialty]", "mie_skill_name_1" : "Animal Handlin'", "mie_skill_name_2" : "Leadership", "mie_skill_name_3" : "Overawe", "mie_skill_name_4" : "Performin' [specialty]", "mie_skill_name_5" : "Persuasion", "mie_skill_name_6" : "Tale Tellin'", "nim_skill_name_1" : "Climbin'", "nim_skill_value_1" : 1, "nim_skill_name_2" : "Dodge", "nim_skill_name_3" : "Drivin'", "nim_skill_name_4" : "Fightin': [specialty]", "nim_skill_name_5" : "Horse Ridin'", "nim_skill_name_6" : "Sneak", "nim_skill_value_6" : 1, "nim_skill_name_7" : "Swimmin'", "nim_skill_name_8" : "Teamster", "qui_skill_name_1" : "Quick Draw", "sma_skill_name_1" : "Bluff", "sma_skill_name_2" : "Gamblin'", "sma_skill_name_3" : "Ridicule", "sma_skill_name_4" : "Scroungin'", "sma_skill_name_5" : "Survival: [specialty]", "sma_skill_name_6" : "Streetwise", "sma_skill_name_7" : "Tinkerin'", "spi_skill_name_1" : "Faith", "spi_skill_name_2" : "Guts", "melee_name_1" : "Fist", "melee_defense_1" : "-", "melee_speed_1" : 1, "melee_damage_1" : "STR", "adv_white" : 0, "adv_red" : 0, "adv_blue" : 0, "adv_bounty" : 0, }; var deadlands_classic_default_label = "(add new)"; var deadlands_classic_debug = false; // Set to true to ensable debug messages. Also change .debug class in the CSS /********************************************************** * FUNCTIONS * These must all be namespaced with the DST slug name **********************************************************/ function deadlands_classic_logMessage(msg) { if (deadlands_classic_debug) { // alert(msg); jQuery('.debug').prepend("<li>"+msg+"</li>"); } } function deadlands_classic_flipPage() { jQuery('.controls li:first').removeClass(); jQuery('.controls li:last').removeClass(); if (jQuery('.crunch').css('display')=='none') { jQuery('.crunch').css('display','block'); jQuery('.fluff').css('display','none'); jQuery('.controls li:first').unbind('click'); jQuery('.controls li:last').click(function(){deadlands_classic_flipPage();}); jQuery('.controls li:first').addClass('in_front'); jQuery('.controls li:last').addClass('in_back'); } else { jQuery('.fluff').css('display','block'); jQuery('.crunch').css('display','none'); jQuery('.controls li:last').unbind('click'); jQuery('.controls li:first').click(function(){deadlands_classic_flipPage();}); jQuery('.controls li:last').addClass('in_front'); jQuery('.controls li:first').addClass('in_back'); } } function deadlands_classic_dataPreLoad(options) { // Called just before the data is loaded. deadlands_classic_logMessage("dataPreLoad"); deadlands_classic_logMessage("NOTE: For some reason, default weapons are not loading properly at this time."); // load up the skills_max array with default values for each trait/edge/hindrance/weapon deadlands_classic_logMessage("filling [skills_max] object"); for (var i in deadlands_classic_traits) { deadlands_classic_skills_max[deadlands_classic_traits[i]] = 0; } // place the dataPreLoad options into a global variable. // there's probably a more elegant solution, but this works. deadlands_classic_logMessage("filling [options] object"); deadlands_classic_opts = options; deadlands_classic_logMessage("checking [dynamic_sheet_attrs]"); if (typeof dynamic_sheet_attrs != "undefined") { deadlands_classic_padDefaults(dynamic_sheet_attrs); } deadlands_classic_loadDefaults(); // remove the .adder elements if we aren't in edit mode. if (!options.isEditable) { jQuery('.adder').remove(); jQuery('.remover').remove(); } deadlands_classic_flipPage(); } // ensure enough entries on the sheet to load an existing character function deadlands_classic_padDefaults(dsa) { deadlands_classic_logMessage("padDefaults"); for (var key in dsa) { splt = key.split("_"); if (splt.length == 4) { // we're adding