Merge pull request #113 from unrealkakeman89/Develop-VJ

Core Update 1.2.3 merged with recent dev changes
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CK 2021-01-20 06:38:01 -05:00 committed by GitHub
commit 01dbc82a15
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GPG key ID: 4AEE18F83AFDEB23
16 changed files with 143 additions and 118 deletions

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@ -23,7 +23,7 @@
flex: 1;
margin: 0;
line-height: 36px;
.bungeeInline();
.engli-Besh();
color: @colorOlive;
&:hover {
color: #111;

View file

@ -458,8 +458,8 @@ export default class Actor5e extends Actor {
return weight + (q * w);
}, 0);
// [Optional] add Currency Weight
if ( game.settings.get("sw5e", "currencyWeight") ) {
// [Optional] add Currency Weight (for non-transformed actors)
if ( game.settings.get("sw5e", "currencyWeight") && actorData.data.currency ) {
const currency = actorData.data.currency;
const numCoins = Object.values(currency).reduce((val, denom) => val += Math.max(denom, 0), 0);
weight += numCoins / CONFIG.SW5E.encumbrance.currencyPerWeight;
@ -553,43 +553,56 @@ export default class Actor5e extends Actor {
const isNPC = this.data.type === 'npc';
let initial = {};
switch ( itemData.type ) {
case "weapon":
initial["data.equipped"] = isNPC; // NPCs automatically equip weapons
let hasWeaponProf = isNPC; // NPCs automatically have weapon proficiency
if ( !isNPC ) {
const weaponProf = {
"natural": true,
"simpleVW": "sim",
"simpleB": "sim",
"simpleLW": "sim",
"martialVW": "mar",
"martialB": "mar",
"martialLW": "mar"
}[itemData.data?.weaponType];
const actorWeaponProfs = this.data.data.traits?.weaponProf?.value || [];
hasWeaponProf = (weaponProf === true) || actorWeaponProfs.includes(weaponProf);
if ( getProperty(itemData, "data.equipped") === undefined ) {
initial["data.equipped"] = isNPC; // NPCs automatically equip weapons
}
if ( getProperty(itemData, "data.proficient") === undefined ) {
if ( isNPC ) {
initial["data.proficient"] = true; // NPCs automatically have equipment proficiency
} else {
const weaponProf = {
"natural": true,
"simpleVW": "sim",
"simpleB": "sim",
"simpleLW": "sim",
"martialVW": "mar",
"martialB": "mar",
"martialLW": "mar"
}[itemData.data?.weaponType]; // Player characters check proficiency
const actorWeaponProfs = this.data.data.traits?.weaponProf?.value || [];
const hasWeaponProf = (weaponProf === true) || actorWeaponProfs.includes(weaponProf);
initial["data.proficient"] = hasWeaponProf;
}
}
initial["data.proficient"] = hasWeaponProf;
break;
case "equipment":
initial["data.equipped"] = isNPC; // NPCs automatically equip equipment
let hasEquipmentProf = isNPC; // NPCs automatically have equipment proficiency
if ( !isNPC ) {
const armorProf = {
"natural": true,
"clothing": true,
"light": "lgt",
"medium": "med",
"heavy": "hvy",
"shield": "shl"
}[itemData.data?.armor?.type];
const actorArmorProfs = this.data.data.traits?.armorProf?.value || [];
hasEquipmentProf = (armorProf === true) || actorArmorProfs.includes(armorProf);
if ( getProperty(itemData, "data.equipped") === undefined ) {
initial["data.equipped"] = isNPC; // NPCs automatically equip equipment
}
if ( getProperty(itemData, "data.proficient") === undefined ) {
if ( isNPC ) {
initial["data.proficient"] = true; // NPCs automatically have equipment proficiency
} else {
const armorProf = {
"natural": true,
"clothing": true,
"light": "lgt",
"medium": "med",
"heavy": "hvy",
"shield": "shl"
}[itemData.data?.armor?.type]; // Player characters check proficiency
const actorArmorProfs = this.data.data.traits?.armorProf?.value || [];
const hasEquipmentProf = (armorProf === true) || actorArmorProfs.includes(armorProf);
initial["data.proficient"] = hasEquipmentProf;
}
}
initial["data.proficient"] = hasEquipmentProf;
break;
case "power":
initial["data.prepared"] = true; // NPCs automatically prepare powers
initial["data.prepared"] = true; // automatically prepare powers for everyone
break;
}
mergeObject(itemData, initial);
@ -1103,7 +1116,7 @@ export default class Actor5e extends Actor {
// Recover power slots
for ( let [k, v] of Object.entries(data.powers) ) {
updateData[`data.powers.${k}.value`] = !Number.isNaN(v.override) ? v.override : (v.max ?? 0);
updateData[`data.powers.${k}.value`] = Number.isNumeric(v.override) ? v.override : (v.max ?? 0);
}
// Recover pact slots.
@ -1210,10 +1223,10 @@ export default class Actor5e extends Actor {
}
// Get the original Actor data and the new source data
const o = this.toJSON();
const o = duplicate(this.toJSON());
o.flags.sw5e = o.flags.sw5e || {};
o.flags.sw5e.transformOptions = {mergeSkills, mergeSaves};
const source = target.toJSON();
const source = duplicate(target.toJSON());
// Prepare new data to merge from the source
const d = {
@ -1244,7 +1257,7 @@ export default class Actor5e extends Actor {
// Handle wildcard
if ( source.token.randomImg ) {
const images = await target.getTokenImages();
d.token.img = images[0];
d.token.img = images[Math.floor(Math.random() * images.length)];
}
// Keep Token configurations
@ -1328,7 +1341,7 @@ export default class Actor5e extends Actor {
newTokenData.actorId = newActor.id;
return newTokenData;
});
return canvas.scene.updateEmbeddedEntity("Token", updates);
return canvas.scene?.updateEmbeddedEntity("Token", updates);
}
/* -------------------------------------------- */

