Moved most files for new system

This commit is contained in:
Jacob Lucas 2021-06-24 13:11:46 +01:00
parent b4bc7fc550
commit 0906bab02e
158 changed files with 2204 additions and 2160 deletions

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@import "./variables.less";
@actorNameHeight: 60px;
.sw5e.sheet.actor {
/* ----------------------------------------- */
/* Sheet Header */
/* ----------------------------------------- */
.sheet-header {
// Portrait Artwork
img.profile {
flex: 0 0 160px;
max-width: 160px;
height: 160px;
}
// Character Name
h1.charname {
flex: 1;
height: @actorNameHeight;
padding: 0;
input {
height: @actorNameHeight - 20px;
margin: 10px 0;
}
}
// Character Level
.header-exp {
flex: 0 0 150px;
margin-right: 3px;
height: @actorNameHeight;
justify-content: flex-end;
text-align: right;
}
// Character Summary
.summary {
height: 30px;
border-bottom: @borderGroove;
font-size: 18px;
input, span {
display: block;
height: 24px;
line-height: 24px;
}
}
// Primary Attributes
.attributes {
flex: 0 0 100%;
margin: 0;
.attribute {
height: 70px;
margin: 0;
border: none;
border-right: @borderGroove;
border-radius: 0;
&:last-child {
border-right: none;
}
.attribute-value {
height: 30px;
line-height: 30px;
}
}
// Movement Configuration
.movement, .hit-dice {
h4.attribute-name {
position: relative;
}
.config-button {
position: absolute;
display: none;
right: 0;
top: 1px;
font-size: 12px;
font-weight: normal;
}
&:hover .config-button {
display: block;
}
}
// Temporary HP
input.temphp {
width: 48%;
}
}
}
/* ----------------------------------------- */
/* General Styles */
/* ----------------------------------------- */
// Box Headers
h4.box-title {
height: 18px;
line-height: 16px;
margin: 4px 8px 2px;
.russoOne(14px);
color: @colorOlive;
border-bottom: 1px solid @colorFaint;
white-space: nowrap;
}
/* ----------------------------------------- */
/* Attributes */
/* ----------------------------------------- */
.tab.attributes {
overflow: hidden;
}
ul.attributes {
flex: 0 0 60px;
list-style: none;
margin: 0;
padding: 0;
li.attribute {
height: 60px;
margin: 0 5px 0 0;
border: @borderGroove;
border-radius: 4px;
text-align: center;
&:last-child {
margin: 0;
}
.attribute-value {
display: flex;
justify-content: center;
align-items: center;
height: 28px;
line-height: 28px;
.russoOne();
> * {
font-weight: 400;
font-size: 24px;
}
&.multiple input {
flex: 0 0 33%;
}
}
.attribute-footer {
flex: 0 0 18px;
margin-top: -1px;
line-height: 18px;
font-family: "Signika", sans-serif;
font-size: 12px;
font-weight: 400;
white-space: nowrap;
}
}
}
/* ----------------------------------------- */
/* Ability Scores */
/* ----------------------------------------- */
.ability-scores {
flex: 0 0 100px;
height: 440px;
list-style: none;
margin: 0;
padding: 0;
.russoOne();
border: @borderGroove;
border-radius: 3px;
.ability {
height: 70px;
text-align: center;
border-bottom: @borderGroove;
&:last-child {
border-bottom: none;
margin-bottom: -3px;
}
input.ability-score {
height: 30px;
width: 36px;
margin: 0 auto;
line-height: 32px;
font-size: 24px;
}
.ability-modifiers {
height: 24px;
margin: -8px 0 0;
span.ability-mod,
span.ability-save {
flex: 0 0 24px;
height: 22px;
line-height: 22px;
font-size: 16px;
border-top: @borderGroove;
}
span.ability-mod {
border-right: @borderGroove;
}
.ability-proficiency {
line-height: 30px;
}
span.ability-save {
border-left: @borderGroove;
}
}
}
}
// Proficiency Toggle Buttons
.proficiency-toggle {
color: @colorBeige;
font-size: 12px;
}
.proficient .proficiency-toggle {
color: @colorOlive;
}
.locked .proficiency-toggle {
color: @colorBeige;
text-shadow: none;
cursor: default;
}
/* ----------------------------------------- */
/* Skills */
/* ----------------------------------------- */
ul.skills-list {
flex: 0 0 180px;
height: 440px;
list-style: none;
margin: 0 5px 0;
padding: 3px 0 2px;
border: @borderGroove;
border-radius: 3px;
li.skill {
height: 24px;
width: 225px;
padding: 3px 2px;
&:nth-child(even) {
background: rgba(0, 0, 0, 0.05);
}
h4 {
flex: 1px;
margin: 0;
font-size: 11px;
line-height: 18px;
}
.skill-proficiency {
flex: 0 0 16px;
line-height: 18px;
}
.skill-ability {
flex: 0 0 26px;
text-transform: capitalize;
}
.skill-mod {
flex: 0 0 20px;
}
.skill-passive {
flex: 0 0 26px;
text-align: center;
color: @colorTan;
}
}
}
/* ----------------------------------------- */
/* Statuses */
/* ----------------------------------------- */
.counters {
flex: none;
padding: 5px 0;
margin: 0;
border-bottom: @borderGroove;
.counter {
height: 20px;
line-height: 20px;
h4 {
flex: auto;
margin: 0;
font-size: 13px;
font-weight: bold;
color: @colorOlive;
}
.counter-value {
flex: none;
text-align: right;
> * {
display: inline;
}
}
input[type="text"],
input[type="number"] {
height: 20px;
max-width: 20px;
margin: 0;
padding: 0;
text-align: center;
}
input[type="checkbox"] {
position: relative;
width: 16px;
height: 16px;
margin: 0;
top: 4px;
}
span.sep {
font-size: 12px;
}
}
}
/* ----------------------------------------- */
/* Traits */
/* ----------------------------------------- */
.center-pane {
height: 100%;
padding: 0 5px 0 3px;
overflow-y: auto;
scrollbar-width: thin;
}
.traits {
.form-group, .form-group-stacked {
margin: 0 0 3px 0;
justify-content: space-between;
}
.config-button {
flex: 1;
}
label {
flex: none;
line-height: 20px;
font-weight: bold;
margin: 0 10px 0 0;
}
select {
max-width: 200px;
}
input {
text-align: right;
}
i.fas {
float: right;
margin-right: 3px;
text-align: right;
color: #999;
&:hover {
color: #111;
text-shadow: 0 0 10px red;
}
}
.inactive {
color: @colorTan;
}
}
/* ----------------------------------------- */
/* Inventory Lists */
/* ----------------------------------------- */
.tab.features,
.tab.inventory,
.tab.force-powerbook,
.tab.tech-powerbook {
overflow-y: hidden;
}
/* Inventory List Filters */
.inventory-filters {
margin: 0 8px;
flex: 0 0 20px;
justify-content: flex-end;
.currency {
flex: 0 0 100%;
list-style: none;
margin: 4px 0 8px;
padding: 0;
font-size: 12px;
label {
flex: 0;
margin-left: 8px;
text-align: right;
line-height: 20px;
color: @colorTan;
}
input[type="text"] {
flex: 0 0 48px;
text-align: center;
margin-left: 8px;
border-bottom: @borderGroove;
}
}
}
// Inventory item lists
.inventory-list {
padding: 0 5px;
.item {
.item-name {
cursor: pointer;
&.rollable:hover .item-image {
background-image: url("../../icons/svg/d20-grey.svg") !important;
}
&.rollable .item-image:hover {
background-image: url("../../icons/svg/d20-black.svg") !important;
}
i.attuned { color: @colorTan; }
i.not-attuned { color: @colorCrimson; }
}
// Item uses
.item-uses input {
width: 24px;
text-align: center;
}
// Item Dropdown Properties
.item-properties {
margin-top: 3px;
}
// Charged
.item-recharge {
flex: 0 0 80px;
text-align: right;
font-size: 11px;
white-space: nowrap;
}
}
// Inventory Header
.inventory-header {
.item-controls a.item-create {
flex: 0 0 100%;
}
}
// Item Detail Sections
.item-detail {
flex: 0 0 70px;
font-size: 12px;
text-align: center;
border-right: 1px solid @colorFaint;
word-break: break-word;
white-space: nowrap;
overflow: hidden;
&:last-child { border-right: none; }
&.item-action {flex: 0 0 100px}
&.attunement {flex: 0 0 24px}
}
.item-weight {
flex: 0 0 60px;
border-left: 1px solid @colorFaint;
border-right: 1px solid @colorFaint;
}
// Item Control Buttons
.item-controls {
flex: 0 0 44px;
}
// Item Dropdown Summary
.item-summary {
flex: 0 0 100%;
font-size: 12px;
line-height: 16px;
padding: 0.25em 0.5em;
color: @colorDark;
border-top: 1px solid @colorFaint;
h2 {
font-family: 'Russo One';
font-size: 20px;
font-weight: 400;
text-transform: uppercase;
letter-spacing: 0.5px;
border-bottom: 2px solid rgb(13, 153, 204);
color: #c40f0f;
}
}
}
/* Encumbrance Bar */
.encumbrance {
flex: 0 0 12px;
background: @colorTan;
margin: 1px 15px 0 1px;
border: 1px solid @colorDark;
border-radius: 3px;
position: relative;
.encumbrance-bar {
position: absolute;
top: 1px;
left: 1px;
background: #6c8aa5;
height: 8px;
border: 1px solid #cde4ff;
border-radius: 2px;
}
.encumbrance-label {
height: 10px;
padding: 0 5px;
position: absolute;
top: 0;
right: 0;
font-size: 13px;
line-height: 12px;
text-align: right;
color: #EEE;
text-shadow: 0 0 5px #000;
}
.encumbrance-breakpoint {
display: block;
position: absolute;
&.encumbrance-33 { left: 33% }
&.encumbrance-66 { left: 66% }
}
.arrow-up {
bottom: 0;
width: 0;
height: 0;
border-left: 4px solid transparent;
border-right: 4px solid transparent;
border-bottom: 4px solid #666;
}
.arrow-down {
top: 0;
width: 0;
height: 0;
border-left: 4px solid transparent;
border-right: 4px solid transparent;
border-top: 4px solid #666;
}
&.encumbered {
.arrow-up { border-bottom: 4px solid #000; }
.arrow-down { border-top: 4px solid #000; }
}
}
/* ----------------------------------------- */
/* Powerbook */
/* ----------------------------------------- */
.powercasting-ability {
flex: 0 0 240px;
margin: 0;
label, span {
flex: none;
}
input {
flex: 0 0 28px;
text-align: center;
}
select {
margin: 0 5px;
flex: 0 0 120px;
}
}
.power-slots,
.power-comps {
flex: none;
padding: 0 5px;
font-size: 12px;
color: @colorTan;
border-right: 1px solid @colorFaint;
}
.power-slots {
input {
display: inline;
max-width: 20px;
}
.sep {
font-size: 13px;
font-weight: normal;
}
}
.powerbook .power-uses {
padding-right: 5px;
text-align: right;
color: @colorTan;
}
.power-school, .power-action, .power-target {
flex: 0 0 100px;
font-size: 12px;
color: @colorTan;
text-align: center;
border-right: 1px solid @colorFaint;
}
.power-component {
line-height: 14px;
&.C, &.R {
display: inline-block;
text-align: center;
padding-top: 1px;
width: 16px;
color: @colorFaint;
background: rgba(0, 0, 0, 0.4);
border: 1px solid transparent;
border-radius: 8px;
}
}
// Empty powerbook controls
.powerbook-empty .item-controls { flex: 1; }
/* ----------------------------------------- */
/* Features Tab */
/* ----------------------------------------- */
// Original class icon
.features i.original-class {
color: #4b4a44
}
/* ----------------------------------------- */
/* TinyMCE */
/* ----------------------------------------- */
.editor {
padding: 0 8px;
}
}
#actor-flags {
.window-content {
overflow-y: hidden;
}
form {
height: 100%;
}
.form-body {
height: calc(100% - 40px);
padding-right: 8px;
margin-bottom: 4px;
overflow-y: auto;
scrollbar-width: thin;
}
}

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src/less/original/apps.less Normal file
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@import "./variables.less";
@navHeight: 30px;
@headerHeight: 100px;
@detailsHeight: 40px;
/* ----------------------------------------- */
/* All DnD5e Apps */
/* ----------------------------------------- */
.sw5e {
.window-content {
font-size: 13px;
}
/* ----------------------------------------- */
/* Element Styles */
/* ----------------------------------------- */
// Item Sheet form fields
input[type="text"],
input[type="number"],
select {
height: calc(100% - 2px);
border: 1px solid @colorTan;
background: rgba(0, 0, 0, 0.05);
color: @colorDark;
}
// Hovered Fields
input[type="text"],
input[type="number"] {
&:hover,
&:focus {
border: 1px solid #111;
box-shadow: 0 0 8px red;
}
}
// Disabled Fields
input:disabled,
select:disabled,
textarea:disabled {
color: @colorOlive;
border: 1px solid transparent !important;
outline: none !important;
&:hover,
&:focus {
box-shadow: none !important;
border: 1px solid transparent !important;
outline: none !important;
}
}
// Buttons
button {
background: rgba(0, 0, 0, 0.10);
border: @borderGroove;
}
/* Form Groups */
.form-group {
label {
flex: 2;
color: @colorOlive;
font-weight: bold;
}
.form-fields {
.flexrow();
> * {
margin: 0 3px 0 0;
&:last-child { margin-right: 0; }
}
}
}
// Stacked Groups
.form-group.stacked {
> label {
flex: 0 0 100%;
margin: 0;
}
label.checkbox,
label.radio {
flex: auto;
text-align: left;
}
}
// Form Headers
.form-header {
margin: 0 0 0.25em 0;
padding: 2px 0;
border-top: @borderGroove;
border-bottom: @borderGroove;
.russoOne();
}
/* Tags */
.tag {
display: inline-block;
margin: 0 2px 0 0;
padding: 0 3px;
font-size: 10px;
line-height: 16px;
border: 1px solid #999;
border-radius: 3px;
background: rgba(0, 0, 0, 0.05);
}
}
/* ----------------------------------------- */
/* Hit Dice Config Sheet Specifically */
/* ----------------------------------------- */
.sw5e.hd-config {
.form-group {
button.increment, button.decrement {
flex: 0 0 1rem;
line-height: 1rem;
}
button.decrement {
margin-right: 0;
}
span.sep {
margin: 0;
}
input {
flex: 0 0 2rem;
text-align: center;
margin-left: 2px;
margin-right: 2px;
}
}
}
/* ----------------------------------------- */
/* Entity Sheets Specifically */
/* ----------------------------------------- */
.sw5e.sheet {
.window-content {
overflow-y: hidden;
padding: 5px;
background: @sheetBackground;
font-size: 13px;
color: @colorDark;
form {
height: 100%;
overflow: hidden;
}
.tab {
height: 100%;
overflow-y: auto;
align-content: flex-start;
}
}
/* ----------------------------------------- */
/* Element Styles */
/* ----------------------------------------- */
// Input Fields
input[type="text"],
input[type="number"] {
background: none;
border: 1px solid transparent;
&:hover,
&:focus {
border: 1px solid #111;
}
}
// Select Fields
select {
flex: 1;
font-size: 12px;
height: 22px;
background: transparent;
}
// Rollable Titles
.editable .rollable:hover {
cursor: pointer;
}
.editable h4.rollable:hover,
.editable .rollable:hover > h4 {
color: #000;
text-shadow: 0 0 10px red;
}
// Separators
span.sep {
flex: none;
margin: 0 1px;
display: inline;
position: relative;
color: @colorTan;
font-weight: normal;
}
/* ----------------------------------------- */
/* TinyMCE */
/* ----------------------------------------- */
.editor {
height: 100%;
.tox-toolbar-overlord,
.tox-toolbar__primary {
background: none;
}
}
/* ----------------------------------------- */
/* Sheet Header */
/* ----------------------------------------- */
.sheet-header {
flex: 0 0 @headerHeight;
border-bottom: @borderGroove;
.header-details {
.russoOne();
}
/* Character Name */
h1 {
flex: 1;
border-bottom: none;
height: 60px;
margin: 0;
padding: 5px;
input {
display: block;
height: 50px;
font-size: 32px;
margin: 0;
}
}
/* Profile Image */
img.profile {
flex: 0 0 @headerHeight;
max-width: @headerHeight;
height: @headerHeight;
object-fit: contain;
border: none;
border-right: @borderGroove;
}
/* Header Summary Details */
.summary {
flex: 0 0 100%;
height: @detailsHeight;
margin: 0;
padding: 0;
list-style: none;
border-top: @borderGroove;
border-bottom: none;
li {
height: calc(100% - 6px);
float: left;
margin: 2px 0;
padding: 0;
border-right: @borderGroove;
line-height: 34px;
color: @colorOlive;
&:last-child {
border-right: none;
}
}
}
}
/* ----------------------------------------- */
/* Sheet Navigation */
/* ----------------------------------------- */
.sheet-navigation {
flex: 0 0 @navHeight;
margin-bottom: 5px;
.russoOne(14px);
.item {
height: 30px;
line-height: 32px;
margin: 0 24px;
border-bottom: 3px solid @colorBeige;
&.active {
border-bottom: 3px solid @colorCrimson;
}
}
}
/* ----------------------------------------- */
/* Sheet Body */
/* ----------------------------------------- */
.sheet-body {
flex: 1;
overflow: hidden;
}
/* ----------------------------------------- */
/* List Filters */
/* ----------------------------------------- */
.filter-list {
align-items: center;
list-style: none;
margin: 0;
padding: 0;
line-height: 16px;
max-width: 70%;
.filter-icon {
flex: none;
font-size: 14px;
color: @colorTan;
}
.filter-item {
text-align: center;
font-size: 12px;
margin: 0 6px 0 0;
border-bottom: 3px solid @colorBeige;
white-space: nowrap;
&:last-child {
margin: 0;
}
&:hover {
text-shadow: 0 0 4px red;
border-bottom: 3px solid @colorTan;
}
&.active {
border-bottom: 3px solid @colorCrimson;
}
}
}
/* ----------------------------------------- */
/* Trait Lists */
/* ----------------------------------------- */
.traits {
margin: 5px 0 0;
.trait-selector {
flex: 0 0 16px;
padding: 2px 0;
color: #999;
font-size: 10px;
}
.traits-list {
flex: 0 0 100%;
line-height: 20px;
list-style: none;
margin: 0;
padding: 0;
}
}
/* ----------------------------------------- */
/* Items Lists */
/* ----------------------------------------- */
.items-list {
list-style: none;
margin: 0;
padding: 0;
overflow-y: auto;
scrollbar-width: thin;
color: @colorTan;
// Child lists
.item-list {
list-style: none;
margin: 0;
padding: 0;
}
// Item Name
.item-name {
flex: 2;
margin: 0;
overflow: hidden;
font-size: 13px;
text-align: left;
align-items: center;
h3, h4 {
margin: 0;
white-space: nowrap;
overflow-x: hidden;
}
}
// Control Buttons
.item-controls {
flex: 0 0 60px;
justify-content: space-between;
a {
font-size: 12px;
text-align: center;
}
}
// Individual Item
.item {
align-items: center;
padding: 0 2px; // to align with the header border
border-bottom: 1px solid @colorFaint;
&:last-child { border-bottom: none; }
.item-name {
color: @colorDark;
.item-image {
flex: 0 0 30px;
height: 30px;
background-size: 30px;
border: none;
margin-right: 5px;
}
}
}
// Section Header
.items-header {
height: 28px;
margin: 2px 0;
padding: 0;
align-items: center;
background: rgba(0, 0, 0, 0.05);
border: @borderGroove;
font-weight: bold;
> * {
font-size: 12px;
text-align: center;
}
h3 {
padding-left: 5px;
//.modesto();
text-align: left;
font-size: 16px;
}
}
}
/* ----------------------------------------- */
/* Active Effects */
/* ----------------------------------------- */
.effects .item {
.effect-source,
.effect-duration,
.effect-controls {
text-align: center;
border-left: 1px solid @colorFaint;
border-right: 1px solid @colorFaint;
font-size: 12px;
}
.effect-controls {
border: none;
}
}
}
/* ----------------------------------------- */
/* Trait Selector
/* ----------------------------------------- */
.trait-selector {
.trait-list {
list-style: none;
margin: 0;
padding: 0;
}
input[type="text"] {
height: 24px;
margin: 2px;
}
}
/* ----------------------------------------- */
/* Actor Type Config Sheet Specifically */
/* ----------------------------------------- */
.actor-type {
.trait-list {
display: flex;
flex-wrap: wrap;
li {
flex-basis: 50%;
flex-grow: 1;
}
li.form-group {
flex-basis: 100%;
}
}
label.radio {
display: flex;
flex: auto;
font-size: 12px;
line-height: 20px;
font-weight: normal;
> input[type="radio"] {
margin: 0 5px 0 0;
}
}
li.custom-type input[type="radio"] {
display: none;
}
}
/* ----------------------------------------- */
/* Add Feature Prompt Specifically */
/* ----------------------------------------- */
.sw5e.select-items-prompt {
.dialog-content {
margin-bottom: 1em;
}
.items-list {
margin-top: 0.5em;
}
.item-name > label, .item-image, input {
cursor: pointer;
}
.item-name > label {
align-items: center;
}
}
/* ----------------------------------------- */
/* 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;
}

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@import "./variables.less";
/* ----------------------------------------- */
/* Basic Structure */
/* ----------------------------------------- */
.sw5e.sheet.actor.character {
min-width: 800px;
min-height: 680px;
/* ----------------------------------------- */
/* Sheet Header */
/* ----------------------------------------- */
.sheet-header {
// Character Profile image (larger)
img.profile {
flex: 0 0 160px;
max-width: 160px;
height: 160px;
}
// Character Level
.charlevel {
flex: 0 0 20px;
height: 20px;
font-size: 18px;
color: @colorTan;
white-space: nowrap;
}
// Experience Tracking
.experience {
flex: 0 0 32px;
margin-bottom: -5px;
align-items: center;
font-size: 18px;
span.max {
color: @colorTan;
flex: none;
margin-left: 3px;
}
}
.xpbar {
flex: 0 0 8px;
width: 100%;
margin-bottom: 5px;
background: @colorTan;
border: 1px solid #000;
border-radius: 3px;
.bar {
height: 4px;
margin: 1px;
display: block;
background: #afebff;
border: 1px solid #000;
border-radius: 2px;
}
}
// Header Attributes
.attributes {
a.rest {
border: 1px solid @colorBeige;
border-radius: 2px;
background: rgba(0, 0, 0, 0.05);
padding: 0 3px;
margin: 0 3px;
}
.hit-dice {
font-size: 24px;
}
.initiative .attribute-footer input {
width: 32px;
}
}
.summary .proficiency {
text-align: right;
padding-right: 5px;
}
}
/* ----------------------------------------- */
/* Sheet Body */
/* ----------------------------------------- */
// Custom Resources
.resource .attribute-value {
> input {
flex: 0 0 25%;
}
label.recharge {
height: 32px;
position: relative;
font-family: "Signika", sans-serif;
font-size: 11px;
text-align: center;
color: @colorOlive;
align-items: center;
input[type="checkbox"] {
height: 14px;
width: 14px;
margin: 0;
top: -6px;
}
}
}
ul.skills-list {
flex: 0 0 212px;
li.skill {
padding: 3px;
h4 {
flex: 1px;
margin: 0;
font-size: 13px;
}
}
}
.item-detail.player-class {
flex: 0 0 180px;
text-align: right;
padding-right: 10px;
}
/* ----------------------------------------- */
/* Item Controls */
/* ----------------------------------------- */
.inventory,
.powerbook {
.item-controls {
flex: 0 0 68px;
.item-toggle {
color: @colorBeige;
&.active {
color: @colorOlive;
}
&.fixed {
color: @colorCrimson;
&:hover {
text-shadow: none;
}
}
}
}
}
/* ----------------------------------------- */
/* Biography */
/* ----------------------------------------- */
.characteristics {
flex: 0 0 180px;
height: 100%;
padding: 0 3px 3px;
label {
flex: 0 0 20px;
.russoOne();
font-size: 16px;
font-weight: normal;
line-height: 20px;
text-align: center;
}
textarea {
.openSans();
border: 1px solid @colorFaint;
resize: none;
}
}
.biography {
max-width: calc(100% - 180px);
}
}

104
src/less/original/chat.less Normal file
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@import "variables.less";
/* ----------------------------------------- */
/* Chat Cards
/* ----------------------------------------- */
.sw5e.chat-card,
.midi-qol-item-card {
font-style: normal;
font-size: 12px;
.card-header {
padding: 3px 0;
border-top: 2px groove #FFF;
border-bottom: 2px groove #FFF;
img {
flex: 0 0 36px;
margin-right: 5px;
}
h3 {
flex: 1;
margin: 0;
line-height: 36px;
.engli-Besh();
color: @colorOlive;
&:hover {
color: #111;
text-shadow: 0 0 10px red;
}
}
}
.card-content {
margin: 5px 0;
h3 {
font-size: 12px;
margin: 0;
font-weight: bold;
}
> * {
-webkit-user-select: text;
-moz-user-select: text;
-ms-user-select: text;
user-select: text;
}
}
.card-buttons {
margin: 5px 0;
span {
display: block;
line-height: 28px;
text-align: center;
border: 1px solid @borderLight;
}
button {
font-size: 12px;
height: 24px;
line-height: 20px;
margin: 2px 0;
}
}
.card-footer {
padding: 3px 0 0;
border-top: 2px groove #FFF;
span {
border-right: 2px groove #FFF;
padding: 0 3px 0 0;
font-size: 10px;
&:last-child {
border-right: none;
padding-right: 0;
}
}
}
}
.dice-roll .dice-total {
&.success {
color: inherit;
background: #c7d0c0;
border: 1px solid #006c00;
}
&.failure {
color: inherit;
background: #ffdddd;
border: 1px solid #6e0000;
}
&.critical {
color: green;
}
&.fumble {
color: red;
}
}

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@import "./variables.less";
.sw5e.sheet.item {
min-height: 660px;
min-width: 680px;
/* ----------------------------------------- */
/* Sheet Header */
/* ----------------------------------------- */
.sheet-header {
img.profile {
border: 2px solid #000;
}
h1 {
input {
font-size: 26px;
}
}
.header-details.flexrow {
h1 {
font-size: 26px;
}
.charname {
font-size: 26px;
}
}
.item-subtitle {
flex: 0 0 80px;
height: 60px;
margin: 0;
padding: 5px;
text-align: right;
color: @colorTan;
.item-type {
font-size: 20px;
line-height: 24px;
margin: 0;
}
.item-status {
font-size: 16px;
line-height: 24px;
}
.summary {
li {
font-size: 16px;
}
}
}
}
.sheet-navigation {
margin-bottom: 5px;
.item {
font-size: 16px;
}
}
.sheet-body {
overflow: hidden;
h1 {
font-family: 'Russo One';
font-size: 20px;
font-weight: 400;
text-transform: uppercase;
letter-spacing: 0.5px;
border-bottom: none;
color: #c40f0f;
}
h2 {
font-family: 'Russo One';
font-size: 18px;
font-weight: 400;
text-transform: uppercase;
letter-spacing: 0.5px;
border-bottom: 2px solid rgb(13, 153, 204);
color: #c40f0f;
}
h3 {
font-family: 'Russo One';
font-size: 16px;
font-weight: 400;
text-transform: uppercase;
letter-spacing: 0.5px;
border-bottom: none;
color: #c40f0f;
}
.smalltable {
table {
border-top: none;
border-bottom: none;
width: 200px;
}
td {
&:nth-child(odd) {
width: 50px;
margin: 0.5em 0.5em;
text-align: center;
}
&:nth-child(even) {
width: 150px;
margin: 0.5em 0.5em;
padding: 0 10px 0 10px;
text-align: left;
}
}
thead {
border-bottom: 0;
}
th {
color: #000000;
text-shadow: none;
border-bottom: 0;
background-color: #bdc8cc;
text-transform: none;
font-weight: bold;
font-family: 'Open Sans';
&:nth-child(odd) {
width: 50px;
margin: 0.5em 0.5em;
text-align: center;
}
&:nth-child(even) {
width: 150px;
margin: 0.5em 0.5em;
padding: 0 10px 0 10px;
text-align: left;
}
}
}
.medtable {
table {
width: 500px;
border: 0;
margin: 0.5em 0.5em;
}
td {
&:nth-child(odd) {
width: 50px;
margin: 0.5em 0.5em;
text-align: center;
}
&:nth-child(even) {
width: 450px;
margin: 0.5em 0.5em;
padding: 0 10px 0 0;
text-align: left;
}
}
thead {
border-bottom: 0;
}
th {
color: #000000;
text-shadow: none;
border-bottom: 0;
background-color: #bdc8cc;
text-transform: none;
font-weight: bold;
font-family: 'Open Sans';
&:nth-child(odd) {
text-align: center;
}
&:nth-child(even) {
text-align: left;
}
}
}
.classtable {
blockquote {
border-left: 0;
border-right: 0;
background-color: #bdc8cc;
width: 600px;
h3 {
color: #000000;
text-transform: uppercase;
font-family: 'Russo One';
font-size: 16px;
}
}
table {
width: 100%;
border-collapse: collapse;
background: rgba(0, 0, 0, 0.05);
border-left: 0;
border-right: 0;
border-top: 0;
border-bottom: 0;
margin: 0.5em 0;
font-style: normal;
text-shadow: none;
}
thead {
color: #000000;
text-shadow: none;
border-bottom: 0;
background-color: #bdc8cc;
text-transform: none;
font-style: normal;
font-family: 'Open Sans';
}
th {
color: #000000;
text-shadow: none;
border-bottom: 0;
background-color: #bdc8cc;
text-transform: none;
font-style: normal;
font-weight: bold;
font-family: 'Open Sans';
}
tbody {
text-align: center;
}
}
.speciestable {
blockquote {
width: 620px;
padding: 15px 10px;
margin: 15px;
line-height: 20px;
background-color: #bdc8cc;
border-top: 2px solid #0d99cc !important;
border-bottom: 2px solid #0d99cc !important;
border-left: 0 !important;
border-right: 0 !important;
-webkit-box-shadow: 0 0 1.5em rgba(13, 153, 204, .5) !important;
box-shadow: 0 0 1.5em rgba(13, 153, 204, .5) !important;
overflow-x: auto;
h3 {
color: #000000;
font-size: 22px;
border-bottom: none;
}
}
table {
background-color: #bdc8cc;
border-collapse: collapse;
width: 100%;
line-height: 18px;
margin-bottom: 15px;
border: 0;
border-bottom: none;
overflow-x: auto;
tbody {
tr {
&:nth-child(odd) {
background-color: #c9d6db;
}
&:nth-child(even) {
background-color: #bdc8cc;
}
}
}
td {
&:nth-child(1) {
padding-right: 5px;
width: 100px;
font-style: italic;
font-weight: 800;
}
}
h3 {
font-family: 'Russo One';
color: #000000;
font-size: 15px;
text-transform: uppercase;
}
thead {
font-style: normal;
font-size: 18px;
background-color: #bdc8cc;
text-shadow: none;
text-align: left;
line-height: 20px;
border-top: 5px solid #0d99cc;
border-bottom: 0;
}
}
}
.icon {
&:before {
display: inline-block;
font-style: normal;
font-variant: normal;
text-rendering: auto;
-webkit-font-smoothing: antialiased;
}
}
a.entity-link {
background: #DDD;
padding: 1px 4px;
border: 1px solid #4b4a44;
border-radius: 2px;
white-space: nowrap;
word-break: break-all;
i {
&::before {
content: url("ui/jedi-order.svg") !important;
display: inline-block;
position: relative;
top: 2px;
height: 15px;
width: 15px;
}
}
}
#species-description {
h2 {
font-family: 'Russo One';
font-size: 20px;
font-weight: 400;
letter-spacing: 0.5px;
border-bottom: 2px solid rgb(13, 153, 204);
color: #c40f0f;
}
}
#Traits {
h2 {
font-family: 'Russo One';
font-size: 20px;
font-weight: 400;
text-transform: uppercase;
letter-spacing: 0.5px;
border-bottom: 2px solid rgb(13, 153, 204);
color: #c40f0f;
}
}
.tab {
padding: 0 5px;
overflow: hidden auto;
}
.item-properties {
flex: 0 0 120px;
margin: 5px 5px 5px 0;
padding-right: 5px;
border-right: @borderGroove;
.form-group {
margin: 0;
label {
line-height: 20px;
}
input {
text-align: right;
}
}
.properties-list {
list-style: none;
margin: 0;
padding: 0;
li {
margin: 3px 0;
padding: 0 2px;
background: rgba(0, 0, 0, 0.05);
border: @borderGroove;
text-align: center;
font-size: 12px;
line-height: 18px;
}
}
}
}
/* ----------------------------------------- */
/* Item Details Form */
/* ----------------------------------------- */
.details {
// Item Sheet form fields
input[type="text"],
input[type="number"],
select {
height: 24px;
border: 1px solid @colorTan;
background: rgba(0, 0, 0, 0.05);
}
.form-group {
span {
text-align: center;
line-height: 24px;
}
}
.form-group.input-select {
select {
flex: 1.8;
}
}
.form-group.input-select-select {
select {
flex: 1.5;
}
}
.form-group.uses-per {
.form-fields {
flex-wrap: nowrap;
}
input {
flex: 0 0 32px;
}
span {
flex: 0 0 16px;
margin: 0 4px 0 0;
}
}
span.sep {
flex: 0 0 8px;
}
.prepared {
flex: 1.3 !important;
text-align: right;
padding-right: 10px;
}
// Power Materials
.power-materials {
flex: 0 0 100%;
margin: 0.25em 0;
justify-content: flex-end;
label {
flex: 0 0 64px;
text-align: right;
margin-right: 5px;
font-size: 12px;
line-height: 24px;
}
input[type="text"] {
flex: 0 0 48px;
margin-right: 10px;
}
}
}
/* ----------------------------------------- */
/* Item Actions */
/* ----------------------------------------- */
h4.damage-header {
margin: 0;
padding: 0;
font-weight: bold;
line-height: 24px;
color: @colorOlive;
}
.damage-parts {
list-style: none;
margin: 0;
padding: 0;
.damage-part {
flex: 0 0 100%;
padding: 0;
input {
flex: 3;
}
select {
margin-left: 5px;
flex: 1;
}
}
}
.damage-control {
width: 18px;
flex: 0 0 18px;
line-height: 24px;
float: right;
text-align: right;
color: @colorTan;
}
.recharge.form-group {
span {
text-align: right;
padding-right: 3px;
}
input[type="text"] {
flex: 0 0 32px;
text-align: center;
}
label.checkbox {
flex: none;
input {
width: 16px;
height: 16px;
top: 4px;
}
}
}
/* ----------------------------------------- */
/* Item Actions */
/* ----------------------------------------- */
.weapon-properties label.checkbox {
flex: 0 0 98px;
}
/* ----------------------------------------- */
/* Loot Sheet (No Tabs) */
/* ----------------------------------------- */
.loot-header {
margin-bottom: 10px;
}
}

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@ -0,0 +1,57 @@
@import "./variables.less";
/* ----------------------------------------- */
/* Basic Structure */
/* ----------------------------------------- */
.sw5e.sheet.actor.npc {
min-width: 872px;
min-height: 680px;
.header-exp {
flex: 0 0 80px;
justify-content: center;
.cr {
flex: 0 0 32px;
line-height: 28px;
margin-bottom: -5px;
font-size: 24px;
input {
width: 32px;
padding: 0;
text-align: center;
}
}
.experience {
flex: 0 0 18px;
color: @colorTan;
font-size: 16px;
}
}
.summary {
font-size: 18px;
li.creature-type {
display: flex;
justify-content: space-between;
width: 1em;
padding: 0 3px;
span {
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
.config-button {
display: none;
font-size: 12px;
font-weight: normal;
line-height: 2em;
}
&:hover .config-button {
display: block;
}
}
}
}

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@import "variables.less";
@import "apps.less";
@import "actors.less";
@import "items.less";
@import "chat.less";
@import "character.less";
@import "npc.less";
@import "vehicle.less";

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@ -0,0 +1,109 @@
/* Deprecated vars */
@borderLight: #CCC;
@borderDark: #666;
/* ----------------------------------------- */
/* Fonts */
/* ----------------------------------------- */
/* russo-one-regular - latin */
@font-face {
font-family: 'Russo One';
font-style: normal;
font-weight: 400;
src: url('./fonts/RussoOne.ttf');
}
.russoOne(@font-size: 20px) {
font-family: 'Russo One';
font-size: @font-size;
font-weight: 400;
}
/* engli-besh */
@font-face {
font-family: 'Engli-Besh';
font-style: normal;
font-weight: 400;
src: url('./fonts/EngliBesh-KG3W.ttf');
}
.engli-Besh {
font-family: 'Engli-Besh';
font-size: 20px;
font-weight: 400;
}
/* open-sans-regular - latin */
@font-face {
font-family: 'Open Sans';
font-style: normal;
font-weight: 400;
src: url('./fonts/OpenSans-Regular.ttf');
}
.openSans {
font-family: 'Open Sans';
font-size: 20px;
font-weight: 400;
}
/* ----------------------------------------- */
/* Sheet Styles */
/* ----------------------------------------- */
@colorDark: #191813;
@colorFaint: #c9c7b8;
@colorBeige: #b5b3a4;
@colorTan: #7a7971;
@colorOlive: #4b4a44;
@colorCrimson: #44191A;
@borderGroove: 2px groove #eeede0;
//@sheetBackground: url("ui/parchment.jpg") repeat;
//SW5e Colors
@colorBlack: #1C1C1C;
@colorDarkGray: #363636;
@colorGray: #4f4f4f;
@colorLightGray: #828282;
@colorPaleGray: #D6D6D6;
@colorRed: #c40f0f;
@colorPaleRed: #FBF4F4;
@colorLightRed: #F6E1E1;
@colorBlue: #0d99cc;
@colorLightBlue: #7ed6f7;
@colorPaleBlue: #afc6d6;
@sheetBackground: linear-gradient(90deg, @colorPaleBlue 0%, @colorPaleGray 30%, @colorPaleGray 70%, @colorPaleBlue); //url("ui/parchment.webp") repeat;
/* ----------------------------------------- */
/* Flexbox */
/* ----------------------------------------- */
.flexrow {
display: flex;
flex-direction: row;
flex-wrap: wrap;
justify-content: flex-start;
> * {
flex: 1;
}
.flex1 { flex: 1; }
.flex2 { flex: 2; }
.flex3 { flex: 3; }
.flex4 { flex: 4; }
}
.flexcol {
display: flex;
flex-direction: column;
flex-wrap: nowrap;
> * {
flex: 1;
}
.flex1 { flex: 1; }
.flex2 { flex: 2; }
.flex3 { flex: 3; }
.flex4 { flex: 4; }
}

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.sw5e.sheet.actor.vehicle {
.features {
.item-controls {
flex: 0 0 68px;
.item-toggle {
color: #b5b3a4;
&.active {
color: #4b4a44;
}
}
}
}
.counters {
.counter.creature-cap {
.counter-value {
flex: 1;
}
input {
max-width: none;
text-align: right;
}
}
.counter.cargo-cap {
input {
max-width: 40px;
text-align: right;
}
}
}
}

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@ -0,0 +1,146 @@
//override Primary Red
@colorRed: #E81111;
@colorDarkBg: #2b2b2b;
//Background
@primaryBackground: linear-gradient(90deg,#626262 0,#4d4d4d 30%,#4d4d4d 70%,#626262);
//Typography
@headingColor: @colorRed;
@headerBorderColor: @colorBlue;
@bodyFontColor: white;
@linkColor: @colorRed;
@linkSecondaryColor: @colorPaleGray;
@blockquoteBackground: @colorPaleRed;
@blockquoteBorder: @colorRed;
@blockquoteShadow: 0 0 20px rgba(@colorRed, 0.8);
//forms
@inputBackgroundColor: @colorDarkGray;
@inputBorderNormal: @colorLightGray;
@inputBorderHover: @colorGray;
@inputBorderFocus: @colorRed;
@inputTextColor: white;
@buttonBackground: @colorRed;
@buttonTextColor: white;
@buttonHoverBackground: lighten(@colorRed, 5);
@buttonSecondaryBackground: @colorLightGray;
@buttonSecondaryTextColor: white;
@buttonSecondaryHoverBackground: lighten(@colorLightGray, 5);
//other bits
@hrColor: @colorBlue;
@tableTextColor: white;
@tableHeaderTextColor: @colorPaleGray;
@tableBackground: @colorGray;
@tableRowHoverBackground: lighten(@colorLightGray, 10);
@tableRowBorderColor: @colorLightGray;
//universalColors
@windowHeaderBackground: @colorDarkBg;
@windowHeaderLinkColor: @colorRed;
//Sidebar
@sidebarTabBackground: @windowHeaderBackground;
@sidebarTabLinkColor: @windowHeaderLinkColor;
@sidebarTabLinkUnderline: @colorRed;
@chatBackground: @colorDarkGray;
@chatHeaderColor: @colorRed;
@chatHeaderBottomBorderColor: @colorBlue;
@chatNotificationColor: @colorBlue;
@cardButtonBorder: @colorLightGray;
@cardFooterBorder: @colorLightBlue;
@cardFooterSeparator: @colorPaleGray;
@diceFormulaBackground: @colorGray;
@diceFormualColor: white;
@diceTotalBackground: @colorPaleRed;
@diceTotalBorder: @colorRed;
@diceTotalShadow: @colorRed;
@diceSuccessColor: @colorGreen;
@diceFailureColor: @colorRed;
@diceCriticalBackground: @colorPaleGreen;
@diceCriticalColor: @colorGreen;
@diceFumbleBackground: @colorPaleRed;
@diceFumbleColor: @colorRed;
@altRowBackground: @colorGray;
@combatRoundColor: @colorRed;
@combatRoundBorder: @colorBlue;
@combatCombatantControlColor: @colorPaleGray;
@combatCombatantControlColorActive: @colorRed;
@combatActiveCombatantColor: @colorBlue;
@combatTokenResourceColor: white;
@combatTokenResouceBorder: @colorLightGray;
@combatControlsBorder: @colorBlue;
@folderSearchIconColor: @colorBlue;
@folderSubdirectoryBackground: @colorDarkBg;
@folderSubdirectoryBorder: @colorLightGray;
@directoryListItemBorder: @colorBlue;
@folderHeaderBackground: @colorDarkBg;
@folderHeaderColor: white;
@folderIconColor: @colorBlue;
@entityBackgroundColor: @colorDarkBg;
@entityNameColor: @colorBlack;
@sceneBorderColor: @colorBlue;
@sceneBackgroundColor: @colorDarkBg;
@playlistBackgroundColor: @colorDarkBg;
@playlistHeaderBorder: @colorBlue;
@playlistSoundColor: @colorBlack;
@compendiumEntityBackground: @colorDarkBg;
@compendiumStatusIcon: @colorLightGray;
@foundryNavBgColor: rgba(@colorLightBlue, 0.4);
@foundryNavTextColor: white;
@foundryNavBorderColor: @colorBlue;
@foundryNavBgColorGM: @colorBlue;
@foundryNavBorderColorGM: @colorPaleBlue;
@foundryNavSceneLinkColor: white;
@foundryNavActiveBgColor: rgba(@colorRed, 0.6);
@foundryNavActiveBorderColor: lighten(@colorRed, 20);
@foundryNavActiveGlow: darken(@colorRed, 20);
@foundryNavContextShadow: darken(@colorBlue, 20);
@foundryNavContextBorderColor: @colorBlue;
@foundryPlayersArrowColor: @colorLightGray;
@actorPanelBgColor: white;
@actorNameColor: @colorRed;
@actorXPBarBorder: @colorGray;
@actorXPBarBackground: @colorPaleBlue;
@actorXPBarColor: @colorBlue;
@actorProficiencyTextColor: @colorGray;
@actorAttributeInputColor: @colorGray;
@actorSeparatorColor: @colorLightGray;
@actorAttributeButtonBorder: @colorPaleGray;
@actorAttributeButtonBorderHover: @colorRed;
@actorNavigationTabsColor: @colorGray;
@actorNavigationTabsActiveColor: @colorRed;
@actorNavigationTabsHoverBgColor: rgba(@colorGray, 0.1);
@actorNavigationTabsActiveHoverBgColor: rgba(@colorRed, 0.1);
@actorFilterBorderColor: @colorLightGray;
@actorFilterHoverColor: @colorRed;
@actorFilterActiveColor: @colorRed;
@actorGroupListHeaderBgColor: lighten(@colorPaleGray, 10);
@actorGroupListTitleBorderColor: @colorBlue;
@actorGroupListColumnBorderColor: @colorPaleGray;
@actorGroupListAltRowColor: lighten(@colorPaleGray, 10);
@actorItemRollableD20Color: @colorGray;
@actorItemRollableD20HoverColor: @colorRed;
@actorItemControlToggleColor: @colorLightGray;
@actorAbilityScoreColor: @colorGray;
@actorAbilityBorderColor: @colorPaleGray;
@actorSkillsAltRowColor: lighten(@colorPaleGray, 10);
@actorEncumbranceLabelBackground: @colorPaleGray;
@actorEncumbranceTextColor: @colorBlack;
@actorEncumbranceBorderColor: @colorBlack;
@actorEncumbranceBarBgColor: @colorPaleBlue;
@actorEncumbranceBarColor: @colorBlue;

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//Background
@primaryBackground: linear-gradient(90deg,#afc6d6 0,#d6d6d6 30%,#d6d6d6 70%,#afc6d6);// linear-gradient(90deg, @colorPaleBlue 0%, @colorPaleGray 30%, @colorPaleGray 70%, @colorPaleBlue);
//Typography
@headingColor: @colorRed;
@headerBorderColor: @colorBlue;
@bodyFontColor: @colorBlack;
@linkColor: @colorRed;
@linkSecondaryColor: @colorGray;
@blockquoteBackground: @colorPaleBlue;
@blockquoteBorder: @colorBlue;
@blockquoteShadow: 0 0 20px rgba(@colorBlue, 0.8);
//forms
@inputBackgroundColor: white;
@inputBorderNormal: @colorLightGray;
@inputBorderHover: @colorGray;
@inputBorderFocus: @colorRed;
@inputTextColor: @colorBlack;
@buttonBackground: @colorRed;
@buttonTextColor: white;
@buttonHoverBackground: lighten(@colorRed, 5);
@buttonSecondaryBackground: @colorPaleGray;
@buttonSecondaryTextColor: @colorBlack;
@buttonSecondaryHoverBackground: lighten(@colorPaleGray, 5);
//other bits
@hrColor: @colorBlue;
@tableTextColor: @colorBlack;
@tableHeaderTextColor: @colorLightGray;
@tableBackground: white;
@tableRowHoverBackground: lighten(@colorPaleGray, 10);
@tableRowBorderColor: @colorPaleGray;
//universalColors
@windowHeaderBackground: white;
@windowHeaderLinkColor: @colorRed;
//Sidebar
@sidebarTabBackground: @windowHeaderBackground;
@sidebarTabLinkColor: @windowHeaderLinkColor;
@sidebarTabLinkUnderline: @colorRed;
@chatBackground: white;
@chatHeaderColor: @colorRed;
@chatHeaderBottomBorderColor: @colorBlue;
@chatNotificationColor: @colorBlue;
@cardButtonBorder: @colorLightGray;
@cardFooterBorder: @colorLightBlue;
@cardFooterSeparator: @colorPaleGray;
@diceFormulaBackground: @colorPaleGray;
@diceFormualColor: @colorBlack;
@diceTotalBackground: @colorPaleBlue;
@diceTotalBorder: @colorBlue;
@diceTotalShadow: @colorBlue;
@diceSuccessColor: @colorGreen;
@diceFailureColor: @colorRed;
@diceCriticalBackground: @colorPaleGreen;
@diceCriticalColor: @colorGreen;
@diceFumbleBackground: @colorPaleRed;
@diceFumbleColor: @colorRed;
@altRowBackground: @colorPaleBlue;
@combatRoundColor: @colorRed;
@combatRoundBorder: @colorBlue;
@combatCombatantControlColor: @colorLightGray;
@combatCombatantControlColorActive: @colorDarkGray;
@combatActiveCombatantColor: @colorBlue;
@combatTokenResourceColor: @colorGray;
@combatTokenResouceBorder: @colorLightGray;
@combatControlsBorder: @colorBlue;
@folderSearchIconColor: @colorBlue;
@folderSubdirectoryBackground: white;
@folderSubdirectoryBorder: @colorBlack;
@directoryListItemBorder: @colorBlue;
@folderHeaderBackground: white;
@folderHeaderColor: @colorBlack;
@folderIconColor: @colorBlue;
@entityBackgroundColor: white;
@entityNameColor: @colorBlack;
@sceneBorderColor: @colorBlue;
@sceneBackgroundColor: white;
@playlistBackgroundColor: white;
@playlistHeaderBorder: @colorBlue;
@playlistSoundColor: @colorBlack;
@compendiumEntityBackground: white;
@compendiumStatusIcon: @colorLightGray;
@foundryNavBgColor: rgba(@colorLightBlue, 0.4);
@foundryNavTextColor: white;
@foundryNavBorderColor: @colorBlue;
@foundryNavBgColorGM: @colorBlue;
@foundryNavBorderColorGM: @colorPaleBlue;
@foundryNavSceneLinkColor: white;
@foundryNavActiveBgColor: rgba(@colorRed, 0.6);
@foundryNavActiveBorderColor: lighten(@colorRed, 20);
@foundryNavActiveGlow: darken(@colorRed, 20);
@foundryNavContextShadow: darken(@colorBlue, 20);
@foundryNavContextBorderColor: @colorBlue;
@foundryPlayersArrowColor: @colorLightGray;
@actorPanelBgColor: white;
@actorNameColor: @colorRed;
@actorXPBarBorder: @colorGray;
@actorXPBarBackground: @colorPaleBlue;
@actorXPBarColor: @colorBlue;
@actorProficiencyTextColor: @colorGray;
@actorAttributeInputColor: @colorGray;
@actorSeparatorColor: @colorLightGray;
@actorAttributeButtonBorder: @colorPaleGray;
@actorAttributeButtonBorderHover: @colorRed;
@actorNavigationTabsColor: @colorGray;
@actorNavigationTabsActiveColor: @colorRed;
@actorNavigationTabsHoverBgColor: rgba(@colorGray, 0.1);
@actorNavigationTabsActiveHoverBgColor: rgba(@colorRed, 0.1);
@actorFilterBorderColor: @colorLightGray;
@actorFilterHoverColor: @colorRed;
@actorFilterActiveColor: @colorRed;
@actorGroupListHeaderBgColor: lighten(@colorPaleGray, 10);
@actorGroupListTitleBorderColor: @colorBlue;
@actorGroupListColumnBorderColor: @colorPaleGray;
@actorGroupListAltRowColor: lighten(@colorPaleGray, 10);
@actorItemRollableD20Color: @colorGray;
@actorItemRollableD20HoverColor: @colorRed;
@actorItemControlToggleColor: @colorLightGray;
@actorAbilityScoreColor: @colorGray;
@actorAbilityBorderColor: @colorPaleGray;
@actorSkillsAltRowColor: lighten(@colorPaleGray, 10);
@actorEncumbranceLabelBackground: @colorPaleGray;
@actorEncumbranceTextColor: @colorBlack;
@actorEncumbranceBorderColor: @colorBlack;
@actorEncumbranceBarBgColor: @colorPaleBlue;
@actorEncumbranceBarColor: @colorBlue;