a new trait, edge or hindrance var trait = splt[0]; var kind = splt[2]; var idx = parseInt(splt[3]); if (kind == "name") { if (!deadlands_classic_defaults[key]) { var val_key = trait + "_skill_value_" + idx; deadlands_classic_defaults[key] = ""; deadlands_classic_defaults[val_key] = ""; deadlands_classic_skills_max[trait] = Math.max(deadlands_classic_skills_max[trait],idx); } } } else if (splt.length == 3) { // we're adding a new weapon var trait = splt[0]; var kind = splt[1]; var idx = parseInt(splt[2]); if (kind=="name") { var fields = deadlands_classic_fields[trait]; for (var f in fields) { deadlands_classic_defaults[trait+"_"+fields[f]+"_"+idx] = ""; } deadlands_classic_skills_max[trait] = Math.max(deadlands_classic_skills_max[trait],idx); } } } } function deadlands_classic_dataPostLoad(options) { // Called just after the data is loaded. // alert("dataPostLoad"); deadlands_classic_reCalcPace(); deadlands_classic_reCalcWind(); } function deadlands_classic_dataChange(options) { // Called immediately after a data value is changed. // alert("dataChange. " + options['fieldName'] + " = " + options['fieldValue']); var field = options['fieldName']; var val = options['fieldValue']; // check if we're changing a Skill level or name. var splt = field.split("_"); if (splt.length == 4 & deadlands_classic_traits.indexOf(splt[0]) != -1) { var trait = splt[0]; var kind = splt[2]; var idx = parseInt(splt[3]); // add a new (add new) entry if we've just used the last one /* if (idx == deadlands_classic_skills_max[trait] & kind == 'name' & (val!=deadlands_classic_default_label)) { deadlands_classic_addNewSkill(trait); } */ if (kind=="value") { val=parseInt(val); if (trait=="hind" & val > 0) { val = val * -1; } } } else if (splt.length == 3 & deadlands_classic_traits.indexOf(splt[0]) != -1) { var trait = splt[0]; var kind = splt[1]; var idx = parseInt(splt[2]); /* if (idx == deadlands_classic_skills_max[trait] & kind == 'name' & (val!=deadlands_classic_default_label)) { deadlands_classic_addNewSkill(trait); } */ } // recalculate the Secondary Traits if one of the relevant Primary Traits has changed. if (field=="nim") { deadlands_classic_reCalcPace(); } if (field=="spi" | field=="vig") { deadlands_classic_reCalcWind(); } } function deadlands_classic_dataPreSave(options) { // Called just before the data is saved to the server. // alert("dataPreSave"); } function deadlands_classic_loadDefaults() { deadlands_classic_logMessage("loadDefaults"); var traits = deadlands_classic_traits; var defs = deadlands_classic_defaults; for (var d in defs) { // jQuery(".debug").append(d + " : " + defs[d] + "<br/>"); var splt = d.split("_"); if (splt.length == 4) { var trait = splt[0]; var idx = splt[3]; var kind = splt[2]; if (kind == "name") { var val = parseInt(defs[trait+"_skill_value_"+idx]); if (!val || val == "") { val = 0; } if (trait=="hind" & val > 0) { val = val * -1; } // jQuery(".debug").append(trait + "/" + idx + "/" + val + "<br/>"); jQuery("."+trait+"_attrs").append("<li class=\"skill\">\n" + "\t<span class=\"dsf label dsf_"+d+"\">"+defs[d]+"</span>\n" + "\t<span class=\"dsf value dsf_"+trait+"_skill_value_"+idx+"\">"+val+"</span>\n" + "\t<span class=\"remover\"><a title=\"Click X to remove\" onclick=\"deadlands_classic_removeSkill('"+d+"')\">x</a></span>\n" + "</li>"); deadlands_classic_skills_max[trait] = parseInt(idx); } } else if (splt.length == 3) { deadlands_classic_logMessage("Adding a weapon"); var trait = splt[0]; var kind = splt[1]; var idx = parseInt(splt[2]); if (kind == "name") { deadlands_classic_logMessage(kind); var row = "<tr>\n"; //jQuery("."