View file

@ -619,6 +619,11 @@ export default class ActorSheet5e extends ActorSheet {
itemData = scroll.data;
}
// Ignore certain statuses
if ( itemData.data ) {
["attunement", "equipped", "proficient", "prepared"].forEach(k => delete itemData.data[k]);
}
// Create the owned item as normal
return super._onDropItemCreate(itemData);
}

View file

@ -619,6 +619,11 @@ export default class ActorSheet5e extends ActorSheet {
itemData = scroll.data;
}
// Ignore certain statuses
if ( itemData.data ) {
["attunement", "equipped", "proficient", "prepared"].forEach(k => delete itemData.data[k]);
}
// Create the owned item as normal
return super._onDropItemCreate(itemData);
}

View file

@ -168,6 +168,8 @@ export default class AbilityUseDialog extends Dialog {
type: item.data.consumableType,
value: uses.value,
quantity: item.data.quantity,
max: uses.max,
per: CONFIG.SW5E.limitedUsePeriods[uses.per]
});
}

View file

@ -66,7 +66,7 @@ export const displayChatActionButtons = function(message, html, data) {
export const addChatMessageContextOptions = function(html, options) {
let canApply = li => {
const message = game.messages.get(li.data("messageId"));
return message.isRoll && message.isContentVisible && canvas.tokens.controlled.length;
return message?.isRoll && message?.isContentVisible && canvas?.tokens.controlled.length;
};
options.push(
{
@ -103,15 +103,16 @@ export const addChatMessageContextOptions = function(html, options) {
* Apply rolled dice damage to the token or tokens which are currently controlled.
* This allows for damage to be scaled by a multiplier to account for healing, critical hits, or resistance
*
* @param {HTMLElement} roll The chat entry which contains the roll data
* @param {HTMLElement} li The chat entry which contains the roll data
* @param {Number} multiplier A damage multiplier to apply to the rolled damage.
* @return {Promise}
*/
function applyChatCardDamage(roll, multiplier) {
const amount = roll.find('.dice-total').text();
function applyChatCardDamage(li, multiplier) {
const message = game.messages.get(li.data("messageId"));
const roll = message.roll;
return Promise.all(canvas.tokens.controlled.map(t => {
const a = t.actor;
return a.applyDamage(amount, multiplier);
return a.applyDamage(roll.total, multiplier);
}));
}