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/* ----------------------------------------- */
/* Fonts */
/* ----------------------------------------- */
.russoOne(@size: 20px) {
font-family: 'Russo One';
font-size: @size;
font-weight: 400;
letter-spacing: 0.5px;
}
.openSans(@size: 13px, @weight: 400) {
font-family: 'Open Sans';
font-size: @size;
font-weight: @weight;
}
.fontAwesome() {
font-family: "Font Awesome 5 Free";
-webkit-font-smoothing: antialiased;
display: inline-block;
font-style: normal;
font-variant: normal;
text-rendering: auto;
font-weight: 900;
}
/* ----------------------------------------- */
/* Sheet Styles */
/* ----------------------------------------- */
@colorDark: #191813;
@colorFaint: #c9c7b8;
@colorBeige: #b5b3a4;
@colorTan: #7a7971;
@colorOlive: #4b4a44;
@colorCrimson: #44191A;
@borderGroove: 2px groove #eeede0;
//@sheetBackground: url("ui/parchment.jpg") repeat;
//SW5e Colors
@colorBlack: #1C1C1C;
@colorDarkGray: #363636;
@colorGray: #4f4f4f;
@colorLightGray: #828282;
@colorPaleGray: #D6D6D6;
@colorRed: #c40f0f;
@colorPaleRed: #FBF4F4;
@colorLightRed: #F6E1E1;
@colorBlue: #0d99cc;
@colorLightBlue: #7ed6f7;
@colorPaleBlue: #afc6d6;
@colorGreen: #0dce0d;
@colorPaleGreen: #bcdcbe;
@sheetBackground: linear-gradient(90deg, @colorPaleBlue 0%, @colorPaleGray 30%, @colorPaleGray 70%, @colorPaleBlue);
.dropShadow1(){
box-shadow: 0 2px 2px 0 rgba(0,0,0,0.14), 0 3px 1px -2px rgba(0,0,0,0.12), 0 1px 5px 0 rgba(0,0,0,0.2);
}
.dropShadow2() {
box-shadow: 0 4px 5px 0 rgba(0,0,0,0.14), 0 1px 10px 0 rgba(0,0,0,0.12), 0 2px 4px -1px rgba(0,0,0,0.3);
}
.dropShadow3() {
box-shadow: 0 8px 17px 2px rgba(0,0,0,0.14), 0 3px 14px 2px rgba(0,0,0,0.12), 0 5px 5px -3px rgba(0,0,0,0.2);
}

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.panel {
background: @actorPanelBgColor;
}
.sw5e.sheet .window-content {
color: @colorBlack;
background: linear-gradient(90deg,#afc6d6 0,#d6d6d6 30%,#d6d6d6 70%,#afc6d6);
input,
select {
color: @colorBlack;
&:hover {
border-color: @inputBorderHover;
}
&:focus {
border-color: @inputBorderFocus;
}
}
button {
&:hover,
&:focus {
border-color: @inputBorderFocus;
}
}
}
.sw5e.sheet.actor {
color: @colorBlack;
input, select, textarea {
&:hover {
border-color: @inputBorderFocus;
}
&:focus {
border-color: @inputBorderFocus;
}
}
.swalt-sheet {
section>h1 {
border-bottom: 2px solid @colorBlue;
}
header {
h1.character-name {
color: @actorNameColor;
input[type="text"] {
color: @actorNameColor;
}
}
.level-experience {
.xpbar {
border: 1px solid @actorXPBarBorder;
background-color: @actorXPBarBackground;
.bar {
background-color: @actorXPBarColor;
}
}
}
.summary {
input,
.proficiency {
color: @actorProficiencyTextColor;
}
}
.attributes {
.attribute-value,
.attribute-value input {
color: @actorAttributeInputColor;
}
.attribute-value {
.value-separator {
color: @actorSeparatorColor;
}
}
footer {
button {
border: 1px solid @actorAttributeButtonBorder;
&:hover {
color: @actorAttributeButtonBorderHover;
}
}
&.hit-points,
&.hit-dice,
&.initiative {
button {
border: 1px solid @actorAttributeButtonBorder;
color: @colorRed;
&:hover {
border-color: @actorAttributeButtonBorderHover;
}
}
}
}
}
}
nav.sheet-navigation {
.item {
color: @actorNavigationTabsColor;
&.active {
color: @actorNavigationTabsActiveColor;
border-bottom-color: @actorNavigationTabsActiveColor;
&:hover {
background: @actorNavigationTabsHoverBgColor;
}
}
&:hover {
background: @actorNavigationTabsHoverBgColor;
}
}
}
.tab {
.filter-list {
.filter-item {
border-bottom: 2px solid @actorFilterBorderColor;
&:hover {
color: @actorFilterHoverColor;
}
&.active {
color: @actorFilterActiveColor;
border-bottom-color: @actorFilterActiveColor;
}
}
}
.group-list-header {
background: @actorGroupListHeaderBgColor;
}
.group-list-title {
border-bottom: 1px solid @actorGroupListTitleBorderColor;
}
.group-list-header,
.group-list {
.item-detail {
border-left: 1px solid @actorGroupListColumnBorderColor;
}
}
.group-list,
.group-list ol {
li.item {
&:nth-child(even) {
background-color: @actorGroupListAltRowColor;
}
h4 {
color: @colorBlack;
}
.item-name {
.item-image {
&::before {
color: @actorItemRollableD20Color;
}
}
&.rollable:hover {
.item-image {
&:hover {
&::before {
color: @actorItemRollableD20HoverColor;
}
}
}
}
}
.item-control {
&:hover {
color: @linkColor !important;
}
&.item-toggle {
color: @actorItemControlToggleColor;
&.active {
color: @colorBlack;
}
}
}
}
}
}
.tab.attributes {
.abilities {
.scores {
li {
border: 1px solid @actorAbilityBorderColor;
h2 {
&:hover {
color: @linkColor;
}
}
.ability-score {
color: @actorAbilityScoreColor;
}
.ability-modifiers {
.ability-mod,
.ability-save {
border-color: @actorAbilityBorderColor;
}
}
}
}
.skills {
li {
&:nth-child(even) {
background-color: @actorSkillsAltRowColor;
}
.proficiency-toggle {
color: @colorBlack;
}
.skill-name {
&:hover {
color: @linkColor;
}
}
}
}
}
.traits-resources {
nav {
button {
color: @actorNavigationTabsColor;
&.active {
color: @actorNavigationTabsActiveColor;
border-bottom-color: @actorNavigationTabsActiveColor;
&:hover {
background: @actorNavigationTabsActiveHoverBgColor;
}
}
&:hover {
background: @actorNavigationTabsHoverBgColor;
}
}
}
section.traits {
.trait-selector {
i.fas {
color: @linkColor;
}
}
.languages {
label {
&:hover {
color: @linkColor;
}
}
}
}
section.resources {
.resource-items {
.resource {
h1 {
input {
color: @headingColor;
border-bottom: 2px solid @headerBorderColor;
}
}
.attribute-value,
.attribute-value input {
color: @actorAttributeInputColor;
}
.attribute-value {
.value-separator {
color: @actorSeparatorColor;
}
}
}
}
.counters {
.counter {
h4 {
&.rollable {
&:hover {
color: @linkColor;
}
}
}
.death-success {
i {
color: @colorGreen;
}
}
.death-fail {
i {
color: @colorRed;
}
}
}
}
}
}
}
.tab.inventory {
.currency {
color: @headingColor;
}
.encumbrance-wrapper {
.encumbrance-label {
background: @actorEncumbranceLabelBackground;
color: @actorEncumbranceTextColor;
border: 1px solid @actorEncumbranceBorderColor;
}
.encumbrance {
background: @actorEncumbranceBarBgColor;
.encumbrance-bar {
background: @actorEncumbranceBarColor;
}
}
}
}
.tab.force-powerbook,
.tab.tech-powerbook {
.powercasting-ability {
label,
h3 {
color: @headingColor;
span {
color: @colorBlack;
}
}
}
}
.tab.notes {
section {
&>input {
color: @headingColor;
border-bottom: 2px solid @headerBorderColor;
}
}
}
}
&.npc {
.swalt-sheet {
header {
div.creature-type:hover {
border-color: @inputBorderFocus;
}
.experience {
color: @actorProficiencyTextColor;
}
}
}
}
}

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input[type="text"], input[type="number"], input[type="password"], input[type="date"], input[type="time"], select, textarea, .roundTransition {
border-radius: 4px;
transition: all 0.3s;
&:hover {
box-shadow: none;
}
&:focus {
box-shadow: none;
}
}
input[type=range] {
-webkit-appearance: none; /* Hides the slider so that custom slider can be made */
width: 100%; /* Specific width is required for Firefox. */
background: transparent; /* Otherwise white in Chrome */
}
input[type=range]::-webkit-slider-thumb{
-webkit-appearance: none;
background: @colorRed;
width: 12px;
height: 12px;
border-radius: 32px;
cursor: pointer;
box-shadow: none;
}
input[type=range]::-moz-range-thumb{
-webkit-appearance: none;
background: @colorRed;
width: 12px;
height: 12px;
border-radius: 32px;
cursor: pointer;
box-shadow: none;
}
input[type=range]::-ms-thumb {
-webkit-appearance: none;
background: @colorRed;
width: 12px;
height: 12px;
border-radius: 32px;
cursor: pointer;
box-shadow: none;
}
input[type=range]::-webkit-slider-runnable-track {
width: 100%;
height: 6px;
cursor: pointer;
background: @colorLightBlue;
border-radius: 4px;
border: 1px solid @colorBlue;
box-shadow: none;
}
input[type=range]:focus::-webkit-slider-runnable-track {
background: @colorBlue;
}
input[type=range]::-moz-range-track {
width: 100%;
height: 6px;
cursor: pointer;
background: @colorLightBlue;
border-radius: 4px;
border: 1px solid @colorBlue;
box-shadow: none;
}
input[type=range]::-ms-track {
width: 100%;
height: 6px;
cursor: pointer;
background: @colorLightBlue;
border-radius: 4px;
border: 1px solid @colorBlue;
box-shadow: none;
}
input[type=range]:focus {
outline: none; /* Removes the blue border. You should probably do some kind of focus styling for accessibility reasons though. */
}
input[type=range]::-ms-track {
width: 100%;
cursor: pointer;
/* Hides the slider so custom styles can be added */
background: transparent;
border-color: transparent;
color: transparent;
}
button, input[type="button"], input[type="submit"], input[type="reset"] {
.openSans(13px, 700);
text-align: center;
border: none;
border-radius: 4px;
cursor: pointer;
transition: all 0.3s;
&:hover, &:focus {
box-shadow: none;
}
&:disabled {
opacity: 0.6;
cursor: default;
}
}

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input[type="text"], input[type="number"], input[type="password"], input[type="date"], input[type="time"], select, textarea {
border: 1px solid @inputBorderNormal;
&:hover {
border-color: @inputBorderHover;
}
&:focus {
border-color: @inputBorderFocus;
}
&::placeholder {
color: @inputTextColor;
opacity: 0.5;
}
::-ms-input-placeholder { /* Microsoft Edge */
color: @inputTextColor;
opacity: 0.5;
}
}
button, input[type="button"], input[type="submit"], input[type="reset"] {
background: @buttonBackground;
color: @buttonTextColor;
&:hover, &:focus {
background: @buttonHoverBackground;
}
&:disabled {
&:hover, &:focus {
background: @buttonBackground;
}
}
}
input[type="reset"], button.secondary, button[type="reset"], input[type="button"].secondary, input[type="submit"].secondary {
background: @buttonSecondaryBackground;
color: @buttonSecondaryTextColor;
&:hover {
background: @buttonSecondaryHoverBackground;
}
&:disabled {
&:hover, &:focus {
background: @buttonSecondaryBackground;
}
}
}
form {
button {
border: none;
}
.notes, .hint {
color: rgba(@bodyFontColor, 0.8);
}
}

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.window-app {
border-radius: 4px;
border: none;
.dropShadow2();
& > header {
background: @windowHeaderBackground;
border-radius: 4px 4px 0 0;
border: none;
.dropShadow1();
margin-bottom: 4px;
}
.window-content {
background: @primaryBackground;
color: @bodyFontColor;
footer {
margin-top: 8px;
}
}
&.minimized {
& > header, & > .window-header {
border: none;
border-radius: 4px;
margin: 0;
}
}
}
#client-settings {
nav.tabs {
border: none;
font-size: 17px;
line-height: 1.6;
a.item {
border-bottom: 3px solid transparent;
color: @bodyFontColor;
&:hover {
text-decoration: none;
}
&.active {
text-shadow: none;
border-bottom-color: @sidebarTabLinkUnderline;
}
}
}
section.content {
border: none;
margin-top: 4px;
}
}
.dialog-buttons {
margin-top: 8px;
button:last-child {
margin-right: 0;
}
button:not(.default) {
border: 1px solid @buttonBackground;
margin-right: 4px;
background: @buttonSecondaryBackground;
color: @buttonSecondaryTextColor;
&:hover {
background: @buttonSecondaryHoverBackground;
}
}
button.normal.default {
border: none;
background: @buttonBackground;
color: @buttonTextColor;
&:hover {
background: @buttonHoverBackground;
}
}
}

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#navigation {
#nav-toggle {
background: @foundryNavBgColor;
color: @foundryNavTextColor;
transform: rotate(-90deg);
}
.nav-item {
border: 1px solid @foundryNavBorderColor;
}
#scene-list {
.scene {
border: 1px solid @foundryNavBorderColor;
background: rgba(@foundryNavBgColor, 0.4);
a {
color: @foundryNavSceneLinkColor;
}
&.gm {
border: 1px solid @foundryNavBorderColorGM;
background: rgba(@foundryNavBgColorGM, 0.4);
}
&.view, &.context {
box-shadow: 0 0 8px @foundryNavContextShadow;
border-color: @foundryNavContextBorderColor;
}
&.active {
border-color: @foundryNavActiveBorderColor;
background: @foundryNavActiveBgColor;
box-shadow: 0 0 8px @foundryNavActiveGlow;
}
}
}
}
#controls {
.scene-control, .control-tool {
background: @foundryNavBgColor;
color: @foundryNavTextColor;
border: 1px solid @foundryNavBorderColor;
box-shadow: none;
&:hover {
background: @foundryNavBgColor;
box-shadow: 0 0 8px @foundryNavContextShadow;
}
&.active {
border-color: @foundryNavActiveBorderColor;
background: @foundryNavActiveBgColor;
box-shadow: 0 0 8px @foundryNavActiveGlow;
}
}
}
#players {
border: none;
border-radius: 4px;
h3 {
background: @sidebarTabBackground;
border: none;
margin: 0;
padding: 0 8px;
font-size: 17px;
line-height: 30px;
.dropShadow1();
border-radius: 4px 4px 0 0;
.players-mode {
color: @foundryPlayersArrowColor;
}
}
ol {
margin: 4px 0;
.player-name.self {
color: inherit;
font-weight: 700;
}
.player {
color: @bodyFontColor;
}
.player-active {
margin-top: 7px;
&.active {
box-shadow: none;
}
}
}
}

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#sidebar {
border: none; //1px solid @colorBlue;
&.collapsed {
#sidebar-tabs {
min-height: 370px;
justify-content: center;
& > .item.active {
border: none;
}
}
}
}
#sidebar-tabs {
border: none;
box-shadow: none;
justify-content: space-between;
.dropShadow1();
.item {
font-size: 16px;
}
.item.active {
border: none;
box-shadow: none;
background: none;
text-shadow: none;
}
}
/*-----------
** Chat Tab
-----------*/
#chat-log {
.chat-message {
border: none;
border-radius: 4px;
margin-bottom: 8px;
.dropShadow1();
& > header {
color: @colorRed;
border-bottom: 2px solid @colorBlue;
margin-bottom: 4px;
span {
color: @colorBlack;
}
}
}
}
.notification-pip {
color: @colorBlue;
}
.sw5e.chat-card,
.midi-qol-item-card {
.card-header {
padding: 0;
border: none;
img {
flex: 0 0 36px;
margin-right: 4px;
}
h3 {
flex: 1;
margin: 0;
line-height: 36px;
.russoOne(17px);
border-bottom: none;
&:hover {
text-shadow: none;
}
}
}
.card-content {
margin: 4px 0;
h3 {
font-size: 12px;
margin: 0;
font-weight: bold;
}
> * {
-webkit-user-select: text;
-moz-user-select: text;
-ms-user-select: text;
user-select: text;
}
}
.card-buttons {
margin: 4px 0;
span {
display: block;
line-height: 28px;
text-align: center;
}
button {
.openSans(13px, 700);
padding: 4px 0;
height: auto;
line-height: 1.6;
margin: 4px 0;
border: none;
border-radius: 4px;
&:hover, &:focus {
box-shadow: none;
}
}
}
.card-footer {
padding: 4px 0 0;
span {
padding: 0 4px 0 0;
font-size: 10px;
&:last-child {
border-right: none;
padding-right: 0;
}
}
}
}
.dice-roll {
.dice-formula {
border: none;
box-shadow: none;
border-radius: 4px;
}
.dice-total {
border-radius: 0;
padding: 4px 0;
}
}
#chat-controls {
padding-top: 4px;
}
#chat-form textarea {
&:focus {
box-shadow: none;
outline: none;
}
}
/*-----------
** Combat Tab
-----------*/
#combat {
h3 {
border: none;
}
#combat-tracker {
li.combatant {
padding: 4px 0;
background: none;
.token-name {
text-shadow: none;
}
.ce-image-wrapper {
.token-image {
width: auto;
height: auto;
}
}
h4 {
color: @colorBlack;
}
.roll {
background: none;
&::before {
content: "\f6cf";
.fontAwesome();
font-size: 28px;
}
}
.initiative {
text-shadow: none;
}
&.hidden {
opacity: 0.5;
}
}
}
#combat-controls {
padding-top: 0;
}
}
/*
** Folders
*/
.sidebar-tab {
.directory-header {
margin-bottom: 4px;
.header-search {
position: relative;
i.fa-search {
position: absolute;
left: 8px;
}
input {
text-align: left;
padding-left: 22px;
&:focus {
box-shadow: none;
}
}
}
}
.subdirectory {
border: none;
margin-left: 8px;
min-height: 8px;
}
.directory-list {
padding-bottom: 4px;
.folder {
& > .folder-header {
line-height: initial;
padding: 0 0 0 8px;
position: relative;
border: none;
h3 {
padding: 8px 4px;
.openSans(13px, 700);
line-height: 1.6;
& > i {
margin-right: 4px;
}
}
a {
position: absolute;
top: 0;
right: 4px;
height: 100%;
padding: 0 4px;
i {
margin-top: 12px;
}
&.create-folder {
right: 28px;
}
}
}
}
.directory-item img {
flex: 0 0 32px;
height: 32px;
width: 32px;
align-self: center;
}
.actor, .item, .journal, .table {
border: none;
.entity-name {
.openSans(13px, 700);
}
}
}
}
#scenes {
.subdirectory {
border-left: none;
}
.scene {
border: none;
box-shadow: none;
position: relative;
height: 128px;
& + .scene {
margin-top: 4px;
}
&::after {
content: '';
display: block;
width: 100%;
height: 99px;
position: absolute;
top: 28px;
left: 0;
}
h3 {
.openSans(13px, 700);
text-align: left;
text-shadow: none;
padding: 4px 4px 4px 12px;
line-height: 1.6;
position: absolute;
top: 0;
left: 0;
width: 100%;
}
}
}
#playlists {
.directory-list {
padding: 0 8px;
li.playlist {
padding: 8px;
border-radius: 4px;
margin-bottom: 8px;
border-top: inherit;
.dropShadow1();
.playlist-header {
text-decoration: none;
}
li.sound {
border: none;
h4 {
.openSans(13px, 400);
}
}
}
}
}
#compendium {
.compendium-entity {
margin: 0 4px;
padding: 8px;
.dropShadow1();
border-radius: 4px;
border: none;
&+ .compendium-entity {
margin-top: 4px;
}
h3 {
background: none;
border: none;
.russoOne(17px);
padding: 0;
margin-bottom: 4px;
}
ol.compendium-list {
li.compendium-pack {
margin: 0;
padding: 4px;
border: none;
.pack-title {
margin: 0;
position: relative;
a {
.openSans(13px, 700);
i {
display: none;
}
}
.status-icons {
top: 4px;
font-size: 13px;
}
}
}
}
}
}
#settings {
h2 {
border: none;
margin: 0 8px;
padding: 0;
background: none;
}
#game-details, #settings-game, #settings-documentation, #settings-access {
padding: 0 8px;
margin: 0 0 8px;
}
}

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#sidebar-tabs {
background: @sidebarTabBackground;
& > .collapse {
color: @sidebarTabLinkColor;
}
.item.active {
color: @sidebarTabLinkColor;
border-bottom: 3px solid @sidebarTabLinkUnderline;
}
}
/*-----------
** Chat Tab
-----------*/
#chat-log {
.chat-message {
background: @chatBackground;
color: @bodyFontColor;
& > header {
color: @chatHeaderColor;
border-bottom: 2px solid @chatHeaderBottomBorderColor;
span {
color: @bodyFontColor;
}
}
}
}
.notification-pip {
color: @chatNotificationColor;
}
.sw5e.chat-card,
.midi-qol-item-card {
.card-header {
h3 {
color: @bodyFontColor;
&:hover {
color: @bodyFontColor;
}
}
}
.card-buttons {
span {
border: 1px solid @cardButtonBorder;
}
}
.card-footer {
border-top: 1px solid @cardFooterBorder;
span {
border-right: 1px solid @cardFooterSeparator;
&:last-child {
border-right: none;
}
}
}
}
.dice-roll {
.dice-formula {
background: @diceFormulaBackground;
color: @diceFormualColor;
box-shadow: none;
border-radius: 4px;
}
.dice-total {
background: @diceTotalBackground;
border: 1px solid @diceTotalBorder;
box-shadow: 0 0 12px rgba(@diceTotalShadow,.8);
&.success {
color: @diceSuccessColor;
}
&.failure {
color: @diceFailureColor;
}
&.critical {
color: @diceCriticalColor;
background: @diceCriticalBackground;
box-shadow: 0 0 12px rgba(@diceCriticalColor,.5);
}
&.fumble {
color: @diceFumbleColor;
background: @diceFumbleBackground;
box-shadow: 0 0 12px rgba(@diceFumbleColor,.5);
}
}
}
#chat-controls {
.roll-type-select {
background: #a9a9a9;
color: #1C1C1C;
}
label {
color: @bodyFontColor;
}
}
#chat-form textarea {
background: #a9a9a9;
color: #1C1C1C;
}
/*-----------
** Combat Tab
-----------*/
#combat {
#combat-round {
color: @combatRoundColor;
border-bottom: 2px solid @combatRoundColor;
.encounters {
h4 {
color: @combatRoundColor;
}
a {
color: @linkSecondaryColor;
&:hover {
color: @linkColor;
}
}
}
}
#combat-tracker {
//padding-top: 4px;
li.combatant {
color: @bodyFontColor;
&:nth-child(even) {
background: rgba(@altRowBackground, 0.5);
}
h4 {
color: @bodyFontColor
}
.roll {
color: @linkSecondaryColor;
&:hover {
color: @linkColor;
}
}
.combatant-control {
color: @combatCombatantControlColor;
&.active {
color: @combatCombatantControlColorActive;
}
}
.token-resource {
color: @combatTokenResourceColor;
border-right: 1px solid @combatTokenResouceBorder;
}
&.active {
color: @combatActiveCombatantColor;
.initiative, h4 {
color: @combatActiveCombatantColor;
}
}
&.hidden {
color: @bodyFontColor;
}
}
}
#combat-controls {
border-top: 1px solid @combatControlsBorder;
}
}
/*
** Folders
*/
.sidebar-tab {
.directory-header {
.header-search {
i.fa-search {
color: @folderSearchIconColor;
}
input {
background: @inputBackgroundColor;
}
}
}
.subdirectory {
background: @folderSubdirectoryBackground;
.folder {
border-left: 2px solid rgba(@folderSubdirectoryBorder, 0.4);
}
}
.directory-list {
li + li {
border-top: 1px solid @directoryListItemBorder;
}
.folder {
& > .folder-header {
background: @folderHeaderBackground;
h3 {
background: @folderHeaderBackground;
color: @folderHeaderColor;
& > i {
color: @folderIconColor;
}
}
a {
color: @linkSecondaryColor;
&:hover {
color: @linkColor;
}
}
}
&.collapsed > .folder-header {
background: @folderHeaderBackground;
}
& + .entity {
border-top: 1px solid @directoryListItemBorder;
}
}
.actor, .item, .journal, .table {
background: @entityBackgroundColor;
.entity-name {
color: @entityNameColor;
}
&:nth-child(even) {
background: rgba(@altRowBackground, 0.3);
}
}
}
}
#scenes {
.scene {
border-top: 1px solid @sceneBorderColor;
border-left: 4px solid @sceneBorderColor;
&::after {
box-shadow: 0 0 20px @sceneBorderColor inset;
}
h3 {
background: @sceneBackgroundColor;
}
}
}
#playlists {
.directory-list {
li.playlist {
background: @playlistBackgroundColor;
.playlist-header {
background: @playlistBackgroundColor;
color: @colorRed;
border-bottom: 2px solid @playlistHeaderBorder;
}
li.sound {
color: @playlistSoundColor;
}
a.sound-control {
color: @linkColor;
}
}
}
}
#compendium {
.compendium-entity {
background: @compendiumEntityBackground !important;
h3 {
border-bottom: 2px solid @headerBorderColor;
}
ol.compendium-list {
li.compendium-pack {
&:nth-child(even) {
background: rgba(@altRowBackground, 0.3);
}
.pack-title {
.status-icons {
color: @compendiumStatusIcon;
}
}
footer.compendium-footer {
color: @bodyFontColor;
}
}
}
}
}
#settings {
h2 {
color: @headingColor;
border-bottom: 2px solid @headerBorderColor;
}
#game-details, #settings-game, #settings-documentation, #settings-access {
color: @bodyFontColor;
}
}

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@ -0,0 +1,500 @@
#sidebar {
border: none; //1px solid @colorBlue;
}
#sidebar-tabs {
border: none;
box-shadow: none;
background: white;
.dropShadow1();
& > .collapse {
color: @colorRed;
}
.item {
font-size: 16px;
}
.item.active {
color: @colorRed;
border: none;
border-bottom: 3px solid @colorRed;
box-shadow: none;
background: none;
text-shadow: none;
}
}
/*-----------
** Chat Tab
-----------*/
#chat-log {
.chat-message {
background: white;
border: none;
border-radius: 4px;
margin-bottom: 8px;
.dropShadow1();
& > header {
color: @colorRed;
border-bottom: 2px solid @colorBlue;
margin-bottom: 4px;
span {
color: @colorBlack;
}
}
}
}
.notification-pip {
color: @colorBlue;
text-shadow: none;
}
.sw5e.chat-card,
.midi-qol-item-card {
font-size: 13px;
.card-header {
padding: 0;
border: none;
img {
flex: 0 0 36px;
margin-right: 4px;
}
h3 {
flex: 1;
margin: 0;
line-height: 36px;
.russoOne(17px);
color: @colorBlack;
&:hover {
color: @colorBlack;
text-shadow: none;
}
}
}
.card-content {
margin: 4px 0;
h3 {
font-size: 12px;
margin: 0;
font-weight: bold;
}
> * {
-webkit-user-select: text;
-moz-user-select: text;
-ms-user-select: text;
user-select: text;
}
}
.card-buttons {
margin: 4px 0;
span {
display: block;
line-height: 28px;
text-align: center;
border: 1px solid @colorLightGray;
}
button {
.openSans(13px, 700);
padding: 4px 0;
height: auto;
line-height: 1.6;
margin: 4px 0;
background: @colorRed;
border: none;
border-radius: 4px;
&:hover, &:focus {
background-color: lighten(@colorRed, 5);
box-shadow: none;
}
}
}
.card-footer {
padding: 4px 0 0;
border-top: 1px solid @colorLightBlue;
span {
border-right: 2px groove #FFF;
padding: 0 4px 0 0;
font-size: 10px;
&:last-child {
border-right: none;
padding-right: 0;
}
}
}
}
.dice-roll {
.dice-formula {
background: none;
border: none;
}
.dice-total {
background: @colorPaleBlue;
border: 1px solid @colorBlue;
border-radius: 0;
padding: 4px 0;
box-shadow: 0 0 12px rgba(@colorBlue,.5);
&.success {
color: inherit;
background: #c7d0c0;
border: 1px solid #006c00;
}
&.failure {
color: inherit;
background: #ffdddd;
border: 1px solid #6e0000;
}
&.critical {
color: @colorGreen;
background: @colorPaleGreen;
box-shadow: 0 0 12px rgba(@colorGreen,.5);
}
&.fumble {
color: red;
}
}
}
#chat-controls {
&.roll-type-select {
background: #4f4f4f;
color: #FFFFFF;
}
padding-top: 4px;
label {
color: @colorBlack;
}
}
#chat-form textarea {
background: #4f4f4f;
&:focus {
box-shadow: none;
outline: none;
}
}
/*-----------
** Combat Tab
-----------*/
#combat {
#combat-round {
color: @colorRed;
border-bottom: 2px solid @colorBlue;
.encounters {
h4 {
color: @colorRed;
}
a {
color: @colorGray;
&:hover {
color: @colorRed;
}
}
}
}
#combat-tracker {
//padding-top: 4px;
li.combatant {
padding: 4px 0;
color: @colorBlack;
background: none;
&:nth-child(even) {
background: rgba(@colorPaleBlue, 0.5);
}
h4 {
color: @colorBlack;
text-shadow: none;
}
.roll {
background: none;
color: @colorGray;
&::before {
content: "\f6cf";
.fontAwesome();
font-size: 28px;
}
&:hover {
color: @colorRed;
}
}
.combatant-control {
color: @colorLightGray;
text-shadow: none;
&.active {
color: @colorDarkGray;
}
}
.token-resource {
color: @colorGray;
border-right: 1px solid @colorLightGray;
}
.initiative {
text-shadow: none;
}
&.active {
color: @colorBlue;
.initiative, h4 {
color: @colorBlue;
}
}
&.hidden {
opacity: 0.5;
color: @colorBlack;
}
}
}
#combat-controls {
padding-top: 0;
border-top: 1px solid @colorBlue;
}
}
/*
** Folders
*/
.sidebar-tab {
.directory-header {
margin-bottom: 4px;
.header-search {
position: relative;
i.fa-search {
position: absolute;
left: 8px;
color: @colorBlue;
}
input {
text-align: left;
padding-left: 22px;
background: white;
&:focus {
box-shadow: none;
}
}
}
}
.subdirectory {
border: none;
margin-left: 8px;
background: white;
min-height: 8px;
.folder {
border-left: 2px solid rgba(@colorBlack, 0.4);
}
}
.directory-list {
padding-bottom: 4px;
li + li {
border-top: 1px solid @colorBlue;
}
.folder {
& > .folder-header {
line-height: initial;
padding: 0 0 0 8px;
position: relative;
border: none;
background: white;
h3 {
padding: 8px 4px;
background: white;
color: @colorBlack;
.openSans(13px, 700);
line-height: 1.6;
& > i {
margin-right: 4px;
color: @colorBlue;
}
}
a {
position: absolute;
top: 0;
right: 4px;
height: 100%;
padding: 0 4px;
color: @colorLightGray;
&:hover {
color: @colorRed;
}
i {
margin-top: 12px;
}
&.create-folder {
right: 28px;
}
}
}
&.collapsed > .folder-header {
background: white;
}
& + .entity {
border-top: 1px solid @colorBlue;
}
}
.directory-item img {
flex: 0 0 32px;
height: 32px;
width: 32px;
align-self: center;
}
.actor, .item, .journal, .table {
background: white;
border: none;
.entity-name {
.openSans(13px, 700);
color: @colorBlack;
}
&:nth-child(even) {
background: rgba(@colorPaleBlue, 0.3);
}
}
}
}
#scenes {
.subdirectory {
border-left: none;
}
.scene {
border: none;
border-top: 1px solid @colorBlue;
border-left: 4px solid @colorBlue;
box-shadow: none;
position: relative;
height: 128px;
//margin-bottom: 4px;
& + .scene {
margin-top: 4px;
}
&::after {
content: '';
display: block;
width: 100%;
height: 99px;
position: absolute;
top: 28px;
left: 0;
box-shadow: 0 0 20px @colorBlue inset;
}
h3 {
.openSans(13px, 700);
text-align: left;
text-shadow: none;
padding: 4px 4px 4px 12px;
background: white;
line-height: 1.6;
position: absolute;
top: 0;
left: 0;
width: 100%;
}
}
}
#playlists {
.directory-list {
padding: 0 8px;
li.playlist {
padding: 8px;
border-radius: 4px;
background: white;
margin-bottom: 8px;
border-top: inherit;
.dropShadow1();
.playlist-header {
background: white;
color: @colorRed;
text-decoration: none;
border-bottom: 2px solid @colorBlue;
}
li.sound {
border: none;
color: @colorBlack;
h4 {
.openSans(13px, 400);
}
}
a.sound-control {
color: @colorRed;
}
}
}
}
#compendium {
.compendium-entity {
margin: 0 4px;
padding: 8px;
background: white !important;
.dropShadow1();
border-radius: 4px;
border: none;
&+ .compendium-entity {
margin-top: 4px;
}
h3 {
border: none;
color: @colorRed;
border-bottom: 2px solid @colorBlue;
.russoOne(17px);
padding: 0;
margin-bottom: 4px;
}
ol.compendium-list {
li.compendium-pack {
margin: 0;
padding: 4px;
border: none;
&:nth-child(even) {
background: rgba(@colorPaleBlue, 0.3);
}
.pack-title {
margin: 0;
position: relative;
a {
.openSans(13px, 700);
i {
display: none;
}
}
.status-icons {
top: 4px;
color: @colorLightGray;
font-size: 13px;
}
}
footer.compendium-footer {
color: @colorBlack;
}
}
}
}
}
#settings {
h2 {
color: @colorRed;
border: none;
border-bottom: 2px solid @colorBlue;
margin: 0 8px;
padding: 0;
}
#game-details, #settings-game, #settings-documentation, #settings-access {
padding: 0 8px;
margin: 0 0 8px;
color: @colorBlack;
}
}

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@ -0,0 +1,57 @@
@import "_variables.less";
@import "_variables-dark.less";
body.dark-theme {
.app {
background: @primaryBackground;
}
h1,
h2,
h3,
h4,
h5,
h6 {
color: @headingColor;
}
h3 {
border-bottom: 2px solid @headerBorderColor;
}
a {
color: @linkColor;
text-decoration: none;
&:hover,
&:active {
text-shadow: none;
text-decoration: underline;
}
}
blockquote {
padding: 4px 8px;
background-color: @blockquoteBackground;
border: 1px solid @blockquoteBorder;
box-shadow: @blockquoteShadow;
}
hr {
border-width: 0 0 1px 0;
border-bottom: 1px solid @hrColor;
}
select {
color: white;
background-color: rgba(0, 0, 0, 0.5);
}
input[type="text"], input[type="number"], input[type="password"], input[type="date"], input[type="time"], select, textarea {
color: @inputTextColor;
}
@import "components/forms-themes.less";
@import "components/sidebar-themes.less";
@import "components/foundry-nav-themes.less";
@import "components/foundry-app-window-themes.less";
@import "components/actor-themes.less";
}

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@ -0,0 +1,194 @@
/* open-sans-regular - latin */
@font-face {
font-family: 'Open Sans';
font-style: normal;
font-weight: 400;
src: url('./fonts/OpenSans-Regular.ttf');
}
@font-face {
font-family: 'Open Sans';
font-style: italic;
font-weight: 400;
src: url('./fonts/OpenSans-Italic.ttf');
}
@font-face {
font-family: 'Open Sans';
font-style: normal;
font-weight: 700;
src: url('./fonts/OpenSans-Bold.ttf');
}
@font-face {
font-family: 'Open Sans';
font-style: italic;
font-weight: 700;
src: url('./fonts/OpenSans-BoldItalic.ttf');
}
/* russo-one-regular - latin */
@font-face {
font-family: 'Russo One';
font-style: normal;
font-weight: 400;
src: url('./fonts/RussoOne.ttf');
}
@font-face {
font-family: 'Russo One';
font-style: italic;
font-weight: 400;
src: url('./fonts/RussoOne.ttf');
}
@font-face {
font-family: 'Russo One';
font-style: normal;
font-weight: 700;
src: url('./fonts/RussoOne.ttf');
}
@font-face {
font-family: 'Aurebesh';
font-style: normal;
font-weight: 400;
src: url('./fonts/Aurebesh.ttf');
}
@font-face {
font-family: 'Engli-Besh';
font-style: normal;
font-weight: 400;
src: url('./fonts/EngliBesh-KG3W.ttf');
}
@import "_variables.less";
html {
box-sizing: border-box;
}
*, *:before, *:after {
box-sizing: inherit;
}
// ::-webkit-scrollbar {
// width: 6px;
// height: 6px;
// }
::-webkit-scrollbar-track {
border: 1px solid @colorBlue;
border-radius: 4px;
}
::-webkit-scrollbar-thumb {
outline: none;
border-radius: 4px;
background: @colorBlue;
border: none;
}
:root {
scrollbar-width: thin;
scrollbar-color: @colorBlue @colorPaleBlue;
}
body {
.openSans(13px, 400);
background-image: url('./ui/SW5e-logo.svg');
background-repeat: no-repeat;
background-size: cover;
}
h1 {
.russoOne(34px);
}
h2 {
.russoOne(27px);
}
h3 {
.russoOne(21px);
}
h4 {
.russoOne(17px);
}
h5, h6 {
.russoOne(13px);
}
a {
text-decoration: none;
&:hover, &:active {
text-shadow: none;
text-decoration: underline;
}
}
.app {
border: none;// 1px solid @colorBlue;
.dropShadow1();
}
#pause {
img {display: none;}
background: none;
height: 128px;
&::before {
content: '';
position: absolute;
top: 0;
margin-left: -64px;
left: 50%;
width: 128px;
height: 128px;
background: url("ui/pause-inner.svg") no-repeat 50% 50%;
animation-name: pause-spin;
animation-duration: 10000ms;
animation-iteration-count: infinite;
animation-timing-function: linear;
}
&::after {
content: '';
position: absolute;
top: 0;
margin-left: -64px;
left: 50%;
width: 128px;
height: 128px;
background: url("ui/pause-outer.svg") no-repeat 50% 50%;
animation-name: pause-spin;
animation-duration: 5000ms;
animation-iteration-count: infinite;
animation-timing-function: linear;
animation-direction: reverse;
}
h3 {
border-bottom: 0;
line-height: 1;
position: absolute;
top: 50%;
left: 50%;
width: 256px;
margin-left: -128px;
margin-top: -13px;
text-shadow: 0 0 24px @colorBlue;
&::before, &::after {
position: absolute;
font-family: "Aurebesh", sans-serif;
font-size: 13px;
color: @colorGray;
animation: none;
opacity: 0.8;
text-shadow: 0 0 8px @colorBlue;
}
&::before {
content: "GAME";
top: -13px;
left: 42px;
}
&::after {
content: "PAUSED";
bottom: -13px;
right: 42px;
}
}
}
@import "components/forms-global.less";
@import "components/sidebar-global.less";
@import "components/actor-global.less";
@keyframes pause-spin {
from {
transform:rotate(0deg);
}
to {
transform: rotate(360deg);
}
}

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@ -0,0 +1,47 @@
@import "_variables.less";
@import "_variables-light.less";
body.light-theme {
.app {
background: @primaryBackground;
}
h1,
h2,
h3,
h4,
h5,
h6 {
color: @headingColor;
}
h3 {
border-bottom: 2px solid @headerBorderColor;
}
a {
color: @linkColor;
text-decoration: none;
&:hover,
&:active {
text-shadow: none;
text-decoration: underline;
}
}
blockquote {
padding: 4px 8px;
background-color: @blockquoteBackground;
border: 1px solid @blockquoteBorder;
box-shadow: @blockquoteShadow;
}
hr {
border-width: 0 0 1px 0;
border-bottom: 1px solid @hrColor;
}
@import "components/forms-themes.less";
@import "components/sidebar-themes.less";
@import "components/foundry-nav-themes.less";
@import "components/foundry-app-window-themes.less";
@import "components/actor-themes.less";
}

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@ -0,0 +1,61 @@
@import "variables.less";
a {
color: @colorRed;
text-decoration: none;
&:hover, &:active {
text-shadow: none;
text-decoration: underline;
}
}
.app {
background: @sheetBackground;
border: none;// 1px solid @colorBlue;
.dropShadow1();
}
#context-menu {
background: none;
border: none;
border-radius: 0;
color: @colorBlack;
padding: 0 8px;
ol.context-items {
background: white;
border-radius: 4px;
border: 1px solid @colorLightGray;
.dropShadow2();
li.context-item {
&:first-child {
border-top-left-radius: 4px;
border-top-right-radius: 4px;
}
&:last-child {
border-bottom-left-radius: 4px;
border-bottom-right-radius: 4px;
}
i {
color: @colorBlue;
}
&:hover {
background: @colorRed;
color: white;
text-shadow: none;
cursor: pointer;
i {
color: white;
}
}
& + li {
border-top: 1px solid @colorPaleGray;
}
}
}
}
@import "components/forms.less";
@import "components/sidebar.less";

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src/module/actor/entity.js Normal file