+trait).append("<tr></tr>"); var fields = deadlands_classic_fields[trait]; for (var f in fields) { row += "<td>\n\t<span class=\"dsf dsf_"+trait+"_"+fields[f]+"_"+idx+"\">"+defs[trait+'_'+fields[f]+'_'+idx]+"</span>\n"; if (fields[f] == "name") { row += "\t<span class=\"remover\"><a title=\"Click X to remove\" onclick=\"deadlands_classic_removeSkill('"+trait+"_"+fields[f]+"_"+idx+"')\">x</a></span>\n"; } row += "</td>\n"; } row += "</tr>\n"; jQuery("."+trait).append(row); deadlands_classic_skills_max[trait] = parseInt(idx); } } else if (splt[0] == "adv") { jQuery(".dsf_"+d).html(defs[d]); } } /* for (var t in deadlands_classic_skills_max) { deadlands_classic_addNewSkill(t); } */ } function deadlands_classic_removeSkill(skillId) { var splt = skillId.split("_") deadlands_classic_logMessage(splt); var trait,idx,fields,selector; var midlevel=""; var go = false; if (splt.length == 4) { go = true; trait = splt[0]; idx = parseInt(splt[3]); fields = deadlands_classic_fields["skills"]; selector="."+trait+"_attrs li:last"; midlevel="skill_" } else if (splt.length == 3) { go = true; trait = splt[0]; idx = parseInt(splt[2]); fields = deadlands_classic_fields[trait]; selector = "."+trait+" tr:last"; } if (go) { for (var i = idx;i<=deadlands_classic_skills_max[trait];i++) { if (i < deadlands_classic_skills_max[trait]) { // shift values up if we aren't at the end for (var f in fields) { var sel1 = [".dsf",trait,midlevel+fields[f],(i)].join("_"); var sel2 = [".dsf",trait,midlevel+fields[f],(i+1)].join("_"); var newval = jQuery(sel2).html(); jQuery(sel1).html(newval); } } } jQuery(selector).remove(); deadlands_classic_skills_max[trait] -= 1; } } function deadlands_classic_addNewSkill(trait) { deadlands_classic_skills_max[trait]++; if (trait == "ranged" | trait == "melee") { var row = "<tr>\n"; //jQuery("."+trait).append("<tr></tr>"); var fields = deadlands_classic_fields[trait]; for (var f in fields) { var def = "-"; if (fields[f]=="name") { def = ""; } //jQuery("."+trait+":last-child").append("<td class=\"dsf dsf_"+trait+"_"+fields[f]+"_"+deadlands_classic_skills_max[trait]+"\">"+def+"</td>\n"); row += "<td>\n\t<span class=\"dsf dsf_"+trait+"_"+fields[f]+"_"+deadlands_classic_skills_max[trait]+"\">"+def+"</span>\n"; if (fields[f] == "name") { row += "\t<span class=\"remover\"><a title=\"Click X to remove\" onclick=\"deadlands_classic_removeSkill('"+trait+"_"+fields[f]+"_"+deadlands_classic_skills_max[trait]+"')\">x</a></span>\n"; } row +="</td>\n"; } row += "</tr>\n"; jQuery("."+trait).append(row); } else { jQuery("."+trait+"_attrs").append("<li class=\"skill\">\n" + "\t<span class=\"dsf label dsf_"+trait+"_skill_name_"+deadlands_classic_skills_max[trait]+"\"></span>\n" + "\t<span class=\"dsf value dsf_"+trait+"_skill_value_"+deadlands_classic_skills_max[trait]+"\">0</span>\n" + "\t<span class=\"remover\"><a title=\"Click X to remove\" onclick=\"deadlands_classic_removeSkill('"+trait+"_skill_name_"+deadlands_classic_skills_max[trait]+"')\">x</a></span>\n" + "</li>"); } // force re-binding of all fields to pick up new entries aisleten.characters.bindAllFields(deadlands_classic_opts.slug,deadlands_classic_opts.containerId); } function deadlands_classic_reCalcPace() { var nim_type = jQuery('.dsf_nim').html(); var nim_val = parseInt(nim_type.split('d')[1]); if (!nim_val) { nim_val = 0; } jQuery('.dsf_sec_pace').html(nim_val); } function deadlands_classic_reCalcWind() { // alert("deadlands_classic_recalculateSecondaryTraits"); var spi_type = jQuery('.dsf_spi').html(); var vig_type = jQuery('.dsf_vig').html(); var spi_val = parseInt(spi_type.split('d')[1]); var vig_val = parseInt(vig_type.split('d')[1]); if (!spi_val) { spi_val = 0; } if (!vig_val) { vig_val = 0; } jQuery('.dsf_sec_wind').html(spi_val + vig_val); }
Submit Notes
Back