View file

@ -12,7 +12,7 @@ export const _getInitiativeFormula = function(combatant) {
let nd = 1;
let mods = "";
if (actor.getFlag("sw5e", "halflingLucky")) mods += "r1=1";
if (actor.getFlag("sw5e", "initiativeAdv")) {
nd = 2;
@ -26,15 +26,3 @@ export const _getInitiativeFormula = function(combatant) {
if ( tiebreaker ) parts.push(actor.data.data.abilities.dex.value / 100);
return parts.filter(p => p !== null).join(" + ");
};
/**
* When the Combat encounter updates - re-render open Actor sheets for combatants in the encounter.
*/
Hooks.on("updateCombat", (combat, data, options, userId) => {
const updateTurn = ("turn" in data) || ("round" in data);
if ( !updateTurn ) return;
for ( let t of combat.turns ) {
const a = t.actor;
if ( t.actor ) t.actor.sheet.render(false);
}
});

View file

@ -42,7 +42,7 @@ export function simplifyRollFormula(formula, data, {constantFirst = false} = {})
const parts = constantFirst ? // Order the rollable and constant terms, either constant first or second depending on the optional argumen
[constantPart, rollableFormula] : [rollableFormula, constantPart];
// Join the parts with a + sign, pass them to `Roll` once again to clean up the formula
return new Roll(parts.filterJoin(" + ")).formula;
}
@ -52,7 +52,7 @@ export function simplifyRollFormula(formula, data, {constantFirst = false} = {})
/**
* Only some terms are supported by simplifyRollFormula, this method returns true when the term is not supported.
* @param {*} term - A single Dice term to check support on
* @return {Boolean} True when unsupported, false if supported
* @return {Boolean} True when unsupported, false if supported
*/
function _isUnsupportedTerm(term) {
const diceTerm = term instanceof DiceTerm;
@ -110,8 +110,8 @@ export async function d20Roll({parts=[], data={}, event={}, rollMode=null, templ
let adv = 0;
fastForward = fastForward ?? (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
if (fastForward) {
if ( advantage || event.altKey ) adv = 1;
else if ( disadvantage || event.ctrlKey || event.metaKey ) adv = -1;
if ( advantage ?? event.altKey ) adv = 1;
else if ( disadvantage ?? (event.ctrlKey || event.metaKey) ) adv = -1;
}
// Define the inner roll function

View file

@ -251,12 +251,14 @@ export default class Item5e extends Item {
// Item Actions
if ( data.hasOwnProperty("actionType") ) {
// if this item is owned, we populate the label and saving throw during actor init
if (!this.isOwned) {
// Saving throws
this.getSaveDC();
// Saving throws
this.getSaveDC();
// To Hit
this.getAttackToHit();
// To Hit
this.getAttackToHit();
}
// Damage
let dam = data.damage || {};
@ -312,7 +314,7 @@ export default class Item5e extends Item {
* - item's actor's proficiency bonus if applicable
* - item's actor's global bonuses to the given item type
* - item's ammunition if applicable
*
*
* @returns {Object} returns `rollData` and `parts` to be used in the item's Attack roll
*/
getAttackToHit() {
@ -915,7 +917,8 @@ export default class Item5e extends Item {
if ( powerLevel ) rollData.item.level = powerLevel;
// Configure the damage roll
const title = `${this.name} - ${game.i18n.localize("SW5E.DamageRoll")}`;
const actionFlavor = game.i18n.localize(itemData.actionType === "heal" ? "SW5E.Healing" : "SW5E.DamageRoll");
const title = `${this.name} - ${actionFlavor}`;
const rollConfig = {
actor: this.actor,
critical: critical ?? event?.altKey ?? false,