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import Item5e from "../../../item/entity.js";
import TraitSelector from "../../../apps/trait-selector.js";
import ActorSheetFlags from "../../../apps/actor-flags.js";
import ActorHitDiceConfig from "../../../apps/hit-dice-config.js";
import ActorMovementConfig from "../../../apps/movement-config.js";
import ActorSensesConfig from "../../../apps/senses-config.js";
import ActorTypeConfig from "../../../apps/actor-type.js";
import {SW5E} from '../../../config.js';
import {onManageActiveEffect, prepareActiveEffectCategories} from "../../../effects.js";
/**
* Extend the basic ActorSheet class to suppose SW5e-specific logic and functionality.
* This sheet is an Abstract layer which is not used.
* @extends {ActorSheet}
*/
export default class ActorSheet5e extends ActorSheet {
constructor(...args) {
super(...args);
/**
* Track the set of item filters which are applied
* @type {Set}
*/
this._filters = {
inventory: new Set(),
forcePowerbook: new Set(),
techPowerbook: new Set(),
features: new Set(),
effects: new Set()
};
}
/* -------------------------------------------- */
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
scrollY: [
".inventory .group-list",
".features .group-list",
".force-powerbook .group-list",
".tech-powerbook .group-list",
".effects .effects-list"
],
tabs: [{navSelector: ".tabs", contentSelector: ".sheet-body", initial: "description"}]
});
}
/* -------------------------------------------- */
/**
* A set of item types that should be prevented from being dropped on this type of actor sheet.
* @type {Set<string>}
*/
static unsupportedItemTypes = new Set();
/* -------------------------------------------- */
/** @override */
get template() {
if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/newActor/expanded-limited-sheet.html";
return `systems/sw5e/templates/actors/newActor/${this.actor.data.type}-sheet.html`;
}
/* -------------------------------------------- */
/** @override */
getData(options) {
// Basic data
let isOwner = this.actor.isOwner;
const data = {
owner: isOwner,
limited: this.actor.limited,
options: this.options,
editable: this.isEditable,
cssClass: isOwner ? "editable" : "locked",
isCharacter: this.actor.type === "character",
isNPC: this.actor.type === "npc",
isStarship: this.actor.type === "starship",
isVehicle: this.actor.type === 'vehicle',
config: CONFIG.SW5E,
rollData: this.actor.getRollData.bind(this.actor)
};
// The Actor's data
const actorData = this.actor.data.toObject(false);
data.actor = actorData;
data.data = actorData.data;
// Owned Items
data.items = actorData.items;
for ( let i of data.items ) {
const item = this.actor.items.get(i._id);
i.labels = item.labels;
}
data.items.sort((a, b) => (a.sort || 0) - (b.sort || 0));
// Labels and filters
data.labels = this.actor.labels || {};
data.filters = this._filters;
// Ability Scores
for ( let [a, abl] of Object.entries(actorData.data.abilities)) {
abl.icon = this._getProficiencyIcon(abl.proficient);
abl.hover = CONFIG.SW5E.proficiencyLevels[abl.proficient];
abl.label = CONFIG.SW5E.abilities[a];
}
// Skills
if (actorData.data.skills) {
for (let [s, skl] of Object.entries(actorData.data.skills)) {
skl.ability = CONFIG.SW5E.abilityAbbreviations[skl.ability];
skl.icon = this._getProficiencyIcon(skl.value);
skl.hover = CONFIG.SW5E.proficiencyLevels[skl.value];
if (data.actor.type === "starship") {
skl.label = CONFIG.SW5E.starshipSkills[s];
}else{
skl.label = CONFIG.SW5E.skills[s];
}
}
}
// Movement speeds
data.movement = this._getMovementSpeed(actorData);
// Senses
data.senses = this._getSenses(actorData);
// Update traits
this._prepareTraits(actorData.data.traits);
// Prepare owned items
this._prepareItems(data);
// Prepare active effects
data.effects = prepareActiveEffectCategories(this.actor.effects);
// Return data to the sheet
return data
}
/* -------------------------------------------- */
/**
* Prepare the display of movement speed data for the Actor*
* @param {object} actorData The Actor data being prepared.
* @param {boolean} [largestPrimary=false] Show the largest movement speed as "primary", otherwise show "walk"
* @returns {{primary: string, special: string}}
* @private
*/
_getMovementSpeed(actorData, largestPrimary=false) {
const movement = actorData.data.attributes.movement || {};
// Prepare an array of available movement speeds
let speeds = [
[movement.burrow, `${game.i18n.localize("SW5E.MovementBurrow")} ${movement.burrow}`],
[movement.climb, `${game.i18n.localize("SW5E.MovementClimb")} ${movement.climb}`],
[movement.fly, `${game.i18n.localize("SW5E.MovementFly")} ${movement.fly}` + (movement.hover ? ` (${game.i18n.localize("SW5E.MovementHover")})` : "")],
[movement.swim, `${game.i18n.localize("SW5E.MovementSwim")} ${movement.swim}`]
]
if ( largestPrimary ) {
speeds.push([movement.walk, `${game.i18n.localize("SW5E.MovementWalk")} ${movement.walk}`]);
}
// Filter and sort speeds on their values
speeds = speeds.filter(s => !!s[0]).sort((a, b) => b[0] - a[0]);
// Case 1: Largest as primary
if ( largestPrimary ) {
let primary = speeds.shift();
return {
primary: `${primary ? primary[1] : "0"} ${movement.units}`,
special: speeds.map(s => s[1]).join(", ")
}
}
// Case 2: Walk as primary
else {
return {
primary: `${movement.walk || 0} ${movement.units}`,
special: speeds.length ? speeds.map(s => s[1]).join(", ") : ""
}
}
}
/* -------------------------------------------- */
_getSenses(actorData) {
const senses = actorData.data.attributes.senses || {};
const tags = {};
for ( let [k, label] of Object.entries(CONFIG.SW5E.senses) ) {
const v = senses[k] ?? 0
if ( v === 0 ) continue;
tags[k] = `${game.i18n.localize(label)} ${v} ${senses.units}`;
}
if ( !!senses.special ) tags["special"] = senses.special;
return tags;
}
/* -------------------------------------------- */
/**
* Prepare the data structure for traits data like languages, resistances & vulnerabilities, and proficiencies
* @param {object} traits The raw traits data object from the actor data
* @private
*/
_prepareTraits(traits) {
const map = {
"dr": CONFIG.SW5E.damageResistanceTypes,
"di": CONFIG.SW5E.damageResistanceTypes,
"dv": CONFIG.SW5E.damageResistanceTypes,
"ci": CONFIG.SW5E.conditionTypes,
"languages": CONFIG.SW5E.languages,
"armorProf": CONFIG.SW5E.armorProficiencies,
"weaponProf": CONFIG.SW5E.weaponProficiencies,
"toolProf": CONFIG.SW5E.toolProficiencies
};
for ( let [t, choices] of Object.entries(map) ) {
const trait = traits[t];
if ( !trait ) continue;
let values = [];
if ( trait.value ) {
values = trait.value instanceof Array ? trait.value : [trait.value];
}
trait.selected = values.reduce((obj, t) => {
obj[t] = choices[t];
return obj;
}, {});
// Add custom entry
if ( trait.custom ) {
trait.custom.split(";").forEach((c, i) => trait.selected[`custom${i+1}`] = c.trim());
}
trait.cssClass = !isObjectEmpty(trait.selected) ? "" : "inactive";
}
}
/* -------------------------------------------- */
/**
* Insert a power into the powerbook object when rendering the character sheet
* @param {Object} data The Actor data being prepared
* @param {Array} powers The power data being prepared
* @param {string} school The school of the powerbook being prepared
* @private
*/
_preparePowerbook(data, powers, school) {
const owner = this.actor.isOwner;
const levels = data.data.powers;
const powerbook = {};
// Define some mappings
const sections = {
"atwill": -20,
"innate": -10,
};
// Label power slot uses headers
const useLabels = {
"-20": "-",
"-10": "-",
"0": "&infin;"
};
// Format a powerbook entry for a certain indexed level
const registerSection = (sl, i, label, {prepMode="prepared", value, max, override}={}) => {
powerbook[i] = {
order: i,
label: label,
usesSlots: i > 0,
canCreate: owner,
canPrepare: (data.actor.type === "character") && (i >= 1),
powers: [],
uses: useLabels[i] || value || 0,
slots: useLabels[i] || max || 0,
override: override || 0,
dataset: {"type": "power", "level": prepMode in sections ? 1 : i, "preparation.mode": prepMode, "school": school},
prop: sl
};
};
// Determine the maximum power level which has a slot
const maxLevel = Array.fromRange(10).reduce((max, i) => {
if ( i === 0 ) return max;
const level = levels[`power${i}`];
if ( (level.max || level.override ) && ( i > max ) ) max = i;
return max;
}, 0);
// Level-based powercasters have cantrips and leveled slots
if ( maxLevel > 0 ) {
registerSection("power0", 0, CONFIG.SW5E.powerLevels[0]);
for (let lvl = 1; lvl <= maxLevel; lvl++) {
const sl = `power${lvl}`;
registerSection(sl, lvl, CONFIG.SW5E.powerLevels[lvl], levels[sl]);
}
}
// Iterate over every power item, adding powers to the powerbook by section
powers.forEach(power => {
const mode = power.data.preparation.mode || "prepared";
let s = power.data.level || 0;
const sl = `power${s}`;
// Specialized powercasting modes (if they exist)
if ( mode in sections ) {
s = sections[mode];
if ( !powerbook[s] ){
const l = levels[mode] || {};
const config = CONFIG.SW5E.powerPreparationModes[mode];
registerSection(mode, s, config, {
prepMode: mode,
value: l.value,
max: l.max,
override: l.override
});
}
}
// Sections for higher-level powers which the caster "should not" have, but power items exist for
else if ( !powerbook[s] ) {
registerSection(sl, s, CONFIG.SW5E.powerLevels[s], {levels: levels[sl]});
}
// Add the power to the relevant heading
powerbook[s].powers.push(power);
});
// Sort the powerbook by section level
const sorted = Object.values(powerbook);
sorted.sort((a, b) => a.order - b.order);
return sorted;
}
/* -------------------------------------------- */
/**
* Determine whether an Owned Item will be shown based on the current set of filters
* @return {boolean}
* @private
*/
_filterItems(items, filters) {
return items.filter(item => {
const data = item.data;
// Action usage
for ( let f of ["action", "bonus", "reaction"] ) {
if ( filters.has(f) ) {
if ((data.activation && (data.activation.type !== f))) return false;
}
}
// Power-specific filters
if ( filters.has("ritual") ) {
if (data.components.ritual !== true) return false;
}
if ( filters.has("concentration") ) {
if (data.components.concentration !== true) return false;
}
if ( filters.has("prepared") ) {
if ( data.level === 0 || ["innate", "always"].includes(data.preparation.mode) ) return true;
if ( this.actor.data.type === "npc" ) return true;
if ( this.actor.data.type === "starship" ) return true;
return data.preparation.prepared;
}
// Equipment-specific filters
if ( filters.has("equipped") ) {
if ( data.equipped !== true ) return false;
}
return true;
});
}
/* -------------------------------------------- */
/**
* Get the font-awesome icon used to display a certain level of skill proficiency
* @private
*/
_getProficiencyIcon(level) {
const icons = {
0: '<i class="far fa-circle"></i>',
0.5: '<i class="fas fa-adjust"></i>',
1: '<i class="fas fa-check"></i>',
2: '<i class="fas fa-check-double"></i>'
};
return icons[level] || icons[0];
}
/* -------------------------------------------- */
/* Event Listeners and Handlers
/* -------------------------------------------- */
/** @inheritdoc */
activateListeners(html) {
// Activate Item Filters
const filterLists = html.find(".filter-list");
filterLists.each(this._initializeFilterItemList.bind(this));
filterLists.on("click", ".filter-item", this._onToggleFilter.bind(this));
// Item summaries
html.find('.item .item-name.rollable h4').click(event => this._onItemSummary(event));
// View Item Sheets
html.find('.item-edit').click(this._onItemEdit.bind(this));
// Editable Only Listeners
if ( this.isEditable ) {
// Input focus and update
const inputs = html.find("input");
inputs.focus(ev => ev.currentTarget.select());
inputs.addBack().find('[data-dtype="Number"]').change(this._onChangeInputDelta.bind(this));
// Ability Proficiency
html.find('.ability-proficiency').click(this._onToggleAbilityProficiency.bind(this));
// Toggle Skill Proficiency
html.find('.skill-proficiency').on("click contextmenu", this._onCycleSkillProficiency.bind(this));
// Trait Selector
html.find('.trait-selector').click(this._onTraitSelector.bind(this));
// Configure Special Flags
html.find('.config-button').click(this._onConfigMenu.bind(this));
// Owned Item management
html.find('.item-create').click(this._onItemCreate.bind(this));
html.find('.item-delete').click(this._onItemDelete.bind(this));
html.find('.item-collapse').click(this._onItemCollapse.bind(this));
html.find('.item-uses input').click(ev => ev.target.select()).change(this._onUsesChange.bind(this));
html.find('.slot-max-override').click(this._onPowerSlotOverride.bind(this));
html.find('.increment-class-level').click(this._onIncrementClassLevel.bind(this));
html.find('.decrement-class-level').click(this._onDecrementClassLevel.bind(this));
// Active Effect management
html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.actor));
}
// Owner Only Listeners
if ( this.actor.isOwner ) {
// Ability Checks
html.find('.ability-name').click(this._onRollAbilityTest.bind(this));
// Roll Skill Checks
html.find('.skill-name').click(this._onRollSkillCheck.bind(this));
// Item Rolling
html.find('.item .item-image').click(event => this._onItemRoll(event));
html.find('.item .item-recharge').click(event => this._onItemRecharge(event));
}
// Otherwise remove rollable classes
else {
html.find(".rollable").each((i, el) => el.classList.remove("rollable"));
}
// Handle default listeners last so system listeners are triggered first
super.activateListeners(html);
}
/* -------------------------------------------- */
/**
* Iinitialize Item list filters by activating the set of filters which are currently applied
* @private
*/
_initializeFilterItemList(i, ul) {
const set = this._filters[ul.dataset.filter];
const filters = ul.querySelectorAll(".filter-item");
for ( let li of filters ) {
if ( set.has(li.dataset.filter) ) li.classList.add("active");
}
}
/* -------------------------------------------- */
/* Event Listeners and Handlers */
/* -------------------------------------------- */
/**
* Handle input changes to numeric form fields, allowing them to accept delta-typed inputs
* @param event
* @private
*/
_onChangeInputDelta(event) {
const input = event.target;
const value = input.value;
if ( ["+", "-"].includes(value[0]) ) {
let delta = parseFloat(value);
input.value = getProperty(this.actor.data, input.name) + delta;
} else if ( value[0] === "=" ) {
input.value = value.slice(1);
}
}
/* -------------------------------------------- */
/**
* Handle spawning the TraitSelector application which allows a checkbox of multiple trait options
* @param {Event} event The click event which originated the selection
* @private
*/
_onConfigMenu(event) {
event.preventDefault();
const button = event.currentTarget;
let app;
switch ( button.dataset.action ) {
case "hit-dice":
app = new ActorHitDiceConfig(this.object);
break;
case "movement":
app = new ActorMovementConfig(this.object);
break;
case "flags":
app = new ActorSheetFlags(this.object);
break;
case "senses":
app = new ActorSensesConfig(this.object);
break;
case "type":
new ActorTypeConfig(this.object).render(true);
break;
}
app?.render(true);
}
/* -------------------------------------------- */
/**
* Handle cycling proficiency in a Skill
* @param {Event} event A click or contextmenu event which triggered the handler
* @private
*/
_onCycleSkillProficiency(event) {
event.preventDefault();
const field = $(event.currentTarget).siblings('input[type="hidden"]');
// Get the current level and the array of levels
const level = parseFloat(field.val());
const levels = [0, 1, 0.5, 2];
let idx = levels.indexOf(level);
// Toggle next level - forward on click, backwards on right
if ( event.type === "click" ) {
field.val(levels[(idx === levels.length - 1) ? 0 : idx + 1]);
} else if ( event.type === "contextmenu" ) {
field.val(levels[(idx === 0) ? levels.length - 1 : idx - 1]);
}
// Update the field value and save the form
this._onSubmit(event);
}
/* -------------------------------------------- */
/** @override */
async _onDropActor(event, data) {
const canPolymorph = game.user.isGM || (this.actor.isOwner && game.settings.get('sw5e', 'allowPolymorphing'));
if ( !canPolymorph ) return false;
// Get the target actor
let sourceActor = null;
if (data.pack) {
const pack = game.packs.find(p => p.collection === data.pack);
sourceActor = await pack.getEntity(data.id);
} else {
sourceActor = game.actors.get(data.id);
}
if ( !sourceActor ) return;
// Define a function to record polymorph settings for future use
const rememberOptions = html => {
const options = {};
html.find('input').each((i, el) => {
options[el.name] = el.checked;
});
const settings = mergeObject(game.settings.get('sw5e', 'polymorphSettings') || {}, options);
game.settings.set('sw5e', 'polymorphSettings', settings);
return settings;
};
// Create and render the Dialog
return new Dialog({
title: game.i18n.localize('SW5E.PolymorphPromptTitle'),
content: {
options: game.settings.get('sw5e', 'polymorphSettings'),
i18n: SW5E.polymorphSettings,
isToken: this.actor.isToken
},
default: 'accept',
buttons: {
accept: {
icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize('SW5E.PolymorphAcceptSettings'),
callback: html => this.actor.transformInto(sourceActor, rememberOptions(html))
},
wildshape: {
icon: '<i class="fas fa-paw"></i>',
label: game.i18n.localize('SW5E.PolymorphWildShape'),
callback: html => this.actor.transformInto(sourceActor, {
keepBio: true,
keepClass: true,
keepMental: true,
mergeSaves: true,
mergeSkills: true,
transformTokens: rememberOptions(html).transformTokens
})
},
polymorph: {
icon: '<i class="fas fa-pastafarianism"></i>',
label: game.i18n.localize('SW5E.Polymorph'),
callback: html => this.actor.transformInto(sourceActor, {
transformTokens: rememberOptions(html).transformTokens
})
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: game.i18n.localize('Cancel')
}
}
}, {
classes: ['dialog', 'sw5e'],
width: 600,
template: 'systems/sw5e/templates/apps/polymorph-prompt.html'
}).render(true);
}
/* -------------------------------------------- */
/** @override */
async _onDropItemCreate(itemData) {
// Check to make sure items of this type are allowed on this actor
if ( this.constructor.unsupportedItemTypes.has(itemData.type) ) {
return ui.notifications.warn(game.i18n.format("SW5E.ActorWarningInvalidItem", {
itemType: game.i18n.localize(CONFIG.Item.typeLabels[itemData.type]),
actorType: game.i18n.localize(CONFIG.Actor.typeLabels[this.actor.type])
}));
}
// Create a Consumable power scroll on the Inventory tab
if ( (itemData.type === "power") && (this._tabs[0].active === "inventory") ) {
const scroll = await Item5e.createScrollFromPower(itemData);
itemData = scroll.data;
}
if ( itemData.data ) {
// Ignore certain statuses
["equipped", "proficient", "prepared"].forEach(k => delete itemData.data[k]);
// Downgrade ATTUNED to REQUIRED
itemData.data.attunement = Math.min(itemData.data.attunement, CONFIG.SW5E.attunementTypes.REQUIRED);
}
// Stack identical consumables
if ( itemData.type === "consumable" && itemData.flags.core?.sourceId ) {
const similarItem = this.actor.items.find(i => {
const sourceId = i.getFlag("core", "sourceId");
return sourceId && (sourceId === itemData.flags.core?.sourceId) &&
(i.type === "consumable");
});
if ( similarItem && itemData.name !== "Power Cell" ) { // Always create a new powercell instead of increasing quantity
return similarItem.update({
'data.quantity': similarItem.data.data.quantity + Math.max(itemData.data.quantity, 1)
});
}
}
// Create the owned item as normal
return super._onDropItemCreate(itemData);
}
/* -------------------------------------------- */
/**
* Handle enabling editing for a power slot override value
* @param {MouseEvent} event The originating click event
* @private
*/
async _onPowerSlotOverride (event) {
const span = event.currentTarget.parentElement;
const level = span.dataset.level;
const override = this.actor.data.data.powers[level].override || span.dataset.slots;
const input = document.createElement("INPUT");
input.type = "text";
input.name = `data.powers.${level}.override`;
input.value = override;
input.placeholder = span.dataset.slots;
input.dataset.dtype = "Number";
// Replace the HTML
const parent = span.parentElement;
parent.removeChild(span);
parent.appendChild(input);
}
/* -------------------------------------------- */
/**
* Change the uses amount of an Owned Item within the Actor
* @param {Event} event The triggering click event
* @private
*/
async _onUsesChange(event) {
event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemId);
const uses = Math.clamped(0, parseInt(event.target.value), item.data.data.uses.max);
event.target.value = uses;
return item.update({ 'data.uses.value': uses });
}
/* -------------------------------------------- */
/**
* Handle rolling of an item from the Actor sheet, obtaining the Item instance and dispatching to it's roll method
* @private
*/
_onItemRoll(event) {
event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemId);
return item.roll();
}
/* -------------------------------------------- */
/**
* Handle attempting to recharge an item usage by rolling a recharge check
* @param {Event} event The originating click event
* @private
*/
_onItemRecharge(event) {
event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemId);
return item.rollRecharge();
};
/* -------------------------------------------- */
/**
* Handle rolling of an item from the Actor sheet, obtaining the Item instance and dispatching to it's roll method
* @private
*/
_onItemSummary(event) {
event.preventDefault();
let li = $(event.currentTarget).parents(".item"),
item = this.actor.items.get(li.data("item-id")),
chatData = item.getChatData({secrets: this.actor.isOwner});
// Toggle summary
if ( li.hasClass("expanded") ) {
let summary = li.children(".item-summary");
summary.slideUp(200, () => summary.remove());
} else {
let div = $(`<div class="item-summary">${chatData.description.value}</div>`);
let props = $(`<div class="item-properties"></div>`);
chatData.properties.forEach(p => props.append(`<span class="tag">${p}</span>`));
div.append(props);
li.append(div.hide());
div.slideDown(200);
}
li.toggleClass("expanded");
}
/* -------------------------------------------- */
/**
* Handle creating a new Owned Item for the actor using initial data defined in the HTML dataset
* @param {Event} event The originating click event
* @private
*/
_onItemCreate(event) {
event.preventDefault();
const header = event.currentTarget;
const type = header.dataset.type;
const itemData = {
name: game.i18n.format("SW5E.ItemNew", {type: game.i18n.localize(`SW5E.ItemType${type.capitalize()}`)}),
type: type,
data: foundry.utils.deepClone(header.dataset)
};
delete itemData.data["type"];
return this.actor.createEmbeddedDocuments("Item", [itemData]);
}
/* -------------------------------------------- */
/**
* Handle editing an existing Owned Item for the Actor
* @param {Event} event The originating click event
* @private
*/
_onItemEdit(event) {
event.preventDefault();
const li = event.currentTarget.closest(".item");
const item = this.actor.items.get(li.dataset.itemId);
return item.sheet.render(true);
}
/* -------------------------------------------- */
/**
* Handle deleting an existing Owned Item for the Actor
* @param {Event} event The originating click event
* @private
*/
_onItemDelete(event) {
event.preventDefault();
const li = event.currentTarget.closest(".item");
const item = this.actor.items.get(li.dataset.itemId);
if ( item ) return item.delete();
}
/**
* Handle collapsing a Feature row on the actor sheet
* @param {Event} event The originating click event
* @private
*/
_onItemCollapse(event) {
event.preventDefault();
event.currentTarget.classList.toggle("active");
const li = event.currentTarget.closest("li");
const content = li.querySelector(".content");
if (content.style.display === "none") {
content.style.display = "block";
} else {
content.style.display = "none";
}
}
/**
* Handle incrementing class level on the actor sheet
* @param {Event} event The originating click event
* @private
*/
_onIncrementClassLevel(event) {
event.preventDefault();
const div = event.currentTarget.closest(".character")
const li = event.currentTarget.closest("li");
const actorId = div.id.split("-")[1];
const itemId = li.dataset.itemId;
const actor = game.actors.get(actorId);
const item = actor.items.get(itemId);
let levels = item.data.data.levels;
const update = {_id: item.data._id, data: {levels: (levels + 1) }};
actor.updateEmbeddedDocuments("Item", [update]);
}
/**
* Handle decrementing class level on the actor sheet
* @param {Event} event The originating click event
* @private
*/
_onDecrementClassLevel(event) {
event.preventDefault();
const div = event.currentTarget.closest(".character")
const li = event.currentTarget.closest("li");
const actorId = div.id.split("-")[1];
const itemId = li.dataset.itemId;
const actor = game.actors.get(actorId);
const item = actor.items.get(itemId);
let levels = item.data.data.levels;
const update = {_id: item.data._id, data: {levels: (levels - 1) }};
actor.updateEmbeddedDocuments("Item", [update]);
}
/* -------------------------------------------- */
/**
* Handle rolling an Ability check, either a test or a saving throw
* @param {Event} event The originating click event
* @private
*/
_onRollAbilityTest(event) {
event.preventDefault();
let ability = event.currentTarget.parentElement.dataset.ability;
return this.actor.rollAbility(ability, {event: event});
}
/* -------------------------------------------- */
/**
* Handle rolling a Skill check
* @param {Event} event The originating click event
* @private
*/
_onRollSkillCheck(event) {
event.preventDefault();
const skill = event.currentTarget.parentElement.dataset.skill;
return this.actor.rollSkill(skill, {event: event});
}
/* -------------------------------------------- */
/**
* Handle toggling Ability score proficiency level
* @param {Event} event The originating click event
* @private
*/
_onToggleAbilityProficiency(event) {
event.preventDefault();
const field = event.currentTarget.previousElementSibling;
return this.actor.update({[field.name]: 1 - parseInt(field.value)});
}
/* -------------------------------------------- */
/**
* Handle toggling of filters to display a different set of owned items
* @param {Event} event The click event which triggered the toggle
* @private
*/
_onToggleFilter(event) {
event.preventDefault();
const li = event.currentTarget;
const set = this._filters[li.parentElement.dataset.filter];
const filter = li.dataset.filter;
if ( set.has(filter) ) set.delete(filter);
else set.add(filter);
return this.render();
}
/* -------------------------------------------- */
/**
* Handle spawning the TraitSelector application which allows a checkbox of multiple trait options
* @param {Event} event The click event which originated the selection
* @private
*/
_onTraitSelector(event) {
event.preventDefault();
const a = event.currentTarget;
const label = a.parentElement.querySelector("label");
const choices = CONFIG.SW5E[a.dataset.options];
const options = { name: a.dataset.target, title: label.innerText, choices };
return new TraitSelector(this.actor, options).render(true)
}
/* -------------------------------------------- */
/** @override */
_getHeaderButtons() {
let buttons = super._getHeaderButtons();
if (this.actor.isPolymorphed) {
buttons.unshift({
label: 'SW5E.PolymorphRestoreTransformation',
class: "restore-transformation",
icon: "fas fa-backward",
onclick: () => this.actor.revertOriginalForm()
});
}
return buttons;
}
}

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@ -0,0 +1,659 @@
import ActorSheet5e from "./base.js";
import Actor5e from "../../entity.js";
/**
* An Actor sheet for player character type actors in the SW5E system.
* Extends the base ActorSheet5e class.
* @type {ActorSheet5e}
*/
export default class ActorSheet5eCharacterNew extends ActorSheet5e {
get template() {
if (!game.user.isGM && this.actor.limited) return "systems/sw5e/templates/actors/newActor/limited-sheet.html";
return "systems/sw5e/templates/actors/newActor/character-sheet.html";
}
/**
* Define default rendering options for the NPC sheet
* @return {Object}
*/
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["swalt", "sw5e", "sheet", "actor", "character"],
blockFavTab: true,
subTabs: null,
width: 800,
tabs: [{
navSelector: ".root-tabs",
contentSelector: ".sheet-body",
initial: "attributes"
}],
});
}
/* -------------------------------------------- */
/**
* Add some extra data when rendering the sheet to reduce the amount of logic required within the template.
*/
getData() {
const sheetData = super.getData();
// Temporary HP
let hp = sheetData.data.attributes.hp;
if (hp.temp === 0) delete hp.temp;
if (hp.tempmax === 0) delete hp.tempmax;
// Resources
sheetData["resources"] = ["primary", "secondary", "tertiary"].reduce((arr, r) => {
const res = sheetData.data.resources[r] || {};
res.name = r;
res.placeholder = game.i18n.localize("SW5E.Resource"+r.titleCase());
if (res && res.value === 0) delete res.value;
if (res && res.max === 0) delete res.max;
return arr.concat([res]);
}, []);
// Experience Tracking
sheetData["disableExperience"] = game.settings.get("sw5e", "disableExperienceTracking");
sheetData["classLabels"] = this.actor.itemTypes.class.map(c => c.name).join(", ");
sheetData["multiclassLabels"] = this.actor.itemTypes.class.map(c => {
return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(' ')
}).join(', ');
// Return data for rendering
return sheetData;
}
/* -------------------------------------------- */
/**
* Organize and classify Owned Items for Character sheets
* @private
*/
_prepareItems(data) {
// Categorize items as inventory, powerbook, features, and classes
const inventory = {
weapon: { label: "SW5E.ItemTypeWeaponPl", items: [], dataset: {type: "weapon"} },
equipment: { label: "SW5E.ItemTypeEquipmentPl", items: [], dataset: {type: "equipment"} },
consumable: { label: "SW5E.ItemTypeConsumablePl", items: [], dataset: {type: "consumable"} },
tool: { label: "SW5E.ItemTypeToolPl", items: [], dataset: {type: "tool"} },
backpack: { label: "SW5E.ItemTypeContainerPl", items: [], dataset: {type: "backpack"} },
loot: { label: "SW5E.ItemTypeLootPl", items: [], dataset: {type: "loot"} }
};
// Partition items by category
let [items, forcepowers, techpowers, feats, classes, deployments, deploymentfeatures, ventures, species, archetypes, classfeatures, backgrounds, fightingstyles, fightingmasteries, lightsaberforms] = data.items.reduce((arr, item) => {
// Item details
item.img = item.img || CONST.DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
item.attunement = {
[CONFIG.SW5E.attunementTypes.REQUIRED]: {
icon: "fa-sun",
cls: "not-attuned",
title: "SW5E.AttunementRequired"
},
[CONFIG.SW5E.attunementTypes.ATTUNED]: {
icon: "fa-sun",
cls: "attuned",
title: "SW5E.AttunementAttuned"
}
}[item.data.attunement];
// Item usage
item.hasUses = item.data.uses && (item.data.uses.max > 0);
item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false);
item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0));
item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type));
// Item toggle state
this._prepareItemToggleState(item);
// Primary Class
if ( item.type === "class" ) item.isOriginalClass = ( item._id === this.actor.data.data.details.originalClass );
// Classify items into types
if ( item.type === "power" && ["lgt", "drk", "uni"].includes(item.data.school) ) arr[1].push(item);
else if ( item.type === "power" && ["tec"].includes(item.data.school) ) arr[2].push(item);
else if ( item.type === "feat" ) arr[3].push(item);
else if ( item.type === "class" ) arr[4].push(item);
else if ( item.type === "deployment" ) arr[5].push(item);
else if ( item.type === "deploymentfeature" ) arr[6].push(item);
else if ( item.type === "venture" ) arr[7].push(item);
else if ( item.type === "species" ) arr[8].push(item);
else if ( item.type === "archetype" ) arr[9].push(item);
else if ( item.type === "classfeature" ) arr[10].push(item);
else if ( item.type === "background" ) arr[11].push(item);
else if ( item.type === "fightingstyle" ) arr[12].push(item);
else if ( item.type === "fightingmastery" ) arr[13].push(item);
else if ( item.type === "lightsaberform" ) arr[14].push(item);
else if ( Object.keys(inventory).includes(item.type ) ) arr[0].push(item);
return arr;
}, [[], [], [], [], [], [], [], [], [], [], [], [], [], [], []]);
// Apply active item filters
items = this._filterItems(items, this._filters.inventory);
forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook);
techpowers = this._filterItems(techpowers, this._filters.techPowerbook);
feats = this._filterItems(feats, this._filters.features);
// Organize items
for ( let i of items ) {
i.data.quantity = i.data.quantity || 0;
i.data.weight = i.data.weight || 0;
i.totalWeight = (i.data.quantity * i.data.weight).toNearest(0.1);
inventory[i.type].items.push(i);
}
// Organize Powerbook and count the number of prepared powers (excluding always, at will, etc...)
const forcePowerbook = this._preparePowerbook(data, forcepowers, "uni");
const techPowerbook = this._preparePowerbook(data, techpowers, "tec");
// Organize Features
const features = {
classes: { label: "SW5E.ItemTypeClassPl", items: [], hasActions: false, dataset: {type: "class"}, isClass: true },
classfeatures: { label: "SW5E.ItemTypeClassFeats", items: [], hasActions: true, dataset: {type: "classfeature"}, isClassfeature: true },
archetype: { label: "SW5E.ItemTypeArchetype", items: [], hasActions: false, dataset: {type: "archetype"}, isArchetype: true },
deployments: { label: "SW5E.ItemTypeDeploymentPl", items: [], hasActions: false, dataset: {type: "deployment"}, isDeployment: true },
deploymentfeatures: { label: "SW5E.ItemTypeDeploymentFeaturePl", items: [], hasActions: true, dataset: {type: "deploymentfeature"}, isDeploymentfeature: true },
ventures: { label: "SW5E.ItemTypeVenturePl", items: [], hasActions: false, dataset: {type: "venture"}, isVenture: true },
species: { label: "SW5E.ItemTypeSpecies", items: [], hasActions: false, dataset: {type: "species"}, isSpecies: true },
background: { label: "SW5E.ItemTypeBackground", items: [], hasActions: false, dataset: {type: "background"}, isBackground: true },
fightingstyles: { label: "SW5E.ItemTypeFightingStylePl", items: [], hasActions: false, dataset: {type: "fightingstyle"}, isFightingstyle: true },
fightingmasteries: { label: "SW5E.ItemTypeFightingMasteryPl", items: [], hasActions: false, dataset: {type: "fightingmastery"}, isFightingmastery: true },
lightsaberforms: { label: "SW5E.ItemTypeLightsaberFormPl", items: [], hasActions: false, dataset: {type: "lightsaberform"}, isLightsaberform: true },
active: { label: "SW5E.FeatureActive", items: [], hasActions: true, dataset: {type: "feat", "activation.type": "action"} },
passive: { label: "SW5E.FeaturePassive", items: [], hasActions: false, dataset: {type: "feat"} }
};
for ( let f of feats ) {
if ( f.data.activation.type ) features.active.items.push(f);
else features.passive.items.push(f);
}
classes.sort((a, b) => b.data.levels - a.data.levels);
features.classes.items = classes;
features.classfeatures.items = classfeatures;
features.archetype.items = archetypes;
features.deployments.items = deployments;
features.deploymentfeatures.items = deploymentfeatures;
features.ventures.items = ventures;
features.species.items = species;
features.background.items = backgrounds;
features.fightingstyles.items = fightingstyles;
features.fightingmasteries.items = fightingmasteries;
features.lightsaberforms.items = lightsaberforms;
// Assign and return
data.inventory = Object.values(inventory);
data.forcePowerbook = forcePowerbook;
data.techPowerbook = techPowerbook;
data.features = Object.values(features);
}
/* -------------------------------------------- */
/**
* A helper method to establish the displayed preparation state for an item
* @param {Item} item
* @private
*/
_prepareItemToggleState(item) {
if (item.type === "power") {
const isAlways = getProperty(item.data, "preparation.mode") === "always";
const isPrepared = getProperty(item.data, "preparation.prepared");
item.toggleClass = isPrepared ? "active" : "";
if ( isAlways ) item.toggleClass = "fixed";
if ( isAlways ) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.always;
else if ( isPrepared ) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.prepared;
else item.toggleTitle = game.i18n.localize("SW5E.PowerUnprepared");
}
else {
const isActive = getProperty(item.data, "equipped");
item.toggleClass = isActive ? "active" : "";
item.toggleTitle = game.i18n.localize(isActive ? "SW5E.Equipped" : "SW5E.Unequipped");
}
}
/* -------------------------------------------- */
/* Event Listeners and Handlers
/* -------------------------------------------- */
/**
* Activate event listeners using the prepared sheet HTML
* @param html {jQuery} The prepared HTML object ready to be rendered into the DOM
*/
activateListeners(html) {
super.activateListeners(html);
if ( !this.isEditable ) return;
// Inventory Functions
// html.find(".currency-convert").click(this._onConvertCurrency.bind(this));
// Item State Toggling
html.find('.item-toggle').click(this._onToggleItem.bind(this));
// Short and Long Rest
html.find('.short-rest').click(this._onShortRest.bind(this));
html.find('.long-rest').click(this._onLongRest.bind(this));
// Rollable sheet actions
html.find(".rollable[data-action]").click(this._onSheetAction.bind(this));
// Send Languages to Chat onClick
html.find('[data-options="share-languages"]').click(event => {
event.preventDefault();
let langs = this.actor.data.data.traits.languages.value.map(l => CONFIG.SW5E.languages[l] || l).join(", ");
let custom = this.actor.data.data.traits.languages.custom;
if (custom) langs += ", " + custom.replace(/;/g, ",");
let content = `
<div class="sw5e chat-card item-card" data-acor-id="${this.actor.data._id}">
<header class="card-header flexrow">
<img src="${this.actor.data.token.img}" title="" width="36" height="36" style="border: none;"/>
<h3>Known Languages</h3>
</header>
<div class="card-content">${langs}</div>
</div>
`;
// Send to Chat
let rollBlind = false;
let rollMode = game.settings.get("core", "rollMode");
if (rollMode === "blindroll") rollBlind = true;
let data = {
user: game.user.data._id,
content: content,
blind: rollBlind,
speaker: {
actor: this.actor.data._id,
token: this.actor.token,
alias: this.actor.name
},
type: CONST.CHAT_MESSAGE_TYPES.OTHER
};
if (["gmroll", "blindroll"].includes(rollMode)) data["whisper"] = ChatMessage.getWhisperRecipients("GM");
else if (rollMode === "selfroll") data["whisper"] = [game.users.get(game.user.data._id)];
ChatMessage.create(data);
});
// Item Delete Confirmation
html.find('.item-delete').off("click");
html.find('.item-delete').click(event => {
let li = $(event.currentTarget).parents('.item');
let itemId = li.attr("data-item-id");
let item = this.actor.items.get(itemId);
new Dialog({
title: `Deleting ${item.data.name}`,
content: `<p>Are you sure you want to delete ${item.data.name}?</p>`,
buttons: {
Yes: {
icon: '<i class="fa fa-check"></i>',
label: 'Yes',
callback: dlg => {
this.actor.deleteOwnedItem(itemId);
}
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: 'No'
},
},
default: 'cancel'
}).render(true);
});
}
/* -------------------------------------------- */
/**
* Handle mouse click events for character sheet actions
* @param {MouseEvent} event The originating click event
* @private
*/
_onSheetAction(event) {
event.preventDefault();
const button = event.currentTarget;
switch( button.dataset.action ) {
case "rollDeathSave":
return this.actor.rollDeathSave({event: event});
case "rollInitiative":
return this.actor.rollInitiative({createCombatants: true});
}
}
/* -------------------------------------------- */
/**
* Handle toggling the state of an Owned Item within the Actor
* @param {Event} event The triggering click event
* @private
*/
_onToggleItem(event) {
event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemId);
const attr = item.data.type === "power" ? "data.preparation.prepared" : "data.equipped";
return item.update({[attr]: !getProperty(item.data, attr)});
}
/* -------------------------------------------- */
/**
* Take a short rest, calling the relevant function on the Actor instance
* @param {Event} event The triggering click event
* @private
*/
async _onShortRest(event) {
event.preventDefault();
await this._onSubmit(event);
return this.actor.shortRest();
}
/* -------------------------------------------- */
/**
* Take a long rest, calling the relevant function on the Actor instance
* @param {Event} event The triggering click event
* @private
*/
async _onLongRest(event) {
event.preventDefault();
await this._onSubmit(event);
return this.actor.longRest();
}
/* -------------------------------------------- */
/** @override */
async _onDropItemCreate(itemData) {
// Increment the number of class levels of a character instead of creating a new item
if ( itemData.type === "class" ) {
const cls = this.actor.itemTypes.class.find(c => c.name === itemData.name);
let priorLevel = cls?.data.data.levels ?? 0;
if ( !!cls ) {
const next = Math.min(priorLevel + 1, 20 + priorLevel - this.actor.data.data.details.level);
if ( next > priorLevel ) {
itemData.levels = next;
return cls.update({"data.levels": next});
}
}
}
// Increment the number of deployment ranks of a character instead of creating a new item
// else if ( itemData.type === "deployment" ) {
// const rnk = this.actor.itemTypes.deployment.find(c => c.name === itemData.name);
// let priorRank = rnk?.data.data.ranks ?? 0;
// if ( !!rnk ) {
// const next = Math.min(priorLevel + 1, 5 + priorRank - this.actor.data.data.details.rank);
// if ( next > priorRank ) {
// itemData.ranks = next;
// return rnk.update({"data.ranks": next});
// }
// }
// }
// Default drop handling if levels were not added
return super._onDropItemCreate(itemData);
}
}
async function addFavorites(app, html, data) {
// Thisfunction is adapted for the SwaltSheet from the Favorites Item
// Tab Module created for Foundry VTT - by Felix Müller (Felix#6196 on Discord).
// It is licensed under a Creative Commons Attribution 4.0 International License
// and can be found at https://github.com/syl3r86/favtab.
let favItems = [];
let favFeats = [];
let favPowers = {
0: {
isCantrip: true,
powers: []
},
1: {
powers: [],
value: data.actor.data.powers.power1.value,
max: data.actor.data.powers.power1.max
},
2: {
powers: [],
value: data.actor.data.powers.power2.value,
max: data.actor.data.powers.power2.max
},
3: {
powers: [],
value: data.actor.data.powers.power3.value,
max: data.actor.data.powers.power3.max
},
4: {
powers: [],
value: data.actor.data.powers.power4.value,
max: data.actor.data.powers.power4.max
},
5: {
powers: [],
value: data.actor.data.powers.power5.value,
max: data.actor.data.powers.power5.max
},
6: {
powers: [],
value: data.actor.data.powers.power6.value,
max: data.actor.data.powers.power6.max
},
7: {
powers: [],
value: data.actor.data.powers.power7.value,
max: data.actor.data.powers.power7.max
},
8: {
powers: [],
value: data.actor.data.powers.power8.value,
max: data.actor.data.powers.power8.max
},
9: {
powers: [],
value: data.actor.data.powers.power9.value,
max: data.actor.data.powers.power9.max
}
}
let powerCount = 0
let items = data.actor.items;
for (let item of items) {
if (item.type == "class") continue;
if (item.flags.favtab === undefined || item.flags.favtab.isFavourite === undefined) {
item.flags.favtab = {
isFavourite: false
};
}
let isFav = item.flags.favtab.isFavourite;
if (app.options.editable) {
let favBtn = $(`<a class="item-control item-toggle item-fav ${isFav ? "active" : ""}" data-fav="${isFav}" title="${isFav ? "Remove from Favourites" : "Add to Favourites"}"><i class="fas fa-star"></i></a>`);
favBtn.click(ev => {
app.actor.items.get(item.data._id).update({
"flags.favtab.isFavourite": !item.flags.favtab.isFavourite
});
});
html.find(`.item[data-item-id="${item.data._id}"]`).find('.item-controls').prepend(favBtn);
}
if (isFav) {
item.powerComps = "";
if (item.data.components) {
let comps = item.data.components;
let v = (comps.vocal) ? "V" : "";
let s = (comps.somatic) ? "S" : "";
let m = (comps.material) ? "M" : "";
let c = !!(comps.concentration);
let r = !!(comps.ritual);
item.powerComps = `${v}${s}${m}`;
item.powerCon = c;
item.powerRit = r;
}
item.editable = app.options.editable;
switch (item.type) {
case 'feat':
if (item.flags.favtab.sort === undefined) {
item.flags.favtab.sort = (favFeats.count + 1) * 100000; // initial sort key if not present
}
favFeats.push(item);
break;
case 'power':
if (item.data.preparation.mode) {
item.powerPrepMode = ` (${CONFIG.SW5E.powerPreparationModes[item.data.preparation.mode]})`
}
if (item.data.level) {
favPowers[item.data.level].powers.push(item);
} else {
favPowers[0].powers.push(item);
}
powerCount++;
break;
default:
if (item.flags.favtab.sort === undefined) {
item.flags.favtab.sort = (favItems.count + 1) * 100000; // initial sort key if not present
}
favItems.push(item);
break;
}
}
}
// Alter core CSS to fit new button
// if (app.options.editable) {
// html.find('.powerbook .item-controls').css('flex', '0 0 88px');
// html.find('.inventory .item-controls, .features .item-controls').css('flex', '0 0 90px');
// html.find('.favourite .item-controls').css('flex', '0 0 22px');
// }
let tabContainer = html.find('.favtabtarget');
data.favItems = favItems.length > 0 ? favItems.sort((a, b) => (a.flags.favtab.sort) - (b.flags.favtab.sort)) : false;
data.favFeats = favFeats.length > 0 ? favFeats.sort((a, b) => (a.flags.favtab.sort) - (b.flags.favtab.sort)) : false;
data.favPowers = powerCount > 0 ? favPowers : false;
data.editable = app.options.editable;
await loadTemplates(['systems/sw5e/templates/actors/newActor/item.hbs']);
let favtabHtml = $(await renderTemplate('systems/sw5e/templates/actors/newActor/template.hbs', data));
favtabHtml.find('.item-name h4').click(event => app._onItemSummary(event));
if (app.options.editable) {
favtabHtml.find('.item-image').click(ev => app._onItemRoll(ev));
let handler = ev => app._onDragStart(ev);
favtabHtml.find('.item').each((i, li) => {
if (li.classList.contains("inventory-header")) return;
li.setAttribute("draggable", true);
li.addEventListener("dragstart", handler, false);
});
//favtabHtml.find('.item-toggle').click(event => app._onToggleItem(event));
favtabHtml.find('.item-edit').click(ev => {
let itemId = $(ev.target).parents('.item')[0].dataset.itemId;
app.actor.items.get(itemId).sheet.render(true);
});
favtabHtml.find('.item-fav').click(ev => {
let itemId = $(ev.target).parents('.item')[0].dataset.itemId;
let val = !app.actor.items.get(itemId).data.flags.favtab.isFavourite
app.actor.items.get(itemId).update({
"flags.favtab.isFavourite": val
});
});
// Sorting
favtabHtml.find('.item').on('drop', ev => {
ev.preventDefault();
ev.stopPropagation();
let dropData = JSON.parse(ev.originalEvent.dataTransfer.getData('text/plain'));
// if (dropData.actorId !== app.actor.id || dropData.data.type === 'power') return;
if (dropData.actorId !== app.actor.id) return;
let list = null;
if (dropData.data.type === 'feat') list = favFeats;
else list = favItems;
let dragSource = list.find(i => i.data._id === dropData.data._id);
let siblings = list.filter(i => i.data._id !== dropData.data._id);
let targetId = ev.target.closest('.item').dataset.itemId;
let dragTarget = siblings.find(s => s.data._id === targetId);
if (dragTarget === undefined) return;
const sortUpdates = SortingHelpers.performIntegerSort(dragSource, {
target: dragTarget,
siblings: siblings,
sortKey: 'flags.favtab.sort'
});
const updateData = sortUpdates.map(u => {
const update = u.update;
update._id = u.target.data._id;
return update;
});
app.actor.updateEmbeddedEntity("OwnedItem", updateData);
});
}
tabContainer.append(favtabHtml);
// if(app.options.editable) {
// let handler = ev => app._onDragItemStart(ev);
// tabContainer.find('.item').each((i, li) => {
// if (li.classList.contains("inventory-header")) return;
// li.setAttribute("draggable", true);
// li.addEventListener("dragstart", handler, false);
// });
//}
// try {
// if (game.modules.get("betterrolls5e") && game.modules.get("betterrolls5e").active) BetterRolls.addItemContent(app.object, favtabHtml, ".item .item-name h4", ".item-properties", ".item > .rollable div");
// }
// catch (err) {
// // Better Rolls not found!
// }
Hooks.callAll("renderedSwaltSheet", app, html, data);
}
async function addSubTabs(app, html, data) {
if(data.options.subTabs == null) {
//let subTabs = []; //{subgroup: '', target: '', active: false}
data.options.subTabs = {};
html.find('[data-subgroup-selection] [data-subgroup]').each((idx, el) => {
let subgroup = el.getAttribute('data-subgroup');
let target = el.getAttribute('data-target');
let targetObj = {target: target, active: el.classList.contains("active")}
if(data.options.subTabs.hasOwnProperty(subgroup)) {
data.options.subTabs[subgroup].push(targetObj);
} else {
data.options.subTabs[subgroup] = [];
data.options.subTabs[subgroup].push(targetObj);
}
})
}
for(const group in data.options.subTabs) {
data.options.subTabs[group].forEach(tab => {
if(tab.active) {
html.find(`[data-subgroup=${group}][data-target=${tab.target}]`).addClass('active');
} else {
html.find(`[data-subgroup=${group}][data-target=${tab.target}]`).removeClass('active');
}
})
}
html.find('[data-subgroup-selection]').children().on('click', event => {
let subgroup = event.target.closest('[data-subgroup]').getAttribute('data-subgroup');
let target = event.target.closest('[data-target]').getAttribute('data-target');
html.find(`[data-subgroup=${subgroup}]`).removeClass('active');
html.find(`[data-subgroup=${subgroup}][data-target=${target}]`).addClass('active');
let tabId = data.options.subTabs[subgroup].find(tab => {
return tab.target == target
});
data.options.subTabs[subgroup].map(el => {
el.active = el.target == target;
return el;
})
})
}
Hooks.on("renderActorSheet5eCharacterNew", (app, html, data) => {
addFavorites(app, html, data);
addSubTabs(app, html, data);
});

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import ActorSheet5e from "./base.js";
/**
* An Actor sheet for NPC type characters in the SW5E system.
* Extends the base ActorSheet5e class.
* @extends {ActorSheet5e}
*/
export default class ActorSheet5eNPCNew extends ActorSheet5e {
/** @override */
get template() {
if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/newActor/limited-sheet.html";
return `systems/sw5e/templates/actors/newActor/npc-sheet.html`;
}
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "npc"],
width: 800,
tabs: [{
navSelector: ".root-tabs",
contentSelector: ".sheet-body",
initial: "attributes"
}],
});
}
/* -------------------------------------------- */
/** @override */
static unsupportedItemTypes = new Set(["class"]);
/* -------------------------------------------- */
/**
* Organize Owned Items for rendering the NPC sheet
* @private
*/
_prepareItems(data) {
// Categorize Items as Features and Powers
const features = {
weapons: { label: game.i18n.localize("SW5E.AttackPl"), items: [] , hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} },
actions: { label: game.i18n.localize("SW5E.ActionPl"), items: [] , hasActions: true, dataset: {type: "feat", "activation.type": "action"} },
passive: { label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"} },
equipment: { label: game.i18n.localize("SW5E.Inventory"), items: [], dataset: {type: "loot"}}
};
// Start by classifying items into groups for rendering
let [forcepowers, techpowers, other] = data.items.reduce((arr, item) => {
item.img = item.img || CONST.DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
item.hasUses = item.data.uses && (item.data.uses.max > 0);
item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false);
item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0));
item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type));
if ( item.type === "power" && ["lgt", "drk", "uni"].includes(item.data.school) ) arr[0].push(item);
else if ( item.type === "power" && ["tec"].includes(item.data.school) ) arr[1].push(item);
else arr[2].push(item);
return arr;
}, [[], [], []]);
// Apply item filters
forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook);
techpowers = this._filterItems(techpowers, this._filters.techPowerbook);
other = this._filterItems(other, this._filters.features);
// Organize Powerbook
const forcePowerbook = this._preparePowerbook(data, forcepowers, "uni");
const techPowerbook = this._preparePowerbook(data, techpowers, "tec");
// Organize Features
for ( let item of other ) {
if ( item.type === "weapon" ) features.weapons.items.push(item);
else if ( item.type === "feat" ) {
if ( item.data.activation.type ) features.actions.items.push(item);
else features.passive.items.push(item);
}
else features.equipment.items.push(item);
}
// Assign and return
data.features = Object.values(features);
data.forcePowerbook = forcePowerbook;
data.techPowerbook = techPowerbook;
}
/* -------------------------------------------- */
/** @inheritdoc */
getData(options) {
const data = super.getData(options);
// Challenge Rating
const cr = parseFloat(data.data.details.cr || 0);
const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"};
data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1;
// Creature Type
data.labels["type"] = this.actor.labels.creatureType;
return data;
}
/* -------------------------------------------- */
/* Object Updates */
/* -------------------------------------------- */
/** @override */
async _updateObject(event, formData) {
// Format NPC Challenge Rating
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
let crv = "data.details.cr";
let cr = formData[crv];
cr = crs[cr] || parseFloat(cr);
if ( cr ) formData[crv] = cr < 1 ? cr : parseInt(cr);
// Parent ActorSheet update steps
return super._updateObject(event, formData);
}
/* -------------------------------------------- */
/* Event Listeners and Handlers */
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
html.find(".health .rollable").click(this._onRollHPFormula.bind(this));
}
/* -------------------------------------------- */
/**
* Handle rolling NPC health values using the provided formula
* @param {Event} event The original click event
* @private
*/
_onRollHPFormula(event) {
event.preventDefault();
const formula = this.actor.data.data.attributes.hp.formula;
if ( !formula ) return;
const hp = new Roll(formula).roll().total;
AudioHelper.play({src: CONFIG.sounds.dice});
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});
}
}

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import ActorSheet5e from "./base.js";
/**
* An Actor sheet for starships in the SW5E system.
* Extends the base ActorSheet5e class.
* @extends {ActorSheet5e}
*/
export default class ActorSheet5eStarship extends ActorSheet5e {
/** @override */
get template() {
if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/newActor/limited-sheet.html";
return `systems/sw5e/templates/actors/newActor/starship.html`;
}
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "starship"],
width: 800,
tabs: [{
navSelector: ".root-tabs",
contentSelector: ".sheet-body",
initial: "attributes"
}],
});
}
/* -------------------------------------------- */
/**
* Organize Owned Items for rendering the starship sheet
* @private
*/
_prepareItems(data) {
// Categorize Items as Features and Powers
const features = {
weapons: { label: game.i18n.localize("SW5E.ItemTypeWeaponPl"), items: [], hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} },
passive: { label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"} },
equipment: { label: game.i18n.localize("SW5E.StarshipEquipment"), items: [], dataset: {type: "equipment"}},
starshipfeatures: { label: game.i18n.localize("SW5E.StarshipfeaturePl"), items: [], hasActions: true, dataset: {type: "starshipfeature"} },
starshipmods: { label: game.i18n.localize("SW5E.StarshipmodPl"), items: [], hasActions: false, dataset: {type: "starshipmod"} }
};
// Start by classifying items into groups for rendering
let [forcepowers, techpowers, other] = data.items.reduce((arr, item) => {
item.img = item.img || CONST.DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
item.hasUses = item.data.uses && (item.data.uses.max > 0);
item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false);
item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0));
item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type));
if ( item.type === "power" && ["lgt", "drk", "uni"].includes(item.data.school) ) arr[0].push(item);
else if ( item.type === "power" && ["tec"].includes(item.data.school) ) arr[1].push(item);
else arr[2].push(item);
return arr;
}, [[], [], []]);
// Apply item filters
forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook);
techpowers = this._filterItems(techpowers, this._filters.techPowerbook);
other = this._filterItems(other, this._filters.features);
// Organize Powerbook
// const forcePowerbook = this._preparePowerbook(data, forcepowers, "uni");
// const techPowerbook = this._preparePowerbook(data, techpowers, "tec");
// Organize Features
for ( let item of other ) {
if ( item.type === "weapon" ) features.weapons.items.push(item);
else if ( item.type === "feat" ) {
if ( item.data.activation.type ) features.actions.items.push(item);
else features.passive.items.push(item);
}
else if ( item.type === "starshipfeature" ) {
features.starshipfeatures.items.push(item);
}
else if ( item.type === "starshipmod" ) {
features.starshipmods.items.push(item);
}
else features.equipment.items.push(item);
}
// Assign and return
data.features = Object.values(features);
// data.forcePowerbook = forcePowerbook;
// data.techPowerbook = techPowerbook;
}
/* -------------------------------------------- */
/** @override */
getData(options) {
const data = super.getData(options);
// Add Size info
data.isTiny = data.actor.data.traits.size === "tiny";
data.isSmall = data.actor.data.traits.size === "sm";
data.isMedium = data.actor.data.traits.size === "med";
data.isLarge = data.actor.data.traits.size === "lg";
data.isHuge = data.actor.data.traits.size === "huge";
data.isGargantuan = data.actor.data.traits.size === "grg";
// Challenge Rating
const cr = parseFloat(data.data.details.cr || 0);
const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"};
data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1;
return data;
}
/* -------------------------------------------- */
/* Object Updates */
/* -------------------------------------------- */
/** @override */
async _updateObject(event, formData) {
// Format NPC Challenge Rating
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
let crv = "data.details.cr";
let cr = formData[crv];
cr = crs[cr] || parseFloat(cr);
if ( cr ) formData[crv] = cr < 1 ? cr : parseInt(cr);
// Parent ActorSheet update steps
return super._updateObject(event, formData);
}
/* -------------------------------------------- */
/* Event Listeners and Handlers */
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
html.find(".health .rollable").click(this._onRollHPFormula.bind(this));
}
/* -------------------------------------------- */
/**
* Handle rolling NPC health values using the provided formula
* @param {Event} event The original click event
* @private
*/
_onRollHPFormula(event) {
event.preventDefault();
const formula = this.actor.data.data.attributes.hp.formula;
if ( !formula ) return;
const hp = new Roll(formula).roll().total;
AudioHelper.play({src: CONFIG.sounds.dice});
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});
}
}

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import ActorSheet5e from "./base.js";
/**
* An Actor sheet for Vehicle type actors.
* Extends the base ActorSheet5e class.
* @type {ActorSheet5e}
*/
export default class ActorSheet5eVehicle extends ActorSheet5e {
/**
* Define default rendering options for the Vehicle sheet.
* @returns {Object}
*/
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "vehicle"],
width: 605,
height: 680
});
}
/* -------------------------------------------- */
/** @override */
static unsupportedItemTypes = new Set(["class"]);
/* -------------------------------------------- */
/**
* Creates a new cargo entry for a vehicle Actor.
*/
static get newCargo() {
return {
name: '',
quantity: 1
};
}
/* -------------------------------------------- */
/**
* Compute the total weight of the vehicle's cargo.
* @param {Number} totalWeight The cumulative item weight from inventory items
* @param {Object} actorData The data object for the Actor being rendered
* @returns {{max: number, value: number, pct: number}}
* @private
*/
_computeEncumbrance(totalWeight, actorData) {
// Compute currency weight
const totalCoins = Object.values(actorData.data.currency).reduce((acc, denom) => acc + denom, 0);
totalWeight += totalCoins / CONFIG.SW5E.encumbrance.currencyPerWeight;
// Vehicle weights are an order of magnitude greater.
totalWeight /= CONFIG.SW5E.encumbrance.vehicleWeightMultiplier;
// Compute overall encumbrance
const max = actorData.data.attributes.capacity.cargo;
const pct = Math.clamped((totalWeight * 100) / max, 0, 100);
return {value: totalWeight.toNearest(0.1), max, pct};
}
/* -------------------------------------------- */
/** @override */
_getMovementSpeed(actorData, largestPrimary=true) {
return super._getMovementSpeed(actorData, largestPrimary);
}
/* -------------------------------------------- */
/**
* Prepare items that are mounted to a vehicle and require one or more crew
* to operate.
* @private
*/
_prepareCrewedItem(item) {
// Determine crewed status
const isCrewed = item.data.crewed;
item.toggleClass = isCrewed ? 'active' : '';
item.toggleTitle = game.i18n.localize(`SW5E.${isCrewed ? 'Crewed' : 'Uncrewed'}`);
// Handle crew actions
if (item.type === 'feat' && item.data.activation.type === 'crew') {
item.crew = item.data.activation.cost;
item.cover = game.i18n.localize(`SW5E.${item.data.cover ? 'CoverTotal' : 'None'}`);
if (item.data.cover === .5) item.cover = '½';
else if (item.data.cover === .75) item.cover = '¾';
else if (item.data.cover === null) item.cover = '—';
if (item.crew < 1 || item.crew === null) item.crew = '—';
}
// Prepare vehicle weapons
if (item.type === 'equipment' || item.type === 'weapon') {
item.threshold = item.data.hp.dt ? item.data.hp.dt : '—';
}
}
/* -------------------------------------------- */
/**
* Organize Owned Items for rendering the Vehicle sheet.
* @private
*/
_prepareItems(data) {
const cargoColumns = [{
label: game.i18n.localize('SW5E.Quantity'),
css: 'item-qty',
property: 'quantity',
editable: 'Number'
}];
const equipmentColumns = [{
label: game.i18n.localize('SW5E.Quantity'),
css: 'item-qty',
property: 'data.quantity'
}, {
label: game.i18n.localize('SW5E.AC'),
css: 'item-ac',
property: 'data.armor.value'
}, {
label: game.i18n.localize('SW5E.HP'),
css: 'item-hp',
property: 'data.hp.value',
editable: 'Number'
}, {
label: game.i18n.localize('SW5E.Threshold'),
css: 'item-threshold',
property: 'threshold'
}];
const features = {
actions: {
label: game.i18n.localize('SW5E.ActionPl'),
items: [],
crewable: true,
dataset: {type: 'feat', 'activation.type': 'crew'},
columns: [{
label: game.i18n.localize('SW5E.VehicleCrew'),
css: 'item-crew',
property: 'crew'
}, {
label: game.i18n.localize('SW5E.Cover'),
css: 'item-cover',
property: 'cover'
}]
},
equipment: {
label: game.i18n.localize('SW5E.ItemTypeEquipment'),
items: [],
crewable: true,
dataset: {type: 'equipment', 'armor.type': 'vehicle'},
columns: equipmentColumns
},
passive: {
label: game.i18n.localize('SW5E.Features'),
items: [],
dataset: {type: 'feat'}
},
reactions: {
label: game.i18n.localize('SW5E.ReactionPl'),
items: [],
dataset: {type: 'feat', 'activation.type': 'reaction'}
},
weapons: {
label: game.i18n.localize('SW5E.ItemTypeWeaponPl'),
items: [],
crewable: true,
dataset: {type: 'weapon', 'weapon-type': 'siege'},
columns: equipmentColumns
}
};
const cargo = {
crew: {
label: game.i18n.localize('SW5E.VehicleCrew'),
items: data.data.cargo.crew,
css: 'cargo-row crew',
editableName: true,
dataset: {type: 'crew'},
columns: cargoColumns
},
passengers: {
label: game.i18n.localize('SW5E.VehiclePassengers'),
items: data.data.cargo.passengers,
css: 'cargo-row passengers',
editableName: true,
dataset: {type: 'passengers'},
columns: cargoColumns
},
cargo: {
label: game.i18n.localize('SW5E.VehicleCargo'),
items: [],
dataset: {type: 'loot'},
columns: [{
label: game.i18n.localize('SW5E.Quantity'),
css: 'item-qty',
property: 'data.quantity',
editable: 'Number'
}, {
label: game.i18n.localize('SW5E.Price'),
css: 'item-price',
property: 'data.price',
editable: 'Number'
}, {
label: game.i18n.localize('SW5E.Weight'),
css: 'item-weight',
property: 'data.weight',
editable: 'Number'
}]
}
};
// Classify items owned by the vehicle and compute total cargo weight
let totalWeight = 0;
for (const item of data.items) {
this._prepareCrewedItem(item);
// Handle cargo explicitly
const isCargo = item.flags.sw5e?.vehicleCargo === true;
if ( isCargo ) {
totalWeight += (item.data.weight || 0) * item.data.quantity;
cargo.cargo.items.push(item);
continue;
}
// Handle non-cargo item types
switch ( item.type ) {
case "weapon":
features.weapons.items.push(item);
break;
case "equipment":
features.equipment.items.push(item);
break;
case "feat":
if ( !item.data.activation.type || (item.data.activation.type === "none") ) features.passive.items.push(item);
else if (item.data.activation.type === 'reaction') features.reactions.items.push(item);
else features.actions.items.push(item);
break;
default:
totalWeight += (item.data.weight || 0) * item.data.quantity;
cargo.cargo.items.push(item);
}
}
// Update the rendering context data
data.features = Object.values(features);
data.cargo = Object.values(cargo);
data.data.attributes.encumbrance = this._computeEncumbrance(totalWeight, data);
}
/* -------------------------------------------- */
/* Event Listeners and Handlers */
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
if (!this.isEditable) return;
html.find('.item-toggle').click(this._onToggleItem.bind(this));
html.find('.item-hp input')
.click(evt => evt.target.select())
.change(this._onHPChange.bind(this));
html.find('.item:not(.cargo-row) input[data-property]')
.click(evt => evt.target.select())
.change(this._onEditInSheet.bind(this));
html.find('.cargo-row input')
.click(evt => evt.target.select())
.change(this._onCargoRowChange.bind(this));
if (this.actor.data.data.attributes.actions.stations) {
html.find('.counter.actions, .counter.action-thresholds').hide();
}
}
/* -------------------------------------------- */
/**
* Handle saving a cargo row (i.e. crew or passenger) in-sheet.
* @param event {Event}
* @returns {Promise<Actor>|null}
* @private
*/
_onCargoRowChange(event) {
event.preventDefault();
const target = event.currentTarget;
const row = target.closest('.item');
const idx = Number(row.dataset.itemId);
const property = row.classList.contains('crew') ? 'crew' : 'passengers';
// Get the cargo entry
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[property]);
const entry = cargo[idx];
if (!entry) return null;
// Update the cargo value
const key = target.dataset.property || 'name';
const type = target.dataset.dtype;
let value = target.value;
if (type === 'Number') value = Number(value);
entry[key] = value;
// Perform the Actor update
return this.actor.update({[`data.cargo.${property}`]: cargo});
}
/* -------------------------------------------- */
/**
* Handle editing certain values like quantity, price, and weight in-sheet.
* @param event {Event}
* @returns {Promise<Item>}
* @private
*/
_onEditInSheet(event) {
event.preventDefault();
const itemID = event.currentTarget.closest('.item').dataset.itemId;
const item = this.actor.items.get(itemID);
const property = event.currentTarget.dataset.property;
const type = event.currentTarget.dataset.dtype;
let value = event.currentTarget.value;
switch (type) {
case 'Number': value = parseInt(value); break;
case 'Boolean': value = value === 'true'; break;
}
return item.update({[`${property}`]: value});
}
/* -------------------------------------------- */
/**
* Handle creating a new crew or passenger row.
* @param event {Event}
* @returns {Promise<Actor|Item>}
* @private
*/
_onItemCreate(event) {
event.preventDefault();
const target = event.currentTarget;
const type = target.dataset.type;
if (type === 'crew' || type === 'passengers') {
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]);
cargo.push(this.constructor.newCargo);
return this.actor.update({[`data.cargo.${type}`]: cargo});
}
return super._onItemCreate(event);
}
/* -------------------------------------------- */
/**
* Handle deleting a crew or passenger row.
* @param event {Event}
* @returns {Promise<Actor|Item>}
* @private
*/
_onItemDelete(event) {
event.preventDefault();
const row = event.currentTarget.closest('.item');
if (row.classList.contains('cargo-row')) {
const idx = Number(row.dataset.itemId);
const type = row.classList.contains('crew') ? 'crew' : 'passengers';
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx);
return this.actor.update({[`data.cargo.${type}`]: cargo});
}
return super._onItemDelete(event);
}
/* -------------------------------------------- */
/** @override */
async _onDropItemCreate(itemData) {
const cargoTypes = ["weapon", "equipment", "consumable", "tool", "loot", "backpack"];
const isCargo = cargoTypes.includes(itemData.type) && (this._tabs[0].active === "cargo");
foundry.utils.setProperty(itemData, "flags.sw5e.vehicleCargo", isCargo);
return super._onDropItemCreate(itemData);
}
/* -------------------------------------------- */
/**
* Special handling for editing HP to clamp it within appropriate range.
* @param event {Event}
* @returns {Promise<Item>}
* @private
*/
_onHPChange(event) {
event.preventDefault();
const itemID = event.currentTarget.closest('.item').dataset.itemId;
const item = this.actor.items.get(itemID);
const hp = Math.clamped(0, parseInt(event.currentTarget.value), item.data.data.hp.max);
event.currentTarget.value = hp;
return item.update({'data.hp.value': hp});
}
/* -------------------------------------------- */
/**
* Handle toggling an item's crewed status.
* @param event {Event}
* @returns {Promise<Item>}
* @private
*/
_onToggleItem(event) {
event.preventDefault();
const itemID = event.currentTarget.closest('.item').dataset.itemId;
const item = this.actor.items.get(itemID);
const crewed = !!item.data.data.crewed;
return item.update({'data.crewed': !crewed});
}
};

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@ -0,0 +1,915 @@
import Item5e from "../../../item/entity.js";
import TraitSelector from "../../../apps/trait-selector.js";
import ActorSheetFlags from "../../../apps/actor-flags.js";
import ActorHitDiceConfig from "../../../apps/hit-dice-config.js";
import ActorMovementConfig from "../../../apps/movement-config.js";
import ActorSensesConfig from "../../../apps/senses-config.js";
import ActorTypeConfig from "../../../apps/actor-type.js";
import {SW5E} from '../../../config.js';
import {onManageActiveEffect, prepareActiveEffectCategories} from "../../../effects.js";
/**
* Extend the basic ActorSheet class to suppose SW5e-specific logic and functionality.
* This sheet is an Abstract layer which is not used.
* @extends {ActorSheet}
*/
export default class ActorSheet5e extends ActorSheet {
constructor(...args) {
super(...args);
/**
* Track the set of item filters which are applied
* @type {Set}
*/
this._filters = {
inventory: new Set(),
powerbook: new Set(),
features: new Set(),
effects: new Set()
};
}
/* -------------------------------------------- */
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
scrollY: [
".inventory .inventory-list",
".features .inventory-list",
".powerbook .inventory-list",
".effects .inventory-list"
],
tabs: [{navSelector: ".tabs", contentSelector: ".sheet-body", initial: "description"}]
});
}
/* -------------------------------------------- */
/**
* A set of item types that should be prevented from being dropped on this type of actor sheet.
* @type {Set<string>}
*/
static unsupportedItemTypes = new Set();
/* -------------------------------------------- */
/** @override */
get template() {
if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/oldActor/limited-sheet.html";
return `systems/sw5e/templates/actors/oldActor/${this.actor.data.type}-sheet.html`;
}
/* -------------------------------------------- */
/** @override */
getData(options) {
// Basic data
let isOwner = this.actor.isOwner;
const data = {
owner: isOwner,
limited: this.actor.limited,
options: this.options,
editable: this.isEditable,
cssClass: isOwner ? "editable" : "locked",
isCharacter: this.actor.type === "character",
isNPC: this.actor.type === "npc",
isStarship: this.actor.type === "starship",
isVehicle: this.actor.type === 'vehicle',
config: CONFIG.SW5E,
rollData: this.actor.getRollData.bind(this.actor)
};
// The Actor's data
const actorData = this.actor.data.toObject(false);
data.actor = actorData;
data.data = actorData.data;
// Owned Items
data.items = actorData.items;
for ( let i of data.items ) {
const item = this.actor.items.get(i._id);
i.labels = item.labels;
}
data.items.sort((a, b) => (a.sort || 0) - (b.sort || 0));
// Labels and filters
data.labels = this.actor.labels || {};
data.filters = this._filters;
// Ability Scores
for ( let [a, abl] of Object.entries(actorData.data.abilities)) {
abl.icon = this._getProficiencyIcon(abl.proficient);
abl.hover = CONFIG.SW5E.proficiencyLevels[abl.proficient];
abl.label = CONFIG.SW5E.abilities[a];
}
// Skills
if (actorData.data.skills) {
for ( let [s, skl] of Object.entries(actorData.data.skills)) {
skl.ability = CONFIG.SW5E.abilityAbbreviations[skl.ability];
skl.icon = this._getProficiencyIcon(skl.value);
skl.hover = CONFIG.SW5E.proficiencyLevels[skl.value];
skl.label = CONFIG.SW5E.skills[s];
}
}
// Movement speeds
data.movement = this._getMovementSpeed(actorData);
// Senses
data.senses = this._getSenses(actorData);
// Update traits
this._prepareTraits(actorData.data.traits);
// Prepare owned items
this._prepareItems(data);
// Prepare active effects
data.effects = prepareActiveEffectCategories(this.actor.effects);
// Return data to the sheet
return data
}
/* -------------------------------------------- */
/**
* Prepare the display of movement speed data for the Actor*
* @param {object} actorData The Actor data being prepared.
* @param {boolean} [largestPrimary=false] Show the largest movement speed as "primary", otherwise show "walk"
* @returns {{primary: string, special: string}}
* @private
*/
_getMovementSpeed(actorData, largestPrimary=false) {
const movement = actorData.data.attributes.movement || {};
// Prepare an array of available movement speeds
let speeds = [
[movement.burrow, `${game.i18n.localize("SW5E.MovementBurrow")} ${movement.burrow}`],
[movement.climb, `${game.i18n.localize("SW5E.MovementClimb")} ${movement.climb}`],
[movement.fly, `${game.i18n.localize("SW5E.MovementFly")} ${movement.fly}` + (movement.hover ? ` (${game.i18n.localize("SW5E.MovementHover")})` : "")],
[movement.swim, `${game.i18n.localize("SW5E.MovementSwim")} ${movement.swim}`]
]
if ( largestPrimary ) {
speeds.push([movement.walk, `${game.i18n.localize("SW5E.MovementWalk")} ${movement.walk}`]);
}
// Filter and sort speeds on their values
speeds = speeds.filter(s => !!s[0]).sort((a, b) => b[0] - a[0]);
// Case 1: Largest as primary
if ( largestPrimary ) {
let primary = speeds.shift();
return {
primary: `${primary ? primary[1] : "0"} ${movement.units}`,
special: speeds.map(s => s[1]).join(", ")
}
}
// Case 2: Walk as primary
else {
return {
primary: `${movement.walk || 0} ${movement.units}`,
special: speeds.length ? speeds.map(s => s[1]).join(", ") : ""
}
}
}
/* -------------------------------------------- */
_getSenses(actorData) {
const senses = actorData.data.attributes.senses || {};
const tags = {};
for ( let [k, label] of Object.entries(CONFIG.SW5E.senses) ) {
const v = senses[k] ?? 0
if ( v === 0 ) continue;
tags[k] = `${game.i18n.localize(label)} ${v} ${senses.units}`;
}
if ( !!senses.special ) tags["special"] = senses.special;
return tags;
}
/* -------------------------------------------- */
/**
* Prepare the data structure for traits data like languages, resistances & vulnerabilities, and proficiencies
* @param {object} traits The raw traits data object from the actor data
* @private
*/
_prepareTraits(traits) {
const map = {
"dr": CONFIG.SW5E.damageResistanceTypes,
"di": CONFIG.SW5E.damageResistanceTypes,
"dv": CONFIG.SW5E.damageResistanceTypes,
"ci": CONFIG.SW5E.conditionTypes,
"languages": CONFIG.SW5E.languages,
"armorProf": CONFIG.SW5E.armorProficiencies,
"weaponProf": CONFIG.SW5E.weaponProficiencies,
"toolProf": CONFIG.SW5E.toolProficiencies
};
for ( let [t, choices] of Object.entries(map) ) {
const trait = traits[t];
if ( !trait ) continue;
let values = [];
if ( trait.value ) {
values = trait.value instanceof Array ? trait.value : [trait.value];
}
trait.selected = values.reduce((obj, t) => {
obj[t] = choices[t];
return obj;
}, {});
// Add custom entry
if ( trait.custom ) {
trait.custom.split(";").forEach((c, i) => trait.selected[`custom${i+1}`] = c.trim());
}
trait.cssClass = !isObjectEmpty(trait.selected) ? "" : "inactive";
}
}
/* -------------------------------------------- */
/**
* Insert a power into the powerbook object when rendering the character sheet
* @param {Object} data The Actor data being prepared
* @param {Array} powers The power data being prepared
* @private
*/
_preparePowerbook(data, powers) {
const owner = this.actor.isOwner;
const levels = data.data.powers;
const powerbook = {};
// Define some mappings
const sections = {
"atwill": -20,
"innate": -10,
"pact": 0.5
};
// Label power slot uses headers
const useLabels = {
"-20": "-",
"-10": "-",
"0": "&infin;"
};
// Format a powerbook entry for a certain indexed level
const registerSection = (sl, i, label, {prepMode="prepared", value, max, override}={}) => {
powerbook[i] = {
order: i,
label: label,
usesSlots: i > 0,
canCreate: owner,
canPrepare: (data.actor.type === "character") && (i >= 1),
powers: [],
uses: useLabels[i] || value || 0,
slots: useLabels[i] || max || 0,
override: override || 0,
dataset: {"type": "power", "level": prepMode in sections ? 1 : i, "preparation.mode": prepMode},
prop: sl
};
};
// Determine the maximum power level which has a slot
const maxLevel = Array.fromRange(10).reduce((max, i) => {
if ( i === 0 ) return max;
const level = levels[`power${i}`];
if ( (level.max || level.override ) && ( i > max ) ) max = i;
return max;
}, 0);
// Level-based powercasters have cantrips and leveled slots
if ( maxLevel > 0 ) {
registerSection("power0", 0, CONFIG.SW5E.powerLevels[0]);
for (let lvl = 1; lvl <= maxLevel; lvl++) {
const sl = `power${lvl}`;
registerSection(sl, lvl, CONFIG.SW5E.powerLevels[lvl], levels[sl]);
}
}
// Pact magic users have cantrips and a pact magic section
// TODO: Check if this is needed, we've removed pacts everywhere else
if ( levels.pact && levels.pact.max ) {
if ( !powerbook["0"] ) registerSection("power0", 0, CONFIG.SW5E.powerLevels[0]);
const l = levels.pact;
const config = CONFIG.SW5E.powerPreparationModes.pact;
const level = game.i18n.localize(`SW5E.PowerLevel${levels.pact.level}`);
const label = `${config}${level}`;
registerSection("pact", sections.pact, label, {
prepMode: "pact",
value: l.value,
max: l.max,
override: l.override
});
}
// Iterate over every power item, adding powers to the powerbook by section
powers.forEach(power => {
const mode = power.data.preparation.mode || "prepared";
let s = power.data.level || 0;
const sl = `power${s}`;
// Specialized powercasting modes (if they exist)
if ( mode in sections ) {
s = sections[mode];
if ( !powerbook[s] ){
const l = levels[mode] || {};
const config = CONFIG.SW5E.powerPreparationModes[mode];
registerSection(mode, s, config, {
prepMode: mode,
value: l.value,
max: l.max,
override: l.override
});
}
}
// Sections for higher-level powers which the caster "should not" have, but power items exist for
else if ( !powerbook[s] ) {
registerSection(sl, s, CONFIG.SW5E.powerLevels[s], {levels: levels[sl]});
}
// Add the power to the relevant heading
powerbook[s].powers.push(power);
});
// Sort the powerbook by section level
const sorted = Object.values(powerbook);
sorted.sort((a, b) => a.order - b.order);
return sorted;
}
/* -------------------------------------------- */
/**
* Determine whether an Owned Item will be shown based on the current set of filters
* @return {boolean}
* @private
*/
_filterItems(items, filters) {
return items.filter(item => {
const data = item.data;
// Action usage
for ( let f of ["action", "bonus", "reaction"] ) {
if ( filters.has(f) ) {
if ((data.activation && (data.activation.type !== f))) return false;
}
}
// Power-specific filters
if ( filters.has("ritual") ) {
if (data.components.ritual !== true) return false;
}
if ( filters.has("concentration") ) {
if (data.components.concentration !== true) return false;
}
if ( filters.has("prepared") ) {
if ( data.level === 0 || ["innate", "always"].includes(data.preparation.mode) ) return true;
if ( this.actor.data.type === "npc" ) return true;
return data.preparation.prepared;
}
// Equipment-specific filters
if ( filters.has("equipped") ) {
if ( data.equipped !== true ) return false;
}
return true;
});
}
/* -------------------------------------------- */
/**
* Get the font-awesome icon used to display a certain level of skill proficiency
* @private
*/
_getProficiencyIcon(level) {
const icons = {
0: '<i class="far fa-circle"></i>',
0.5: '<i class="fas fa-adjust"></i>',
1: '<i class="fas fa-check"></i>',
2: '<i class="fas fa-check-double"></i>'
};
return icons[level] || icons[0];
}
/* -------------------------------------------- */
/* Event Listeners and Handlers
/* -------------------------------------------- */
/** @inheritdoc */
activateListeners(html) {
// Activate Item Filters
const filterLists = html.find(".filter-list");
filterLists.each(this._initializeFilterItemList.bind(this));
filterLists.on("click", ".filter-item", this._onToggleFilter.bind(this));
// Item summaries
html.find('.item .item-name.rollable h4').click(event => this._onItemSummary(event));
// View Item Sheets
html.find('.item-edit').click(this._onItemEdit.bind(this));
// Editable Only Listeners
if ( this.isEditable ) {
// Input focus and update
const inputs = html.find("input");
inputs.focus(ev => ev.currentTarget.select());
inputs.addBack().find('[data-dtype="Number"]').change(this._onChangeInputDelta.bind(this));
// Ability Proficiency
html.find('.ability-proficiency').click(this._onToggleAbilityProficiency.bind(this));
// Toggle Skill Proficiency
html.find('.skill-proficiency').on("click contextmenu", this._onCycleSkillProficiency.bind(this));
// Trait Selector
html.find('.trait-selector').click(this._onTraitSelector.bind(this));
// Configure Special Flags
html.find('.config-button').click(this._onConfigMenu.bind(this));
// Owned Item management
html.find('.item-create').click(this._onItemCreate.bind(this));
html.find('.item-delete').click(this._onItemDelete.bind(this));
html.find('.item-uses input').click(ev => ev.target.select()).change(this._onUsesChange.bind(this));
html.find('.slot-max-override').click(this._onPowerSlotOverride.bind(this));
// Active Effect management
html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.actor));
}
// Owner Only Listeners
if ( this.actor.isOwner ) {
// Ability Checks
html.find('.ability-name').click(this._onRollAbilityTest.bind(this));
// Roll Skill Checks
html.find('.skill-name').click(this._onRollSkillCheck.bind(this));
// Item Rolling
html.find('.item .item-image').click(event => this._onItemRoll(event));
html.find('.item .item-recharge').click(event => this._onItemRecharge(event));
}
// Otherwise remove rollable classes
else {
html.find(".rollable").each((i, el) => el.classList.remove("rollable"));
}
// Handle default listeners last so system listeners are triggered first
super.activateListeners(html);
}
/* -------------------------------------------- */
/**
* Iinitialize Item list filters by activating the set of filters which are currently applied
* @private
*/
_initializeFilterItemList(i, ul) {
const set = this._filters[ul.dataset.filter];
const filters = ul.querySelectorAll(".filter-item");
for ( let li of filters ) {
if ( set.has(li.dataset.filter) ) li.classList.add("active");
}
}
/* -------------------------------------------- */
/* Event Listeners and Handlers */
/* -------------------------------------------- */
/**
* Handle input changes to numeric form fields, allowing them to accept delta-typed inputs
* @param event
* @private
*/
_onChangeInputDelta(event) {
const input = event.target;
const value = input.value;
if ( ["+", "-"].includes(value[0]) ) {
let delta = parseFloat(value);
input.value = getProperty(this.actor.data, input.name) + delta;
} else if ( value[0] === "=" ) {
input.value = value.slice(1);
}
}
/* -------------------------------------------- */
/**
* Handle spawning the TraitSelector application which allows a checkbox of multiple trait options
* @param {Event} event The click event which originated the selection
* @private
*/
_onConfigMenu(event) {
event.preventDefault();
const button = event.currentTarget;
let app;
switch ( button.dataset.action ) {
case "hit-dice":
app = new ActorHitDiceConfig(this.object);
break;
case "movement":
app = new ActorMovementConfig(this.object);
break;
case "flags":
app = new ActorSheetFlags(this.object);
break;
case "senses":
app = new ActorSensesConfig(this.object);
break;
case "type":
new ActorTypeConfig(this.object).render(true);
break;
}
app?.render(true);
}
/* -------------------------------------------- */
/**
* Handle cycling proficiency in a Skill
* @param {Event} event A click or contextmenu event which triggered the handler
* @private
*/
_onCycleSkillProficiency(event) {
event.preventDefault();
const field = $(event.currentTarget).siblings('input[type="hidden"]');
// Get the current level and the array of levels
const level = parseFloat(field.val());
const levels = [0, 1, 0.5, 2];
let idx = levels.indexOf(level);
// Toggle next level - forward on click, backwards on right
if ( event.type === "click" ) {
field.val(levels[(idx === levels.length - 1) ? 0 : idx + 1]);
} else if ( event.type === "contextmenu" ) {
field.val(levels[(idx === 0) ? levels.length - 1 : idx - 1]);
}
// Update the field value and save the form
this._onSubmit(event);
}
/* -------------------------------------------- */
/** @override */
async _onDropActor(event, data) {
const canPolymorph = game.user.isGM || (this.actor.isOwner && game.settings.get('sw5e', 'allowPolymorphing'));
if ( !canPolymorph ) return false;
// Get the target actor
let sourceActor = null;
if (data.pack) {
const pack = game.packs.find(p => p.collection === data.pack);
sourceActor = await pack.getEntity(data.id);
} else {
sourceActor = game.actors.get(data.id);
}
if ( !sourceActor ) return;
// Define a function to record polymorph settings for future use
const rememberOptions = html => {
const options = {};
html.find('input').each((i, el) => {
options[el.name] = el.checked;
});
const settings = mergeObject(game.settings.get('sw5e', 'polymorphSettings') || {}, options);
game.settings.set('sw5e', 'polymorphSettings', settings);
return settings;
};
// Create and render the Dialog
return new Dialog({
title: game.i18n.localize('SW5E.PolymorphPromptTitle'),
content: {
options: game.settings.get('sw5e', 'polymorphSettings'),
i18n: SW5E.polymorphSettings,
isToken: this.actor.isToken
},
default: 'accept',
buttons: {
accept: {
icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize('SW5E.PolymorphAcceptSettings'),
callback: html => this.actor.transformInto(sourceActor, rememberOptions(html))
},
wildshape: {
icon: '<i class="fas fa-paw"></i>',
label: game.i18n.localize('SW5E.PolymorphWildShape'),
callback: html => this.actor.transformInto(sourceActor, {
keepBio: true,
keepClass: true,
keepMental: true,
mergeSaves: true,
mergeSkills: true,
transformTokens: rememberOptions(html).transformTokens
})
},
polymorph: {
icon: '<i class="fas fa-pastafarianism"></i>',
label: game.i18n.localize('SW5E.Polymorph'),
callback: html => this.actor.transformInto(sourceActor, {
transformTokens: rememberOptions(html).transformTokens
})
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: game.i18n.localize('Cancel')
}
}
}, {
classes: ['dialog', 'sw5e'],
width: 600,
template: 'systems/sw5e/templates/apps/polymorph-prompt.html'
}).render(true);
}
/* -------------------------------------------- */
/** @override */
async _onDropItemCreate(itemData) {
// Check to make sure items of this type are allowed on this actor
if ( this.constructor.unsupportedItemTypes.has(itemData.type) ) {
return ui.notifications.warn(game.i18n.format("SW5E.ActorWarningInvalidItem", {
itemType: game.i18n.localize(CONFIG.Item.typeLabels[itemData.type]),
actorType: game.i18n.localize(CONFIG.Actor.typeLabels[this.actor.type])
}));
}
// Create a Consumable power scroll on the Inventory tab
// TODO: This is pretty non functional as the base items for the scrolls, and the powers, are not defined, maybe consider using holocrons
if ( (itemData.type === "power") && (this._tabs[0].active === "inventory") ) {
const scroll = await Item5e.createScrollFromPower(itemData);
itemData = scroll.data;
}
if ( itemData.data ) {
// Ignore certain statuses
["equipped", "proficient", "prepared"].forEach(k => delete itemData.data[k]);
// Downgrade ATTUNED to REQUIRED
itemData.data.attunement = Math.min(itemData.data.attunement, CONFIG.SW5E.attunementTypes.REQUIRED);
}
// Stack identical consumables
if ( itemData.type === "consumable" && itemData.flags.core?.sourceId ) {
const similarItem = this.actor.items.find(i => {
const sourceId = i.getFlag("core", "sourceId");
return sourceId && (sourceId === itemData.flags.core?.sourceId) &&
(i.type === "consumable");
});
if ( similarItem ) {
return similarItem.update({
'data.quantity': similarItem.data.data.quantity + Math.max(itemData.data.quantity, 1)
});
}
}
// Create the owned item as normal
return super._onDropItemCreate(itemData);
}
/* -------------------------------------------- */
/**
* Handle enabling editing for a power slot override value
* @param {MouseEvent} event The originating click event
* @private
*/
async _onPowerSlotOverride (event) {
const span = event.currentTarget.parentElement;
const level = span.dataset.level;
const override = this.actor.data.data.powers[level].override || span.dataset.slots;
const input = document.createElement("INPUT");
input.type = "text";
input.name = `data.powers.${level}.override`;
input.value = override;
input.placeholder = span.dataset.slots;
input.dataset.dtype = "Number";
// Replace the HTML
const parent = span.parentElement;
parent.removeChild(span);
parent.appendChild(input);
}
/* -------------------------------------------- */
/**
* Change the uses amount of an Owned Item within the Actor
* @param {Event} event The triggering click event
* @private
*/
async _onUsesChange(event) {
event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemId);
const uses = Math.clamped(0, parseInt(event.target.value), item.data.data.uses.max);
event.target.value = uses;
return item.update({ 'data.uses.value': uses });
}
/* -------------------------------------------- */
/**
* Handle rolling of an item from the Actor sheet, obtaining the Item instance and dispatching to it's roll method
* @private
*/
_onItemRoll(event) {
event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemId);
return item.roll();
}
/* -------------------------------------------- */
/**
* Handle attempting to recharge an item usage by rolling a recharge check
* @param {Event} event The originating click event
* @private
*/
_onItemRecharge(event) {
event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemId);
return item.rollRecharge();
};
/* -------------------------------------------- */
/**
* Handle rolling of an item from the Actor sheet, obtaining the Item instance and dispatching to it's roll method
* @private
*/
_onItemSummary(event) {
event.preventDefault();
let li = $(event.currentTarget).parents(".item"),
item = this.actor.items.get(li.data("item-id")),
chatData = item.getChatData({secrets: this.actor.isOwner});
// Toggle summary
if ( li.hasClass("expanded") ) {
let summary = li.children(".item-summary");
summary.slideUp(200, () => summary.remove());
} else {
let div = $(`<div class="item-summary">${chatData.description.value}</div>`);
let props = $(`<div class="item-properties"></div>`);
chatData.properties.forEach(p => props.append(`<span class="tag">${p}</span>`));
div.append(props);
li.append(div.hide());
div.slideDown(200);
}
li.toggleClass("expanded");
}
/* -------------------------------------------- */
/**
* Handle creating a new Owned Item for the actor using initial data defined in the HTML dataset
* @param {Event} event The originating click event
* @private
*/
_onItemCreate(event) {
event.preventDefault();
const header = event.currentTarget;
const type = header.dataset.type;
const itemData = {
name: game.i18n.format("SW5E.ItemNew", {type: game.i18n.localize(`SW5E.ItemType${type.capitalize()}`)}),
type: type,
data: foundry.utils.deepClone(header.dataset)
};
delete itemData.data["type"];
return this.actor.createEmbeddedDocuments("Item", [itemData]);
}
/* -------------------------------------------- */
/**
* Handle editing an existing Owned Item for the Actor
* @param {Event} event The originating click event
* @private
*/
_onItemEdit(event) {
event.preventDefault();
const li = event.currentTarget.closest(".item");
const item = this.actor.items.get(li.dataset.itemId);
return item.sheet.render(true);
}
/* -------------------------------------------- */
/**
* Handle deleting an existing Owned Item for the Actor
* @param {Event} event The originating click event
* @private
*/
_onItemDelete(event) {
event.preventDefault();
const li = event.currentTarget.closest(".item");
const item = this.actor.items.get(li.dataset.itemId);
if ( item ) return item.delete();
}
/* -------------------------------------------- */
/**
* Handle rolling an Ability check, either a test or a saving throw
* @param {Event} event The originating click event
* @private
*/
_onRollAbilityTest(event) {
event.preventDefault();
let ability = event.currentTarget.parentElement.dataset.ability;
return this.actor.rollAbility(ability, {event: event});
}
/* -------------------------------------------- */
/**
* Handle rolling a Skill check
* @param {Event} event The originating click event
* @private
*/
_onRollSkillCheck(event) {
event.preventDefault();
const skill = event.currentTarget.parentElement.dataset.skill;
return this.actor.rollSkill(skill, {event: event});
}
/* -------------------------------------------- */
/**
* Handle toggling Ability score proficiency level
* @param {Event} event The originating click event
* @private
*/
_onToggleAbilityProficiency(event) {
event.preventDefault();
const field = event.currentTarget.previousElementSibling;
return this.actor.update({[field.name]: 1 - parseInt(field.value)});
}
/* -------------------------------------------- */
/**
* Handle toggling of filters to display a different set of owned items
* @param {Event} event The click event which triggered the toggle
* @private
*/
_onToggleFilter(event) {
event.preventDefault();
const li = event.currentTarget;
const set = this._filters[li.parentElement.dataset.filter];
const filter = li.dataset.filter;
if ( set.has(filter) ) set.delete(filter);
else set.add(filter);
return this.render();
}
/* -------------------------------------------- */
/**
* Handle spawning the TraitSelector application which allows a checkbox of multiple trait options
* @param {Event} event The click event which originated the selection
* @private
*/
_onTraitSelector(event) {
event.preventDefault();
const a = event.currentTarget;
const label = a.parentElement.querySelector("label");
const choices = CONFIG.SW5E[a.dataset.options];
const options = { name: a.dataset.target, title: label.innerText, choices };
return new TraitSelector(this.actor, options).render(true)
}
/* -------------------------------------------- */
/** @override */
_getHeaderButtons() {
let buttons = super._getHeaderButtons();
if ( this.actor.isPolymorphed ) {
buttons.unshift({
label: 'SW5E.PolymorphRestoreTransformation',
class: "restore-transformation",
icon: "fas fa-backward",
onclick: () => this.actor.revertOriginalForm()
});
}
return buttons;
}
}

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import ActorSheet5e from "./base.js";
import Actor5e from "../../entity.js";
/**
* An Actor sheet for player character type actors in the SW5E system.
* Extends the base ActorSheet5e class.
* @type {ActorSheet5e}
*/
export default class ActorSheet5eCharacter extends ActorSheet5e {
/**
* Define default rendering options for the NPC sheet
* @return {Object}
*/
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "character"],
width: 720,
height: 736
});
}
/* -------------------------------------------- */
/**
* Add some extra data when rendering the sheet to reduce the amount of logic required within the template.
*/
getData() {
const sheetData = super.getData();
// Temporary HP
let hp = sheetData.data.attributes.hp;
if (hp.temp === 0) delete hp.temp;
if (hp.tempmax === 0) delete hp.tempmax;
// Resources
sheetData["resources"] = ["primary", "secondary", "tertiary"].reduce((arr, r) => {
const res = sheetData.data.resources[r] || {};
res.name = r;
res.placeholder = game.i18n.localize("SW5E.Resource"+r.titleCase());
if (res && res.value === 0) delete res.value;
if (res && res.max === 0) delete res.max;
return arr.concat([res]);
}, []);
// Experience Tracking
sheetData["disableExperience"] = game.settings.get("sw5e", "disableExperienceTracking");
sheetData["classLabels"] = this.actor.itemTypes.class.map(c => c.name).join(", ");
sheetData["multiclassLabels"] = this.actor.itemTypes.class.map(c => {
return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(' ')
}).join(', ');
// Return data for rendering
return sheetData;
}
/* -------------------------------------------- */
/**
* Organize and classify Owned Items for Character sheets
* @private
*/
_prepareItems(data) {
// Categorize items as inventory, powerbook, features, and classes
const inventory = {
weapon: { label: "SW5E.ItemTypeWeaponPl", items: [], dataset: {type: "weapon"} },
equipment: { label: "SW5E.ItemTypeEquipmentPl", items: [], dataset: {type: "equipment"} },
consumable: { label: "SW5E.ItemTypeConsumablePl", items: [], dataset: {type: "consumable"} },
tool: { label: "SW5E.ItemTypeToolPl", items: [], dataset: {type: "tool"} },
backpack: { label: "SW5E.ItemTypeContainerPl", items: [], dataset: {type: "backpack"} },
loot: { label: "SW5E.ItemTypeLootPl", items: [], dataset: {type: "loot"} }
};
// Partition items by category
let [items, powers, feats, classes, species, archetypes, classfeatures, backgrounds, fightingstyles, fightingmasteries, lightsaberforms] = data.items.reduce((arr, item) => {
// Item details
item.img = item.img || CONST.DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
item.attunement = {
[CONFIG.SW5E.attunementTypes.REQUIRED]: {
icon: "fa-sun",
cls: "not-attuned",
title: "SW5E.AttunementRequired"
},
[CONFIG.SW5E.attunementTypes.ATTUNED]: {
icon: "fa-sun",
cls: "attuned",
title: "SW5E.AttunementAttuned"
}
}[item.data.attunement];
// Item usage
item.hasUses = item.data.uses && (item.data.uses.max > 0);
item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false);
item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0));
item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type));
// Item toggle state
this._prepareItemToggleState(item);
// Primary Class
if ( item.type === "class" ) item.isOriginalClass = ( item._id === this.actor.data.data.details.originalClass );
// Classify items into types
if ( item.type === "power" ) arr[1].push(item);
else if ( item.type === "feat" ) arr[2].push(item);
else if ( item.type === "class" ) arr[3].push(item);
else if ( item.type === "species" ) arr[4].push(item);
else if ( item.type === "archetype" ) arr[5].push(item);
else if ( item.type === "classfeature" ) arr[6].push(item);
else if ( item.type === "background" ) arr[7].push(item);
else if ( item.type === "fightingstyle" ) arr[8].push(item);
else if ( item.type === "fightingmastery" ) arr[9].push(item);
else if ( item.type === "lightsaberform" ) arr[10].push(item);
else if ( Object.keys(inventory).includes(item.type ) ) arr[0].push(item);
return arr;
}, [[], [], [], [], [], [], [], [], [], [], []]);
// Apply active item filters
items = this._filterItems(items, this._filters.inventory);
powers = this._filterItems(powers, this._filters.powerbook);
feats = this._filterItems(feats, this._filters.features);
// Organize items
for ( let i of items ) {
i.data.quantity = i.data.quantity || 0;
i.data.weight = i.data.weight || 0;
i.totalWeight = (i.data.quantity * i.data.weight).toNearest(0.1);
inventory[i.type].items.push(i);
}
// Organize Powerbook and count the number of prepared powers (excluding always, at will, etc...)
const powerbook = this._preparePowerbook(data, powers);
const nPrepared = powers.filter(s => {
return (s.data.level > 0) && (s.data.preparation.mode === "prepared") && s.data.preparation.prepared;
}).length;
// Organize Features
const features = {
classes: { label: "SW5E.ItemTypeClassPl", items: [], hasActions: false, dataset: {type: "class"}, isClass: true },
classfeatures: { label: "SW5E.ItemTypeClassFeats", items: [], hasActions: true, dataset: {type: "classfeature"}, isClassfeature: true },
archetype: { label: "SW5E.ItemTypeArchetype", items: [], hasActions: false, dataset: {type: "archetype"}, isArchetype: true },
species: { label: "SW5E.ItemTypeSpecies", items: [], hasActions: false, dataset: {type: "species"}, isSpecies: true },
background: { label: "SW5E.ItemTypeBackground", items: [], hasActions: false, dataset: {type: "background"}, isBackground: true },
fightingstyles: { label: "SW5E.ItemTypeFightingStylePl", items: [], hasActions: false, dataset: {type: "fightingstyle"}, isFightingstyle: true },
fightingmasteries: { label: "SW5E.ItemTypeFightingMasteryPl", items: [], hasActions: false, dataset: {type: "fightingmastery"}, isFightingmastery: true },
lightsaberforms: { label: "SW5E.ItemTypeLightsaberFormPl", items: [], hasActions: false, dataset: {type: "lightsaberform"}, isLightsaberform: true },
active: { label: "SW5E.FeatureActive", items: [], hasActions: true, dataset: {type: "feat", "activation.type": "action"} },
passive: { label: "SW5E.FeaturePassive", items: [], hasActions: false, dataset: {type: "feat"} }
};
for ( let f of feats ) {
if ( f.data.activation.type ) features.active.items.push(f);
else features.passive.items.push(f);
}
classes.sort((a, b) => b.data.levels - a.data.levels);
features.classes.items = classes;
features.classfeatures.items = classfeatures;
features.archetype.items = archetypes;
features.species.items = species;
features.background.items = backgrounds;
features.fightingstyles.items = fightingstyles;
features.fightingmasteries.items = fightingmasteries;
features.lightsaberforms.items = lightsaberforms;
// Assign and return
data.inventory = Object.values(inventory);
data.powerbook = powerbook;
data.preparedPowers = nPrepared;
data.features = Object.values(features);
}
/* -------------------------------------------- */
/**
* A helper method to establish the displayed preparation state for an item
* @param {Item} item
* @private
*/
_prepareItemToggleState(item) {
if (item.type === "power") {
const isAlways = getProperty(item.data, "preparation.mode") === "always";
const isPrepared = getProperty(item.data, "preparation.prepared");
item.toggleClass = isPrepared ? "active" : "";
if ( isAlways ) item.toggleClass = "fixed";
if ( isAlways ) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.always;
else if ( isPrepared ) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.prepared;
else item.toggleTitle = game.i18n.localize("SW5E.PowerUnprepared");
}
else {
const isActive = getProperty(item.data, "equipped");
item.toggleClass = isActive ? "active" : "";
item.toggleTitle = game.i18n.localize(isActive ? "SW5E.Equipped" : "SW5E.Unequipped");
}
}
/* -------------------------------------------- */
/* Event Listeners and Handlers
/* -------------------------------------------- */
/**
* Activate event listeners using the prepared sheet HTML
* @param html {jQuery} The prepared HTML object ready to be rendered into the DOM
*/
activateListeners(html) {
super.activateListeners(html);
if ( !this.isEditable ) return;
// Item State Toggling
html.find('.item-toggle').click(this._onToggleItem.bind(this));
// Short and Long Rest
html.find('.short-rest').click(this._onShortRest.bind(this));
html.find('.long-rest').click(this._onLongRest.bind(this));
// Rollable sheet actions
html.find(".rollable[data-action]").click(this._onSheetAction.bind(this));
}
/* -------------------------------------------- */
/**
* Handle mouse click events for character sheet actions
* @param {MouseEvent} event The originating click event
* @private
*/
_onSheetAction(event) {
event.preventDefault();
const button = event.currentTarget;
switch( button.dataset.action ) {
case "rollDeathSave":
return this.actor.rollDeathSave({event: event});
case "rollInitiative":
return this.actor.rollInitiative({createCombatants: true});
}
}
/* -------------------------------------------- */
/**
* Handle toggling the state of an Owned Item within the Actor
* @param {Event} event The triggering click event
* @private
*/
_onToggleItem(event) {
event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemId);
const attr = item.data.type === "power" ? "data.preparation.prepared" : "data.equipped";
return item.update({[attr]: !getProperty(item.data, attr)});
}
/* -------------------------------------------- */
/**
* Take a short rest, calling the relevant function on the Actor instance
* @param {Event} event The triggering click event
* @private
*/
async _onShortRest(event) {
event.preventDefault();
await this._onSubmit(event);
return this.actor.shortRest();
}
/* -------------------------------------------- */
/**
* Take a long rest, calling the relevant function on the Actor instance
* @param {Event} event The triggering click event
* @private
*/
async _onLongRest(event) {
event.preventDefault();
await this._onSubmit(event);
return this.actor.longRest();
}
/* -------------------------------------------- */
/** @override */
async _onDropItemCreate(itemData) {
// Increment the number of class levels a character instead of creating a new item
if ( itemData.type === "class" ) {
const cls = this.actor.itemTypes.class.find(c => c.name === itemData.name);
let priorLevel = cls?.data.data.levels ?? 0;
if ( !!cls ) {
const next = Math.min(priorLevel + 1, 20 + priorLevel - this.actor.data.data.details.level);
if ( next > priorLevel ) {
itemData.levels = next;
return cls.update({"data.levels": next});
}
}
}
// Default drop handling if levels were not added
return super._onDropItemCreate(itemData);
}
}

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import ActorSheet5e from "./base.js";
/**
* An Actor sheet for NPC type characters in the SW5E system.
* Extends the base ActorSheet5e class.
* @extends {ActorSheet5e}
*/
export default class ActorSheet5eNPC extends ActorSheet5e {
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "npc"],
width: 600,
height: 680
});
}
/* -------------------------------------------- */
/** @override */
static unsupportedItemTypes = new Set(["class"]);
/* -------------------------------------------- */
/**
* Organize Owned Items for rendering the NPC sheet
* @private
*/
_prepareItems(data) {
// Categorize Items as Features and Powers
const features = {
weapons: { label: game.i18n.localize("SW5E.AttackPl"), items: [] , hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} },
actions: { label: game.i18n.localize("SW5E.ActionPl"), items: [] , hasActions: true, dataset: {type: "feat", "activation.type": "action"} },
passive: { label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"} },
equipment: { label: game.i18n.localize("SW5E.Inventory"), items: [], dataset: {type: "loot"}}
};
// Start by classifying items into groups for rendering
let [powers, other] = data.items.reduce((arr, item) => {
item.img = item.img || CONST.DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
item.hasUses = item.data.uses && (item.data.uses.max > 0);
item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false);
item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0));
item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type));
if ( item.type === "power" ) arr[0].push(item);
else arr[1].push(item);
return arr;
}, [[], []]);
// Apply item filters
powers = this._filterItems(powers, this._filters.powerbook);
other = this._filterItems(other, this._filters.features);
// Organize Powerbook
const powerbook = this._preparePowerbook(data, powers);
// Organize Features
for ( let item of other ) {
if ( item.type === "weapon" ) features.weapons.items.push(item);
else if ( item.type === "feat" ) {
if ( item.data.activation.type ) features.actions.items.push(item);
else features.passive.items.push(item);
}
else features.equipment.items.push(item);
}
// Assign and return
data.features = Object.values(features);
data.powerbook = powerbook;
}
/* -------------------------------------------- */
/** @inheritdoc */
getData(options) {
const data = super.getData(options);
// Challenge Rating
const cr = parseFloat(data.data.details.cr || 0);
const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"};
data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1;
// Creature Type
data.labels["type"] = this.actor.labels.creatureType;
return data;
}
/* -------------------------------------------- */
/* Object Updates */
/* -------------------------------------------- */
/** @override */
async _updateObject(event, formData) {
// Format NPC Challenge Rating
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
let crv = "data.details.cr";
let cr = formData[crv];
cr = crs[cr] || parseFloat(cr);
if ( cr ) formData[crv] = cr < 1 ? cr : parseInt(cr);
// Parent ActorSheet update steps
return super._updateObject(event, formData);
}
/* -------------------------------------------- */
/* Event Listeners and Handlers */
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
html.find(".health .rollable").click(this._onRollHPFormula.bind(this));
}
/* -------------------------------------------- */
/**
* Handle rolling NPC health values using the provided formula
* @param {Event} event The original click event
* @private
*/
_onRollHPFormula(event) {
event.preventDefault();
const formula = this.actor.data.data.attributes.hp.formula;
if ( !formula ) return;
const hp = new Roll(formula).roll().total;
AudioHelper.play({src: CONFIG.sounds.dice});
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});
}
}

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import ActorSheet5e from "./base.js";
/**
* An Actor sheet for Vehicle type actors.
* Extends the base ActorSheet5e class.
* @type {ActorSheet5e}
*/
export default class ActorSheet5eVehicle extends ActorSheet5e {
/**
* Define default rendering options for the Vehicle sheet.
* @returns {Object}
*/
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "vehicle"],
width: 605,
height: 680
});
}
/* -------------------------------------------- */
/** @override */
static unsupportedItemTypes = new Set(["class"]);
/* -------------------------------------------- */
/**
* Creates a new cargo entry for a vehicle Actor.
*/
static get newCargo() {
return {
name: '',
quantity: 1
};
}
/* -------------------------------------------- */
/**
* Compute the total weight of the vehicle's cargo.
* @param {Number} totalWeight The cumulative item weight from inventory items
* @param {Object} actorData The data object for the Actor being rendered
* @returns {{max: number, value: number, pct: number}}
* @private
*/
_computeEncumbrance(totalWeight, actorData) {
// Compute currency weight
const totalCoins = Object.values(actorData.data.currency).reduce((acc, denom) => acc + denom, 0);
totalWeight += totalCoins / CONFIG.SW5E.encumbrance.currencyPerWeight;
// Vehicle weights are an order of magnitude greater.
totalWeight /= CONFIG.SW5E.encumbrance.vehicleWeightMultiplier;
// Compute overall encumbrance
const max = actorData.data.attributes.capacity.cargo;
const pct = Math.clamped((totalWeight * 100) / max, 0, 100);
return {value: totalWeight.toNearest(0.1), max, pct};
}
/* -------------------------------------------- */
/** @override */
_getMovementSpeed(actorData, largestPrimary=true) {
return super._getMovementSpeed(actorData, largestPrimary);
}
/* -------------------------------------------- */
/**
* Prepare items that are mounted to a vehicle and require one or more crew
* to operate.
* @private
*/
_prepareCrewedItem(item) {
// Determine crewed status
const isCrewed = item.data.crewed;
item.toggleClass = isCrewed ? 'active' : '';
item.toggleTitle = game.i18n.localize(`SW5E.${isCrewed ? 'Crewed' : 'Uncrewed'}`);
// Handle crew actions
if (item.type === 'feat' && item.data.activation.type === 'crew') {
item.crew = item.data.activation.cost;
item.cover = game.i18n.localize(`SW5E.${item.data.cover ? 'CoverTotal' : 'None'}`);
if (item.data.cover === .5) item.cover = '½';
else if (item.data.cover === .75) item.cover = '¾';
else if (item.data.cover === null) item.cover = '—';
if (item.crew < 1 || item.crew === null) item.crew = '—';
}
// Prepare vehicle weapons
if (item.type === 'equipment' || item.type === 'weapon') {
item.threshold = item.data.hp.dt ? item.data.hp.dt : '—';
}
}
/* -------------------------------------------- */
/**
* Organize Owned Items for rendering the Vehicle sheet.
* @private
*/
_prepareItems(data) {
const cargoColumns = [{
label: game.i18n.localize('SW5E.Quantity'),
css: 'item-qty',
property: 'quantity',
editable: 'Number'
}];
const equipmentColumns = [{
label: game.i18n.localize('SW5E.Quantity'),
css: 'item-qty',
property: 'data.quantity'
}, {
label: game.i18n.localize('SW5E.AC'),
css: 'item-ac',
property: 'data.armor.value'
}, {
label: game.i18n.localize('SW5E.HP'),
css: 'item-hp',
property: 'data.hp.value',
editable: 'Number'
}, {
label: game.i18n.localize('SW5E.Threshold'),
css: 'item-threshold',
property: 'threshold'
}];
const features = {
actions: {
label: game.i18n.localize('SW5E.ActionPl'),
items: [],
crewable: true,
dataset: {type: 'feat', 'activation.type': 'crew'},
columns: [{
label: game.i18n.localize('SW5E.VehicleCrew'),
css: 'item-crew',
property: 'crew'
}, {
label: game.i18n.localize('SW5E.Cover'),
css: 'item-cover',
property: 'cover'
}]
},
equipment: {
label: game.i18n.localize('SW5E.ItemTypeEquipment'),
items: [],
crewable: true,
dataset: {type: 'equipment', 'armor.type': 'vehicle'},
columns: equipmentColumns
},
passive: {
label: game.i18n.localize('SW5E.Features'),
items: [],
dataset: {type: 'feat'}
},
reactions: {
label: game.i18n.localize('SW5E.ReactionPl'),
items: [],
dataset: {type: 'feat', 'activation.type': 'reaction'}
},
weapons: {
label: game.i18n.localize('SW5E.ItemTypeWeaponPl'),
items: [],
crewable: true,
dataset: {type: 'weapon', 'weapon-type': 'siege'},
columns: equipmentColumns
}
};
const cargo = {
crew: {
label: game.i18n.localize('SW5E.VehicleCrew'),
items: data.data.cargo.crew,
css: 'cargo-row crew',
editableName: true,
dataset: {type: 'crew'},
columns: cargoColumns
},
passengers: {
label: game.i18n.localize('SW5E.VehiclePassengers'),
items: data.data.cargo.passengers,
css: 'cargo-row passengers',
editableName: true,
dataset: {type: 'passengers'},
columns: cargoColumns
},
cargo: {
label: game.i18n.localize('SW5E.VehicleCargo'),
items: [],
dataset: {type: 'loot'},
columns: [{
label: game.i18n.localize('SW5E.Quantity'),
css: 'item-qty',
property: 'data.quantity',
editable: 'Number'
}, {
label: game.i18n.localize('SW5E.Price'),
css: 'item-price',
property: 'data.price',
editable: 'Number'
}, {
label: game.i18n.localize('SW5E.Weight'),
css: 'item-weight',
property: 'data.weight',
editable: 'Number'
}]
}
};
// Classify items owned by the vehicle and compute total cargo weight
let totalWeight = 0;
for (const item of data.items) {
this._prepareCrewedItem(item);
// Handle cargo explicitly
const isCargo = item.flags.sw5e?.vehicleCargo === true;
if ( isCargo ) {
totalWeight += (item.data.weight || 0) * item.data.quantity;
cargo.cargo.items.push(item);
continue;
}
// Handle non-cargo item types
switch ( item.type ) {
case "weapon":
features.weapons.items.push(item);
break;
case "equipment":
features.equipment.items.push(item);
break;
case "feat":
if (!item.data.activation.type || (item.data.activation.type === "none")) features.passive.items.push(item);
else if (item.data.activation.type === 'reaction') features.reactions.items.push(item);
else features.actions.items.push(item);
break;
default:
totalWeight += (item.data.weight || 0) * item.data.quantity;
cargo.cargo.items.push(item);
}
}
// Update the rendering context data
data.features = Object.values(features);
data.cargo = Object.values(cargo);
data.data.attributes.encumbrance = this._computeEncumbrance(totalWeight, data);
}
/* -------------------------------------------- */
/* Event Listeners and Handlers */
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
if (!this.isEditable) return;
html.find('.item-toggle').click(this._onToggleItem.bind(this));
html.find('.item-hp input')
.click(evt => evt.target.select())
.change(this._onHPChange.bind(this));
html.find('.item:not(.cargo-row) input[data-property]')
.click(evt => evt.target.select())
.change(this._onEditInSheet.bind(this));
html.find('.cargo-row input')
.click(evt => evt.target.select())
.change(this._onCargoRowChange.bind(this));
if (this.actor.data.data.attributes.actions.stations) {
html.find('.counter.actions, .counter.action-thresholds').hide();
}
}
/* -------------------------------------------- */
/**
* Handle saving a cargo row (i.e. crew or passenger) in-sheet.
* @param event {Event}
* @returns {Promise<Actor>|null}
* @private
*/
_onCargoRowChange(event) {
event.preventDefault();
const target = event.currentTarget;
const row = target.closest('.item');
const idx = Number(row.dataset.itemId);
const property = row.classList.contains('crew') ? 'crew' : 'passengers';
// Get the cargo entry
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[property]);
const entry = cargo[idx];
if (!entry) return null;
// Update the cargo value
const key = target.dataset.property || 'name';
const type = target.dataset.dtype;
let value = target.value;
if (type === 'Number') value = Number(value);
entry[key] = value;
// Perform the Actor update
return this.actor.update({[`data.cargo.${property}`]: cargo});
}
/* -------------------------------------------- */
/**
* Handle editing certain values like quantity, price, and weight in-sheet.
* @param event {Event}
* @returns {Promise<Item>}
* @private
*/
_onEditInSheet(event) {
event.preventDefault();
const itemID = event.currentTarget.closest('.item').dataset.itemId;
const item = this.actor.items.get(itemID);
const property = event.currentTarget.dataset.property;
const type = event.currentTarget.dataset.dtype;
let value = event.currentTarget.value;
switch (type) {
case 'Number': value = parseInt(value); break;
case 'Boolean': value = value === 'true'; break;
}
return item.update({[`${property}`]: value});
}
/* -------------------------------------------- */
/**
* Handle creating a new crew or passenger row.
* @param event {Event}
* @returns {Promise<Actor|Item>}
* @private
*/
_onItemCreate(event) {
event.preventDefault();
const target = event.currentTarget;
const type = target.dataset.type;
if (type === 'crew' || type === 'passengers') {
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]);
cargo.push(this.constructor.newCargo);
return this.actor.update({[`data.cargo.${type}`]: cargo});
}
return super._onItemCreate(event);
}
/* -------------------------------------------- */
/**
* Handle deleting a crew or passenger row.
* @param event {Event}
* @returns {Promise<Actor|Item>}
* @private
*/
_onItemDelete(event) {
event.preventDefault();
const row = event.currentTarget.closest('.item');
if (row.classList.contains('cargo-row')) {
const idx = Number(row.dataset.itemId);
const type = row.classList.contains('crew') ? 'crew' : 'passengers';
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx);
return this.actor.update({[`data.cargo.${type}`]: cargo});
}
return super._onItemDelete(event);
}
/* -------------------------------------------- */
/** @override */
async _onDropItemCreate(itemData) {
const cargoTypes = ["weapon", "equipment", "consumable", "tool", "loot", "backpack"];
const isCargo = cargoTypes.includes(itemData.type) && (this._tabs[0].active === "cargo");
foundry.utils.setProperty(itemData, "flags.sw5e.vehicleCargo", isCargo);
return super._onDropItemCreate(itemData);
}
/* -------------------------------------------- */
/**
* Special handling for editing HP to clamp it within appropriate range.
* @param event {Event}
* @returns {Promise<Item>}
* @private
*/
_onHPChange(event) {
event.preventDefault();
const itemID = event.currentTarget.closest('.item').dataset.itemId;
const item = this.actor.items.get(itemID);
const hp = Math.clamped(0, parseInt(event.currentTarget.value), item.data.data.hp.max);
event.currentTarget.value = hp;
return item.update({'data.hp.value': hp});
}
/* -------------------------------------------- */
/**
* Handle toggling an item's crewed status.
* @param event {Event}
* @returns {Promise<Item>}
* @private
*/
_onToggleItem(event) {
event.preventDefault();
const itemID = event.currentTarget.closest('.item').dataset.itemId;
const item = this.actor.items.get(itemID);
const crewed = !!item.data.data.crewed;
return item.update({'data.crewed': !crewed});
}
};