View file

@ -14,11 +14,11 @@ export const preloadHandlebarsTemplates = async function() {
"systems/sw5e/templates/actors/oldActor/parts/actor-inventory.html",
"systems/sw5e/templates/actors/oldActor/parts/actor-features.html",
"systems/sw5e/templates/actors/oldActor/parts/actor-powerbook.html",
"systems/sw5e/templates/actors/oldActor/parts/actor-notes.html",
"systems/sw5e/templates/actors/oldActor/parts/actor-notes.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-biography.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-core.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-active-effects.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-active-effects.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-features.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-inventory.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-powerbook.html",

View file

@ -10,12 +10,16 @@
font-weight: 400;
src: url('./fonts/RussoOne.ttf');
}
/* bungee-inline-regular - latin */
@font-face {
font-family: 'Bungee Inline';
font-family: 'Engli-Besh';
font-style: normal;
font-weight: 400;
src: url('./fonts/BungeeInline.ttf');
src: url('./fonts/EngliBesh-KG3W.ttf');
}
.engli-Besh {
font-family: 'Engli-Besh';
font-size: 20px;
font-weight: 400;
}
/* open-sans-regular - latin */
@font-face {

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@ -54,11 +54,6 @@
font-weight: 400;
src: url('./fonts/EngliBesh-KG3W.ttf');
}
.engli-Besh {
font-family: 'Engli-Besh';
font-size: 20px;
font-weight: 400;
}
/* ----------------------------------------- */
/* Fonts */
/* ----------------------------------------- */
@ -768,7 +763,7 @@ input[type="reset"]:disabled {
grid-template-rows: 1fr 26px auto;
grid-template-columns: 128px 1fr;
column-gap: 8px;
row-gap: 8px;
grid-row-gap: 8px;
}
.sw5e.sheet.actor .swalt-sheet header img {
grid-column-start: 1;
@ -1390,7 +1385,7 @@ input[type="reset"]:disabled {
display: grid;
grid-template-columns: 1fr 1fr;
grid-gap: 4px;
row-gap: 4px;
grid-row-gap: 4px;
}
.sw5e.sheet.actor .swalt-sheet .tab.attributes .traits-resources section.traits ul.passives strong {
font-size: 13px;
@ -1601,7 +1596,7 @@ input[type="reset"]:disabled {
}
.sw5e.sheet.actor .swalt-sheet.limited {
grid-template-rows: 144px auto;
row-gap: 8px;
grid-row-gap: 8px;
}
.sw5e.sheet.actor .swalt-sheet.limited header {
grid-template-rows: 1fr;

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@ -508,6 +508,41 @@
height: 24px;
margin: 2px;
}
/* ----------------------------------------- */
/* HUD
/* ----------------------------------------- */
.placeable-hud .control-icon {
box-sizing: content-box;
width: 40px;
flex: 0 0 40px;
margin: 8px 0;
font-size: 28px;
line-height: 40px;
text-align: center;
color: #FBF4F4;
background: rgba(0, 0, 0, 0.6);
box-shadow: 0 0 15px #000;
border: 1px solid #333;
border-radius: 8px;
pointer-events: all;
}
#token-hud .status-effects {
visibility: hidden;
position: absolute;
left: 50px;
top: 0;
display: grid;
padding: 3px;
box-sizing: content-box;
width: 100px;
color: #FBF4F4;
grid-template-columns: 25px 25px 25px 25px;
background: rgba(0, 0, 0, 0.6);
box-shadow: 0 0 15px #000;
border: 1px solid #333;
border-radius: 4px;
pointer-events: all;
}
.sw5e.sheet.actor {
/* ----------------------------------------- */
/* Sheet Header */
@ -1557,7 +1592,7 @@
flex: 1;
margin: 0;
line-height: 36px;
font-family: 'Bungee Inline';
font-family: 'Engli-Besh';
font-size: 20px;
font-weight: 400;
color: #4b4a44;
@ -1837,35 +1872,3 @@
max-width: 40px;
text-align: right;
}
.placeable-hud .control-icon {
box-sizing: content-box;
width: 40px;
flex: 0 0 40px;
margin: 8px 0;
font-size: 28px;
line-height: 40px;
text-align: center;
color: #FBF4F4;
background: rgba(0, 0, 0, 0.6);
box-shadow: 0 0 15px #000;
border: 1px solid #333;
border-radius: 8px;
pointer-events: all;
}
#token-hud .status-effects {
visibility: hidden;
position: absolute;
left: 50px;
top: 0;
display: grid;
padding: 3px;
box-sizing: content-box;
width: 100px;
color: #FBF4F4;
grid-template-columns: 25px 25px 25px 25px;
background: rgba(0, 0, 0, 0.6);
box-shadow: 0 0 15px #000;
border: 1px solid #333;
border-radius: 4px;
pointer-events: all;
}