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/**
* A specialized Dialog subclass for ability usage
* @type {Dialog}
*/
export default class AbilityUseDialog extends Dialog {
constructor(item, dialogData={}, options={}) {
super(dialogData, options);
this.options.classes = ["sw5e", "dialog"];
/**
* Store a reference to the Item entity being used
* @type {Item5e}
*/
this.item = item;
}
/* -------------------------------------------- */
/* Rendering */
/* -------------------------------------------- */
/**
* A constructor function which displays the Power Cast Dialog app for a given Actor and Item.
* Returns a Promise which resolves to the dialog FormData once the workflow has been completed.
* @param {Item5e} item
* @return {Promise}
*/
static async create(item) {
if ( !item.isOwned ) throw new Error("You cannot display an ability usage dialog for an unowned item");
// Prepare data
const actorData = item.actor.data.data;
const itemData = item.data.data;
const uses = itemData.uses || {};
const quantity = itemData.quantity || 0;
const recharge = itemData.recharge || {};
const recharges = !!recharge.value;
const sufficientUses = (quantity > 0 && !uses.value) || uses.value > 0;
// Prepare dialog form data
const data = {
item: item.data,
title: game.i18n.format("SW5E.AbilityUseHint", {type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`), name: item.name}),
note: this._getAbilityUseNote(item.data, uses, recharge),
consumePowerSlot: false,
consumeRecharge: recharges,
consumeResource: !!itemData.consume.target,
consumeUses: uses.per && (uses.max > 0),
canUse: recharges ? recharge.charged : sufficientUses,
createTemplate: game.user.can("TEMPLATE_CREATE") && item.hasAreaTarget,
errors: []
};
if ( item.data.type === "power" ) this._getPowerData(actorData, itemData, data);
// Render the ability usage template
const html = await renderTemplate("systems/sw5e/templates/apps/ability-use.html", data);
// Create the Dialog and return data as a Promise
const icon = data.isPower ? "fa-magic" : "fa-fist-raised";
const label = game.i18n.localize("SW5E.AbilityUse" + (data.isPower ? "Cast" : "Use"));
return new Promise((resolve) => {
const dlg = new this(item, {
title: `${item.name}: ${game.i18n.localize("SW5E.AbilityUseConfig")}`,
content: html,
buttons: {
use: {
icon: `<i class="fas ${icon}"></i>`,
label: label,
callback: html => {
const fd = new FormDataExtended(html[0].querySelector("form"));
resolve(fd.toObject());
}
}
},
default: "use",
close: () => resolve(null)
});
dlg.render(true);
});
}
/* -------------------------------------------- */
/* Helpers */
/* -------------------------------------------- */
/**
* Get dialog data related to limited power slots
* @private
*/
static _getPowerData(actorData, itemData, data) {
// Determine whether the power may be up-cast
const lvl = itemData.level;
const consumePowerSlot = (lvl > 0) && CONFIG.SW5E.powerUpcastModes.includes(itemData.preparation.mode);
// If can't upcast, return early and don't bother calculating available power slots
if (!consumePowerSlot) {
mergeObject(data, { isPower: true, consumePowerSlot });
return;
}
// Determine the levels which are feasible
let lmax = 0;
let points;
let powerType;
switch (itemData.school){
case "lgt":
case "uni":
case "drk": {
powerType = "force"
points = actorData.attributes.force.points.value + actorData.attributes.force.points.temp;
break;
}
case "tec": {
powerType = "tech"
points = actorData.attributes.tech.points.value + actorData.attributes.tech.points.temp;
break;
}
}
// eliminate point usage for innate casters
if (actorData.attributes.powercasting === 'innate') points = 999;
let powerLevels
if (powerType === "force"){
powerLevels = Array.fromRange(10).reduce((arr, i) => {
if ( i < lvl ) return arr;
const label = CONFIG.SW5E.powerLevels[i];
const l = actorData.powers["power"+i] || {fmax: 0, foverride: null};
let max = parseInt(l.foverride || l.fmax || 0);
let slots = Math.clamped(parseInt(l.fvalue || 0), 0, max);
if ( max > 0 ) lmax = i;
if ((max > 0) && (slots > 0) && (points > i)){
arr.push({
level: i,
label: i > 0 ? game.i18n.format('SW5E.PowerLevelSlot', {level: label, n: slots}) : label,
canCast: max > 0,
hasSlots: slots > 0
});
}
return arr;
}, []).filter(sl => sl.level <= lmax);
}else if (powerType === "tech"){
powerLevels = Array.fromRange(10).reduce((arr, i) => {
if ( i < lvl ) return arr;
const label = CONFIG.SW5E.powerLevels[i];
const l = actorData.powers["power"+i] || {tmax: 0, toverride: null};
let max = parseInt(l.override || l.tmax || 0);
let slots = Math.clamped(parseInt(l.tvalue || 0), 0, max);
if ( max > 0 ) lmax = i;
if ((max > 0) && (slots > 0) && (points > i)){
arr.push({
level: i,
label: i > 0 ? game.i18n.format('SW5E.PowerLevelSlot', {level: label, n: slots}) : label,
canCast: max > 0,
hasSlots: slots > 0
});
}
return arr;
}, []).filter(sl => sl.level <= lmax);
}
const canCast = powerLevels.some(l => l.hasSlots);
if ( !canCast ) data.errors.push(game.i18n.format("SW5E.PowerCastNoSlots", {
level: CONFIG.SW5E.powerLevels[lvl],
name: data.item.name
}));
// Merge power casting data
return foundry.utils.mergeObject(data, { isPower: true, consumePowerSlot, powerLevels });
}
/* -------------------------------------------- */
/**
* Get the ability usage note that is displayed
* @private
*/
static _getAbilityUseNote(item, uses, recharge) {
// Zero quantity
const quantity = item.data.quantity;
if ( quantity <= 0 ) return game.i18n.localize("SW5E.AbilityUseUnavailableHint");
// Abilities which use Recharge
if ( !!recharge.value ) {
return game.i18n.format(recharge.charged ? "SW5E.AbilityUseChargedHint" : "SW5E.AbilityUseRechargeHint", {
type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`),
})
}
// Does not use any resource
if ( !uses.per || !uses.max ) return "";
// Consumables
if ( item.type === "consumable" ) {
let str = "SW5E.AbilityUseNormalHint";
if ( uses.value > 1 ) str = "SW5E.AbilityUseConsumableChargeHint";
else if ( item.data.quantity === 1 && uses.autoDestroy ) str = "SW5E.AbilityUseConsumableDestroyHint";
else if ( item.data.quantity > 1 ) str = "SW5E.AbilityUseConsumableQuantityHint";
return game.i18n.format(str, {
type: game.i18n.localize(`SW5E.Consumable${item.data.consumableType.capitalize()}`),
value: uses.value,
quantity: item.data.quantity,
max: uses.max,
per: CONFIG.SW5E.limitedUsePeriods[uses.per]
});
}
// Other Items
else {
return game.i18n.format("SW5E.AbilityUseNormalHint", {
type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`),
value: uses.value,
max: uses.max,
per: CONFIG.SW5E.limitedUsePeriods[uses.per]
});
}
}
}

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/**
* An application class which provides advanced configuration for special character flags which modify an Actor
* @implements {DocumentSheet}
*/
export default class ActorSheetFlags extends DocumentSheet {
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
id: "actor-flags",
classes: ["sw5e"],
template: "systems/sw5e/templates/apps/actor-flags.html",
width: 500,
closeOnSubmit: true
});
}
/* -------------------------------------------- */
/** @override */
get title() {
return `${game.i18n.localize('SW5E.FlagsTitle')}: ${this.object.name}`;
}
/* -------------------------------------------- */
/** @override */
getData() {
const data = {};
data.actor = this.object;
data.classes = this._getClasses();
data.flags = this._getFlags();
data.bonuses = this._getBonuses();
return data;
}
/* -------------------------------------------- */
/**
* Prepare an object of sorted classes.
* @return {object}
* @private
*/
_getClasses() {
const classes = this.object.items.filter(i => i.type === "class");
return classes.sort((a, b) => a.name.localeCompare(b.name)).reduce((obj, i) => {
obj[i.id] = i.name;
return obj;
}, {});
}
/* -------------------------------------------- */
/**
* Prepare an object of flags data which groups flags by section
* Add some additional data for rendering
* @return {object}
* @private
*/
_getFlags() {
const flags = {};
const baseData = this.document.toJSON();
for ( let [k, v] of Object.entries(CONFIG.SW5E.characterFlags) ) {
if ( !flags.hasOwnProperty(v.section) ) flags[v.section] = {};
let flag = foundry.utils.deepClone(v);
flag.type = v.type.name;
flag.isCheckbox = v.type === Boolean;
flag.isSelect = v.hasOwnProperty('choices');
flag.value = getProperty(baseData.flags, `sw5e.${k}`);
flags[v.section][`flags.sw5e.${k}`] = flag;
}
return flags;
}
/* -------------------------------------------- */
/**
* Get the bonuses fields and their localization strings
* @return {Array<object>}
* @private
*/
_getBonuses() {
const bonuses = [
{name: "data.bonuses.mwak.attack", label: "SW5E.BonusMWAttack"},
{name: "data.bonuses.mwak.damage", label: "SW5E.BonusMWDamage"},
{name: "data.bonuses.rwak.attack", label: "SW5E.BonusRWAttack"},
{name: "data.bonuses.rwak.damage", label: "SW5E.BonusRWDamage"},
{name: "data.bonuses.mpak.attack", label: "SW5E.BonusMPAttack"},
{name: "data.bonuses.mpak.damage", label: "SW5E.BonusMPDamage"},
{name: "data.bonuses.rpak.attack", label: "SW5E.BonusRPAttack"},
{name: "data.bonuses.rpak.damage", label: "SW5E.BonusRPDamage"},
{name: "data.bonuses.abilities.check", label: "SW5E.BonusAbilityCheck"},
{name: "data.bonuses.abilities.save", label: "SW5E.BonusAbilitySave"},
{name: "data.bonuses.abilities.skill", label: "SW5E.BonusAbilitySkill"},
{name: "data.bonuses.power.dc", label: "SW5E.BonusPowerDC"},
{name: "data.bonuses.power.forceLightDC", label: "SW5E.BonusForceLightPowerDC"},
{name: "data.bonuses.power.forceDarkDC", label: "SW5E.BonusForceDarkPowerDC"},
{name: "data.bonuses.power.forceUnivDC", label: "SW5E.BonusForceUnivPowerDC"},
{name: "data.bonuses.power.techDC", label: "SW5E.BonusTechPowerDC"}
];
for ( let b of bonuses ) {
b.value = getProperty(this.object._data, b.name) || "";
}
return bonuses;
}
/* -------------------------------------------- */
/** @override */
async _updateObject(event, formData) {
const actor = this.object;
let updateData = expandObject(formData);
// Unset any flags which are "false"
let unset = false;
const flags = updateData.flags.sw5e;
//clone flags to dnd5e for module compatability
updateData.flags.dnd5e = updateData.flags.sw5e
for ( let [k, v] of Object.entries(flags) ) {
if ( [undefined, null, "", false, 0].includes(v) ) {
delete flags[k];
if ( hasProperty(actor._data.flags, `sw5e.${k}`) ) {
unset = true;
flags[`-=${k}`] = null;
}
}
}
// Clear any bonuses which are whitespace only
for ( let b of Object.values(updateData.data.bonuses ) ) {
for ( let [k, v] of Object.entries(b) ) {
b[k] = v.trim();
}
}
// Diff the data against any applied overrides and apply
await actor.update(updateData, {diff: false});
}
}

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import Actor5e from "../actor/entity.js";
/**
* A specialized form used to select from a checklist of attributes, traits, or properties
* @extends {FormApplication}
*/
export default class ActorTypeConfig extends FormApplication {
/** @inheritdoc */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["sw5e", "actor-type", "trait-selector"],
template: "systems/sw5e/templates/apps/actor-type.html",
title: "SW5E.CreatureTypeTitle",
width: 280,
height: "auto",
choices: {},
allowCustom: true,
minimum: 0,
maximum: null
});
}
/* -------------------------------------------- */
/** @override */
get id() {
return `actor-type-${this.object.id}`;
}
/* -------------------------------------------- */
/** @override */
getData(options) {
// Get current value or new default
let attr = foundry.utils.getProperty(this.object.data.data, 'details.type');
if ( foundry.utils.getType(attr) !== "Object" ) attr = {
value: (attr in CONFIG.SW5E.creatureTypes) ? attr : "humanoid",
subtype: "",
swarm: "",
custom: ""
};
// Populate choices
const types = {};
for ( let [k, v] of Object.entries(CONFIG.SW5E.creatureTypes) ) {
types[k] = {
label: game.i18n.localize(v),
chosen: attr.value === k
}
}
// Return data for rendering
return {
types: types,
custom: {
value: attr.custom,
label: game.i18n.localize("SW5E.CreatureTypeSelectorCustom"),
chosen: attr.value === "custom"
},
subtype: attr.subtype,
swarm: attr.swarm,
sizes: Array.from(Object.entries(CONFIG.SW5E.actorSizes)).reverse().reduce((obj, e) => {
obj[e[0]] = e[1];
return obj;
}, {}),
preview: Actor5e.formatCreatureType(attr) || ""
}
}
/* -------------------------------------------- */
/** @override */
async _updateObject(event, formData) {
const typeObject = foundry.utils.expandObject(formData);
return this.object.update({ 'data.details.type': typeObject });
}
/* -------------------------------------------- */
/* Event Listeners and Handlers */
/* -------------------------------------------- */
/** @inheritdoc */
activateListeners(html) {
super.activateListeners(html);
html.find("input[name='custom']").focusin(this._onCustomFieldFocused.bind(this));
}
/* -------------------------------------------- */
/** @inheritdoc */
_onChangeInput(event) {
super._onChangeInput(event);
const typeObject = foundry.utils.expandObject(this._getSubmitData());
this.form["preview"].value = Actor5e.formatCreatureType(typeObject) || "—";
}
/* -------------------------------------------- */
/**
* Select the custom radio button when the custom text field is focused.
* @param {FocusEvent} event The original focusin event
* @private
*/
_onCustomFieldFocused(event) {
this.form.querySelector("input[name='value'][value='custom']").checked = true;
this._onChangeInput(event);
}
}

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/**
* A simple form to set actor hit dice amounts
* @implements {DocumentSheet}
*/
export default class ActorHitDiceConfig extends DocumentSheet {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["sw5e", "hd-config", "dialog"],
template: "systems/sw5e/templates/apps/hit-dice-config.html",
width: 360,
height: "auto"
});
}
/* -------------------------------------------- */
/** @override */
get title() {
return `${game.i18n.localize("SW5E.HitDiceConfig")}: ${this.object.name}`;
}
/* -------------------------------------------- */
/** @override */
getData(options) {
return {
classes: this.object.items.reduce((classes, item) => {
if (item.data.type === "class") {
// Add the appropriate data only if this item is a "class"
classes.push({
classItemId: item.data._id,
name: item.data.name,
diceDenom: item.data.data.hitDice,
currentHitDice: item.data.data.levels - item.data.data.hitDiceUsed,
maxHitDice: item.data.data.levels,
canRoll: (item.data.data.levels - item.data.data.hitDiceUsed) > 0
});
}
return classes;
}, []).sort((a, b) => parseInt(b.diceDenom.slice(1)) - parseInt(a.diceDenom.slice(1)))
};
}
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
// Hook up -/+ buttons to adjust the current value in the form
html.find("button.increment,button.decrement").click(event => {
const button = event.currentTarget;
const current = button.parentElement.querySelector(".current");
const max = button.parentElement.querySelector(".max");
const direction = button.classList.contains("increment") ? 1 : -1;
current.value = Math.clamped(parseInt(current.value) + direction, 0, parseInt(max.value));
});
html.find("button.roll-hd").click(this._onRollHitDie.bind(this));
}
/* -------------------------------------------- */
/** @override */
async _updateObject(event, formData) {
const actorItems = this.object.items;
const classUpdates = Object.entries(formData).map(([id, hd]) => ({
_id: id,
"data.hitDiceUsed": actorItems.get(id).data.data.levels - hd,
}));
return this.object.updateEmbeddedDocuments("Item", classUpdates);
}
/* -------------------------------------------- */
/**
* Rolls the hit die corresponding with the class row containing the event's target button.
* @param {MouseEvent} event
* @private
*/
async _onRollHitDie(event) {
event.preventDefault();
const button = event.currentTarget;
await this.object.rollHitDie(button.dataset.hdDenom);
// Re-render dialog to reflect changed hit dice quantities
this.render();
}
}

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/**
* A helper Dialog subclass for completing a long rest
* @extends {Dialog}
*/
export default class LongRestDialog extends Dialog {
constructor(actor, dialogData = {}, options = {}) {
super(dialogData, options);
this.actor = actor;
}
/* -------------------------------------------- */
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
template: "systems/sw5e/templates/apps/long-rest.html",
classes: ["sw5e", "dialog"]
});
}
/* -------------------------------------------- */
/** @override */
getData() {
const data = super.getData();
const variant = game.settings.get("sw5e", "restVariant");
data.promptNewDay = variant !== "gritty"; // It's always a new day when resting 1 week
data.newDay = variant === "normal"; // It's probably a new day when resting normally (8 hours)
return data;
}
/* -------------------------------------------- */
/**
* A helper constructor function which displays the Long Rest confirmation dialog and returns a Promise once it's
* workflow has been resolved.
* @param {Actor5e} actor
* @return {Promise}
*/
static async longRestDialog({ actor } = {}) {
return new Promise((resolve, reject) => {
const dlg = new this(actor, {
title: game.i18n.localize("SW5E.LongRest"),
buttons: {
rest: {
icon: '<i class="fas fa-bed"></i>',
label: game.i18n.localize("SW5E.Rest"),
callback: html => {
let newDay = true;
if (game.settings.get("sw5e", "restVariant") !== "gritty")
newDay = html.find('input[name="newDay"]')[0].checked;
resolve(newDay);
}
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: game.i18n.localize("Cancel"),
callback: reject
}
},
default: 'rest',
close: reject
});
dlg.render(true);
});
}
}

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/**
* A simple form to set actor movement speeds
* @extends {DocumentSheet}
*/
export default class ActorMovementConfig extends DocumentSheet {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["sw5e"],
template: "systems/sw5e/templates/apps/movement-config.html",
width: 300,
height: "auto"
});
}
/* -------------------------------------------- */
/** @override */
get title() {
return `${game.i18n.localize("SW5E.MovementConfig")}: ${this.document.name}`;
}
/* -------------------------------------------- */
/** @override */
getData(options) {
const sourceMovement = foundry.utils.getProperty(this.document.data._source, "data.attributes.movement") || {};
const data = {
movement: foundry.utils.deepClone(sourceMovement),
units: CONFIG.SW5E.movementUnits
};
for ( let [k, v] of Object.entries(data.movement) ) {
if ( ["units", "hover"].includes(k) ) continue;
data.movement[k] = Number.isNumeric(v) ? v.toNearest(0.1) : 0;
}
return data;
}
}

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/**
* A Dialog to prompt the user to select from a list of items.
* @type {Dialog}
*/
export default class SelectItemsPrompt extends Dialog {
constructor(items, dialogData={}, options={}) {
super(dialogData, options);
this.options.classes = ["sw5e", "dialog", "select-items-prompt", "sheet"];
/**
* Store a reference to the Item entities being used
* @type {Array<Item5e>}
*/
this.items = items;
}
activateListeners(html) {
super.activateListeners(html);
// render the item's sheet if its image is clicked
html.on('click', '.item-image', (event) => {
const item = this.items.find((feature) => feature.id === event.currentTarget.dataset?.itemId);
item?.sheet.render(true);
})
}
/**
* A constructor function which displays the AddItemPrompt app for a given Actor and Item set.
* Returns a Promise which resolves to the dialog FormData once the workflow has been completed.
* @param {Array<Item5e>} items
* @param {Object} options
* @param {string} options.hint - Localized hint to display at the top of the prompt
* @return {Promise<string[]>} - list of item ids which the user has selected
*/
static async create(items, {
hint
}) {
// Render the ability usage template
const html = await renderTemplate("systems/sw5e/templates/apps/select-items-prompt.html", {items, hint});
return new Promise((resolve) => {
const dlg = new this(items, {
title: game.i18n.localize('SW5E.SelectItemsPromptTitle'),
content: html,
buttons: {
apply: {
icon: `<i class="fas fa-user-plus"></i>`,
label: game.i18n.localize('SW5E.Apply'),
callback: html => {
const fd = new FormDataExtended(html[0].querySelector("form")).toObject();
const selectedIds = Object.keys(fd).filter(itemId => fd[itemId]);
resolve(selectedIds);
}
},
cancel: {
icon: '<i class="fas fa-forward"></i>',
label: game.i18n.localize('SW5E.Skip'),
callback: () => resolve([])
}
},
default: "apply",
close: () => resolve([])
});
dlg.render(true);
});
}
}

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/**
* A simple form to set Actor movement speeds.
* @extends {DocumentSheet}
*/
export default class ActorSensesConfig extends DocumentSheet {
/** @inheritdoc */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["sw5e"],
template: "systems/sw5e/templates/apps/senses-config.html",
width: 300,
height: "auto"
});
}
/* -------------------------------------------- */
/** @inheritdoc */
get title() {
return `${game.i18n.localize("SW5E.SensesConfig")}: ${this.document.name}`;
}
/* -------------------------------------------- */
/** @inheritdoc */
getData(options) {
const senses = foundry.utils.getProperty(this.document.data._source, "data.attributes.senses") || {};
const data = {
senses: {},
special: senses.special ?? "",
units: senses.units, movementUnits: CONFIG.SW5E.movementUnits
};
for ( let [name, label] of Object.entries(CONFIG.SW5E.senses) ) {
const v = senses[name];
data.senses[name] = {
label: game.i18n.localize(label),
value: Number.isNumeric(v) ? v.toNearest(0.1) : 0
}
}
return data;
}
}

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import LongRestDialog from "./long-rest.js";
/**
* A helper Dialog subclass for rolling Hit Dice on short rest
* @extends {Dialog}
*/
export default class ShortRestDialog extends Dialog {
constructor(actor, dialogData={}, options={}) {
super(dialogData, options);
/**
* Store a reference to the Actor entity which is resting
* @type {Actor}
*/
this.actor = actor;
/**
* Track the most recently used HD denomination for re-rendering the form
* @type {string}
*/
this._denom = null;
}
/* -------------------------------------------- */
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
template: "systems/sw5e/templates/apps/short-rest.html",
classes: ["sw5e", "dialog"]
});
}
/* -------------------------------------------- */
/** @override */
getData() {
const data = super.getData();
// Determine Hit Dice
data.availableHD = this.actor.data.items.reduce((hd, item) => {
if ( item.type === "class" ) {
const d = item.data.data;
const denom = d.hitDice || "d6";
const available = parseInt(d.levels || 1) - parseInt(d.hitDiceUsed || 0);
hd[denom] = denom in hd ? hd[denom] + available : available;
}
return hd;
}, {});
data.canRoll = this.actor.data.data.attributes.hd > 0;
data.denomination = this._denom;
// Determine rest type
const variant = game.settings.get("sw5e", "restVariant");
data.promptNewDay = variant !== "epic"; // It's never a new day when only resting 1 minute
data.newDay = false; // It may be a new day, but not by default
return data;
}
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
let btn = html.find("#roll-hd");
btn.click(this._onRollHitDie.bind(this));
}
/* -------------------------------------------- */
/**
* Handle rolling a Hit Die as part of a Short Rest action
* @param {Event} event The triggering click event
* @private
*/
async _onRollHitDie(event) {
event.preventDefault();
const btn = event.currentTarget;
this._denom = btn.form.hd.value;
await this.actor.rollHitDie(this._denom);
this.render();
}
/* -------------------------------------------- */
/**
* A helper constructor function which displays the Short Rest dialog and returns a Promise once it's workflow has
* been resolved.
* @param {Actor5e} actor
* @return {Promise}
*/
static async shortRestDialog({actor}={}) {
return new Promise((resolve, reject) => {
const dlg = new this(actor, {
title: game.i18n.localize("SW5E.ShortRest"),
buttons: {
rest: {
icon: '<i class="fas fa-bed"></i>',
label: game.i18n.localize("SW5E.Rest"),
callback: html => {
let newDay = false;
if (game.settings.get("sw5e", "restVariant") === "gritty")
newDay = html.find('input[name="newDay"]')[0].checked;
resolve(newDay);
}
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: game.i18n.localize("Cancel"),
callback: reject
}
},
close: reject
});
dlg.render(true);
});
}
/* -------------------------------------------- */
/**
* A helper constructor function which displays the Long Rest confirmation dialog and returns a Promise once it's
* workflow has been resolved.
* @deprecated
* @param {Actor5e} actor
* @return {Promise}
*/
static async longRestDialog({actor}={}) {
console.warn("WARNING! ShortRestDialog.longRestDialog has been deprecated, use LongRestDialog.longRestDialog instead.");
return LongRestDialog.longRestDialog(...arguments);
}
}

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/**
* A specialized form used to select from a checklist of attributes, traits, or properties
* @extends {DocumentSheet}
*/
export default class TraitSelector extends DocumentSheet {
/** @inheritdoc */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
id: "trait-selector",
classes: ["sw5e", "trait-selector", "subconfig"],
title: "Actor Trait Selection",
template: "systems/sw5e/templates/apps/trait-selector.html",
width: 320,
height: "auto",
choices: {},
allowCustom: true,
minimum: 0,
maximum: null,
valueKey: "value",
customKey: "custom"
});
}
/* -------------------------------------------- */
/**
* Return a reference to the target attribute
* @type {string}
*/
get attribute() {
return this.options.name;
}
/* -------------------------------------------- */
/** @override */
getData() {
const attr = foundry.utils.getProperty(this.object.data, this.attribute);
const o = this.options;
const value = (o.valueKey) ? attr[o.valueKey] ?? [] : attr;
const custom = (o.customKey) ? attr[o.customKey] ?? "" : "";
// Populate choices
const choices = Object.entries(o.choices).reduce((obj, e) => {
let [k, v] = e;
obj[k] = { label: v, chosen: attr ? value.includes(k) : false };
return obj;
}, {})
// Return data
return {
allowCustom: o.allowCustom,
choices: choices,
custom: custom
}
}
/* -------------------------------------------- */
/** @override */
async _updateObject(event, formData) {
const o = this.options;
// Obtain choices
const chosen = [];
for ( let [k, v] of Object.entries(formData) ) {
if ( (k !== "custom") && v ) chosen.push(k);
}
// Object including custom data
const updateData = {};
if ( o.valueKey ) updateData[`${this.attribute}.${o.valueKey}`] = chosen;
else updateData[this.attribute] = chosen;
if ( o.allowCustom ) updateData[`${this.attribute}.${o.customKey}`] = formData.custom;
// Validate the number chosen
if ( o.minimum && (chosen.length < o.minimum) ) {
return ui.notifications.error(`You must choose at least ${o.minimum} options`);
}
if ( o.maximum && (chosen.length > o.maximum) ) {
return ui.notifications.error(`You may choose no more than ${o.maximum} options`);
}
// Update the object
this.object.update(updateData);
}
}

38
src/module/canvas.js Normal file
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/** @override */
export const measureDistances = function(segments, options={}) {
if ( !options.gridSpaces ) return BaseGrid.prototype.measureDistances.call(this, segments, options);
// Track the total number of diagonals
let nDiagonal = 0;
const rule = this.parent.diagonalRule;
const d = canvas.dimensions;
// Iterate over measured segments
return segments.map(s => {
let r = s.ray;
// Determine the total distance traveled
let nx = Math.abs(Math.ceil(r.dx / d.size));
let ny = Math.abs(Math.ceil(r.dy / d.size));
// Determine the number of straight and diagonal moves
let nd = Math.min(nx, ny);
let ns = Math.abs(ny - nx);
nDiagonal += nd;
// Alternative DMG Movement
if (rule === "5105") {
let nd10 = Math.floor(nDiagonal / 2) - Math.floor((nDiagonal - nd) / 2);
let spaces = (nd10 * 2) + (nd - nd10) + ns;
return spaces * canvas.dimensions.distance;
}
// Euclidean Measurement
else if (rule === "EUCL") {
return Math.round(Math.hypot(nx, ny) * canvas.scene.data.gridDistance);
}
// Standard PHB Movement
else return (ns + nd) * canvas.scene.data.gridDistance;
});
};

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export default class CharacterImporter {
// transform JSON from sw5e.com to Foundry friendly format
// and insert new actor
static async transform(rawCharacter) {
const sourceCharacter = JSON.parse(rawCharacter); //source character
const details = {
species: sourceCharacter.attribs.find((e) => e.name == "race").current,
background: sourceCharacter.attribs.find((e) => e.name == "background").current,
alignment: sourceCharacter.attribs.find((e) => e.name == "alignment").current
};
const hp = {
value: sourceCharacter.attribs.find((e) => e.name == "hp").current,
min: 0,
max: sourceCharacter.attribs.find((e) => e.name == "hp").current,
temp: sourceCharacter.attribs.find((e) => e.name == "hp_temp").current
};
const abilities = {
str: {
value: sourceCharacter.attribs.find((e) => e.name == "strength").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "strength_save_prof").current ? 1 : 0
},
dex: {
value: sourceCharacter.attribs.find((e) => e.name == "dexterity").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "dexterity_save_prof").current ? 1 : 0
},
con: {
value: sourceCharacter.attribs.find((e) => e.name == "constitution").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "constitution_save_prof").current ? 1 : 0
},
int: {
value: sourceCharacter.attribs.find((e) => e.name == "intelligence").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "intelligence_save_prof").current ? 1 : 0
},
wis: {
value: sourceCharacter.attribs.find((e) => e.name == "wisdom").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "wisdom_save_prof").current ? 1 : 0
},
cha: {
value: sourceCharacter.attribs.find((e) => e.name == "charisma").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "charisma_save_prof").current ? 1 : 0
}
};
/* ----------------------------------------------------------------- */
/* character.data.skills.<skill_name>.value is all that matters
/* values can be 0, 0.5, 1 or 2
/* 0 = regular
/* 0.5 = half-proficient
/* 1 = proficient
/* 2 = expertise
/* foundry takes care of calculating the rest
/* ----------------------------------------------------------------- */
const skills = {
acr: {
value: sourceCharacter.attribs.find((e) => e.name == "acrobatics_type").current
},
ani: {
value: sourceCharacter.attribs.find((e) => e.name == "animal_handling_type").current
},
ath: {
value: sourceCharacter.attribs.find((e) => e.name == "athletics_type").current
},
dec: {
value: sourceCharacter.attribs.find((e) => e.name == "deception_type").current
},
ins: {
value: sourceCharacter.attribs.find((e) => e.name == "insight_type").current
},
inv: {
value: sourceCharacter.attribs.find((e) => e.name == "investigation_type").current
},
itm: {
value: sourceCharacter.attribs.find((e) => e.name == "intimidation_type").current
},
lor: {
value: sourceCharacter.attribs.find((e) => e.name == "lore_type").current
},
med: {
value: sourceCharacter.attribs.find((e) => e.name == "medicine_type").current
},
nat: {
value: sourceCharacter.attribs.find((e) => e.name == "nature_type").current
},
per: {
value: sourceCharacter.attribs.find((e) => e.name == "persuasion_type").current
},
pil: {
value: sourceCharacter.attribs.find((e) => e.name == "piloting_type").current
},
prc: {
value: sourceCharacter.attribs.find((e) => e.name == "perception_type").current
},
prf: {
value: sourceCharacter.attribs.find((e) => e.name == "performance_type").current
},
slt: {
value: sourceCharacter.attribs.find((e) => e.name == "sleight_of_hand_type").current
},
ste: {
value: sourceCharacter.attribs.find((e) => e.name == "stealth_type").current
},
sur: {
value: sourceCharacter.attribs.find((e) => e.name == "survival_type").current
},
tec: {
value: sourceCharacter.attribs.find((e) => e.name == "technology_type").current
}
};
const targetCharacter = {
name: sourceCharacter.name,
type: "character",
data: {
abilities: abilities,
details: details,
skills: skills,
attributes: {
hp: hp
}
}
};
let actor = await Actor.create(targetCharacter);
CharacterImporter.addProfessions(sourceCharacter, actor);
}
// Parse all classes and add them to already created actor.
// "class" is a reserved word, therefore I use profession where I can.
static async addProfessions(sourceCharacter, actor) {
let result = [];
// parse all class and multiclassX items
// couldn't get Array.filter to work here for some reason
// result = array of objects. each object is a separate class
sourceCharacter.attribs.forEach((e) => {
if (CharacterImporter.classOrMulticlass(e.name)) {
var t = {
profession: CharacterImporter.capitalize(e.current),
type: CharacterImporter.baseOrMulti(e.name),
level: CharacterImporter.getLevel(e, sourceCharacter)
};
result.push(t);
}
});
// pull classes directly from system compendium and add them to current actor
const professionsPack = await game.packs.get("sw5e.classes").getContent();
result.forEach((prof) => {
let assignedProfession = professionsPack.find((o) => o.name === prof.profession);
assignedProfession.data.data.levels = prof.level;
actor.createEmbeddedEntity("OwnedItem", assignedProfession.data, { displaySheet: false });
});
this.addSpecies(sourceCharacter.attribs.find((e) => e.name == "race").current, actor);
this.addPowers(
sourceCharacter.attribs.filter((e) => e.name.search(/repeating_power.+_powername/g) != -1).map((e) => e.current),
actor
);
const discoveredItems = sourceCharacter.attribs.filter(
(e) => e.name.search(/repeating_inventory.+_itemname/g) != -1
);
const items = discoveredItems.map((item) => {
const id = item.name.match(/-\w{19}/g);
return {
name: item.current,
quantity: sourceCharacter.attribs.find((e) => e.name === `repeating_inventory_${id}_itemcount`).current
};
});
this.addItems(items, actor);
}
static async addClasses(profession, level, actor) {
let classes = await game.packs.get("sw5e.classes").getContent();
let assignedClass = classes.find((c) => c.name === profession);
assignedClass.data.data.levels = level;
await actor.createEmbeddedEntity("OwnedItem", assignedClass.data, { displaySheet: false });
}
static classOrMulticlass(name) {
return name === "class" || (name.includes("multiclass") && name.length <= 12);
}
static baseOrMulti(name) {
if (name === "class") {
return "base_class";
} else {
return "multi_class";
}
}
static getLevel(item, sourceCharacter) {
if (item.name === "class") {
let result = sourceCharacter.attribs.find((e) => e.name === "base_level").current;
return parseInt(result);
} else {
let result = sourceCharacter.attribs.find((e) => e.name === `${item.name}_lvl`).current;
return parseInt(result);
}
}
static capitalize(str) {
return str.charAt(0).toUpperCase() + str.slice(1);
}
static async addSpecies(race, actor) {
const species = await game.packs.get("sw5e.species").getContent();
const assignedSpecies = species.find((c) => c.name === race);
const activeEffects = assignedSpecies.data.effects[0].changes;
const actorData = { data: { abilities: { ...actor.data.data.abilities } } };
activeEffects.map((effect) => {
switch (effect.key) {
case "data.abilities.str.value":
actorData.data.abilities.str.value -= effect.value;
break;
case "data.abilities.dex.value":
actorData.data.abilities.dex.value -= effect.value;
break;
case "data.abilities.con.value":
actorData.data.abilities.con.value -= effect.value;
break;
case "data.abilities.int.value":
actorData.data.abilities.int.value -= effect.value;
break;
case "data.abilities.wis.value":
actorData.data.abilities.wis.value -= effect.value;
break;
case "data.abilities.cha.value":
actorData.data.abilities.cha.value -= effect.value;
break;
default:
break;
}
});
actor.update(actorData);
await actor.createEmbeddedEntity("OwnedItem", assignedSpecies.data, { displaySheet: false });
}
static async addPowers(powers, actor) {
const forcePowers = await game.packs.get("sw5e.forcepowers").getContent();
const techPowers = await game.packs.get("sw5e.techpowers").getContent();
for (const power of powers) {
const createdPower = forcePowers.find((c) => c.name === power) || techPowers.find((c) => c.name === power);
if (createdPower) {
await actor.createEmbeddedEntity("OwnedItem", createdPower.data, { displaySheet: false });
}
}
}
static async addItems(items, actor) {
const weapons = await game.packs.get("sw5e.weapons").getContent();
const armors = await game.packs.get("sw5e.armor").getContent();
const adventuringGear = await game.packs.get("sw5e.adventuringgear").getContent();
for (const item of items) {
const createdItem =
weapons.find((c) => c.name.toLowerCase() === item.name.toLowerCase()) ||
armors.find((c) => c.name.toLowerCase() === item.name.toLowerCase()) ||
adventuringGear.find((c) => c.name.toLowerCase() === item.name.toLowerCase());
if (createdItem) {
if (item.quantity != 1) {
createdItem.data.data.quantity = item.quantity;
}
await actor.createEmbeddedEntity("OwnedItem", createdItem.data, { displaySheet: false });
}
}
}
static addImportButton(html) {
const actionButtons = html.find(".header-actions");
actionButtons[0].insertAdjacentHTML(
"afterend",
`<div class="header-actions action-buttons flexrow"><button class="create-entity cs-import-button"><i class="fas fa-upload"></i> Import Character</button></div>`
);
let characterImportButton = $(".cs-import-button");
characterImportButton.click(() => {
let content = `<h1>Saved Character JSON Import</h1>
<label for="character-json">Paste character JSON here:</label>
</br>
<textarea id="character-json" name="character-json" rows="10" cols="50"></textarea>`;
let importDialog = new Dialog({
title: "Import Character from SW5e.com",
content: content,
buttons: {
Import: {
icon: `<i class="fas fa-file-import"></i>`,
label: "Import Character",
callback: () => {
let characterData = $("#character-json").val();
console.log("Parsing Character JSON");
CharacterImporter.transform(characterData);
}
},
Cancel: {
icon: `<i class="fas fa-times-circle"></i>`,
label: "Cancel",
callback: () => {}
}
}
});
importDialog.render(true);
});
}
}

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/**
* Highlight critical success or failure on d20 rolls
*/
export const highlightCriticalSuccessFailure = function(message, html, data) {
if ( !message.isRoll || !message.isContentVisible ) return;
// Highlight rolls where the first part is a d20 roll
const roll = message.roll;
if ( !roll.dice.length ) return;
const d = roll.dice[0];
// Ensure it is an un-modified d20 roll
const isD20 = (d.faces === 20) && ( d.values.length === 1 );
if ( !isD20 ) return;
const isModifiedRoll = ("success" in d.results[0]) || d.options.marginSuccess || d.options.marginFailure;
if ( isModifiedRoll ) return;
// Highlight successes and failures
const critical = d.options.critical || 20;
const fumble = d.options.fumble || 1;
if ( d.total >= critical ) html.find(".dice-total").addClass("critical");
else if ( d.total <= fumble ) html.find(".dice-total").addClass("fumble");
else if ( d.options.target ) {
if ( roll.total >= d.options.target ) html.find(".dice-total").addClass("success");
else html.find(".dice-total").addClass("failure");
}
};
/* -------------------------------------------- */
/**
* Optionally hide the display of chat card action buttons which cannot be performed by the user
*/
export const displayChatActionButtons = function(message, html, data) {
const chatCard = html.find(".sw5e.chat-card");
if ( chatCard.length > 0 ) {
const flavor = html.find(".flavor-text");
if ( flavor.text() === html.find(".item-name").text() ) flavor.remove();
// If the user is the message author or the actor owner, proceed
let actor = game.actors.get(data.message.speaker.actor);
if ( actor && actor.isOwner ) return;
else if ( game.user.isGM || (data.author.id === game.user.id)) return;
// Otherwise conceal action buttons except for saving throw
const buttons = chatCard.find("button[data-action]");
buttons.each((i, btn) => {
if ( btn.dataset.action === "save" ) return;
btn.style.display = "none"
});
}
};
/* -------------------------------------------- */
/**
* This function is used to hook into the Chat Log context menu to add additional options to each message
* These options make it easy to conveniently apply damage to controlled tokens based on the value of a Roll
*
* @param {HTMLElement} html The Chat Message being rendered
* @param {Array} options The Array of Context Menu options
*
* @return {Array} The extended options Array including new context choices
*/
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;
};
options.push(
{
name: game.i18n.localize("SW5E.ChatContextDamage"),
icon: '<i class="fas fa-user-minus"></i>',
condition: canApply,
callback: li => applyChatCardDamage(li, 1)
},
{
name: game.i18n.localize("SW5E.ChatContextHealing"),
icon: '<i class="fas fa-user-plus"></i>',
condition: canApply,
callback: li => applyChatCardDamage(li, -1)
},
{
name: game.i18n.localize("SW5E.ChatContextDoubleDamage"),
icon: '<i class="fas fa-user-injured"></i>',
condition: canApply,
callback: li => applyChatCardDamage(li, 2)
},
{
name: game.i18n.localize("SW5E.ChatContextHalfDamage"),
icon: '<i class="fas fa-user-shield"></i>',
condition: canApply,
callback: li => applyChatCardDamage(li, 0.5)
}
);
return 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} 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(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(roll.total, multiplier);
}));
}
/* -------------------------------------------- */

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export const ClassFeatures = {
};

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/**
* Override the default Initiative formula to customize special behaviors of the SW5e system.
* Apply advantage, proficiency, or bonuses where appropriate
* Apply the dexterity score as a decimal tiebreaker if requested
* See Combat._getInitiativeFormula for more detail.
*/
export const _getInitiativeFormula = function() {
const actor = this.actor;
if ( !actor ) return "1d20";
const init = actor.data.data.attributes.init;
// Construct initiative formula parts
let nd = 1;
let mods = "";
if (actor.getFlag("sw5e", "halflingLucky")) mods += "r1=1";
if (actor.getFlag("sw5e", "initiativeAdv")) {
nd = 2;
mods += "kh";
}
const parts = [`${nd}d20${mods}`, init.mod, (init.prof !== 0) ? init.prof : null, (init.bonus !== 0) ? init.bonus : null];
// Optionally apply Dexterity tiebreaker
const tiebreaker = game.settings.get("sw5e", "initiativeDexTiebreaker");
if ( tiebreaker ) parts.push(actor.data.data.abilities.dex.value / 100);
return parts.filter(p => p !== null).join(" + ");
};

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export {default as D20Roll} from "./dice/d20-roll.js";
export {default as DamageRoll} from "./dice/damage-roll.js";
/**
* A standardized helper function for simplifying the constant parts of a multipart roll formula
*
* @param {string} formula The original Roll formula
* @param {Object} data Actor or item data against which to parse the roll
* @param {Object} options Formatting options
* @param {boolean} options.constantFirst Puts the constants before the dice terms in the resulting formula
*
* @return {string} The resulting simplified formula
*/
export function simplifyRollFormula(formula, data, {constantFirst = false} = {}) {
const roll = new Roll(formula, data); // Parses the formula and replaces any @properties
const terms = roll.terms;
// Some terms are "too complicated" for this algorithm to simplify
// In this case, the original formula is returned.
if (terms.some(_isUnsupportedTerm)) return roll.formula;
const rollableTerms = []; // Terms that are non-constant, and their associated operators
const constantTerms = []; // Terms that are constant, and their associated operators
let operators = []; // Temporary storage for operators before they are moved to one of the above
for (let term of terms) { // For each term
if (term instanceof OperatorTerm) operators.push(term); // If the term is an addition/subtraction operator, push the term into the operators array
else { // Otherwise the term is not an operator
if (term instanceof DiceTerm) { // If the term is something rollable
rollableTerms.push(...operators); // Place all the operators into the rollableTerms array
rollableTerms.push(term); // Then place this rollable term into it as well
} //
else { // Otherwise, this must be a constant
constantTerms.push(...operators); // Place the operators into the constantTerms array
constantTerms.push(term); // Then also add this constant term to that array.
} //
operators = []; // Finally, the operators have now all been assigend to one of the arrays, so empty this before the next iteration.
}
}
const constantFormula = Roll.getFormula(constantTerms); // Cleans up the constant terms and produces a new formula string
const rollableFormula = Roll.getFormula(rollableTerms); // Cleans up the non-constant terms and produces a new formula string
// Mathematically evaluate the constant formula to produce a single constant term
let constantPart = undefined;
if ( constantFormula ) {
try {
constantPart = Roll.safeEval(constantFormula)
} catch (err) {
console.warn(`Unable to evaluate constant term ${constantFormula} in simplifyRollFormula`);
}
}
// Order the rollable and constant terms, either constant first or second depending on the optional argument
const parts = constantFirst ? [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;
}
/* -------------------------------------------- */
/**
* 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
*/
function _isUnsupportedTerm(term) {
const diceTerm = term instanceof DiceTerm;
const operator = term instanceof OperatorTerm && ["+", "-"].includes(term.operator);
const number = term instanceof NumericTerm;
return !(diceTerm || operator || number);
}
/* -------------------------------------------- */
/* D20 Roll */
/* -------------------------------------------- */
/**
* A standardized helper function for managing core 5e d20 rolls.
* Holding SHIFT, ALT, or CTRL when the attack is rolled will "fast-forward".
* This chooses the default options of a normal attack with no bonus, Advantage, or Disadvantage respectively
*
* @param {string[]} parts The dice roll component parts, excluding the initial d20
* @param {object} data Actor or item data against which to parse the roll
*
* @param {boolean} [advantage] Apply advantage to the roll (unless otherwise specified)
* @param {boolean} [disadvantage] Apply disadvantage to the roll (unless otherwise specified)
* @param {number} [critical] The value of d20 result which represents a critical success
* @param {number} [fumble] The value of d20 result which represents a critical failure
* @param {number} [targetValue] Assign a target value against which the result of this roll should be compared
* @param {boolean} [elvenAccuracy] Allow Elven Accuracy to modify this roll?
* @param {boolean} [halflingLucky] Allow Halfling Luck to modify this roll?
* @param {boolean} [reliableTalent] Allow Reliable Talent to modify this roll?
* @param {boolean} [chooseModifier=false] Choose the ability modifier that should be used when the roll is made
* @param {boolean} [fastForward=false] Allow fast-forward advantage selection
* @param {Event} [event] The triggering event which initiated the roll
* @param {string} [rollMode] A specific roll mode to apply as the default for the resulting roll
* @param {string} [template] The HTML template used to render the roll dialog
* @param {string} [title] The dialog window title
* @param {Object} [dialogOptions] Modal dialog options
*
* @param {boolean} [chatMessage=true] Automatically create a Chat Message for the result of this roll
* @param {object} [messageData={}] Additional data which is applied to the created Chat Message, if any
* @param {string} [rollMode] A specific roll mode to apply as the default for the resulting roll
* @param {object} [speaker] The ChatMessage speaker to pass when creating the chat
* @param {string} [flavor] Flavor text to use in the posted chat message
*
* @return {Promise<D20Roll|null>} The evaluated D20Roll, or null if the workflow was cancelled
*/
export async function d20Roll({
parts=[], data={}, // Roll creation
advantage, disadvantage, fumble=1, critical=20, targetValue, elvenAccuracy, halflingLucky, reliableTalent, // Roll customization
chooseModifier=false, fastForward=false, event, template, title, dialogOptions, // Dialog configuration
chatMessage=true, messageData={}, rollMode, speaker, flavor // Chat Message customization
}={}) {
// Handle input arguments
const formula = ["1d20"].concat(parts).join(" + ");
const {advantageMode, isFF} = _determineAdvantageMode({advantage, disadvantage, fastForward, event});
const defaultRollMode = rollMode || game.settings.get("core", "rollMode");
if ( chooseModifier && !isFF ) data["mod"] = "@mod";
// Construct the D20Roll instance
const roll = new CONFIG.Dice.D20Roll(formula, data, {
flavor: flavor || title,
advantageMode,
defaultRollMode,
critical,
fumble,
targetValue,
elvenAccuracy,
halflingLucky,
reliableTalent
});
// Prompt a Dialog to further configure the D20Roll
if ( !isFF ) {
const configured = await roll.configureDialog({
title,
chooseModifier,
defaultRollMode: defaultRollMode,
defaultAction: advantageMode,
defaultAbility: data?.item?.ability,
template
}, dialogOptions);
if ( configured === null ) return null;
}
// Evaluate the configured roll
await roll.evaluate({async: true});
// Create a Chat Message
if ( speaker ) {
console.warn(`You are passing the speaker argument to the d20Roll function directly which should instead be passed as an internal key of messageData`);
messageData.speaker = speaker;
}
if ( roll && chatMessage ) await roll.toMessage(messageData);
return roll;
}
/* -------------------------------------------- */
/**
* Determines whether this d20 roll should be fast-forwarded, and whether advantage or disadvantage should be applied
* @returns {{isFF: boolean, advantageMode: number}} Whether the roll is fast-forward, and its advantage mode
*/
function _determineAdvantageMode({event, advantage=false, disadvantage=false, fastForward=false}={}) {
const isFF = fastForward || (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
let advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.NORMAL;
if ( advantage || event?.altKey ) advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.ADVANTAGE;
else if ( disadvantage || event?.ctrlKey || event?.metaKey ) advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.DISADVANTAGE;
return {isFF, advantageMode};
}
/* -------------------------------------------- */
/* Damage Roll */
/* -------------------------------------------- */
/**
* A standardized helper function for managing core 5e damage rolls.
*
* Holding SHIFT, ALT, or CTRL when the attack is rolled will "fast-forward".
* This chooses the default options of a normal attack with no bonus, Critical, or no bonus respectively
*
* @param {string[]} parts The dice roll component parts, excluding the initial d20
* @param {object} [data] Actor or item data against which to parse the roll
*
* @param {boolean} [critical=false] Flag this roll as a critical hit for the purposes of fast-forward or default dialog action
* @param {number} [criticalBonusDice=0] A number of bonus damage dice that are added for critical hits
* @param {number} [criticalMultiplier=2] A critical hit multiplier which is applied to critical hits
* @param {boolean} [multiplyNumeric=false] Multiply numeric terms by the critical multiplier
* @param {boolean} [powerfulCritical=false] Apply the "powerful criticals" house rule to critical hits
* @param {boolean} [fastForward=false] Allow fast-forward advantage selection
* @param {Event}[event] The triggering event which initiated the roll
* @param {boolean} [allowCritical=true] Allow the opportunity for a critical hit to be rolled
* @param {string} [template] The HTML template used to render the roll dialog
* @param {string} [title] The dice roll UI window title
* @param {object} [dialogOptions] Configuration dialog options
*
* @param {boolean} [chatMessage=true] Automatically create a Chat Message for the result of this roll
* @param {object} [messageData={}] Additional data which is applied to the created Chat Message, if any
* @param {string} [rollMode] A specific roll mode to apply as the default for the resulting roll
* @param {object} [speaker] The ChatMessage speaker to pass when creating the chat
* @param {string} [flavor] Flavor text to use in the posted chat message
*
* @return {Promise<DamageRoll|null>} The evaluated DamageRoll, or null if the workflow was canceled
*/
export async function damageRoll({
parts=[], data, // Roll creation
critical=false, criticalBonusDice, criticalMultiplier, multiplyNumeric, powerfulCritical, // Damage customization
fastForward=false, event, allowCritical=true, template, title, dialogOptions, // Dialog configuration
chatMessage=true, messageData={}, rollMode, speaker, flavor, // Chat Message customization
}={}) {
// Handle input arguments
const defaultRollMode = rollMode || game.settings.get("core", "rollMode");
// Construct the DamageRoll instance
const formula = parts.join(" + ");
const {isCritical, isFF} = _determineCriticalMode({critical, fastForward, event});
const roll = new CONFIG.Dice.DamageRoll(formula, data, {
flavor: flavor || title,
critical: isCritical,
criticalBonusDice,
criticalMultiplier,
multiplyNumeric,
powerfulCritical
});
// Prompt a Dialog to further configure the DamageRoll
if ( !isFF ) {
const configured = await roll.configureDialog({
title,
defaultRollMode: defaultRollMode,
defaultCritical: isCritical,
template,
allowCritical
}, dialogOptions);
if ( configured === null ) return null;
}
// Evaluate the configured roll
await roll.evaluate({async: true});
// Create a Chat Message
if ( speaker ) {
console.warn(`You are passing the speaker argument to the damageRoll function directly which should instead be passed as an internal key of messageData`);
messageData.speaker = speaker;
}
if ( roll && chatMessage ) await roll.toMessage(messageData);
return roll;
}
/* -------------------------------------------- */
/**
* Determines whether this d20 roll should be fast-forwarded, and whether advantage or disadvantage should be applied
* @returns {{isFF: boolean, isCritical: boolean}} Whether the roll is fast-forward, and whether it is a critical hit
*/
function _determineCriticalMode({event, critical=false, fastForward=false}={}) {
const isFF = fastForward || (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
if ( event?.altKey ) critical = true;
return {isFF, isCritical: critical};
}