11
sw5e.js
View file

@ -26,6 +26,7 @@ import ActorSheet5eCharacter from "./module/actor/sheets/oldSheets/character.js"
import ActorSheet5eNPC from "./module/actor/sheets/oldSheets/npc.js";
import ActorSheet5eVehicle from "./module/actor/sheets/oldSheets/vehicle.js";
import ActorSheet5eCharacterNew from "./module/actor/sheets/newSheet/character.js";
import ActorSheet5eNPCNew from "./module/actor/sheets/newSheet/npc.js";
import ItemSheet5e from "./module/item/sheet.js";
import ShortRestDialog from "./module/apps/short-rest.js";
import TraitSelector from "./module/apps/trait-selector.js";
@ -53,6 +54,7 @@ Hooks.once("init", function() {
ActorSheet5eCharacter,
ActorSheet5eCharacterNew,
ActorSheet5eNPC,
ActorSheet5eNPCNew,
ActorSheet5eVehicle,
ItemSheet5e,
ShortRestDialog,
@ -86,7 +88,7 @@ Hooks.once("init", function() {
// 5e cone RAW should be 53.13 degrees
CONFIG.MeasuredTemplate.defaults.angle = 53.13;
// Add DND5e namespace for module compatability
game.dnd5e = game.sw5e;
CONFIG.DND5E = CONFIG.SW5E;
@ -110,11 +112,16 @@ Hooks.once("init", function() {
makeDefault: false,
label: "SW5E.SheetClassCharacterOld"
});
Actors.registerSheet("sw5e", ActorSheet5eNPC, {
Actors.registerSheet("sw5e", ActorSheet5eNPCNew, {
types: ["npc"],
makeDefault: true,
label: "SW5E.SheetClassNPC"
});
Actors.registerSheet("sw5e", ActorSheet5eNPC, {
types: ["npc"],
makeDefault: false,
label: "SW5E.SheetClassNPCOld"
});
Actors.registerSheet('sw5e', ActorSheet5eVehicle, {
types: ['vehicle'],
makeDefault: true,

View file

@ -2,7 +2,7 @@
"name": "sw5e",
"title": "SW 5th Edition",
"description": "A comprehensive game system for running games of SW 5th Edition in the Foundry VTT environment.",
"version": "1.2.2",
"version": "1.2.3",
"author": "Dev Team",
"scripts": [],
"esmodules": ["sw5e.js"],

View file

@ -115,7 +115,6 @@
<button class="item" data-tab="powerbook">{{ localize "SW5E.Powerbook" }}</button>
<button class="item" data-tab="effects">{{ localize "SW5E.Effects" }}</button>
<button class="item" data-tab="biography">{{ localize "SW5E.Biography" }}</button>
<!-- <button class="item" data-tab="notes">{{ localize "SW5E.Notes" }}</button> -->
</nav>
{{!-- PC Sheet Body --}}
<section class="sheet-body">
@ -143,4 +142,4 @@
<section class="tab biography" data-group="primary" data-tab="biography">
{{> "systems/sw5e/templates/actors/newActor/parts/swalt-biography.html"}}
</section>
</form>
</form>