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/**
* A type of Roll specific to a d20-based check, save, or attack roll in the 5e system.
* @param {string} formula The string formula to parse
* @param {object} data The data object against which to parse attributes within the formula
* @param {object} [options={}] Extra optional arguments which describe or modify the D20Roll
* @param {number} [options.advantageMode] What advantage modifier to apply to the roll (none, advantage, disadvantage)
* @param {number} [options.critical] The value of d20 result which represents a critical success
* @param {number} [options.fumble] The value of d20 result which represents a critical failure
* @param {(number)} [options.targetValue] Assign a target value against which the result of this roll should be compared
* @param {boolean} [options.elvenAccuracy=false] Allow Elven Accuracy to modify this roll?
* @param {boolean} [options.halflingLucky=false] Allow Halfling Luck to modify this roll?
* @param {boolean} [options.reliableTalent=false] Allow Reliable Talent to modify this roll?
*/
// TODO: Check elven accuracy, halfling lucky, and reliable talent are required
// Elven Accuracy is Supreme accuracy feat, Reliable Talent is operative's Reliable Talent Class Feat
export default class D20Roll extends Roll {
constructor(formula, data, options) {
super(formula, data, options);
if ( !((this.terms[0] instanceof Die) && (this.terms[0].faces === 20)) ) {
throw new Error(`Invalid D20Roll formula provided ${this._formula}`);
}
this.configureModifiers();
}
/* -------------------------------------------- */
/**
* Advantage mode of a 5e d20 roll
* @enum {number}
*/
static ADV_MODE = {
NORMAL: 0,
ADVANTAGE: 1,
DISADVANTAGE: -1,
}
/**
* The HTML template path used to configure evaluation of this Roll
* @type {string}
*/
static EVALUATION_TEMPLATE = "systems/sw5e/templates/chat/roll-dialog.html";
/* -------------------------------------------- */
/**
* A convenience reference for whether this D20Roll has advantage
* @type {boolean}
*/
get hasAdvantage() {
return this.options.advantageMode === D20Roll.ADV_MODE.ADVANTAGE;
}
/**
* A convenience reference for whether this D20Roll has disadvantage
* @type {boolean}
*/
get hasDisadvantage() {
return this.options.advantageMode === D20Roll.ADV_MODE.DISADVANTAGE;
}
/* -------------------------------------------- */
/* D20 Roll Methods */
/* -------------------------------------------- */
/**
* Apply optional modifiers which customize the behavior of the d20term
* @private
*/
configureModifiers() {
const d20 = this.terms[0];
d20.modifiers = [];
// Halfling Lucky
if ( this.options.halflingLucky ) d20.modifiers.push("r1=1");
// Reliable Talent
if ( this.options.reliableTalent ) d20.modifiers.push("min10");
// Handle Advantage or Disadvantage
if ( this.hasAdvantage ) {
d20.number = this.options.elvenAccuracy ? 3 : 2;
d20.modifiers.push("kh");
d20.options.advantage = true;
}
else if ( this.hasDisadvantage ) {
d20.number = 2;
d20.modifiers.push("kl");
d20.options.disadvantage = true;
}
else d20.number = 1;
// Assign critical and fumble thresholds
if ( this.options.critical ) d20.options.critical = this.options.critical;
if ( this.options.fumble ) d20.options.fumble = this.options.fumble;
if ( this.options.targetValue ) d20.options.target = this.options.targetValue;
// Re-compile the underlying formula
this._formula = this.constructor.getFormula(this.terms);
}
/* -------------------------------------------- */
/** @inheritdoc */
async toMessage(messageData={}, options={}) {
// Evaluate the roll now so we have the results available to determine whether reliable talent came into play
if ( !this._evaluated ) await this.evaluate({async: true});
// Add appropriate advantage mode message flavor and sw5e roll flags
messageData.flavor = messageData.flavor || this.options.flavor;
if ( this.hasAdvantage ) messageData.flavor += ` (${game.i18n.localize("SW5E.Advantage")})`;
else if ( this.hasDisadvantage ) messageData.flavor += ` (${game.i18n.localize("SW5E.Disadvantage")})`;
// Add reliable talent to the d20-term flavor text if it applied
if ( this.options.reliableTalent ) {
const d20 = this.dice[0];
const isRT = d20.results.every(r => !r.active || (r.result < 10));
const label = `(${game.i18n.localize("SW5E.FlagsReliableTalent")})`;
if ( isRT ) d20.options.flavor = d20.options.flavor ? `${d20.options.flavor} (${label})` : label;
}
// Record the preferred rollMode
options.rollMode = options.rollMode ?? this.options.rollMode;
return super.toMessage(messageData, options);
}
/* -------------------------------------------- */
/* Configuration Dialog */
/* -------------------------------------------- */
/**
* Create a Dialog prompt used to configure evaluation of an existing D20Roll instance.
* @param {object} data Dialog configuration data
* @param {string} [data.title] The title of the shown dialog window
* @param {number} [data.defaultRollMode] The roll mode that the roll mode select element should default to
* @param {number} [data.defaultAction] The button marked as default
* @param {boolean} [data.chooseModifier] Choose which ability modifier should be applied to the roll?
* @param {string} [data.defaultAbility] For tool rolls, the default ability modifier applied to the roll
* @param {string} [data.template] A custom path to an HTML template to use instead of the default
* @param {object} options Additional Dialog customization options
* @returns {Promise<D20Roll|null>} A resulting D20Roll object constructed with the dialog, or null if the dialog was closed
*/
async configureDialog({title, defaultRollMode, defaultAction=D20Roll.ADV_MODE.NORMAL, chooseModifier=false, defaultAbility, template}={}, options={}) {
// Render the Dialog inner HTML
const content = await renderTemplate(template ?? this.constructor.EVALUATION_TEMPLATE, {
formula: `${this.formula} + @bonus`,
defaultRollMode,
rollModes: CONFIG.Dice.rollModes,
chooseModifier,
defaultAbility,
abilities: CONFIG.SW5E.abilities
});
let defaultButton = "normal";
switch (defaultAction) {
case D20Roll.ADV_MODE.ADVANTAGE: defaultButton = "advantage"; break;
case D20Roll.ADV_MODE.DISADVANTAGE: defaultButton = "disadvantage"; break;
}
// Create the Dialog window and await submission of the form
return new Promise(resolve => {
new Dialog({
title,
content,
buttons: {
advantage: {
label: game.i18n.localize("SW5E.Advantage"),
callback: html => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.ADVANTAGE))
},
normal: {
label: game.i18n.localize("SW5E.Normal"),
callback: html => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.NORMAL))
},
disadvantage: {
label: game.i18n.localize("SW5E.Disadvantage"),
callback: html => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.DISADVANTAGE))
}
},
default: defaultButton,
close: () => resolve(null)
}, options).render(true);
});
}
/* -------------------------------------------- */
/**
* Handle submission of the Roll evaluation configuration Dialog
* @param {jQuery} html The submitted dialog content
* @param {number} advantageMode The chosen advantage mode
* @private
*/
_onDialogSubmit(html, advantageMode) {
const form = html[0].querySelector("form");
// Append a situational bonus term
if ( form.bonus.value ) {
const bonus = new Roll(form.bonus.value, this.data);
if ( !(bonus.terms[0] instanceof OperatorTerm) ) this.terms.push(new OperatorTerm({operator: "+"}));
this.terms = this.terms.concat(bonus.terms);
}
// Customize the modifier
if ( form.ability?.value ) {
const abl = this.data.abilities[form.ability.value];
this.terms.findSplice(t => t.term === "@mod", new NumericTerm({number: abl.mod}));
this.options.flavor += ` (${CONFIG.SW5E.abilities[form.ability.value]})`;
}
// Apply advantage or disadvantage
this.options.advantageMode = advantageMode;
this.options.rollMode = form.rollMode.value;
this.configureModifiers();
return this;
}
}

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/**
* A type of Roll specific to a damage (or healing) roll in the 5e system.
* @param {string} formula The string formula to parse
* @param {object} data The data object against which to parse attributes within the formula
* @param {object} [options={}] Extra optional arguments which describe or modify the DamageRoll
* @param {number} [options.criticalBonusDice=0] A number of bonus damage dice that are added for critical hits
* @param {number} [options.criticalMultiplier=2] A critical hit multiplier which is applied to critical hits
* @param {boolean} [options.multiplyNumeric=false] Multiply numeric terms by the critical multiplier
* @param {boolean} [options.powerfulCritical=false] Apply the "powerful criticals" house rule to critical hits
*
*/
export default class DamageRoll extends Roll {
constructor(formula, data, options) {
super(formula, data, options);
// For backwards compatibility, skip rolls which do not have the "critical" option defined
if ( this.options.critical !== undefined ) this.configureDamage();
}
/**
* The HTML template path used to configure evaluation of this Roll
* @type {string}
*/
static EVALUATION_TEMPLATE = "systems/sw5e/templates/chat/roll-dialog.html";
/* -------------------------------------------- */
/**
* A convenience reference for whether this DamageRoll is a critical hit
* @type {boolean}
*/
get isCritical() {
return this.options.critical;
}
/* -------------------------------------------- */
/* Damage Roll Methods */
/* -------------------------------------------- */
/**
* Apply optional modifiers which customize the behavior of the d20term
* @private
*/
configureDamage() {
let flatBonus = 0;
for ( let [i, term] of this.terms.entries() ) {
// Multiply dice terms
if ( term instanceof DiceTerm ) {
term.options.baseNumber = term.options.baseNumber ?? term.number; // Reset back
term.number = term.options.baseNumber;
if ( this.isCritical ) {
let cm = this.options.criticalMultiplier ?? 2;
// Powerful critical - maximize damage and reduce the multiplier by 1
if ( this.options.powerfulCritical ) {
flatBonus += (term.number * term.faces);
cm = Math.max(1, cm-1);
}
// Alter the damage term
let cb = (this.options.criticalBonusDice && (i === 0)) ? this.options.criticalBonusDice : 0;
term.alter(cm, cb);
term.options.critical = true;
}
}
// Multiply numeric terms
else if ( this.options.multiplyNumeric && (term instanceof NumericTerm) ) {
term.options.baseNumber = term.options.baseNumber ?? term.number; // Reset back
term.number = term.options.baseNumber;
if ( this.isCritical ) {
term.number *= (this.options.criticalMultiplier ?? 2);
term.options.critical = true;
}
}
}
// Add powerful critical bonus
if ( this.options.powerfulCritical && (flatBonus > 0) ) {
this.terms.push(new OperatorTerm({operator: "+"}));
this.terms.push(new NumericTerm({number: flatBonus}, {flavor: game.i18n.localize("SW5E.PowerfulCritical")}));
}
// Re-compile the underlying formula
this._formula = this.constructor.getFormula(this.terms);
}
/* -------------------------------------------- */
/** @inheritdoc */
toMessage(messageData={}, options={}) {
messageData.flavor = messageData.flavor || this.options.flavor;
if ( this.isCritical ) {
const label = game.i18n.localize("SW5E.CriticalHit");
messageData.flavor = messageData.flavor ? `${messageData.flavor} (${label})` : label;
}
options.rollMode = options.rollMode ?? this.options.rollMode;
return super.toMessage(messageData, options);
}
/* -------------------------------------------- */
/* Configuration Dialog */
/* -------------------------------------------- */
/**
* Create a Dialog prompt used to configure evaluation of an existing D20Roll instance.
* @param {object} data Dialog configuration data
* @param {string} [data.title] The title of the shown dialog window
* @param {number} [data.defaultRollMode] The roll mode that the roll mode select element should default to
* @param {string} [data.defaultCritical] Should critical be selected as default
* @param {string} [data.template] A custom path to an HTML template to use instead of the default
* @param {boolean} [data.allowCritical=true] Allow critical hit to be chosen as a possible damage mode
* @param {object} options Additional Dialog customization options
* @returns {Promise<D20Roll|null>} A resulting D20Roll object constructed with the dialog, or null if the dialog was closed
*/
async configureDialog({title, defaultRollMode, defaultCritical=false, template, allowCritical=true}={}, options={}) {
// Render the Dialog inner HTML
const content = await renderTemplate(template ?? this.constructor.EVALUATION_TEMPLATE, {
formula: `${this.formula} + @bonus`,
defaultRollMode,
rollModes: CONFIG.Dice.rollModes,
});
// Create the Dialog window and await submission of the form
return new Promise(resolve => {
new Dialog({
title,
content,
buttons: {
critical: {
condition: allowCritical,
label: game.i18n.localize("SW5E.CriticalHit"),
callback: html => resolve(this._onDialogSubmit(html, true))
},
normal: {
label: game.i18n.localize(allowCritical ? "SW5E.Normal" : "SW5E.Roll"),
callback: html => resolve(this._onDialogSubmit(html, false))
}
},
default: defaultCritical ? "critical" : "normal",
close: () => resolve(null)
}, options).render(true);
});
}
/* -------------------------------------------- */
/**
* Handle submission of the Roll evaluation configuration Dialog
* @param {jQuery} html The submitted dialog content
* @param {boolean} isCritical Is the damage a critical hit?
* @private
*/
_onDialogSubmit(html, isCritical) {
const form = html[0].querySelector("form");
// Append a situational bonus term
if ( form.bonus.value ) {
const bonus = new Roll(form.bonus.value, this.data);
if ( !(bonus.terms[0] instanceof OperatorTerm) ) this.terms.push(new OperatorTerm({operator: "+"}));
this.terms = this.terms.concat(bonus.terms);
}
// Apply advantage or disadvantage
this.options.critical = isCritical;
this.options.rollMode = form.rollMode.value;
this.configureDamage();
return this;
}
/* -------------------------------------------- */
/** @inheritdoc */
static fromData(data) {
const roll = super.fromData(data);
roll._formula = this.getFormula(roll.terms);
return roll;
}
}

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/**
* @deprecated since 1.3.0
* @ignore
*/
async function d20Dialog(data, options) {
throw new Error(`The d20Dialog helper method is deprecated in favor of D20Roll#configureDialog`);
}
/**
* @deprecated since 1.3.0
* @ignore
*/
async function damageDialog(data, options) {
throw new Error(`The damageDialog helper method is deprecated in favor of DamageRoll#configureDialog`);
}

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/**
* Manage Active Effect instances through the Actor Sheet via effect control buttons.
* @param {MouseEvent} event The left-click event on the effect control
* @param {Actor|Item} owner The owning entity which manages this effect
*/
export function onManageActiveEffect(event, owner) {
event.preventDefault();
const a = event.currentTarget;
const li = a.closest("li");
const effect = li.dataset.effectId ? owner.effects.get(li.dataset.effectId) : null;
switch ( a.dataset.action ) {
case "create":
return owner.createEmbeddedDocuments("ActiveEffect", [{
label: game.i18n.localize("SW5E.EffectNew"),
icon: "icons/svg/aura.svg",
origin: owner.uuid,
"duration.rounds": li.dataset.effectType === "temporary" ? 1 : undefined,
disabled: li.dataset.effectType === "inactive"
}]);
case "edit":
return effect.sheet.render(true);
case "delete":
return effect.delete();
case "toggle":
return effect.update({disabled: !effect.data.disabled});
}
}
/**
* Prepare the data structure for Active Effects which are currently applied to an Actor or Item.
* @param {ActiveEffect[]} effects The array of Active Effect instances to prepare sheet data for
* @return {object} Data for rendering
*/
export function prepareActiveEffectCategories(effects) {
// Define effect header categories
const categories = {
temporary: {
type: "temporary",
label: game.i18n.localize("SW5E.EffectTemporary"),
effects: []
},
passive: {
type: "passive",
label: game.i18n.localize("SW5E.EffectPassive"),
effects: []
},
inactive: {
type: "inactive",
label: game.i18n.localize("SW5E.EffectInactive"),
effects: []
}
};
// Iterate over active effects, classifying them into categories
for ( let e of effects ) {
e._getSourceName(); // Trigger a lookup for the source name
if ( e.data.disabled ) categories.inactive.effects.push(e);
else if ( e.isTemporary ) categories.temporary.effects.push(e);
else categories.passive.effects.push(e);
}
return categories;
}

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import TraitSelector from "../apps/trait-selector.js";
import { onManageActiveEffect, prepareActiveEffectCategories } from "../effects.js";
/**
* Override and extend the core ItemSheet implementation to handle specific item types
* @extends {ItemSheet}
*/
export default class ItemSheet5e extends ItemSheet {
constructor(...args) {
super(...args);
// Expand the default size of the class sheet
if (this.object.data.type === "class") {
this.options.width = this.position.width = 600;
this.options.height = this.position.height = 680;
}
}
/* -------------------------------------------- */
/** @inheritdoc */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
width: 560,
height: 400,
classes: ["sw5e", "sheet", "item"],
resizable: true,
scrollY: [".tab.details"],
tabs: [{ navSelector: ".tabs", contentSelector: ".sheet-body", initial: "description" }]
});
}
/* -------------------------------------------- */
/** @inheritdoc */
get template() {
const path = "systems/sw5e/templates/items/";
return `${path}/${this.item.data.type}.html`;
}
/* -------------------------------------------- */
/** @override */
async getData(options) {
const data = super.getData(options);
const itemData = data.data;
data.labels = this.item.labels;
data.config = CONFIG.SW5E;
// Item Type, Status, and Details
data.itemType = game.i18n.localize(`ITEM.Type${data.item.type.titleCase()}`);
data.itemStatus = this._getItemStatus(itemData);
data.itemProperties = this._getItemProperties(itemData);
data.isPhysical = itemData.data.hasOwnProperty("quantity");
// Potential consumption targets
data.abilityConsumptionTargets = this._getItemConsumptionTargets(itemData);
// Action Details
data.hasAttackRoll = this.item.hasAttack;
data.isHealing = itemData.data.actionType === "heal";
data.isFlatDC = getProperty(itemData, "data.save.scaling") === "flat";
data.isLine = ["line", "wall"].includes(itemData.data.target?.type);
// Original maximum uses formula
const sourceMax = foundry.utils.getProperty(this.item.data._source, "data.uses.max");
if ( sourceMax ) itemData.data.uses.max = sourceMax;
// Vehicles
data.isCrewed = itemData.data.activation?.type === "crew";
data.isMountable = this._isItemMountable(itemData);
// Prepare Active Effects
data.effects = prepareActiveEffectCategories(this.item.effects);
// Re-define the template data references (backwards compatible)
data.item = itemData;
data.data = itemData.data;
return data;
}
/* -------------------------------------------- */
/**
* Get the valid item consumption targets which exist on the actor
* @param {Object} item Item data for the item being displayed
* @return {{string: string}} An object of potential consumption targets
* @private
*/
_getItemConsumptionTargets(item) {
const consume = item.data.consume || {};
if (!consume.type) return [];
const actor = this.item.actor;
if (!actor) return {};
// Ammunition
if (consume.type === "ammo") {
return actor.itemTypes.consumable.reduce(
(ammo, i) => {
if (i.data.data.consumableType === "ammo") {
ammo[i.id] = `${i.name} (${i.data.data.quantity})`;
}
return ammo;
},
{ [item._id]: `${item.name} (${item.data.quantity})` }
);
}
// Attributes
else if (consume.type === "attribute") {
const attributes = TokenDocument.getTrackedAttributes(actor.data.data);
attributes.bar.forEach(a => a.push("value"));
return attributes.bar.concat(attributes.value).reduce((obj, a) => {
let k = a.join(".");
obj[k] = k;
return obj;
}, {});
}
// Materials
else if (consume.type === "material") {
return actor.items.reduce((obj, i) => {
if (["consumable", "loot"].includes(i.data.type) && !i.data.data.activation) {
obj[i.id] = `${i.name} (${i.data.data.quantity})`;
}
return obj;
}, {});
}
// Charges
else if (consume.type === "charges") {
return actor.items.reduce((obj, i) => {
// Limited-use items
const uses = i.data.data.uses || {};
if (uses.per && uses.max) {
const label =
uses.per === "charges"
? ` (${game.i18n.format("SW5E.AbilityUseChargesLabel", { value: uses.value })})`
: ` (${game.i18n.format("SW5E.AbilityUseConsumableLabel", { max: uses.max, per: uses.per })})`;
obj[i.id] = i.name + label;
}
// Recharging items
const recharge = i.data.data.recharge || {};
if (recharge.value) obj[i.id] = `${i.name} (${game.i18n.format("SW5E.Recharge")})`;
return obj;
}, {});
} else return {};
}
/* -------------------------------------------- */
/**
* Get the text item status which is shown beneath the Item type in the top-right corner of the sheet
* @return {string}
* @private
*/
_getItemStatus(item) {
if (item.type === "power") {
return CONFIG.SW5E.powerPreparationModes[item.data.preparation];
} else if (["weapon", "equipment"].includes(item.type)) {
return game.i18n.localize(item.data.equipped ? "SW5E.Equipped" : "SW5E.Unequipped");
} else if (item.type === "tool") {
return game.i18n.localize(item.data.proficient ? "SW5E.Proficient" : "SW5E.NotProficient");
}
}
/* -------------------------------------------- */
/**
* Get the Array of item properties which are used in the small sidebar of the description tab
* @return {Array}
* @private
*/
_getItemProperties(item) {
const props = [];
const labels = this.item.labels;
if (item.type === "weapon") {
props.push(
...Object.entries(item.data.properties)
.filter((e) => e[1] === true)
.map((e) => CONFIG.SW5E.weaponProperties[e[0]])
);
} else if (item.type === "power") {
props.push(
labels.materials,
item.data.components.concentration ? game.i18n.localize("SW5E.Concentration") : null,
item.data.components.ritual ? game.i18n.localize("SW5E.Ritual") : null
);
} else if (item.type === "equipment") {
props.push(CONFIG.SW5E.equipmentTypes[item.data.armor.type]);
props.push(labels.armor);
} else if (item.type === "feat") {
props.push(labels.featType);
//TODO: Work out these
} else if (item.type === "species") {
//props.push(labels.species);
} else if (item.type === "archetype") {
//props.push(labels.archetype);
} else if (item.type === "background") {
//props.push(labels.background);
} else if (item.type === "classfeature") {
//props.push(labels.classfeature);
} else if (item.type === "deployment") {
//props.push(labels.deployment);
} else if (item.type === "venture") {
//props.push(labels.venture);
} else if (item.type === "fightingmastery") {
//props.push(labels.fightingmastery);
} else if (item.type === "fightingstyle") {
//props.push(labels.fightingstyle);
} else if (item.type === "lightsaberform") {
//props.push(labels.lightsaberform);
}
// Action type
if (item.data.actionType) {
props.push(CONFIG.SW5E.itemActionTypes[item.data.actionType]);
}
// Action usage
if (item.type !== "weapon" && item.data.activation && !isObjectEmpty(item.data.activation)) {
props.push(labels.activation, labels.range, labels.target, labels.duration);
}
return props.filter((p) => !!p);
}
/* -------------------------------------------- */
/**
* Is this item a separate large object like a siege engine or vehicle
* component that is usually mounted on fixtures rather than equipped, and
* has its own AC and HP.
* @param item
* @returns {boolean}
* @private
*/
_isItemMountable(item) {
const data = item.data;
return (
(item.type === "weapon" && data.weaponType === "siege") ||
(item.type === "equipment" && data.armor.type === "vehicle")
);
}
/* -------------------------------------------- */
/** @inheritdoc */
setPosition(position = {}) {
if (!(this._minimized || position.height)) {
position.height = this._tabs[0].active === "details" ? "auto" : this.options.height;
}
return super.setPosition(position);
}
/* -------------------------------------------- */
/* Form Submission */
/* -------------------------------------------- */
/** @inheritdoc */
_getSubmitData(updateData = {}) {
// Create the expanded update data object
const fd = new FormDataExtended(this.form, { editors: this.editors });
let data = fd.toObject();
if (updateData) data = mergeObject(data, updateData);
else data = expandObject(data);
// Handle Damage array
const damage = data.data?.damage;
if (damage) damage.parts = Object.values(damage?.parts || {}).map((d) => [d[0] || "", d[1] || ""]);
// Return the flattened submission data
return flattenObject(data);
}
/* -------------------------------------------- */
/** @inheritdoc */
activateListeners(html) {
super.activateListeners(html);
if (this.isEditable) {
html.find(".damage-control").click(this._onDamageControl.bind(this));
html.find(".trait-selector.class-skills").click(this._onConfigureTraits.bind(this));
html.find(".effect-control").click((ev) => {
if (this.item.isOwned) return ui.notifications.warn("Managing Active Effects within an Owned Item is not currently supported and will be added in a subsequent update.");
onManageActiveEffect(ev, this.item);
});
}
}
/* -------------------------------------------- */
/**
* Add or remove a damage part from the damage formula
* @param {Event} event The original click event
* @return {Promise}
* @private
*/
async _onDamageControl(event) {
event.preventDefault();
const a = event.currentTarget;
// Add new damage component
if (a.classList.contains("add-damage")) {
await this._onSubmit(event); // Submit any unsaved changes
const damage = this.item.data.data.damage;
return this.item.update({ "data.damage.parts": damage.parts.concat([["", ""]]) });
}
// Remove a damage component
if (a.classList.contains("delete-damage")) {
await this._onSubmit(event); // Submit any unsaved changes
const li = a.closest(".damage-part");
const damage = foundry.utils.deepClone(this.item.data.data.damage);
damage.parts.splice(Number(li.dataset.damagePart), 1);
return this.item.update({ "data.damage.parts": damage.parts });
}
}
/* -------------------------------------------- */
/**
* Handle spawning the TraitSelector application for selection various options.
* @param {Event} event The click event which originated the selection
* @private
*/
_onConfigureTraits(event) {
event.preventDefault();
const a = event.currentTarget;
const options = {
name: a.dataset.target,
title: a.parentElement.innerText,
choices: [],
allowCustom: false
};
switch(a.dataset.options) {
case 'saves':
options.choices = CONFIG.SW5E.abilities;
options.valueKey = null;
break;
case 'skills':
const skills = this.item.data.data.skills;
const choiceSet = skills.choices && skills.choices.length ? skills.choices : Object.keys(CONFIG.SW5E.skills);
options.choices = Object.fromEntries(Object.entries(CONFIG.SW5E.skills).filter(skill => choiceSet.includes(skill[0])));
options.maximum = skills.number;
break;
}
new TraitSelector(this.item, options).render(true);
}
/* -------------------------------------------- */
/** @inheritdoc */
async _onSubmit(...args) {
if (this._tabs[0].active === "details") this.position.height = "auto";
await super._onSubmit(...args);
}
}

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/* -------------------------------------------- */
/* Hotbar Macros */
/* -------------------------------------------- */
/**
* Create a Macro from an Item drop.
* Get an existing item macro if one exists, otherwise create a new one.
* @param {Object} data The dropped data
* @param {number} slot The hotbar slot to use
* @returns {Promise}
*/
export async function create5eMacro(data, slot) {
if ( data.type !== "Item" ) return;
if (!( "data" in data ) ) return ui.notifications.warn("You can only create macro buttons for owned Items");
const item = data.data;
// Create the macro command
const command = `game.sw5e.rollItemMacro("${item.name}");`;
let macro = game.macros.entities.find(m => (m.name === item.name) && (m.command === command));
if ( !macro ) {
macro = await Macro.create({
name: item.name,
type: "script",
img: item.img,
command: command,
flags: {"sw5e.itemMacro": true}
});
}
game.user.assignHotbarMacro(macro, slot);
return false;
}
/* -------------------------------------------- */
/**
* Create a Macro from an Item drop.
* Get an existing item macro if one exists, otherwise create a new one.
* @param {string} itemName
* @return {Promise}
*/
export function rollItemMacro(itemName) {
const speaker = ChatMessage.getSpeaker();
let actor;
if ( speaker.token ) actor = game.actors.tokens[speaker.token];
if ( !actor ) actor = game.actors.get(speaker.actor);
// Get matching items
const items = actor ? actor.items.filter(i => i.name === itemName) : [];
if ( items.length > 1 ) {
ui.notifications.warn(`Your controlled Actor ${actor.name} has more than one Item with name ${itemName}. The first matched item will be chosen.`);
} else if ( items.length === 0 ) {
return ui.notifications.warn(`Your controlled Actor does not have an item named ${itemName}`);
}
const item = items[0];
// Trigger the item roll
return item.roll();
}

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/**
* Perform a system migration for the entire World, applying migrations for Actors, Items, and Compendium packs
* @return {Promise} A Promise which resolves once the migration is completed
*/
export const migrateWorld = async function() {
ui.notifications.info(`Applying SW5e System Migration for version ${game.system.data.version}. Please be patient and do not close your game or shut down your server.`, {permanent: true});
// Migrate World Actors
for await ( let a of game.actors.contents ) {
try {
console.log(`Checking Actor entity ${a.name} for migration needs`);
const updateData = await migrateActorData(a.data);
if ( !foundry.utils.isObjectEmpty(updateData) ) {
console.log(`Migrating Actor entity ${a.name}`);
await a.update(updateData, {enforceTypes: false});
}
} catch(err) {
err.message = `Failed sw5e system migration for Actor ${a.name}: ${err.message}`;
console.error(err);
}
}
// Migrate World Items
for ( let i of game.items.contents ) {
try {
const updateData = migrateItemData(i.toObject());
if ( !foundry.utils.isObjectEmpty(updateData) ) {
console.log(`Migrating Item entity ${i.name}`);
await i.update(updateData, {enforceTypes: false});
}
} catch(err) {
err.message = `Failed sw5e system migration for Item ${i.name}: ${err.message}`;
console.error(err);
}
}
// Migrate Actor Override Tokens
for ( let s of game.scenes.contents ) {
try {
const updateData = await migrateSceneData(s.data);
if ( !foundry.utils.isObjectEmpty(updateData) ) {
console.log(`Migrating Scene entity ${s.name}`);
await s.update(updateData, {enforceTypes: false});
// If we do not do this, then synthetic token actors remain in cache
// with the un-updated actorData.
s.tokens.contents.forEach(t => t._actor = null);
}
} catch(err) {
err.message = `Failed sw5e system migration for Scene ${s.name}: ${err.message}`;
console.error(err);
}
}
// Migrate World Compendium Packs
for ( let p of game.packs ) {
if ( p.metadata.package !== "world" ) continue;
if ( !["Actor", "Item", "Scene"].includes(p.metadata.entity) ) continue;
await migrateCompendium(p);
}
// Set the migration as complete
game.settings.set("sw5e", "systemMigrationVersion", game.system.data.version);
ui.notifications.info(`SW5e System Migration to version ${game.system.data.version} completed!`, {permanent: true});
};
/* -------------------------------------------- */
/**
* Apply migration rules to all Entities within a single Compendium pack
* @param pack
* @return {Promise}
*/
export const migrateCompendium = async function(pack) {
const entity = pack.metadata.entity;
if ( !["Actor", "Item", "Scene"].includes(entity) ) return;
// Unlock the pack for editing
const wasLocked = pack.locked;
await pack.configure({locked: false});
// Begin by requesting server-side data model migration and get the migrated content
await pack.migrate();
const documents = await pack.getDocuments();
// Iterate over compendium entries - applying fine-tuned migration functions
for await ( let doc of documents ) {
let updateData = {};
try {
switch (entity) {
case "Actor":
updateData = await migrateActorData(doc.data);
break;
case "Item":
updateData = migrateItemData(doc.toObject());
break;
case "Scene":
updateData = await migrateSceneData(doc.data);
break;
}
if ( foundry.utils.isObjectEmpty(updateData) ) continue;
// Save the entry, if data was changed
await doc.update(updateData);
console.log(`Migrated ${entity} entity ${doc.name} in Compendium ${pack.collection}`);
}
// Handle migration failures
catch(err) {
err.message = `Failed sw5e system migration for entity ${doc.name} in pack ${pack.collection}: ${err.message}`;
console.error(err);
}
}
// Apply the original locked status for the pack
await pack.configure({locked: wasLocked});
console.log(`Migrated all ${entity} entities from Compendium ${pack.collection}`);
};
/* -------------------------------------------- */
/* Entity Type Migration Helpers */
/* -------------------------------------------- */
/**
* Migrate a single Actor entity to incorporate latest data model changes
* Return an Object of updateData to be applied
* @param {object} actor The actor data object to update
* @return {Object} The updateData to apply
*/
export const migrateActorData = async function(actor) {
const updateData = {};
// Actor Data Updates
if(actor.data) {
_migrateActorMovement(actor, updateData);
_migrateActorSenses(actor, updateData);
_migrateActorType(actor, updateData);
}
// Migrate Owned Items
if ( !!actor.items ) {
const items = await actor.items.reduce(async (memo, i) => {
const results = await memo;
// Migrate the Owned Item
const itemData = i instanceof CONFIG.Item.documentClass ? i.toObject() : i;
let itemUpdate = await migrateActorItemData(itemData, actor);
// Prepared, Equipped, and Proficient for NPC actors
if ( actor.type === "npc" ) {
if (getProperty(itemData.data, "preparation.prepared") === false) itemUpdate["data.preparation.prepared"] = true;
if (getProperty(itemData.data, "equipped") === false) itemUpdate["data.equipped"] = true;
if (getProperty(itemData.data, "proficient") === false) itemUpdate["data.proficient"] = true;
}
// Update the Owned Item
if ( !isObjectEmpty(itemUpdate) ) {
itemUpdate._id = itemData._id;
console.log(`Migrating Actor ${actor.name}'s ${i.name}`);
results.push(expandObject(itemUpdate));
}
return results;
}, []);
if ( items.length > 0 ) updateData.items = items;
}
// Update NPC data with new datamodel information
if (actor.type === "npc") {
_updateNPCData(actor);
}
// migrate powers last since it relies on item classes being migrated first.
_migrateActorPowers(actor, updateData);
return updateData;
};
/* -------------------------------------------- */
/**
* Scrub an Actor's system data, removing all keys which are not explicitly defined in the system template
* @param {Object} actorData The data object for an Actor
* @return {Object} The scrubbed Actor data
*/
function cleanActorData(actorData) {
// Scrub system data
const model = game.system.model.Actor[actorData.type];
actorData.data = filterObject(actorData.data, model);
// Scrub system flags
const allowedFlags = CONFIG.SW5E.allowedActorFlags.reduce((obj, f) => {
obj[f] = null;
return obj;
}, {});
if ( actorData.flags.sw5e ) {
actorData.flags.sw5e = filterObject(actorData.flags.sw5e, allowedFlags);
}
// Return the scrubbed data
return actorData;
}
/* -------------------------------------------- */
/**
* Migrate a single Item entity to incorporate latest data model changes
*
* @param {object} item Item data to migrate
* @return {object} The updateData to apply
*/
export const migrateItemData = function(item) {
const updateData = {};
_migrateItemClassPowerCasting(item, updateData);
_migrateItemAttunement(item, updateData);
return updateData;
};
/* -------------------------------------------- */
/**
* Migrate a single owned actor Item entity to incorporate latest data model changes
* @param item
* @param actor
*/
export const migrateActorItemData = async function(item, actor) {
const updateData = {};
_migrateItemClassPowerCasting(item, updateData);
_migrateItemAttunement(item, updateData);
await _migrateItemPower(item, actor, updateData);
return updateData;
};
/* -------------------------------------------- */
/**
* Migrate a single Scene entity to incorporate changes to the data model of it's actor data overrides
* Return an Object of updateData to be applied
* @param {Object} scene The Scene data to Update
* @return {Object} The updateData to apply
*/
export const migrateSceneData = async function(scene) {
const tokens = await Promise.all(scene.tokens.map(async token => {
const t = token.toJSON();
if (!t.actorId || t.actorLink) {
t.actorData = {};
}
else if (!game.actors.has(t.actorId)) {
t.actorId = null;
t.actorData = {};
} else if ( !t.actorLink ) {
const actorData = duplicate(t.actorData);
actorData.type = token.actor?.type;
const update = migrateActorData(actorData);
['items', 'effects'].forEach(embeddedName => {
if (!update[embeddedName]?.length) return;
const updates = new Map(update[embeddedName].map(u => [u._id, u]));
t.actorData[embeddedName].forEach(original => {
const update = updates.get(original._id);
if (update) mergeObject(original, update);
});
delete update[embeddedName];
});
mergeObject(t.actorData, update);
}
return t;
}));
return {tokens};
};
/* -------------------------------------------- */
/* Low level migration utilities
/* -------------------------------------------- */
/* -------------------------------------------- */
/**
* Update an NPC Actor's data based on compendium
* @param {Object} actor The data object for an Actor
* @return {Object} The updated Actor
*/
function _updateNPCData(actor) {
let actorData = actor.data;
const updateData = {};
// check for flag.core, if not there is no compendium monster so exit
const hasSource = actor?.flags?.core?.sourceId !== undefined;
if (!hasSource) return actor;
// shortcut out if dataVersion flag is set to 1.2.4 or higher
const hasDataVersion = actor?.flags?.sw5e?.dataVersion !== undefined;
if (hasDataVersion && (actor.flags.sw5e.dataVersion === "1.2.4" || isNewerVersion("1.2.4", actor.flags.sw5e.dataVersion))) return actor;
// Check to see what the source of NPC is
const sourceId = actor.flags.core.sourceId;
const coreSource = sourceId.substr(0,sourceId.length-17);
const core_id = sourceId.substr(sourceId.length-16,16);
if (coreSource === "Compendium.sw5e.monsters"){
game.packs.get("sw5e.monsters").getEntity(core_id).then(monster => {
const monsterData = monster.data.data;
// copy movement[], senses[], powercasting, force[], tech[], powerForceLevel, powerTechLevel
updateData["data.attributes.movement"] = monsterData.attributes.movement;
updateData["data.attributes.senses"] = monsterData.attributes.senses;
updateData["data.attributes.powercasting"] = monsterData.attributes.powercasting;
updateData["data.attributes.force"] = monsterData.attributes.force;
updateData["data.attributes.tech"] = monsterData.attributes.tech;
updateData["data.details.powerForceLevel"] = monsterData.details.powerForceLevel;
updateData["data.details.powerTechLevel"] = monsterData.details.powerTechLevel;
// push missing powers onto actor
let newPowers = [];
for ( let i of monster.items ) {
const itemData = i.data;
if ( itemData.type === "power" ) {
const itemCompendium_id = itemData.flags?.core?.sourceId.split(".").slice(-1)[0];
let hasPower = !!actor.items.find(item => item.flags?.core?.sourceId.split(".").slice(-1)[0] === itemCompendium_id);
if (!hasPower) {
// Clone power to new object. Don't know if it is technically needed, but seems to prevent some weirdness.
const newPower = JSON.parse(JSON.stringify(itemData));
newPowers.push(newPower);
}
}
}
// get actor to create new powers
const liveActor = game.actors.get(actor._id);
// create the powers on the actor
liveActor.createEmbeddedEntity("OwnedItem", newPowers);
// set flag to check to see if migration has been done so we don't do it again.
liveActor.setFlag("sw5e", "dataVersion", "1.2.4");
})
}
//merge object
actorData = mergeObject(actorData, updateData);
// Return the scrubbed data
return actor;
}
/**
* Migrate the actor speed string to movement object
* @private
*/
function _migrateActorMovement(actorData, updateData) {
const ad = actorData.data;
// Work is needed if old data is present
const old = actorData.type === 'vehicle' ? ad?.attributes?.speed : ad?.attributes?.speed?.value;
const hasOld = old !== undefined;
if ( hasOld ) {
// If new data is not present, migrate the old data
const hasNew = ad?.attributes?.movement?.walk !== undefined;
if ( !hasNew && (typeof old === "string") ) {
const s = (old || "").split(" ");
if ( s.length > 0 ) updateData["data.attributes.movement.walk"] = Number.isNumeric(s[0]) ? parseInt(s[0]) : null;
}
// Remove the old attribute
updateData["data.attributes.-=speed"] = null;
}
return updateData
}
/* -------------------------------------------- */
/**
* Migrate the actor speed string to movement object
* @private
*/
function _migrateActorPowers(actorData, updateData) {
const ad = actorData.data;
// If new Force & Tech data is not present, create it
let hasNewAttrib = ad?.attributes?.force?.level !== undefined;
if ( !hasNewAttrib ) {
updateData["data.attributes.force.known.value"] = 0;
updateData["data.attributes.force.known.max"] = 0;
updateData["data.attributes.force.points.value"] = 0;
updateData["data.attributes.force.points.min"] = 0;
updateData["data.attributes.force.points.max"] = 0;
updateData["data.attributes.force.points.temp"] = null;
updateData["data.attributes.force.points.tempmax"] = null;
updateData["data.attributes.force.level"] = 0;
updateData["data.attributes.tech.known.value"] = 0;
updateData["data.attributes.tech.known.max"] = 0;
updateData["data.attributes.tech.points.value"] = 0;
updateData["data.attributes.tech.points.min"] = 0;
updateData["data.attributes.tech.points.max"] = 0;
updateData["data.attributes.tech.points.temp"] = null;
updateData["data.attributes.tech.points.tempmax"] = null;
updateData["data.attributes.tech.level"] = 0;
}
// If new Power F/T split data is not present, create it
const hasNewLimit = ad?.powers?.power1?.foverride !== undefined;
if ( !hasNewLimit ) {
for (let i = 1; i <= 9; i++) {
// add new
updateData["data.powers.power" + i + ".fvalue"] = getProperty(ad.powers,"power" + i + ".value");
updateData["data.powers.power" + i + ".fmax"] = getProperty(ad.powers,"power" + i + ".max");
updateData["data.powers.power" + i + ".foverride"] = null;
updateData["data.powers.power" + i + ".tvalue"] = getProperty(ad.powers,"power" + i + ".value");
updateData["data.powers.power" + i + ".tmax"] = getProperty(ad.powers,"power" + i + ".max");
updateData["data.powers.power" + i + ".toverride"] = null;
//remove old
updateData["data.powers.power" + i + ".-=value"] = null;
updateData["data.powers.power" + i + ".-=override"] = null;
}
}
// If new Bonus Power DC data is not present, create it
const hasNewBonus = ad?.bonuses?.power?.forceLightDC !== undefined;
if ( !hasNewBonus ) {
updateData["data.bonuses.power.forceLightDC"] = "";
updateData["data.bonuses.power.forceDarkDC"] = "";
updateData["data.bonuses.power.forceUnivDC"] = "";
updateData["data.bonuses.power.techDC"] = "";
}
// Remove the Power DC Bonus
updateData["data.bonuses.power.-=dc"] = null;
return updateData
}
/* -------------------------------------------- */
/**
* Migrate the actor traits.senses string to attributes.senses object
* @private
*/
function _migrateActorSenses(actor, updateData) {
const ad = actor.data;
if ( ad?.traits?.senses === undefined ) return;
const original = ad.traits.senses || "";
if ( typeof original !== "string" ) return;
// Try to match old senses with the format like "Darkvision 60 ft, Blindsight 30 ft"
const pattern = /([A-z]+)\s?([0-9]+)\s?([A-z]+)?/;
let wasMatched = false;
// Match each comma-separated term
for ( let s of original.split(",") ) {
s = s.trim();
const match = s.match(pattern);
if ( !match ) continue;
const type = match[1].toLowerCase();
if ( type in CONFIG.SW5E.senses ) {
updateData[`data.attributes.senses.${type}`] = Number(match[2]).toNearest(0.5);
wasMatched = true;
}
}
// If nothing was matched, but there was an old string - put the whole thing in "special"
if ( !wasMatched && !!original ) {
updateData["data.attributes.senses.special"] = original;
}
// Remove the old traits.senses string once the migration is complete
updateData["data.traits.-=senses"] = null;
return updateData;
}
/* -------------------------------------------- */
/**
* Migrate the actor details.type string to object
* @private
*/
function _migrateActorType(actor, updateData) {
const ad = actor.data;
const original = ad.details?.type;
if ( typeof original !== "string" ) return;
// New default data structure
let data = {
"value": "",
"subtype": "",
"swarm": "",
"custom": ""
}
// Specifics
// (Some of these have weird names, these need to be addressed individually)
if (original === "force entity") {
data.value = "force";
data.subtype = "storm";
} else if (original === "human") {
data.value = "humanoid";
data.subtype = "human";
} else if (["humanoid (any)", "humanoid (Villainous"].includes(original)) {
data.value = "humanoid";
} else if (original === "tree") {
data.value = "plant";
data.subtype = "tree";
} else if (original === "(humanoid) or Large (beast) force entity") {
data.value = "force";
} else if (original === "droid (appears human)") {
data.value = "droid";
} else {
// Match the existing string
const pattern = /^(?:swarm of (?<size>[\w\-]+) )?(?<type>[^(]+?)(?:\((?<subtype>[^)]+)\))?$/i;
const match = original.trim().match(pattern);
if (match) {
// Match a known creature type
const typeLc = match.groups.type.trim().toLowerCase();
const typeMatch = Object.entries(CONFIG.SW5E.creatureTypes).find(([k, v]) => {
return (typeLc === k) ||
(typeLc === game.i18n.localize(v).toLowerCase()) ||
(typeLc === game.i18n.localize(`${v}Pl`).toLowerCase());
});
if (typeMatch) data.value = typeMatch[0];
else {
data.value = "custom";
data.custom = match.groups.type.trim().titleCase();
}
data.subtype = match.groups.subtype?.trim().titleCase() || "";
// Match a swarm
const isNamedSwarm = actor.name.startsWith(game.i18n.localize("SW5E.CreatureSwarm"));
if (match.groups.size || isNamedSwarm) {
const sizeLc = match.groups.size ? match.groups.size.trim().toLowerCase() : "tiny";
const sizeMatch = Object.entries(CONFIG.SW5E.actorSizes).find(([k, v]) => {
return (sizeLc === k) || (sizeLc === game.i18n.localize(v).toLowerCase());
});
data.swarm = sizeMatch ? sizeMatch[0] : "tiny";
} else data.swarm = "";
}
// No match found
else {
data.value = "custom";
data.custom = original;
}
}
// Update the actor data
updateData["data.details.type"] = data;
return updateData;
}
/* -------------------------------------------- */
/**
* @private
*/
function _migrateItemClassPowerCasting(item, updateData) {
if (item.type === "class"){
switch (item.name){
case "Consular":
updateData["data.powercasting"] = {
progression: "consular",
ability: ""
};
break;
case "Engineer":
updateData["data.powercasting"] = {
progression: "engineer",
ability: ""
};
break;
case "Guardian":
updateData["data.powercasting"] = {
progression: "guardian",
ability: ""
};
break;
case "Scout":
updateData["data.powercasting"] = {
progression: "scout",
ability: ""
};
break;
case "Sentinel":
updateData["data.powercasting"] = {
progression: "sentinel",
ability: ""
};
break;
}
}
return updateData;
}
/* -------------------------------------------- */
/**
* Update an Power Item's data based on compendium
* @param {Object} item The data object for an item
* @param {Object} actor The data object for the actor owning the item
* @private
*/
async function _migrateItemPower(item, actor, updateData) {
// if item is not a power shortcut out
if (item.type !== "power") return updateData;
console.log(`Checking Actor ${actor.name}'s ${item.name} for migration needs`);
// check for flag.core, if not there is no compendium power so exit
const hasSource = item?.flags?.core?.sourceId !== undefined;
if (!hasSource) return updateData;
// shortcut out if dataVersion flag is set to 1.2.4 or higher
const hasDataVersion = item?.flags?.sw5e?.dataVersion !== undefined;
if (hasDataVersion && (item.flags.sw5e.dataVersion === "1.2.4" || isNewerVersion("1.2.4", item.flags.sw5e.dataVersion))) return updateData;
// Check to see what the source of Power is
const sourceId = item.flags.core.sourceId;
const coreSource = sourceId.substr(0, sourceId.length - 17);
const core_id = sourceId.substr(sourceId.length - 16, 16);
//if power type is not force or tech exit out
let powerType = "none";
if (coreSource === "Compendium.sw5e.forcepowers") powerType = "sw5e.forcepowers";
if (coreSource === "Compendium.sw5e.techpowers") powerType = "sw5e.techpowers";
if (powerType === "none") return updateData;
const corePower = duplicate(await game.packs.get(powerType).getEntity(core_id));
console.log(`Updating Actor ${actor.name}'s ${item.name} from compendium`);
const corePowerData = corePower.data;
// copy Core Power Data over original Power
updateData["data"] = corePowerData;
updateData["flags"] = {"sw5e": {"dataVersion": "1.2.4"}};
return updateData;
//game.packs.get(powerType).getEntity(core_id).then(corePower => {
//})
}
/* -------------------------------------------- */
/**
* Delete the old data.attuned boolean
*
* @param {object} item Item data to migrate
* @param {object} updateData Existing update to expand upon
* @return {object} The updateData to apply
* @private
*/
function _migrateItemAttunement(item, updateData) {
if ( item.data?.attuned === undefined ) return updateData;
updateData["data.attunement"] = CONFIG.SW5E.attunementTypes.NONE;
updateData["data.-=attuned"] = null;
return updateData;
}
/* -------------------------------------------- */
/**
* A general tool to purge flags from all entities in a Compendium pack.
* @param {Compendium} pack The compendium pack to clean
* @private
*/
export async function purgeFlags(pack) {
const cleanFlags = (flags) => {
const flags5e = flags.sw5e || null;
return flags5e ? {sw5e: flags5e} : {};
};
await pack.configure({locked: false});
const content = await pack.getContent();
for ( let entity of content ) {
const update = {_id: entity.id, flags: cleanFlags(entity.data.flags)};
if ( pack.entity === "Actor" ) {
update.items = entity.data.items.map(i => {
i.flags = cleanFlags(i.flags);
return i;
})
}
await pack.updateEntity(update, {recursive: false});
console.log(`Purged flags from ${entity.name}`);
}
await pack.configure({locked: true});
}
/* -------------------------------------------- */
/**
* Purge the data model of any inner objects which have been flagged as _deprecated.
* @param {object} data The data to clean
* @private
*/
export function removeDeprecatedObjects(data) {
for ( let [k, v] of Object.entries(data) ) {
if ( getType(v) === "Object" ) {
if (v._deprecated === true) {
console.log(`Deleting deprecated object key ${k}`);
delete data[k];
}
else removeDeprecatedObjects(v);
}
}
return data;
}

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@ -0,0 +1,133 @@
import { SW5E } from "../config.js";
/**
* A helper class for building MeasuredTemplates for 5e powers and abilities
* @extends {MeasuredTemplate}
*/
export default class AbilityTemplate extends MeasuredTemplate {
/**
* A factory method to create an AbilityTemplate instance using provided data from an Item5e instance
* @param {Item5e} item The Item object for which to construct the template
* @return {AbilityTemplate|null} The template object, or null if the item does not produce a template
*/
static fromItem(item) {
const target = getProperty(item.data, "data.target") || {};
const templateShape = SW5E.areaTargetTypes[target.type];
if ( !templateShape ) return null;
// Prepare template data
const templateData = {
t: templateShape,
user: game.user.data._id,
distance: target.value,
direction: 0,
x: 0,
y: 0,
fillColor: game.user.color
};
// Additional type-specific data
switch ( templateShape ) {
case "cone":
templateData.angle = CONFIG.MeasuredTemplate.defaults.angle;
break;
case "rect": // 5e rectangular AoEs are always cubes
templateData.distance = Math.hypot(target.value, target.value);
templateData.width = target.value;
templateData.direction = 45;
break;
case "ray": // 5e rays are most commonly 1 square (5 ft) in width
templateData.width = target.width ?? canvas.dimensions.distance;
break;
default:
break;
}
// Return the template constructed from the item data
const cls = CONFIG.MeasuredTemplate.documentClass;
const template = new cls(templateData, {parent: canvas.scene});
const object = new this(template);
object.item = item;
object.actorSheet = item.actor?.sheet || null;
return object;
}
/* -------------------------------------------- */
/**
* Creates a preview of the power template
*/
drawPreview() {
const initialLayer = canvas.activeLayer;
// Draw the template and switch to the template layer
this.draw();
this.layer.activate();
this.layer.preview.addChild(this);
// Hide the sheet that originated the preview
if ( this.actorSheet ) this.actorSheet.minimize();
// Activate interactivity
this.activatePreviewListeners(initialLayer);
}
/* -------------------------------------------- */
/**
* Activate listeners for the template preview
* @param {CanvasLayer} initialLayer The initially active CanvasLayer to re-activate after the workflow is complete
*/
activatePreviewListeners(initialLayer) {
const handlers = {};
let moveTime = 0;
// Update placement (mouse-move)
handlers.mm = event => {
event.stopPropagation();
let now = Date.now(); // Apply a 20ms throttle
if ( now - moveTime <= 20 ) return;
const center = event.data.getLocalPosition(this.layer);
const snapped = canvas.grid.getSnappedPosition(center.x, center.y, 2);
this.data.update({x: snapped.x, y: snapped.y});
this.refresh();
moveTime = now;
};
// Cancel the workflow (right-click)
handlers.rc = event => {
this.layer.preview.removeChildren();
canvas.stage.off("mousemove", handlers.mm);
canvas.stage.off("mousedown", handlers.lc);
canvas.app.view.oncontextmenu = null;
canvas.app.view.onwheel = null;
initialLayer.activate();
this.actorSheet.maximize();
};
// Confirm the workflow (left-click)
handlers.lc = event => {
handlers.rc(event);
const destination = canvas.grid.getSnappedPosition(this.data.x, this.data.y, 2);
this.data.update(destination);
canvas.scene.createEmbeddedDocuments("MeasuredTemplate", [this.data]);
};
// Rotate the template by 3 degree increments (mouse-wheel)
handlers.mw = event => {
if ( event.ctrlKey ) event.preventDefault(); // Avoid zooming the browser window
event.stopPropagation();
let delta = canvas.grid.type > CONST.GRID_TYPES.SQUARE ? 30 : 15;
let snap = event.shiftKey ? delta : 5;
this.data.update({direction: this.data.direction + (snap * Math.sign(event.deltaY))});
this.refresh();
};
// Activate listeners
canvas.stage.on("mousemove", handlers.mm);
canvas.stage.on("mousedown", handlers.lc);
canvas.app.view.oncontextmenu = handlers.rc;
canvas.app.view.onwheel = handlers.mw;
}
}

145
src/module/settings.js Normal file
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export const registerSystemSettings = function() {
/**
* Track the system version upon which point a migration was last applied
*/
game.settings.register("sw5e", "systemMigrationVersion", {
name: "System Migration Version",
scope: "world",
config: false,
type: String,
default: game.system.data.version
});
/**
* Register resting variants
*/
game.settings.register("sw5e", "restVariant", {
name: "SETTINGS.5eRestN",
hint: "SETTINGS.5eRestL",
scope: "world",
config: true,
default: "normal",
type: String,
choices: {
"normal": "SETTINGS.5eRestPHB",
"gritty": "SETTINGS.5eRestGritty",
"epic": "SETTINGS.5eRestEpic",
}
});
/**
* Register diagonal movement rule setting
*/
game.settings.register("sw5e", "diagonalMovement", {
name: "SETTINGS.5eDiagN",
hint: "SETTINGS.5eDiagL",
scope: "world",
config: true,
default: "555",
type: String,
choices: {
"555": "SETTINGS.5eDiagPHB",
"5105": "SETTINGS.5eDiagDMG",
"EUCL": "SETTINGS.5eDiagEuclidean",
},
onChange: rule => canvas.grid.diagonalRule = rule
});
/**
* Register Initiative formula setting
*/
game.settings.register("sw5e", "initiativeDexTiebreaker", {
name: "SETTINGS.5eInitTBN",
hint: "SETTINGS.5eInitTBL",
scope: "world",
config: true,
default: false,
type: Boolean
});
/**
* Require Currency Carrying Weight
*/
game.settings.register("sw5e", "currencyWeight", {
name: "SETTINGS.5eCurWtN",
hint: "SETTINGS.5eCurWtL",
scope: "world",
config: true,
default: true,
type: Boolean
});
/**
* Option to disable XP bar for session-based or story-based advancement.
*/
game.settings.register("sw5e", "disableExperienceTracking", {
name: "SETTINGS.5eNoExpN",
hint: "SETTINGS.5eNoExpL",
scope: "world",
config: true,
default: false,
type: Boolean,
});
/**
* Option to automatically collapse Item Card descriptions
*/
game.settings.register("sw5e", "autoCollapseItemCards", {
name: "SETTINGS.5eAutoCollapseCardN",
hint: "SETTINGS.5eAutoCollapseCardL",
scope: "client",
config: true,
default: false,
type: Boolean,
onChange: s => {
ui.chat.render();
}
});
/**
* Option to allow GMs to restrict polymorphing to GMs only.
*/
game.settings.register('sw5e', 'allowPolymorphing', {
name: 'SETTINGS.5eAllowPolymorphingN',
hint: 'SETTINGS.5eAllowPolymorphingL',
scope: 'world',
config: true,
default: false,
type: Boolean
});
/**
* Remember last-used polymorph settings.
*/
game.settings.register('sw5e', 'polymorphSettings', {
scope: 'client',
default: {
keepPhysical: false,
keepMental: false,
keepSaves: false,
keepSkills: false,
mergeSaves: false,
mergeSkills: false,
keepClass: false,
keepFeats: false,
keepPowers: false,
keepItems: false,
keepBio: false,
keepVision: true,
transformTokens: true
}
});
game.settings.register("sw5e", "colorTheme", {
name: "SETTINGS.SWColorN",
hint: "SETTINGS.SWColorL",
scope: "world",
config: true,
default: "light",
type: String,
choices: {
"light": "SETTINGS.SWColorLight",
"dark": "SETTINGS.SWColorDark"
}
});
};

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/**
* Define a set of template paths to pre-load
* Pre-loaded templates are compiled and cached for fast access when rendering
* @return {Promise}
*/
export const preloadHandlebarsTemplates = async function() {
return loadTemplates([
// Shared Partials
"systems/sw5e/templates/actors/parts/active-effects.html",
// Actor Sheet Partials
"systems/sw5e/templates/actors/oldActor/parts/actor-traits.html",
"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/newActor/parts/swalt-biography.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-core.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-crew.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-force-powerbook.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-tech-powerbook.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-resources.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-traits.html",
// Item Sheet Partials
"systems/sw5e/templates/items/parts/item-action.html",
"systems/sw5e/templates/items/parts/item-activation.html",
"systems/sw5e/templates/items/parts/item-description.html",
"systems/sw5e/templates/items/parts/item-mountable.html"
]);
};

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/**
* Extend the base TokenDocument class to implement system-specific HP bar logic.
* @extends {TokenDocument}
*/
export class TokenDocument5e extends TokenDocument {
/** @inheritdoc */
getBarAttribute(...args) {
const data = super.getBarAttribute(...args);
if ( data && (data.attribute === "attributes.hp") ) {
data.value += parseInt(getProperty(this.actor.data, "data.attributes.hp.temp") || 0);
data.max += parseInt(getProperty(this.actor.data, "data.attributes.hp.tempmax") || 0);
}
return data;
}
}
/* -------------------------------------------- */
/**
* Extend the base Token class to implement additional system-specific logic.
* @extends {Token}
*/
export class Token5e extends Token {
/** @inheritdoc */
_drawBar(number, bar, data) {
if ( data.attribute === "attributes.hp" ) return this._drawHPBar(number, bar, data);
return super._drawBar(number, bar, data);
}
/* -------------------------------------------- */
/**
* Specialized drawing function for HP bars.
* @param {number} number The Bar number
* @param {PIXI.Graphics} bar The Bar container
* @param {object} data Resource data for this bar
* @private
*/
_drawHPBar(number, bar, data) {
// Extract health data
let {value, max, temp, tempmax} = this.document.actor.data.data.attributes.hp;
temp = Number(temp || 0);
tempmax = Number(tempmax || 0);
// Differentiate between effective maximum and displayed maximum
const effectiveMax = Math.max(0, max + tempmax);
let displayMax = max + (tempmax > 0 ? tempmax : 0);
// Allocate percentages of the total
const tempPct = Math.clamped(temp, 0, displayMax) / displayMax;
const valuePct = Math.clamped(value, 0, effectiveMax) / displayMax;
const colorPct = Math.clamped(value, 0, effectiveMax) / displayMax;
// Determine colors to use
const blk = 0x000000;
const hpColor = PIXI.utils.rgb2hex([(1-(colorPct/2)), colorPct, 0]);
const c = CONFIG.SW5E.tokenHPColors;
// Determine the container size (logic borrowed from core)
const w = this.w;
let h = Math.max((canvas.dimensions.size / 12), 8);
if ( this.data.height >= 2 ) h *= 1.6;
const bs = Math.clamped(h / 8, 1, 2);
const bs1 = bs+1;
// Overall bar container
bar.clear()
bar.beginFill(blk, 0.5).lineStyle(bs, blk, 1.0).drawRoundedRect(0, 0, w, h, 3);
// Temporary maximum HP
if (tempmax > 0) {
const pct = max / effectiveMax;
bar.beginFill(c.tempmax, 1.0).lineStyle(1, blk, 1.0).drawRoundedRect(pct*w, 0, (1-pct)*w, h, 2);
}
// Maximum HP penalty
else if (tempmax < 0) {
const pct = (max + tempmax) / max;
bar.beginFill(c.negmax, 1.0).lineStyle(1, blk, 1.0).drawRoundedRect(pct*w, 0, (1-pct)*w, h, 2);
}
// Health bar
bar.beginFill(hpColor, 1.0).lineStyle(bs, blk, 1.0).drawRoundedRect(0, 0, valuePct*w, h, 2)
// Temporary hit points
if ( temp > 0 ) {
bar.beginFill(c.temp, 1.0).lineStyle(0).drawRoundedRect(bs1, bs1, (tempPct*w)-(2*bs1), h-(2*bs1), 1);
}
// Set position
let posY = (number === 0) ? (this.h - h) : 0;
bar.position.set(0, posY);
}
}

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/**
* The SW5E game system for Foundry Virtual Tabletop
* Author: Kakeman89
* Software License: GNU GPLv3
* Content License: https://media.wizards.com/2016/downloads/SW5E/SRD-OGL_V5.1.pdf
* Repository: https://gitlab.com/foundrynet/sw5e
* Issue Tracker: https://gitlab.com/foundrynet/sw5e/issues
*/
// Import Modules
import { SW5E } from "./module/config.js";
import { registerSystemSettings } from "./module/settings.js";
import { preloadHandlebarsTemplates } from "./module/templates.js";
import { _getInitiativeFormula } from "./module/combat.js";
import { measureDistances } from "./module/canvas.js";
// Import Documents
import Actor5e from "./module/actor/entity.js";
import Item5e from "./module/item/entity.js";
import CharacterImporter from "./module/characterImporter.js";
import { TokenDocument5e, Token5e } from "./module/token.js"
// Import Applications
import AbilityTemplate from "./module/pixi/ability-template.js";
import AbilityUseDialog from "./module/apps/ability-use-dialog.js";
import ActorSheetFlags from "./module/apps/actor-flags.js";
import ActorSheet5eCharacter from "./module/actor/sheets/oldSheets/character.js";
import ActorSheet5eNPC from "./module/actor/sheets/oldSheets/npc.js";
import ActorSheet5eStarship from "./module/actor/sheets/newSheet/starship.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";
import ActorMovementConfig from "./module/apps/movement-config.js";
import ActorSensesConfig from "./module/apps/senses-config.js";
// Import Helpers
import * as chat from "./module/chat.js";
import * as dice from "./module/dice.js";
import * as macros from "./module/macros.js";
import * as migrations from "./module/migration.js";
/* -------------------------------------------- */
/* Foundry VTT Initialization */
/* -------------------------------------------- */
// Keep on while migrating to Foundry version 0.8
CONFIG.debug.hooks = true;
Hooks.once("init", function() {
console.log(`SW5e | Initializing SW5E System\n${SW5E.ASCII}`);
// Create a SW5E namespace within the game global
game.sw5e = {
applications: {
AbilityUseDialog,
ActorSheetFlags,
ActorSheet5eCharacter,
ActorSheet5eCharacterNew,
ActorSheet5eNPC,
ActorSheet5eNPCNew,
ActorSheet5eVehicle,
ItemSheet5e,
ShortRestDialog,
TraitSelector,
ActorMovementConfig,
ActorSensesConfig
},
canvas: {
AbilityTemplate
},
config: SW5E,
dice: dice,
entities: {
Actor5e,
Item5e,
TokenDocument5e,
Token5e,
},
macros: macros,
migrations: migrations,
rollItemMacro: macros.rollItemMacro
};
// Record Configuration Values
CONFIG.SW5E = SW5E;
CONFIG.Actor.documentClass = Actor5e;
CONFIG.Item.documentClass = Item5e;
CONFIG.Token.documentClass = TokenDocument5e;
CONFIG.Token.objectClass = Token5e;
CONFIG.time.roundTime = 6;
CONFIG.fontFamilies = [
"Engli-Besh",
"Open Sans",
"Russo One"
];
CONFIG.Dice.DamageRoll = dice.DamageRoll;
CONFIG.Dice.D20Roll = dice.D20Roll;
// 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;
// Register System Settings
registerSystemSettings();
// Patch Core Functions
CONFIG.Combat.initiative.formula = "1d20 + @attributes.init.mod + @attributes.init.prof + @attributes.init.bonus";
Combatant.prototype._getInitiativeFormula = _getInitiativeFormula;
// Register Roll Extensions
CONFIG.Dice.rolls.push(dice.D20Roll);
CONFIG.Dice.rolls.push(dice.DamageRoll);
// Register sheet application classes
Actors.unregisterSheet("core", ActorSheet);
Actors.registerSheet("sw5e", ActorSheet5eCharacterNew, {
types: ["character"],
makeDefault: true,
label: "SW5E.SheetClassCharacter"
});
Actors.registerSheet("sw5e", ActorSheet5eCharacter, {
types: ["character"],
makeDefault: false,
label: "SW5E.SheetClassCharacterOld"
});
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", ActorSheet5eStarship, {
// types: ["starship"],
// makeDefault: true,
// label: "SW5E.SheetClassStarship"
// });
Actors.registerSheet('sw5e', ActorSheet5eVehicle, {
types: ['vehicle'],
makeDefault: true,
label: "SW5E.SheetClassVehicle"
});
Items.unregisterSheet("core", ItemSheet);
Items.registerSheet("sw5e", ItemSheet5e, {
types: ['weapon', 'equipment', 'consumable', 'tool', 'loot', 'class', 'power', 'feat', 'species', 'backpack', 'archetype', 'classfeature', 'background', 'fightingmastery', 'fightingstyle', 'lightsaberform', 'deployment', 'deploymentfeature', 'starship', 'starshipfeature', 'starshipmod', 'venture'],
makeDefault: true,
label: "SW5E.SheetClassItem"
});
// Preload Handlebars Templates
return preloadHandlebarsTemplates();
});
/* -------------------------------------------- */
/* Foundry VTT Setup */
/* -------------------------------------------- */
/**
* This function runs after game data has been requested and loaded from the servers, so entities exist
*/
Hooks.once("setup", function() {
// Localize CONFIG objects once up-front
const toLocalize = [
"abilities", "abilityAbbreviations", "abilityActivationTypes", "abilityConsumptionTypes", "actorSizes", "alignments",
"armorProficiencies", "armorPropertiesTypes", "conditionTypes", "consumableTypes", "cover", "currencies", "damageResistanceTypes",
"damageTypes", "distanceUnits", "equipmentTypes", "healingTypes", "itemActionTypes", "languages",
"limitedUsePeriods", "movementTypes", "movementUnits", "polymorphSettings", "proficiencyLevels", "senses", "skills",
"starshipRolessm", "starshipRolesmed", "starshipRoleslg", "starshipRoleshuge", "starshipRolesgrg", "starshipSkills",
"powerComponents", "powerLevels", "powerPreparationModes", "powerScalingModes", "powerSchools", "targetTypes",
"timePeriods", "toolProficiencies", "weaponProficiencies", "weaponProperties", "weaponSizes", "weaponTypes"
];
// Exclude some from sorting where the default order matters
const noSort = [
"abilities", "alignments", "currencies", "distanceUnits", "movementUnits", "itemActionTypes", "proficiencyLevels",
"limitedUsePeriods", "powerComponents", "powerLevels", "powerPreparationModes", "weaponTypes"
];
// Localize and sort CONFIG objects
for ( let o of toLocalize ) {
const localized = Object.entries(CONFIG.SW5E[o]).map(e => {
return [e[0], game.i18n.localize(e[1])];
});
if ( !noSort.includes(o) ) localized.sort((a, b) => a[1].localeCompare(b[1]));
CONFIG.SW5E[o] = localized.reduce((obj, e) => {
obj[e[0]] = e[1];
return obj;
}, {});
}
// add DND5E translation for module compatability
game.i18n.translations.DND5E = game.i18n.translations.SW5E;
// console.log(game.settings.get("sw5e", "colorTheme"));
let theme = game.settings.get("sw5e", "colorTheme") + '-theme';
document.body.classList.add(theme);
});
/* -------------------------------------------- */
/**
* Once the entire VTT framework is initialized, check to see if we should perform a data migration
*/
Hooks.once("ready", function() {
// Wait to register hotbar drop hook on ready so that modules could register earlier if they want to
Hooks.on("hotbarDrop", (bar, data, slot) => macros.create5eMacro(data, slot));
// Determine whether a system migration is required and feasible
if ( !game.user.isGM ) return;
const currentVersion = game.settings.get("sw5e", "systemMigrationVersion");
const NEEDS_MIGRATION_VERSION = "1.3.5.R1-A6";
// Check for R1 SW5E versions
const SW5E_NEEDS_MIGRATION_VERSION = "R1-A6";
const COMPATIBLE_MIGRATION_VERSION = 0.80;
const needsMigration = currentVersion && (isNewerVersion(SW5E_NEEDS_MIGRATION_VERSION, currentVersion) || isNewerVersion(NEEDS_MIGRATION_VERSION, currentVersion));
if (!needsMigration && needsMigration !== "") return;
// Perform the migration
if ( currentVersion && isNewerVersion(COMPATIBLE_MIGRATION_VERSION, currentVersion) ) {
const warning = `Your SW5e system data is from too old a Foundry version and cannot be reliably migrated to the latest version. The process will be attempted, but errors may occur.`;
ui.notifications.error(warning, {permanent: true});
}
migrations.migrateWorld();
});
/* -------------------------------------------- */
/* Canvas Initialization */
/* -------------------------------------------- */
Hooks.on("canvasInit", function() {
// Extend Diagonal Measurement
canvas.grid.diagonalRule = game.settings.get("sw5e", "diagonalMovement");
SquareGrid.prototype.measureDistances = measureDistances;
});
/* -------------------------------------------- */
/* Other Hooks */
/* -------------------------------------------- */
Hooks.on("renderChatMessage", (app, html, data) => {
// Display action buttons
chat.displayChatActionButtons(app, html, data);
// Highlight critical success or failure die
chat.highlightCriticalSuccessFailure(app, html, data);
// Optionally collapse the content
if (game.settings.get("sw5e", "autoCollapseItemCards")) html.find(".card-content").hide();
});
Hooks.on("getChatLogEntryContext", chat.addChatMessageContextOptions);
Hooks.on("renderChatLog", (app, html, data) => Item5e.chatListeners(html));
Hooks.on("renderChatPopout", (app, html, data) => Item5e.chatListeners(html));
Hooks.on('getActorDirectoryEntryContext', Actor5e.addDirectoryContextOptions);
Hooks.on("renderSceneDirectory", (app, html, data)=> {
//console.log(html.find("header.folder-header"));
setFolderBackground(html);
});
Hooks.on("renderActorDirectory", (app, html, data)=> {
setFolderBackground(html);
CharacterImporter.addImportButton(html);
});
Hooks.on("renderItemDirectory", (app, html, data)=> {
setFolderBackground(html);
});
Hooks.on("renderJournalDirectory", (app, html, data)=> {
setFolderBackground(html);
});
Hooks.on("renderRollTableDirectory", (app, html, data)=> {
setFolderBackground(html);
});
Hooks.on("ActorSheet5eCharacterNew", (app, html, data) => {
console.log("renderSwaltSheet");
});
// FIXME: This helper is needed for the vehicle sheet. It should probably be refactored.
Handlebars.registerHelper('getProperty', function (data, property) {
return getProperty(data, property);
});
function setFolderBackground(html) {
html.find("header.folder-header").each(function() {
let bgColor = $(this).css("background-color");
if(bgColor == undefined)
bgColor = "rgb(255,255,255)";
$(this).closest('li').css("background-color", bgColor);
})
}

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{
"name": "sw5e",
"title": "SW 5th Edition",
"description": "A comprehensive game system for running games of SW 5th Edition in the Foundry VTT environment.",
"version": "1.3.5.R1-A6",
"author": "Dev Team",
"scripts": [],
"esmodules": ["sw5e.js"],
"styles": ["sw5e.css", "sw5e-global.css", "sw5e-light.css", "sw5e-dark.css"],
"packs": [
{
"name": "adventuringgear",
"label": "Adventuring Gear",
"path": "./packs/packs/adventuringgear.db",
"entity": "Item"
},
{
"name": "archetypes",
"label": "Archetypes",
"path": "./packs/packs/archetypes.db",
"entity": "Item"
},
{
"name": "armor",
"label": "Armor",
"path": "./packs/packs/armor.db",
"entity": "Item"
},
{
"name": "backgrounds",
"label": "Backgrounds",
"path": "./packs/packs/backgrounds.db",
"entity": "Item"
},
{
"name": "classes",
"label": "Classes",
"path": "./packs/packs/classes.db",
"entity": "Item"
},
{
"name": "classfeatures",
"label": "Class Features",
"path": "./packs/packs/classfeatures.db",
"entity": "Item"
},
{
"name": "conditions",
"label": "Conditions",
"path": "./packs/packs/conditions.db",
"entity": "JournalEntry"
},
{
"name": "enhanceditems",
"label": "Enhanced Items",
"path": "./packs/packs/enhanceditems.db",
"entity": "Item"
},
{
"name": "feats",
"label": "Feats",
"path": "./packs/packs/feats.db",
"entity": "Item"
},
{
"name": "fightingstyles",
"label": "Fighting Styles",
"path": "./packs/packs/fightingstyles.db",
"entity": "Item"
},
{
"name": "fightingmasteries",
"label": "Fighting Masteries",
"path": "./packs/packs/fightingmasteries.db",
"entity": "Item"
},
{
"name": "forcepowers",
"label": "Force Powers",
"path": "./packs/packs/forcepowers.db",
"entity": "Item"
},
{
"name": "gamingset",
"label": "Gaming Sets",
"path": "./packs/packs/gamingset.db",
"entity": "Item"
},
{
"name": "lightsaberform",
"label": "Lightsaber Forms",
"path": "./packs/packs/lightsaberforms.db",
"entity": "Item"
},
{
"name": "monsters",
"label": "Monsters",
"path": "./packs/packs/monsters.db",
"entity": "Actor"
},
{
"name": "species",
"label": "Species",
"path": "./packs/packs/species.db",
"entity": "Item"
},
{
"name": "speciestraits",
"label": "Species Traits",
"path": "./packs/packs/speciestraits.db",
"entity": "Item"
},
{
"name": "tables",
"label": "Tables",
"path": "./packs/packs/tables.db",
"entity": "RollTable"
},
{
"name": "techpowers",
"label": "Tech Powers",
"path": "./packs/packs/techpowers.db",
"entity": "Item"
},
{
"name": "weapons",
"label": "Weapons",
"path": "./packs/packs/weapons.db",
"entity": "Item"
}
],
"languages": [
{
"lang": "en",
"name": "English",
"path": "lang/en.json"
},
{
"lang": "fr",
"name": "French",
"path": "lang/fr.json"
},
{
"lang": "it",
"name": "Italian",
"path": "lang/it.json"
}
],
"socket": true,
"gridDistance": 5,
"gridUnits": "ft",
"primaryTokenAttribute": "attributes.hp",
"secondaryTokenAttribute": null,
"minimumCoreVersion": "0.8.2",
"compatibleCoreVersion": "0.8.7",
"url": "https://github.com/unrealkakeman89/sw5e",
"manifest": "https://raw.githubusercontent.com/unrealkakeman89/sw5e/master/system.json",
"download": "https://github.com/unrealkakeman89/sw5e/archive/master.zip"
}

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<form class="{{cssClass}} swalt-sheet" autocomplete="off">
{{!-- Sheet Header --}}
<header class="panel">
<img class="profile" src="{{actor.img}}" title="{{actor.name}}" data-edit="img" />
<h1 class="character-name">
<input name="name" type="text" value="{{actor.name}}" placeholder="{{ localize 'SW5E.Name' }}" />
</h1>
<div class="level-experience">
<div class="charlevel" title="{{multiclassLabels}}">
{{ localize "SW5E.Level" }} {{data.details.level}} {{classLabels}}
</div>
{{#unless disableExperience}}
<div class="experience">
<input name="data.details.xp.value" type="text" value="{{data.details.xp.value}}" data-dtype="Number"
placeholder="0" />
<span class="sep">/</span>
<span class="max">{{data.details.xp.max}}</span>
</div>
<div class="xpbar">
<span class="bar" style="width: {{data.details.xp.pct}}%"></span>
</div>
{{/unless}}
</div>
<div class="summary">
<input type="text" name="data.details.species" value="{{data.details.species}}"
placeholder="{{ localize 'SW5E.Species' }}" />
<input type="text" name="data.details.background" value="{{data.details.background}}"
placeholder="{{ localize 'SW5E.Background' }}" />
<input type="text" name="data.details.alignment" value="{{data.details.alignment}}"
placeholder="{{ localize 'SW5E.Alignment' }}" />
<div class="proficiency">
{{ localize "SW5E.Proficiency" }} {{numberFormat data.attributes.prof decimals=0 sign=true}}
</div>
</div>
{{!-- Header Attributes --}}
<div class="attributes">
{{!-- ARMOR CLASS --}}
<section>
<h1>{{ localize "SW5E.ArmorClass" }}</h1>
<div class="attribute-value">
<input class="ac-display" name="data.attributes.ac.value" type="text"
value="{{data.attributes.ac.value}}" data-dtype="Number" placeholder="10" />
</div>
</section>
{{!-- HIT POINTS --}}
<section>
<h1>{{ localize "SW5E.HP" }}</h1>
<div class="attribute-value multiple">
<input name="data.attributes.hp.value" type="text" value="{{data.attributes.hp.value}}"
data-dtype="Number" placeholder="10" class="value-number" />
<span class="value-separator">/</span>
<input name="data.attributes.hp.max" type="text" value="{{data.attributes.hp.max}}"
data-dtype="Number" placeholder="10" class="value-number" />
</div>
<footer class="attribute-footer hit-points">
<input name="data.attributes.hp.temp" type="text" class="temphp" placeholder="+Temp"
value="{{data.attributes.hp.temp}}" data-dtype="{{data.attributes.hp.type}}" />
<input name="data.attributes.hp.tempmax" type="text" class="temphp" placeholder="+Max"
value="{{data.attributes.hp.tempmax}}" data-dtype="{{data.attributes.hp.type}}" />
</footer>
</section>
{{!-- HIT DICE / SHORT & LONG REST BUTTONS --}}
<section>
<h1>
{{ localize "SW5E.HitDice" }}
<a class="config-button" data-action="hit-dice" title="{{localize 'SW5E.HitDiceConfig'}}"><i class="fas fa-cog"></i></a>
</h1>
<div class="attribute-value multiple">
<span class="value-number">{{data.attributes.hd}}</span>
<span class="value-separator">/</span>
<span class="value-number">{{data.details.level}}</span>
</div>
<footer class="attribute-footer hit-dice">
<button type="button" class="rest short-rest">{{ localize "SW5E.RestS" }}</button>
<button type="button" class="rest long-rest">{{ localize "SW5E.RestL" }}</button>
</footer>
</section>
{{!-- INITIATIVE --}}
<section>
<h1 class="attribute-name box-title rollable" data-action="rollInitiative">{{ localize "SW5E.Initiative" }}</h1>
<div class="attribute-value">
<span class="initiative">{{numberFormat data.attributes.init.total decimals=0 sign=true}}</span>
</div>
<footer class="attribute-footer initiative">
<span>{{ localize "SW5E.Modifier" }}</span>
<input name="data.attributes.init.value" type="text" data-dtype="Number" placeholder="0"
value="{{numberFormat data.attributes.init.value decimals=0 sign=true}}"/>
</footer>
</section>
{{!-- SPEED / MOVEMENT TYPES --}}
<section>
<h1>
{{ localize "SW5E.Movement" }}
<a class="config-button" data-action="movement" title="{{localize 'SW5E.MovementConfig'}}"><i class="fas fa-cog"></i></a>
</h1>
<div class="attribute-value">
<span>{{movement.primary}}</span>
</div>
<footer class="attribute-footer">
<span>{{movement.special}} {{data.attributes.movement.units}}</span>
</footer>
</section>
</div>
</header>
{{!-- PC Sheet Navigation --}}
<nav class="sheet-navigation root-tabs" data-group="primary">
<button class="item active" data-tab="attributes">{{localize "SW5E.Core"}}</button>
<button class="item" data-tab="inventory">{{ localize "SW5E.Inventory" }}</button>
<button class="item" data-tab="features">{{ localize "SW5E.Features" }}</button>
<button class="item" data-tab="force-powerbook">{{ localize "SW5E.ForcePowerbook" }}</button>
<button class="item" data-tab="tech-powerbook">{{ localize "SW5E.TechPowerbook" }}</button>
<button class="item" data-tab="effects">{{ localize "SW5E.Effects" }}</button>
<button class="item" data-tab="biography">{{ localize "SW5E.Biography" }}</button>
</nav>
{{!-- PC Sheet Body --}}
<section class="sheet-body">
{{!-- Core Tab --}}
<section class="tab attributes core" data-group="primary" data-tab="attributes">
{{> "systems/sw5e/templates/actors/newActor/parts/swalt-core.html" sections=attributes}}
</section>
{{!-- Inventory Tab --}}
<section class="tab inventory" data-group="primary" data-tab="inventory">
{{> "systems/sw5e/templates/actors/newActor/parts/swalt-inventory.html" sections=inventory}}
</section>
{{!-- Features Tab --}}
<section class="tab features" data-group="primary" data-tab="features">
{{> "systems/sw5e/templates/actors/newActor/parts/swalt-features.html" sections=features}}
</section>
{{!-- Powerbook Tabs --}}
<section class="tab force-powerbook" data-group="primary" data-tab="force-powerbook">
{{> "systems/sw5e/templates/actors/newActor/parts/swalt-force-powerbook.html"}}
</section>
<section class="tab tech-powerbook" data-group="primary" data-tab="tech-powerbook">
{{> "systems/sw5e/templates/actors/newActor/parts/swalt-tech-powerbook.html"}}
</section>
{{!-- Effects Tab --}}
<section class="tab effects flexcol" data-group="primary" data-tab="effects">
{{> "systems/sw5e/templates/actors/newActor/parts/swalt-active-effects.html"}}
</section>
{{!-- Biography Tab --}}
<section class="tab biography" data-group="primary" data-tab="biography">
{{> "systems/sw5e/templates/actors/newActor/parts/swalt-biography.html"}}
</section>
</section>
</form>

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<form class="{{cssClass}} swalt-sheet" autocomplete="off">
{{!-- Sheet Header --}}
<header class="panel">
<img class="profile" src="{{actor.img}}" title="{{actor.name}}" data-edit="img" />
<h1 class="character-name">
<input name="name" type="text" value="{{actor.name}}" placeholder="{{ localize 'SW5E.Name' }}" />
</h1>
<div class="level-experience">
<div class="charlevel">
{{ localize "SW5E.Level" }} {{data.details.level}} {{classLabels}}
</div>
{{#unless disableExperience}}
<div class="experience">
<input name="data.details.xp.value" type="text" value="{{data.details.xp.value}}" data-dtype="Number"
placeholder="0" />
<span class="sep">/</span>
<span class="max">{{data.details.xp.max}}</span>
</div>
<div class="xpbar">
<span class="bar" style="width: {{data.details.xp.pct}}%"></span>
</div>
{{/unless}}
</div>
<div class="summary">
<input type="text" name="data.details.species" value="{{data.details.species}}"
placeholder="{{ localize 'SW5E.Species' }}" />
<input type="text" name="data.details.background" value="{{data.details.background}}"
placeholder="{{ localize 'SW5E.Background' }}" />
<input type="text" name="data.details.alignment" value="{{data.details.alignment}}"
placeholder="{{ localize 'SW5E.Alignment' }}" />
<div class="proficiency">
Proficiency {{numberFormat data.attributes.prof decimals=0 sign=true}}
</div>
</div>
{{!-- Header Attributes --}}
<div class="attributes">
{{!-- ARMOR CLASS --}}
<section>
<h1>{{ localize "SW5E.ArmorClass" }}</h1>
<div class="attribute-value">
<input class="ac-display" name="data.attributes.ac.value" type="text"
value="{{data.attributes.ac.value}}" data-dtype="Number" placeholder="10" />
</div>
</section>
{{!-- HIT POINTS --}}
<section>
<h1>{{ localize "SW5E.HP" }}</h1>
<div class="attribute-value multiple">
<input name="data.attributes.hp.value" type="text" value="{{data.attributes.hp.value}}"
data-dtype="Number" placeholder="10" class="value-number" />
<span class="value-separator">/</span>
<input name="data.attributes.hp.max" type="text" value="{{data.attributes.hp.max}}"
data-dtype="Number" placeholder="10" class="value-number" />
</div>
<footer class="attribute-footer hit-points">
<input name="data.attributes.hp.temp" type="text" class="temphp" placeholder="+Temp"
value="{{data.attributes.hp.temp}}" data-dtype="{{data.attributes.hp.type}}" />
<input name="data.attributes.hp.tempmax" type="text" class="temphp" placeholder="+Max"
value="{{data.attributes.hp.tempmax}}" data-dtype="{{data.attributes.hp.type}}" />
</footer>
</section>
{{!-- HIT DICE / SHORT & LONG REST BUTTONS --}}
<section>
<h1>{{ localize "SW5E.HitDice" }}</h1>
<div class="attribute-value multiple">
<span class="value-number">{{data.attributes.hd}}</span>
<span class="value-separator">/</span>
<span class="value-number">{{data.details.level}}</span>
</div>
<footer class="attribute-footer hit-dice">
<button type="button" class="rest short-rest">{{ localize "SW5E.RestS" }}</button>
<button type="button" class="rest long-rest">{{ localize "SW5E.RestL" }}</button>
</footer>
</section>
{{!-- INITIATIVE --}}
<section>
<h1>{{ localize "SW5E.Initiative" }}</h1>
<div class="attribute-value">
<span class="initiative">{{numberFormat data.attributes.init.total decimals=0 sign=true}}</span>
</div>
<footer class="attribute-footer initiative">
<span>{{ localize "SW5E.Modifier" }}</span>
<input name="data.attributes.init.value" type="text" placeholder="0" data-dtype="Number"
value="{{numberFormat data.attributes.init.value decimals=0 sign=true}}" />
</footer>
</section>
{{!-- SPEED / MOVEMENT TYPES --}}
<section>
<h1>{{ localize "SW5E.Speed" }}</h1>
<div class="attribute-value">
<input name="data.attributes.speed.value" type="text" value="{{data.attributes.speed.value}}"
placeholder="0" />
</div>
<footer class="attribute-footer speed">
<input type="text" class="speed" name="data.attributes.speed.special"
value="{{data.attributes.speed.special}}" placeholder="{{ localize 'SW5E.SpeedSpecial' }}" />
</footer>
</section>
</div>
</header>
{{!-- PC Sheet Navigation --}}
<nav class="sheet-navigation root-tabs" data-group="primary">
<button class="item active" data-tab="attributes">Core</button>
<button class="item" data-tab="inventory">{{ localize "SW5E.Inventory" }}</button>
<button class="item" data-tab="features">{{ localize "SW5E.Features" }}</button>
<button class="item" data-tab="powerbook">{{ localize "SW5E.Powerbook" }}</button>
<button class="item" data-tab="biography">{{ localize "SW5E.Biography" }}</button>
</nav>
{{!-- PC Sheet Body --}}
<section class="sheet-body">
{{!-- Core Tab --}}
<section class="tab attributes core" data-group="primary" data-tab="attributes">
{{> "systems/sw5e/templates/actors/newActor/parts/swalt-core.html" sections=attributes}}
</section>
{{!-- Inventory Tab --}}
<section class="tab inventory" data-group="primary" data-tab="inventory">
{{> "systems/sw5e/templates/actors/newActor/parts/swalt-inventory.html" sections=inventory}}
</section>
{{!-- Features Tab --}}
<section class="tab features" data-group="primary" data-tab="features">
{{> "systems/sw5e/templates/actors/newActor/parts/swalt-features.html" sections=features}}
</section>
{{!-- Powerbook Tab --}}
<section class="tab powerbook" data-group="primary" data-tab="powerbook">
{{> "systems/sw5e/templates/actors/newActor/parts/swalt-force-powerbook.html"}}
</section>
<section class="tab powerbook" data-group="primary" data-tab="powerbook">
{{> "systems/sw5e/templates/actors/newActor/parts/swalt-tech-powerbook.html"}}
</section>
{{!-- Biography Tab --}}
<section class="tab biography" data-group="primary" data-tab="biography">
{{> "systems/sw5e/templates/actors/newActor/parts/swalt-biography.html"}}
</section>
</section>
</form>

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<li class="item group-grid-fav-items" data-item-id="{{item.data._id}}">
<div class="item-name rollable">
<div class="item-image" style="background-image: url({{item.img}})"></div>
<h4>{{item.name}}</h4>
</div>
<div class="item-detail item-uses">
{{#if item.data.uses.max }}
{{item.data.uses.value}} / {{item.data.uses.max}}
{{/if}}
</div>
<div class="item-detail item-count">
{{#if item.data.quantity}}
{{item.data.quantity}}
{{/if}}
</div>
<div class="item-detail item-comps">
{{#if item.powerComps}}
{{item.powerComps}}
{{#if item.powerCon}}<i class='fas fa-copyright'></i>{{/if}}
{{#if item.powerRit}}<i class='fas fa-registered'></i>{{/if}}
{{/if}}
</div>
<div class="item-detail item-controls">
<a class="item-control item-edit" title="Edit Item"><i class="fas fa-edit"></i></a>
<a class="item-control item-fav" title="Remove"><i class="fas fa-sign-out-alt"></i></a>
</div>
</li>

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<form class="{{cssClass}} swalt-sheet limited" autocomplete="off">
<!-- HEADER -->
<header class="panel">
<img class="profile" src="{{actor.img}}" title="{{actor.name}}" data-edit="img" />
<h1 class="character-name">
{{actor.name}}
</h1>
</header>
<!-- BODY -->
<section class="sheet-body">
<div class="tab biography active">
<div class="panel">
<section class="additional-info">
<h1 class="section-titles">Description</h1>
{{editor content=data.details.description.value target="data.details.description.value" button=true owner=owner editable=editable rollData=rollData}}
</section>
<section>
<h1 class="section-titles">Background</h1>
{{editor content=data.details.biography.value target="data.details.biography.value" button=true owner=owner editable=editable rollData=rollData}}
</section>
</div>
</div>
</section>
</form>

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<form class="{{cssClass}} swalt-sheet" autocomplete="off">
{{!-- NPC Sheet Header --}}
<header class="panel">
<img class="profile" src="{{actor.img}}" title="{{actor.name}}" data-edit="img" />
<h1 class="character-name">
<input name="name" type="text" value="{{actor.name}}" placeholder="{{ localize 'SW5E.Name' }}" />
</h1>
<div class="level-experience">
<div class="charlevel">
{{ localize "SW5E.AbbreviationCR" }}
<input name="data.details.cr" type="text" value="{{labels.cr}}" placeholder="1" />
</div>
<div class="experience">
<span class="max">{{data.details.xp.value}} XP</span>
</div>
</div>
<div class="summary">
<span class="npc-size">{{lookup config.actorSizes data.traits.size}}</span>
<input type="text" name="data.details.alignment" value="{{data.details.alignment}}"
placeholder="{{ localize 'SW5E.Alignment' }}" />
<div class="creature-type roundTransition">
<span title="{{labels.type}}">{{labels.type}}</span>
<a class="config-button" data-action="type" title="{{localize 'SW5E.CreatureTypeConfig'}}"><i class="fas fa-cog"></i></a>
</div>
<input type="text" name="data.details.source" value="{{data.details.source}}"
placeholder="{{ localize 'SW5E.Source' }}" />
</div>
<div class="attributes">
{{!-- ARMOR CLASS --}}
<section>
<h1>{{ localize "SW5E.ArmorClass" }}</h1>
<div class="attribute-value">
<input class="ac-display" name="data.attributes.ac.value" type="text"
value="{{data.attributes.ac.value}}" data-dtype="Number" placeholder="10" />
</div>
<footer class="attribute-footer proficiency">
{{ localize "SW5E.Proficiency" }}
{{numberFormat data.attributes.prof decimals=0 sign=true}}
</footer>
</section>
{{!-- HIT POINTS --}}
<section class="attribute health">
<h1 class="attribute-name rollable">{{ localize "SW5E.Health" }}</h1>
<div class="attribute-value multiple">
<input name="data.attributes.hp.value" type="text" value="{{data.attributes.hp.value}}"
data-dtype="Number" placeholder="10" class="value-number" />
<span class="value-separator">/</span>
<input name="data.attributes.hp.max" type="text" value="{{data.attributes.hp.max}}"
data-dtype="Number" placeholder="10" class="value-number" />
</div>
<footer class="attribute-footer hit-points">
<input name="data.attributes.hp.formula" class="hpformula" type="text"
placeholder="{{ localize 'SW5E.HealthFormula' }}" value="{{data.attributes.hp.formula}}" />
</footer>
</section>
<section>
<h1>{{ localize "SW5E.Movement" }}
<a class="config-button" data-action="movement" title="{{localize 'SW5E.MovementConfig'}}"><i class="fas fa-cog"></i></a>
</h1>
<div class="attribute-value">
<span>{{movement.primary}}</span>
</div>
<footer class="attribute-footer">
<span>{{movement.special}}</span>
</footer>
</section>
</div>
</header>
{{!-- NPC Sheet Navigation --}}
<nav class="sheet-navigation root-tabs" data-group="primary">
<button class="item active" data-tab="attributes">{{ localize "SW5E.Attributes" }}</button>
<button class="item" data-tab="features">{{ localize "SW5E.Features" }}</button>
<button class="item" data-tab="force-powerbook">{{ localize "SW5E.ForcePowerbook" }}</button>
<button class="item" data-tab="tech-powerbook">{{ localize "SW5E.TechPowerbook" }}</button>
<button class="item" data-tab="effects">{{ localize "SW5E.Effects" }}</button>
<button class="item" data-tab="biography">{{ localize "SW5E.Biography" }}</button>
</nav>
{{!-- NPC Sheet Body --}}
<section class="sheet-body">
<section class="tab attributes core" data-group="primary" data-tab="attributes">
<section class="panel abilities">
{{!-- Ability Scores --}}
<section class="scores">
<h1>{{localize "SW5E.AbilityScores" }}</h1>
<ol>
{{#each data.abilities as |ability id|}}
<li class="ability {{#if ability.proficient}}proficient{{/if}}" data-ability="{{id}}">
<h2 class="ability-name rollable">{{ability.label}}</h2>
<input class="ability-score" name="data.abilities.{{id}}.value" type="text"
value="{{ability.value}}" data-dtype="Number" placeholder="10" />
<div class="ability-modifiers">
<span class="ability-mod"
title="{{ localize 'SW5E.Modifier' }}">{{numberFormat ability.mod decimals=0 sign=true}}</span>
<input type="hidden" name="data.abilities.{{id}}.proficient"
value="{{ability.proficient}}" data-dtype="Number" />
<button class="proficiency-toggle ability-proficiency"
title="Proficiency">{{{ability.icon}}}</button>
<span class="ability-save"
title="{{ localize 'SW5E.SavingThrow' }}">{{numberFormat ability.save decimals=0 sign=true}}</span>
</div>
</li>
{{/each}}
</ol>
</section>
{{!-- Skills --}}
<section class="skills">
<h1>{{localize "SW5E.Skills"}}</h1>
<ol>
{{#each config.skills as |label s|}}
{{#with (lookup ../data.skills s) as |skill|}}
<li class="skill {{#if skill.value}}proficient{{/if}}" data-skill="{{s}}">
<input type="hidden" name="data.skills.{{s}}.value" value="{{skill.value}}"
data-dtype="Number" />
<button class="proficiency-toggle skill-proficiency"
title="{{skill.hover}}">{{{skill.icon}}}</button>
<span class="skill-name rollable">{{label}}</span>
<span class="skill-ability">{{skill.ability}}</span>
<span class="skill-mod">{{numberFormat skill.total decimals=0 sign=true}}</span>
{{!-- <input class="skill-bonus" name="data.skills.{{s}}.bonus" type="text" value="{{numberFormat skill.bonus decimals=0 sign=true}}" data-dtype="Number" placeholder="0" title="Misc. Modifier"/> --}}
{{!-- <span class="skill-passive">({{skill.passive}})</span> --}}
</li>
{{/with}}
{{/each}}
</ol>
</section>
</section>
<section class="panel traits-resources">
{{!-- Legendary Actions --}}
<div class="counters">
<div class="counter legendary">
<strong>{{ localize "SW5E.LegAct" }}</strong>
<div class="counter-value">
<input name="data.resources.legact.value" type="number"
value="{{data.resources.legact.value}}" placeholder="0" />
<span class="sep">/</span>
<input name="data.resources.legact.max" type="number" value="{{data.resources.legact.max}}"
placeholder="0" />
</div>
</div>
<div class="counter legendary">
<strong>{{ localize "SW5E.LegRes" }}</strong>
<div class="counter-value">
<input name="data.resources.legres.value" type="number"
value="{{data.resources.legres.value}}" placeholder="0" />
<span class="sep">/</span>
<input name="data.resources.legres.max" type="number" value="{{data.resources.legres.max}}"
placeholder="0" />
</div>
</div>
<div class="counter lair">
<strong>{{ localize "SW5E.LairAct" }}</strong>
<div class="counter-value">
<input name="data.resources.lair.value" type="checkbox"
value="{{data.resources.lair.value}}" data-dtype="Boolean"
{{checked data.resources.lair.value}} />
<input name="data.resources.lair.initiative" type="number"
value="{{data.resources.lair.initiative}}" placeholder="20" />
</div>
</div>
</div>
<div class="core-traits">
{{> "systems/sw5e/templates/actors/newActor/parts/swalt-traits.html"}}
</div>
</section>
</section>
{{!-- Features Tab --}}
<div class="tab features flexcol" data-group="primary" data-tab="features">
{{> "systems/sw5e/templates/actors/newActor/parts/swalt-features.html" sections=features}}
</div>
{{!-- Powerbook Tabs --}}
<section class="tab force-powerbook" data-group="primary" data-tab="force-powerbook">
{{> "systems/sw5e/templates/actors/newActor/parts/swalt-force-powerbook.html"}}
</section>
<section class="tab tech-powerbook" data-group="primary" data-tab="tech-powerbook">
{{> "systems/sw5e/templates/actors/newActor/parts/swalt-tech-powerbook.html"}}
</section>
{{!-- Effects Tab --}}
<div class="tab effects flexcol" data-group="primary" data-tab="effects">
{{> "systems/sw5e/templates/actors/newActor/parts/swalt-active-effects.html"}}
</div>
{{!-- Biography Tab --}}
<div class="tab biography flexcol" data-group="primary" data-tab="biography">
<div class="panel">
<section>
<h1>{{localize "SW5E.Biography"}}</h1>
{{editor content=data.details.biography.value target="data.details.biography.value" button=true owner=owner editable=editable rollData=rollData}}
</section>
</div>
</div>
</section>
</form>

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<div class="panel">
<ol class="items-list effects-list">
{{#each effects as |section sid|}}
<li class="items-header flexrow" data-effect-type="{{section.type}}">
<h3 class="item-name effect-name flexrow">{{localize section.label}}</h3>
<div class="effect-source">{{localize "SW5E.Source"}}</div>
<div class="effect-source">{{localize "SW5E.Duration"}}</div>
<div class="item-controls effect-controls flexrow">
<a class="effect-control" data-action="create" title="{{localize 'SW5E.EffectCreate'}}">
<i class="fas fa-plus"></i> {{localize "SW5E.Add"}}
</a>
</div>
</li>
<ol class="item-list">
{{#each section.effects as |effect|}}
<li class="item effect flexrow" data-effect-id="{{effect.id}}">
<div class="item-name effect-name flexrow">
<img class="item-image" src="{{effect.data.icon}}"/>
<h4>{{effect.data.label}}</h4>
</div>
<div class="effect-source">{{effect.sourceName}}</div>
<div class="effect-duration">{{effect.duration.label}}</div>
<div class="item-controls effect-controls flexrow">
<a class="effect-control" data-action="toggle" title="{{localize 'SW5E.EffectToggle'}}">
<i class="fas {{#if effect.data.disabled}}fa-check{{else}}fa-times{{/if}}"></i>
</a>
<a class="effect-control" data-action="edit" title="{{localize 'SW5E.EffectEdit'}}">
<i class="fas fa-edit"></i>
</a>
<a class="effect-control" data-action="delete" title="{{localize 'SW5E.EffectDelete'}}">
<i class="fas fa-trash"></i>
</a>
</div>
</li>
{{/each}}
</ol>
{{/each}}
</ol>
</div>

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<div class="panel additional-info">
<section><h1 class="section-titles biopage">{{localize "SW5E.PersonalityTraits" }}</h1>
{{editor content=data.details.trait target="data.details.trait" button=true owner=owner editable=editable rollData=rollData}}
</section>
<section><h1 class="section-titles biopage">{{localize "SW5E.Ideals" }}</h1>
{{editor content=data.details.ideal target="data.details.ideal" button=true owner=owner editable=editable rollData=rollData}}
</section>
<section><h1 class="section-titles biopage">{{localize "SW5E.Bonds" }}</h1>
{{editor content=data.details.bond target="data.details.bond" button=true owner=owner editable=editable rollData=rollData}}
</section>
<section><h1 class="section-titles biopage">{{localize "SW5E.Flaws" }}</h1>
{{editor content=data.details.flaw target="data.details.flaw" button=true owner=owner editable=editable rollData=rollData}}
</section>
</div>
<div class="panel background">
<section><h1 class="section-titles biopage">{{localize "SW5E.Description" }}</h1>
{{editor content=data.details.description.value target="data.details.description.value" button=true owner=owner editable=editable rollData=rollData}}
</section>
<section><h1 class="section-titles">{{localize "SW5E.Background" }}</h1>
{{editor content=data.details.biography.value target="data.details.biography.value" button=true owner=owner editable=editable rollData=rollData}}
</section>
</div>

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<section class="panel abilities">
{{!-- Ability Scores --}}
<section class="scores">
<h1>{{localize "SW5E.AbilityScores"}}</h1>
<ol>
{{#each data.abilities as |ability id|}}
<li class="ability {{#if ability.proficient}}proficient{{/if}}" data-ability="{{id}}">
<h2 class="ability-name rollable">{{ability.label}}</h2>
<input class="ability-score" name="data.abilities.{{id}}.value" type="text"
value="{{ability.value}}" data-dtype="Number" placeholder="10" />
<div class="ability-modifiers">
<span class="ability-mod"
title="{{ localize 'SW5E.Modifier' }}">{{numberFormat ability.mod decimals=0 sign=true}}</span>
<input type="hidden" name="data.abilities.{{id}}.proficient"
value="{{ability.proficient}}" data-dtype="Number" />
<button class="proficiency-toggle ability-proficiency"
title="Proficiency">{{{ability.icon}}}</button>
<span class="ability-save"
title="{{ localize 'SW5E.SavingThrow' }}">{{numberFormat ability.save decimals=0 sign=true}}</span>
</div>
</li>
{{/each}}
</ol>
</section>
{{!-- Skills --}}
<section class="skills">
<h1>{{localize "SW5E.Skills" }}</h1>
<ol>
{{#each config.skills as |label s|}}
{{#with (lookup ../data.skills s) as |skill|}}
<li class="skill {{#if skill.value}}proficient{{/if}}" data-skill="{{s}}">
<input type="hidden" name="data.skills.{{s}}.value" value="{{skill.value}}"
data-dtype="Number" />
<button class="proficiency-toggle skill-proficiency"
title="{{skill.hover}}">{{{skill.icon}}}</button>
<span class="skill-name rollable">{{label}}</span>
<span class="skill-ability">{{skill.ability}}</span>
<span class="skill-mod">{{numberFormat skill.total decimals=0 sign=true}}</span>
{{!-- <input class="skill-bonus" name="data.skills.{{s}}.bonus" type="text" value="{{numberFormat skill.bonus decimals=0 sign=true}}" data-dtype="Number" placeholder="0" title="Misc. Modifier"/> --}}
{{!-- <span class="skill-passive">({{skill.passive}})</span> --}}
</li>
{{/with}}
{{/each}}
</ol>
</section>
</section>
<section class="panel traits-resources">
<nav class="core-tabs tab-list" data-subgroup-selection>
<button type="button" class="item active" data-subgroup="coreattributes" data-target="traits">{{localize "SW5E.ResourcesAndTraits"}}</button>
<button type="button" class="item" data-subgroup="coreattributes" data-target="resources">{{localize "SW5E.FavoritesAndNotes" }}</button>
</nav>
<div class="tab core-traits active" data-subgroup="coreattributes" data-target="traits">
{{> "systems/sw5e/templates/actors/newActor/parts/swalt-traits.html"}}
</div>
<div class="tab core-resources" data-subgroup="coreattributes" data-target="resources">
{{> "systems/sw5e/templates/actors/newActor/parts/swalt-resources.html"}}
</div>
</section>

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<div class="panel">
<ul class="filter-list" data-filter="features">
<li class="filter-title">{{localize "SW5E.Filter"}}</li>
<li class="filter-item" data-filter="action">{{localize "SW5E.Action"}}</li>
<li class="filter-item" data-filter="bonus">{{localize "SW5E.BonusAction"}}</li>
<li class="filter-item" data-filter="reaction">{{localize "SW5E.Reaction"}}</li>
</ul>
<ol class="group-list">
{{#each sections as |section sid|}}
<li>
<div class="group-list-title group-grid-features">
<div class="title">
<h3 class="item-name">{{localize section.label}}</h3>
{{#if ../owner}}
<a class="item-control item-create" title="{{localize 'SW5E.FeatureAdd'}}"
{{#each section.dataset as |v k|}}data-{{k}}="{{v}}" {{/each}}>
<i class="fas fa-plus"></i> {{localize "SW5E.Add"}}
</a>&nbsp;
<a class="item-control item-collapse" title="{{localize 'SW5E.FeatureCollapse'}}"
{{#each section.dataset as |v k|}}data-{{k}}="{{v}}" {{/each}}>
<i class="fas fa-compress-arrows-alt"></i> {{localize "SW5E.Collapse"}}
</a>
{{/if}}
</div>
{{#if section.hasActions}}
<div class="item-detail item-uses">{{localize "SW5E.Uses"}}</div>
<div class="item-detail item-action">{{localize "SW5E.Usage"}}</div>
{{/if}}
</div>
<ol class="item-list content" style="display: block">
{{#each section.items as |item iid|}}
<li class="item group-grid-features {{#if isDepleted}}depleted{{/if}}" data-item-id="{{item._id}}">
<div class="item-name rollable">
<div class="item-image" style="background-image: url({{item.img}})"></div>
<h4>{{item.name}}</h4>
</div>
{{#if section.hasActions}}
<div class="item-detail item-uses">
{{#if item.isOnCooldown}}
<a class="item-recharge rollable">{{item.labels.recharge}}</a>
{{else if item.data.recharge.value}}
{{localize "SW5E.Charged"}}
{{else if item.hasUses}}
<input type="text" value="{{item.data.uses.value}}" placeholder="0" />/<span>{{item.data.uses.max}}</span>
{{/if}}
</div>
<div class="item-detail item-action">
{{#if item.data.activation.type }}
{{item.labels.activation}}
{{/if}}
</div>
{{else if section.isClass}}
<div class="item-detail player-class"><strong>HD:</strong>
<input style="width:50px;" name="hitdice" type="text" value="{{item.data.hitDice}}" placeholder="{{ localize 'SW5E.HitDice' }}"/>
<!-- {{item.data.hitDice}} -->
</div>
<div class="item-detail player-class-levels">
<strong>{{localize "SW5E.Level"}} {{item.data.levels}}</strong> &nbsp;&nbsp;<a class="increment-class-level"><i style="color:#c40f0f; text-shadow: 0 1px 2px gray;" class="fas fa-arrow-up"></i></a> &nbsp;&nbsp;<a class="decrement-class-level"><i style="color:#c40f0f; text-shadow: 0 1px 2px gray" class="fas fa-arrow-down"></i></a>
<!-- {{#if ../owner}}
<a class="item-control item-create" title="{{localize 'SW5E.LevelAdd'}}"
{{#each item.data.levels as |v k|}}data-{{k}}="{{v}}" {{/each}}>
<i class="fas fa-arrow-up"></i> {{localize "SW5E.Up"}}
</a>
{{/if}} -->
</div>
{{/if}}
{{#if ../../owner}}
<div class="item-controls item-detail">
<a class="item-control item-edit" title="{{localize 'SW5E.ItemEdit'}}"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="{{localize 'SW5E.ItemDelete'}}"><i class="fas fa-trash"></i></a>
</div>
{{/if}}
</li>
{{/each}}
</ol>
</li>
{{/each}}
</ol>
</div>

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<div class="panel">
<ul class="filter-list" data-filter="features">
<li class="filter-title">{{localize "SW5E.Filter"}}</li>
<li class="filter-item" data-filter="action">{{localize "SW5E.Action"}}</li>
<li class="filter-item" data-filter="bonus">{{localize "SW5E.BonusAction"}}</li>
<li class="filter-item" data-filter="reaction">{{localize "SW5E.Reaction"}}</li>
</ul>
<ol class="group-list">
{{#each sections as |section sid|}}
<li>
<div class="group-list-title group-grid-features">
<div class="title">
<h3 class="item-name">{{localize section.label}}</h3>
{{#if ../owner}}
<a class="item-control item-create" title="{{localize 'SW5E.FeatureAdd'}}"
{{#each section.dataset as |v k|}}data-{{k}}="{{v}}" {{/each}}>
<i class="fas fa-plus"></i> {{localize "SW5E.Add"}}
</a>&nbsp;
<a class="item-control item-collapse" title="{{localize 'SW5E.FeatureCollapse'}}"
{{#each section.dataset as |v k|}}data-{{k}}="{{v}}" {{/each}}>
<i class="fas fa-compress-arrows-alt"></i> {{localize "SW5E.Collapse"}}
</a>
{{/if}}
</div>
{{#if section.hasActions}}
<div class="item-detail item-uses">{{localize "SW5E.Uses"}}</div>
<div class="item-detail item-action">{{localize "SW5E.Usage"}}</div>
{{/if}}
</div>
<ol class="item-list content" style="display: block">
{{#each section.items as |item iid|}}
<li class="item group-grid-features {{#if isDepleted}}depleted{{/if}}" data-item-id="{{item._id}}">
<div class="item-name rollable">
<div class="item-image" style="background-image: url('{{item.img}}')"></div>
<h4>
{{item.name}}
{{#if item.isOriginalClass}} <i class="original-class fas fa-sun" title="{{localize 'SW5E.ClassOriginal'}}"></i>{{/if}}
</h4>
</div>
{{#if section.hasActions}}
<div class="item-detail item-uses">
{{#if item.isOnCooldown}}
<a class="item-recharge rollable">{{item.labels.recharge}}</a>
{{else if item.data.recharge.value}}
{{localize "SW5E.Charged"}}
{{else if item.hasUses}}
<input type="text" value="{{item.data.uses.value}}" placeholder="0" />/<span>{{item.data.uses.max}}</span>
{{/if}}
</div>
<div class="item-detail item-action">
{{#if item.data.activation.type }}
{{item.labels.activation}}
{{/if}}
</div>
{{else if section.isClass}}
<div class="item-detail player-class"><strong>HD:</strong>
<input style="width:50px;" name="hitdice" type="text" value="{{item.data.hitDice}}" placeholder="{{ localize 'SW5E.HitDice' }}"/>
<!-- {{item.data.hitDice}} -->
</div>
<div class="item-detail player-class-levels">
<strong>{{localize "SW5E.Level"}} {{item.data.levels}}</strong> &nbsp;&nbsp;<a class="increment-class-level"><i style="color:#c40f0f; text-shadow: 0 1px 2px gray;" class="fas fa-arrow-up"></i></a> &nbsp;&nbsp;<a class="decrement-class-level"><i style="color:#c40f0f; text-shadow: 0 1px 2px gray" class="fas fa-arrow-down"></i></a>
<!-- {{#if ../owner}}
<a class="item-control item-create" title="{{localize 'SW5E.LevelAdd'}}"
{{#each item.data.levels as |v k|}}data-{{k}}="{{v}}" {{/each}}>
<i class="fas fa-arrow-up"></i> {{localize "SW5E.Up"}}
</a>
{{/if}} -->
</div>
{{/if}}
{{#if ../../owner}}
<div class="item-controls item-detail">
<a class="item-control item-edit" title="{{localize 'SW5E.ItemEdit'}}"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="{{localize 'SW5E.ItemDelete'}}"><i class="fas fa-trash"></i></a>
</div>
{{/if}}
</li>
{{/each}}
</ol>
</li>
{{/each}}
</ol>
</div>

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<section class="panel">
<section class="resource-items">
<div class="resource">
<h1>{{localize "SW5E.ConsumableForce"}}</h1>
<div class="attribute-value">
<input name="data.attributes.force.points.value" type="text" value="{{data.attributes.force.points.value}}" data-dtype="Number" placeholder="0" class="value-number" />
<span class="value-separator">/</span>
<input name="data.attributes.force.points.max" type="text" value="{{data.attributes.force.points.max}}" data-dtype="Number" placeholder="0" class="value-number" />
</div>
<footer class="attribute-footer">
<input name="data.attributes.force.points.temp" type="text" placeholder="+Temp" value="{{data.attributes.force.points.temp}}" data-dtype="Number" />
<input name="data.attributes.force.points.tempmax" type="text" placeholder="+Max" value="{{data.attributes.force.points.tempmax}}" data-dtype="Number" />
</footer>
</div>
<div class="resource">
<h1>{{localize "SW5E.UniversalPowerDC"}}</h1>
<div class="attribute-value">
<div></div>
<span>{{data.attributes.powerForceUnivDC}}</span>
</div>
</div>
<div class="resource">
<h1>{{localize "SW5E.LightPowerDC"}}</h1>
<div class="attribute-value">
<div></div>
<span>{{data.attributes.powerForceLightDC}}</span>
</div>
</div>
<div class="resource">
<h1>{{localize "SW5E.DarkPowerDC"}}</h1>
<div class="attribute-value">
<div></div>
<span>{{data.attributes.powerForceDarkDC}}</span>
</div>
</div>
<div class="resource">
{{#if isNPC}}
<h1>{{localize "SW5E.PowercasterLevel"}}</h1>
<div class="attribute-value">
<input class="powercasting-level" type="text" name="data.details.powerForceLevel" value="{{data.details.powerForceLevel}}" data-dtype="Number" placeholder="0" />
</div>
{{else}}
<h1>{{localize "SW5E.PowersKnown"}}</h1>
<div class="attribute-value multiple">
<span class="value-number">{{data.attributes.force.known.value}}</span>
<span class="value-separator">/</span>
<span class="value-number">{{data.attributes.force.known.max}}</span>
</div>
{{/if}}
</div>
</section>
<ul class="filter-list" data-filter="forcePowerbook">
<li class="filter-title">{{localize "SW5E.Filter"}}</li>
<li class="filter-item" data-filter="action">{{localize "SW5E.Action"}}</li>
<li class="filter-item" data-filter="bonus">{{localize "SW5E.BonusAction"}}</li>
<li class="filter-item" data-filter="reaction">{{localize "SW5E.Reaction"}}</li>
<li class="filter-item" data-filter="concentration">{{localize "SW5E.AbbreviationConc"}}</li>
</ul>
<div class="group-list-header group-grid-powers">
<div></div>
<div class="item-detail item-uses"></div>
<div class="item-detail item-school">{{localize "SW5E.PowerSchool"}}</div>
<div class="item-detail item-action">{{localize "SW5E.PowerUsage"}}</div>
<div class="item-detail item-target">{{localize "SW5E.PowerTarget"}}</div>
</div>
<ol class="group-list">
{{#each forcePowerbook as |section|}}
<li>
<div class="group-list-title group-grid-powers">
<div class="item-name">
<h3>{{section.label}}</h3>
{{#if section.canCreate}}
<a class="item-control item-create" title="{{localize 'SW5E.PowerCreate'}}"
{{#each section.dataset as |v k|}}data-{{k}}="{{v}}" {{/each}}>
<i class="fas fa-plus"></i> {{localize "SW5E.Add"}}
</a>
{{/if}}
</div>
</div>
<ol class="item-list">
{{#each section.powers as |item i|}}
<li class="item group-grid-powers" data-item-id="{{item._id}}">
<div class="item-name rollable">
<div class="item-image" style="background-image: url({{item.img}})"></div>
<h4>{{item.name}}</h4>
</div>
<div class="item-detail item-uses">
{{#if item.data.uses.per }}
Uses {{item.data.uses.value}} / {{item.data.uses.max}}
{{/if}}
</div>
<div class="item-detail item-school">{{labels.school}}</div>
<div class="item-detail item-action">{{labels.activation}}</div>
<div class="item-detail item-target" title="{{localize 'SW5E.Range'}}: {{labels.range}}">
{{#if labels.target}}
{{labels.target}}
{{else}}{{localize 'SW5E.None'}}
{{/if}}
</div>
{{#if ../../owner}}
<div class="item-detail item-controls">
{{#if section.canPrepare}}
<a class="item-control item-toggle {{item.toggleClass}}" title="{{item.toggleTitle}}"><i
class="fas fa-check-circle"></i></a>
{{/if}}
<a class="item-control item-edit" title="{{localize 'SW5E.ItemEdit'}}"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="{{localize 'SW5E.ItemDelete'}}"><i class="fas fa-trash"></i></a>
</div>
{{/if}}
</li>
{{/each}}
</ol>
</li>
{{else}}
{{#if owner}}
{{#if filters.powerbook.size}}
<li class="item flexrow">
<p class="notes">{{localize "SW5E.FilterNoPowers"}}</p>
</li>
{{else}}
<li class="item flexrow inventory-header powerbook-header powerbook-empty">
<div class="item-controls">
<a class="item-control item-create" title="{{localize 'SW5E.PowerCreate'}}" data-type="power"
data-level="{{lvl}}" data-school="uni"><i class="fas fa-plus"></i> {{localize "SW5E.PowerAdd"}}</a>
</div>
</li>
<li class="item flexrow">
<p class="notes">{{localize "SW5E.NoPowerLevels"}}</p>
</li>
{{/if}}
{{/if}}
{{/each}}
</ol>
</section>

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<section class="panel">
{{#if isCharacter }}
<div class="currency-encumbrance">
<label class="currency">
{{localize "SW5E.Currency"}}
{{#each data.currency as |v k|}}
<input type="text" name="data.currency.{{k}}" value="{{v}}" data-dtype="Number" />
{{/each}}
</label>
{{#with data.attributes.encumbrance}}
<div class="encumbrance-wrapper" title="Encumbrance">
<div class="encumbrance {{#if encumbered}}encumbered{{/if}}">
<span class="encumbrance-bar" style="width:{{pct}}%"></span>
<i class="encumbrance-breakpoint encumbrance-33 arrow-up"></i>
<i class="encumbrance-breakpoint encumbrance-33 arrow-down"></i>
<i class="encumbrance-breakpoint encumbrance-66 arrow-up"></i>
<i class="encumbrance-breakpoint encumbrance-66 arrow-down"></i>
</div>
<span class="encumbrance-label">{{value}} / {{max}}</span>
</div>
{{/with}}
</div>
{{/if}}
<ul class="filter-list" data-filter="inventory">
<li class="filter-title">{{localize "SW5E.Filter"}}</li>
<li class="filter-item" data-filter="action">{{localize "SW5E.Action"}}</li>
<li class="filter-item" data-filter="bonus">{{localize "SW5E.BonusAction"}}</li>
<li class="filter-item" data-filter="reaction">{{localize "SW5E.Reaction"}}</li>
<li class="filter-item" data-filter="equipped">{{localize "SW5E.Equipped"}}</li>
</ul>
<div class="group-list-header group-grid-inventory">
<div>&nbsp;</div>
{{#if isCharacter}}
<div class="item-detail item-weight">{{localize "SW5E.Weight"}}</div>
{{/if}}
<div class="item-detail item-uses">{{localize "SW5E.Charges"}}</div>
<div class="item-detail item-action">{{localize "SW5E.Usage"}}</div>
<div class="item-detail"></div>
</div>
<ol class="group-list">
{{#each sections as |section sid|}}
<li>
<div class="group-list-title">
<h3 class="item-name">{{localize section.label}}</h3>
{{#if ../owner}}
<a class="item-control item-create" title='{{localize "SW5E.ItemCreate"}}'
{{#each section.dataset as |v k|}}data-{{k}}="{{v}}" {{/each}}>
<i class="fas fa-plus"></i> {{localize "SW5E.Add"}}
</a>
{{/if}}
</div>
<ol class="group-items item-list">
{{#each section.items as |item iid|}}
<li class="item group-grid-inventory" data-item-id="{{item._id}}">
<div class="item-name rollable">
<div class="item-image" style="background-image: url({{item.img}})"></div>
<h4>
{{item.name~}}
{{~#if item.isStack}} ({{item.data.quantity}}){{/if}}
</h4>
{{#if item.attunement}}
<div class="item-detail attunement">
<i class="fas {{item.attunement.icon}} {{item.attunement.cls}}" title="{{localize item.attunement.title}}"></i>
</div>
{{/if}}
</div>
{{#if ../../isCharacter}}
<div class="item-detail item-weight">
{{#if item.totalWeight}}
{{ item.totalWeight }} {{localize "SW5E.AbbreviationLbs"}}
{{/if}}
</div>
{{/if}}
<div class="item-detail item-uses">
{{#if item.hasUses }}
<input type="text" value="{{item.data.uses.value}}" placeholder="0" />
/<span style="padding-left: 8px;">{{item.data.uses.max}}</span>
{{/if}}
</div>
<div class="item-detail item-action">
{{#if item.data.activation.type }}
{{item.labels.activation}}
{{/if}}
</div>
{{#if ../../owner}}
<div class="item-detail item-controls">
<a class="item-control item-toggle {{item.toggleClass}}" title='{{item.toggleTitle}}'>
<i class="fas fa-shield-alt"></i>
</a>
<a class="item-control item-edit" title='{{localize "SW5E.ItemEdit"}}'><i
class="fas fa-edit"></i></a>
<a class="item-control item-delete" title='{{localize "SW5E.ItemDelete"}}'><i
class="fas fa-trash"></i></a>
</div>
{{/if}}
</li>
{{/each}}
</ol>
</li>
{{/each}}
</ol>
</section>

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<div class="panel">
<section class="background">
<input type="text" name="data.details.notesname" value="{{data.details.notesname}}"
placeholder="{{localize 'SW5E.Journal'}}" />
{{editor content=data.details.notes.value target="data.details.notes.value" button=true owner=owner editable=editable rollData=rollData}}
</section>
<section>
<input type="text" name="data.details.notes1name" value="{{data.details.notes1name}}"
placeholder="{{localize 'SW5E.AdditionalNotes'}}"/>
{{editor content=data.details.notes1.value target="data.details.notes1.value" button=true owner=owner editable=editable rollData=rollData}}
</section>
<section>
<input type="text" name="data.details.notes2name" value="{{data.details.notes2name}}"
placeholder="{{localize 'SW5E.AdditionalNotes'}}" />
{{editor content=data.details.notes2.value target="data.details.notes2.value" button=true owner=owner editable=editable rollData=rollData}}
</section>
<section>
<input type="text" name="data.details.notes3name" value="{{data.details.notes3name}}"
placeholder="{{localize 'SW5E.AdditionalNotes'}}" />
{{editor content=data.details.notes3.value target="data.details.notes3.value" button=true owner=owner editable=editable rollData=rollData}}
</section>
<section>
<input type="text" name="data.details.notes4name" value="{{data.details.notes4name}}"
placeholder="{{localize 'SW5E.AdditionalNotes'}}" />
{{editor content=data.details.notes4.value target="data.details.notes4.value" button=true owner=owner editable=editable rollData=rollData}}
</section>
</div>

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{{!-- Resources, Counters, & Favorites --}}
<section class="favorites">
<h1>{{localize "SW5E.Favorites"}}</h1>
<div class="favtabtarget"></div>
</section>
<p>&nbsp;</p>
<section class="background">
<h1>{{localize "SW5E.JournalAndNotes"}}</h1>
<input type="text" name="data.details.notesname" value="{{data.details.notesname}}"
placeholder="{{localize 'SW5E.Journal'}}" />
{{editor content=data.details.notes.value target="data.details.notes.value" button=true owner=owner editable=editable rollData=rollData}}
</section>
<section>
<input type="text" name="data.details.notes1name" value="{{data.details.notes1name}}"
placeholder="{{localize 'SW5E.AdditionalNotes'}}" />
{{editor content=data.details.notes1.value target="data.details.notes1.value" button=true owner=owner editable=editable rollData=rollData}}
</section>
<section>
<input type="text" name="data.details.notes2name" value="{{data.details.notes2name}}"
placeholder="{{localize 'SW5E.AdditionalNotes'}}" />
{{editor content=data.details.notes2.value target="data.details.notes2.value" button=true owner=owner editable=editable rollData=rollData}}
</section>
<section>
<input type="text" name="data.details.notes3name" value="{{data.details.notes3name}}"
placeholder="{{localize 'SW5E.AdditionalNotes'}}" />
{{editor content=data.details.notes3.value target="data.details.notes3.value" button=true owner=owner editable=editable rollData=rollData}}
</section>
<section>
<input type="text" name="data.details.notes4name" value="{{data.details.notes4name}}"
placeholder="{{localize 'SW5E.AdditionalNotes'}}" />
{{editor content=data.details.notes4.value target="data.details.notes4.value" button=true owner=owner editable=editable rollData=rollData}}
</section>

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<section class="panel">
<section class="resource-items">
<div class="resource">
<h1>{{localize "SW5E.ConsumableTech"}}</h1>
<div class="attribute-value">
<input name="data.attributes.tech.points.value" type="text" value="{{data.attributes.tech.points.value}}" data-dtype="Number" placeholder="0" class="value-number" />
<span class="value-separator">/</span>
<input name="data.attributes.tech.points.max" type="text" value="{{data.attributes.tech.points.max}}" data-dtype="Number" placeholder="0" class="value-number" />
</div>
<footer class="attribute-footer">
<input name="data.attributes.tech.points.temp" type="text" placeholder="+Temp" value="{{data.attributes.tech.points.temp}}" data-dtype="Number" />
<input name="data.attributes.tech.points.tempmax" type="text" placeholder="+Max" value="{{data.attributes.tech.points.tempmax}}" data-dtype="Number" />
</footer>
</div>
<div class="resource">
<h1>{{localize "SW5E.TechPowerDC"}}</h1>
<div class="attribute-value">
<div></div>
<span>{{data.attributes.powerTechDC}}</span>
</div>
</div>
<div class="resource">
{{#if isNPC}}
<h1>{{localize "SW5E.PowercasterLevel"}}</h1>
<div class="attribute-value">
<input class="powercasting-level" type="text" name="data.details.powerTechLevel" value="{{data.details.powerTechLevel}}" data-dtype="Number" placeholder="0" />
</div>
{{else}}
<h1>{{localize "SW5E.PowersKnown"}}</h1>
<div class="attribute-value multiple">
<span class="value-number">{{data.attributes.tech.known.value}}</span>
<span class="value-separator">/</span>
<span class="value-number">{{data.attributes.tech.known.max}}</span>
</div>
{{/if}}
</div>
</section>
<ul class="filter-list" data-filter="techPowerbook">
<li class="filter-title">{{localize "SW5E.Filter"}}</li>
<li class="filter-item" data-filter="action">{{localize "SW5E.Action"}}</li>
<li class="filter-item" data-filter="bonus">{{localize "SW5E.BonusAction"}}</li>
<li class="filter-item" data-filter="reaction">{{localize "SW5E.Reaction"}}</li>
<li class="filter-item" data-filter="concentration">{{localize "SW5E.AbbreviationConc"}}</li>
</ul>
<div class="group-list-header group-grid-powers">
<div></div>
<div class="item-detail item-uses"></div>
<div class="item-detail item-school">{{localize "SW5E.PowerSchool"}}</div>
<div class="item-detail item-action">{{localize "SW5E.PowerUsage"}}</div>
<div class="item-detail item-target">{{localize "SW5E.PowerTarget"}}</div>
</div>
<ol class="group-list">
{{#each techPowerbook as |section|}}
<li>
<div class="group-list-title group-grid-powers">
<div class="item-name">
<h3>{{section.label}}</h3>
{{#if section.canCreate}}
<a class="item-control item-create" title="{{localize 'SW5E.PowerCreate'}}"
{{#each section.dataset as |v k|}}data-{{k}}="{{v}}" {{/each}}>
<i class="fas fa-plus"></i> {{localize "SW5E.Add"}}
</a>
{{/if}}
</div>
</div>
<ol class="item-list">
{{#each section.powers as |item i|}}
<li class="item group-grid-powers" data-item-id="{{item._id}}">
<div class="item-name rollable">
<div class="item-image" style="background-image: url({{item.img}})"></div>
<h4>{{item.name}}</h4>
</div>
<div class="item-detail item-uses">
{{#if item.data.uses.per }}
Uses {{item.data.uses.value}} / {{item.data.uses.max}}
{{/if}}
</div>
<div class="item-detail item-school">{{labels.school}}</div>
<div class="item-detail item-action">{{labels.activation}}</div>
<div class="item-detail item-target" title="{{localize 'SW5E.Range'}}: {{labels.range}}">
{{#if labels.target}}
{{labels.target}}
{{else}}{{localize 'SW5E.None'}}
{{/if}}
</div>
{{#if ../../owner}}
<div class="item-detail item-controls">
{{#if section.canPrepare}}
<a class="item-control item-toggle {{item.toggleClass}}" title="{{item.toggleTitle}}"><i
class="fas fa-check-circle"></i></a>
{{/if}}
<a class="item-control item-edit" title="{{localize 'SW5E.ItemEdit'}}"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="{{localize 'SW5E.ItemDelete'}}"><i class="fas fa-trash"></i></a>
</div>
{{/if}}
</li>
{{/each}}
</ol>
</li>
{{else}}
{{#if owner}}
{{#if filters.powerbook.size}}
<li class="item flexrow">
<p class="notes">{{localize "SW5E.FilterNoPowers"}}</p>
</li>
{{else}}
<li class="item flexrow inventory-header powerbook-header powerbook-empty">
<div class="item-controls">
<a class="item-control item-create" title="{{localize 'SW5E.PowerCreate'}}" data-type="power"
data-level="{{lvl}}" data-school="tec"><i class="fas fa-plus"></i> {{localize "SW5E.PowerAdd"}}</a>
</div>
</li>
<li class="item flexrow">
<p class="notes">{{localize "SW5E.NoPowerLevels"}}</p>
</li>
{{/if}}
{{/if}}
{{/each}}
</ol>
</section>

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<section class="resources">
<section class="resource-items">
{{#each resources as |res|}}
<div class="resource">
<h1>
<input name="data.resources.{{res.name}}.label" type="text" value="{{res.label}}"
placeholder="{{res.placeholder}}" />
</h1>
<div class="attribute-value">
<input name="data.resources.{{res.name}}.value" type="text" value="{{res.value}}" data-dtype="Number"
placeholder="0" class="value-number" />
<span class="value-separator">/</span>
<input name="data.resources.{{res.name}}.max" type="text" value="{{res.max}}" data-dtype="Number"
placeholder="0" class="value-number" />
</div>
<footer class="attribute-footer">
<label class="recharge checkbox flexcol">
<span>{{ localize "SW5E.AbbreviationSR" }}</span> <input name="data.resources.{{res.name}}.sr" type="checkbox"
{{checked res.sr}} />
</label>
<label class="recharge checkbox flexcol">
<span>{{ localize "SW5E.AbbreviationLR" }}</span> <input name="data.resources.{{res.name}}.lr" type="checkbox"
{{checked res.lr}} />
</label>
</footer>
</div>
{{/each}}
</section>
<section class="counters">
<div class="counter">
<h4 class="death-save rollable" data-action="rollDeathSave">{{ localize "SW5E.DeathSave" }}</h4>
<div class="counter-value">
<div class="death-success">
<i class="fas fa-check"></i>
<input type="text" name="data.attributes.death.success" data-dtype="Number" placeholder="0"
value="{{data.attributes.death.success}}" />
</div>
<div class="death-fail">
<i class="fas fa-times"></i>
<input type="text" name="data.attributes.death.failure" data-dtype="Number" placeholder="0"
value="{{data.attributes.death.failure}}" />
</div>
</div>
</div>
<div class="counter">
<h4>{{ localize "SW5E.Exhaustion" }}</h4>
<div class="counter-value">
<input type="text" name="data.attributes.exhaustion" data-dtype="Number" placeholder="0"
value="{{data.attributes.exhaustion}}" />
</div>
</div>
<div class="counter">
<h4>{{ localize "SW5E.Inspiration" }}</h4>
<div class="counter-value">
<input type="checkbox" name="data.attributes.inspiration" data-dtype="Boolean"
{{checked data.attributes.inspiration}} />
</div>
</div>
</section>
<section class="traits">
<label>
{{localize "SW5E.Size"}}
<select class="actor-size" name="data.traits.size">
{{#select data.traits.size}}
{{#each config.actorSizes as |label size|}}
<option value="{{size}}">{{label}}</option>
{{/each}}
{{/select}}
</select>
</label>
{{#if isNPC}}
<label>
{{localize "SW5E.Powercasting"}}
<select class="powercasting" name="data.attributes.powercasting">
{{#select data.attributes.powercasting}}
{{#each config.powerMaxLevel as |id class|}}
<option value="{{class}}">{{class}}</option>
{{/each}}
{{/select}}
</select>
</label>
{{/if}}
<label class="{{#unless data.traits.senses}}inactive{{/unless}}">
{{#unless isVehicle}}
<label>{{localize "SW5E.Senses"}}</label>
<a class="config-button" data-action="senses" title="{{localize 'SW5E.SensesConfig'}}"><i class="fas fa-cog"></i></a>
<ul class="traits-list">
{{#each senses as |v k|}}
<li class="tag {{k}}">{{v}}</li>
{{/each}}
</ul>
{{/unless}}
</label>
<div class="languages">
<label data-options="share-languages" class="languages">{{localize "SW5E.Languages"}}</label>
<a class="trait-selector" data-options="languages" data-target="data.traits.languages">
<i class="fas fa-edit"></i>
</a>
<ul class="traits-list">
{{#each data.traits.languages.selected as |v k|}}
<li>{{v}}</li>
{{/each}}
</ul>
</div>
{{#unless isVehicle}}
<div class="form-group ">
<label>{{localize "SW5E.SpecialTraits"}}</label>
<a class="config-button" data-action="flags" title="{{localize 'SW5E.SpecialTraits'}}"><i class="fas fa-cog"></i></a>
</div>
{{/unless}}
<div>
<label>{{localize "SW5E.TraitArmorProf"}}</label>
<a class="trait-selector" data-options="armorProficiencies" data-target="data.traits.armorProf">
<i class="fas fa-edit"></i>
</a>
<ul class="traits-list">
{{#each data.traits.armorProf.selected as |v k|}}
<li>{{v}}</li>
{{/each}}
</ul>
</div>
<div>
<label>{{localize "SW5E.TraitToolProf"}}</label>
<a class="trait-selector" data-options="toolProficiencies" data-target="data.traits.toolProf">
<i class="fas fa-edit"></i>
</a>
<ul class="traits-list">
{{#each data.traits.toolProf.selected as |v k|}}
<li>{{v}}</li>
{{/each}}
</ul>
</div>
<div>
<label>{{localize "SW5E.TraitWeaponProf"}}</label>
<a class="trait-selector" data-options="weaponProficiencies" data-target="data.traits.weaponProf">
<i class="fas fa-edit"></i>
</a>
<ul class="traits-list">
{{#each data.traits.weaponProf.selected as |v k|}}
<li>{{v}}</li>
{{/each}}
</ul>
</div>
<div>
<label>{{localize "SW5E.DamImm"}}</label>
<a class="trait-selector" data-options="damageResistanceTypes" data-target="data.traits.di">
<i class="fas fa-edit"></i>
</a>
<ul class="traits-list">
{{#each data.traits.di.selected as |v k|}}
<li>{{v}}</li>
{{/each}}
</ul>
</div>
<div>
<label>{{localize "SW5E.DamRes"}}</label>
<a class="trait-selector" data-options="damageResistanceTypes" data-target="data.traits.dr">
<i class="fas fa-edit"></i>
</a>
<ul class="traits-list">
{{#each data.traits.dr.selected as |v k|}}
<li>{{v}}</li>
{{/each}}
</ul>
</div>
<div>
<label>{{localize "SW5E.DamVuln"}}</label>
<a class="trait-selector" data-options="damageResistanceTypes" data-target="data.traits.dv">
<i class="fas fa-edit"></i>
</a>
<ul class="traits-list">
{{#each data.traits.dv.selected as |v k|}}
<li>{{v}}</li>
{{/each}}
</ul>
</div>
<div>
<label>{{localize "SW5E.ConImm"}}</label>
<a class="trait-selector" data-options="conditionTypes" data-target="data.traits.ci">
<i class="fas fa-edit"></i>
</a>
<ul class="traits-list">
{{#each data.traits.ci.selected as |v k|}}
<li>{{v}}</li>
{{/each}}
</ul>
</div>
<ul class="passives"></ul>
</section>
</section>

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<form class="{{cssClass}} swalt-sheet" autocomplete="off">
{{!-- Starship Sheet Header --}}
<header class="panel">
<img class="profile" src="{{actor.img}}" title="{{actor.name}}" data-edit="img" />
<h1 class="character-name">
<input name="name" type="text" value="{{actor.name}}" placeholder="{{ localize 'SW5E.Name' }}" />
</h1>
<div class="level-experience">
<div class="charlevel">
{{ localize "SW5E.StarshipTier" }}
<input name="data.details.tier" type="text" value="{{data.details.tier}}" placeholder="0" />
</div>
</div>
<div class="summary">
<!-- <input type="text" name="data.traits.size" value="{{data.traits.size}}"
placeholder="{{lookup config.actorSizes data.traits.size}}" style="text-transform: capitalize;" /> -->
<span class="summary-input" style="text-transform: capitalize;font-family: 'Russo One';display: inline; height: auto; font-size: 17px; font-weight: 400; letter-spacing: 0.5px; line-height: 24px; color: #4f4f4f;">{{lookup config.actorSizes data.traits.size}}</span>
<!-- <input type="text" name="data.details.role" value="{{data.details.role}}"
placeholder="{{ localize 'SW5E.Role' }}" /> -->
<span class="summary-input" style="text-transform: capitalize;font-family: 'Russo One';display: inline; height: auto; font-size: 17px; font-weight: 400; letter-spacing: 0.5px; line-height: 24px; color: #4f4f4f;">{{lookup config.starshipRolessm data.details.role}}</span>
<input type="text" name="data.details.source" value="{{data.details.source}}"
placeholder="{{ localize 'SW5E.Source' }}" />
</div>
<div class="attributes">
{{!-- ARMOR CLASS --}}
<section style="box-sizing: border-box; width: 150px;">
<h1>{{ localize "SW5E.ArmorClass" }}</h1>
<div class="attribute-value">
<input class="ac-display" name="data.attributes.ac.value" type="text"
value="{{data.attributes.ac.value}}" data-dtype="Number" placeholder="10" />
</div>
<footer class="attribute-footer proficiency">
{{ localize "SW5E.Proficiency" }}
{{numberFormat data.attributes.prof decimals=0 sign=true}}
</footer>
</section>
{{!-- HULL POINTS --}}
<section class="attribute health" style="box-sizing: border-box; width: 150px;">
<h1 class="attribute-name rollable">{{ localize "SW5E.HullPoints" }}</h1>
<div class="attribute-value multiple">
<input name="data.attributes.hp.value" type="text" value="{{data.attributes.hp.value}}"
data-dtype="Number" placeholder="0" class="value-number" />
<span class="value-separator">/</span>
<input name="data.attributes.hp.max" type="text" value="{{data.attributes.hp.max}}"
data-dtype="Number" placeholder="0" class="value-number" />
</div>
<footer class="attribute-footer hit-points">
<input name="data.attributes.hull.formula" class="hpformula" type="text"
placeholder="{{ localize 'SW5E.HullPointsFormula' }}" value="{{data.attributes.hull.formula}}" style="min-width: 150px;" />
</footer>
</section>
{{!-- SHIELD POINTS --}}
<section class="attribute health" style="box-sizing: border-box; width: 150px;">
<h1 class="attribute-name rollable">{{ localize "SW5E.ShieldPoints" }}</h1>
<div class="attribute-value multiple">
<input name="data.attributes.hp.temp" type="text" value="{{data.attributes.hp.temp}}"
data-dtype="Number" placeholder="0" class="value-number" />
<span class="value-separator">/</span>
<input name="data.attributes.hp.tempmax" type="text" value="{{data.attributes.hp.tempmax}}"
data-dtype="Number" placeholder="0" class="value-number" />
</div>
<footer class="attribute-footer hit-points">
<input name="data.attributes.shld.Formula" class="hpformula" type="text"
placeholder="{{ localize 'SW5E.ShieldPointsFormula' }}" value="{{data.attributes.shld.formula}}" style="min-width: 150px;" />
</footer>
</section>
{{!-- SPEED / MOVEMENT TYPES --}}
<section style="box-sizing: border-box; width: 150px;">
<h1>{{ localize "SW5E.Movement" }}
<a class="config-button" data-action="movement" title="{{localize 'SW5E.MovementConfig'}}"><i class="fas fa-cog"></i></a>
</h1>
<div class="attribute-value">
<span>{{data.attributes.movement.space}} {{data.attributes.movement.units}}</span>
</div>
<footer class="attribute-footer" style="font-family: 'Russo One'; text-align: center;">
<span>Turning Speed: {{data.attributes.movement.turn}} {{data.attributes.movement.units}}</span>
</footer>
</section>
</div>
</header>
{{!-- Starship Sheet Navigation --}}
<nav class="sheet-navigation root-tabs" style="grid-template-columns: repeat(4, 1fr);" data-group="primary">
<button class="item active" data-tab="attributes">{{ localize "SW5E.Attributes" }}</button>
<button class="item" data-tab="cargo">{{localize 'SW5E.VehicleCargoCrew'}}</button>
<button class="item" data-tab="features">{{ localize "SW5E.Features" }}</button>
<button class="item" data-tab="effects">{{ localize "SW5E.Effects" }}</button>
</nav>
{{!-- Starship Sheet Body --}}
<section class="sheet-body">
<section class="tab attributes core" data-group="primary" data-tab="attributes">
<section class="panel abilities">
{{!-- Ability Scores --}}
<section class="scores">
<h1>{{localize "SW5E.AbilityScores" }}</h1>
<ol>
{{#each data.abilities as |ability id|}}
<li class="ability {{#if ability.proficient}}proficient{{/if}}" data-ability="{{id}}">
<h2 class="ability-name rollable">{{ability.label}}</h2>
<input class="ability-score" name="data.abilities.{{id}}.value" type="text"
value="{{ability.value}}" data-dtype="Number" placeholder="10" />
<div class="ability-modifiers">
<span class="ability-mod"
title="{{ localize 'SW5E.Modifier' }}">{{numberFormat ability.mod decimals=0 sign=true}}</span>
<input type="hidden" name="data.abilities.{{id}}.proficient"
value="{{ability.proficient}}" data-dtype="Number" />
<button class="proficiency-toggle ability-proficiency"
title="Proficiency">{{{ability.icon}}}</button>
<span class="ability-save"
title="{{ localize 'SW5E.SavingThrow' }}">{{numberFormat ability.save decimals=0 sign=true}}</span>
</div>
</li>
{{/each}}
</ol>
</section>
{{!-- Skills --}}
<section class="skills">
<h1>{{localize "SW5E.Skills"}}</h1>
<ol>
{{#each data.skills as |skill s|}}
<li class="skill {{#if skill.value}}proficient{{/if}}" data-skill="{{s}}">
<input type="hidden" name="data.skills.{{s}}.value" value="{{skill.value}}"
data-dtype="Number" />
<button class="proficiency-toggle skill-proficiency"
title="{{skill.hover}}">{{{skill.icon}}}</button>
<span class="skill-name rollable">{{skill.label}}</span>
<span class="skill-ability">{{skill.ability}}</span>
<span class="skill-mod">{{numberFormat skill.total decimals=0 sign=true}}</span>
{{!-- <input class="skill-bonus" name="data.skills.{{s}}.bonus" type="text" value="{{numberFormat skill.bonus decimals=0 sign=true}}" data-dtype="Number" placeholder="0" title="Misc. Modifier"/> --}}
{{!-- <span class="skill-passive">({{skill.passive}})</span> --}}
</li>
{{/each}}
</ol>
</section>
</section>
<section class="panel resources">
<h1>Resources and Traits</h1>
<div class="traits">
<label>
{{localize "SW5E.Size"}}
<select class="actor-size" name="data.traits.size">
{{#select data.traits.size}}
<option value=""> </option>
{{#each config.actorSizes as |label size|}}
<option value="{{size}}">{{label}}</option>
{{/each}}
{{/select}}
</select>
</label>
<label>
{{localize "SW5E.Role"}}
<select class="actor-size" name="data.details.role">
{{#select data.details.role}}
<option value=""> </option>
{{#if isTiny}}
{{#each config.starshipRolestiny as |label role|}}
<option value="{{role}}">{{label}}</option>
{{/each}}
{{/if}}
{{#if isSmall}}
{{#each config.starshipRolessm as |label role|}}
<option value="{{role}}">{{label}}</option>
{{/each}}
{{/if}}
{{#if isMedium}}
{{#each config.starshipRolesmed as |label role|}}
<option value="{{role}}">{{label}}</option>
{{/each}}
{{/if}}
{{#if isLarge}}
{{#each config.starshipRoleslg as |label role|}}
<option value="{{role}}">{{label}}</option>
{{/each}}
{{/if}}
{{#if isHuge}}
{{#each config.starshipRoleshuge as |label role|}}
<option value="{{role}}">{{label}}</option>
{{/each}}
{{/if}}
{{#if isGargantuan}}
{{#each config.starshipRolesgrg as |label role|}}
<option value="{{role}}">{{label}}</option>
{{/each}}
{{/if}}
{{/select}}
</select>
</label>
<br />
<label>
{{localize "SW5E.HullDice"}}: <input class="hpformula" style="max-width:50px;" name="data.attributes.hd" value="{{data.attributes.hd}}" placeholder="{{data.attributes.hd}}" />
</label>
<label>
{{localize "SW5E.ShieldDice"}}: <input class="hpformula" style="max-width:50px;" name="data.attributes.sd" value="{{data.attributes.sd}}" placeholder="{{data.attributes.sd}}" />
</label>
<label>
{{localize "SW5E.PowerDice"}}:
<select class="actor-size" name="data.attributes.pd">
{{#select data.attributes.pd}}
<option value=""> </option>
{{#each config.powerDieTypes as |pd|}}
<option value="{{pd}}">{{pd}}</option>
{{/each}}
{{/select}}
</select>
</label>
<br />
<label>
{{localize "SW5E.DmgRed"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.dr" value="{{data.attributes.dr}}" placeholder="0" />
</label>
<label>
{{localize "SW5E.VehicleCargoCapacity"}}: <input class="hpformula" style="max-width:60px;" name="data.attributes.cargcap" value="{{data.attributes.cargcap}}" placeholder="0" /> tons
</label>
<br />
<label>
{{localize "SW5E.CrewCap"}}: <input class="hpformula" style="max-width:60px;" name="data.attributes.crewcap" value="{{data.attributes.crewcap}}" placeholder="0" />
</label>
<br />
<label>
{{localize "SW5E.CentStorageCapacity"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.cscap" value="{{data.attributes.cscap}}" placeholder="0" />
</label>
<label>
{{localize "SW5E.SysStorageCapacity"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.sscap" value="{{data.attributes.sscap}}" placeholder="0" />
</label>
</div>
<h1>{{localize "SW5E.PowerRouting"}}</h1>
<div class="traits">
<label>
{{localize "SW5E.EnginePl"}}:
<select name="data.attributes.engpow">
{{#select data.attributes.engpow}}
<option value="1">&#61;</option>
<option value="2">&#8593;</option>
<option value="0.5">&#8595;</option>
{{/select}}
</select>
</label>
<label>
{{localize "SW5E.EquipmentShieldProficiency"}}:
<select name="data.attributes.shieldpow">
{{#select data.attributes.shieldpow}}
<option value="1">&#61;</option>
<option value="2">&#8593;</option>
<option value="0.5">&#8595;</option>
{{/select}}
</select>
</label>
<label>
{{localize "SW5E.ItemTypeWeaponPl"}}:
<select name="data.attributes.weaponpow">
{{#select data.attributes.weaponpow}}
<option value="1">&#61;</option>
<option value="2">&#8593;</option>
<option value="0.5">&#8595;</option>
{{/select}}
</select>
</label>
</div>
<section class="counters" style="border: none; margin: 8px 0; display: grid; grid-template-columns: repeat(2, 1fr);">
<div class="counter">
<h4 class="death-save rollable" data-action="rollDeathSave">{{ localize "SW5E.DestructionSave" }}</h4>
<div class="counter-value" style="text-align: left;">
<div class="death-success" style="color: #0dce0d;">
<i class="fas fa-check"></i>
<input type="text" name="data.attributes.death.success" data-dtype="Number" placeholder="0"
value="{{data.attributes.death.success}}" />
</div>
<div class="death-fail" style="color: #c40f0f;">
<i class="fas fa-times"></i>
<input type="text" name="data.attributes.death.failure" data-dtype="Number" placeholder="0"
value="{{data.attributes.death.failure}}" />
</div>
</div>
</div>
<div class="counter">
<h4>{{ localize "SW5E.SystemDrainage" }}</h4>
<div class="counter-value" style="text-align: left;">
<input type="text" name="data.attributes.exhaustion" data-dtype="Number" placeholder="0"
value="{{data.attributes.exhaustion}}" />
</div>
</div></section>
<h1>{{localize "SW5E.StarshipmodPl"}}</h1>
<div class="traits">
<label>
{{localize "SW5E.ModCap"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.mods.open" value="{{data.attributes.mods.open}}" placeholder="10" />/<input class="hpformula" style="max-width:30px;" name="data.attributes.mods.max" value="{{data.attributes.mods.max}}" placeholder="10" />
</label>
<label>
{{localize "SW5E.SuiteCap"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.suites.open" value="{{data.attributes.suites.open}}" placeholder="0" />/<input class="hpformula" style="max-width:30px;" name="data.attributes.suites.max" value="{{data.attributes.suites.max}}" placeholder="0" />
</label>
<br />
<label>
{{localize "SW5E.HardpointSizeMod"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.hsm" value="{{data.attributes.hsm}}" placeholder="0" />
</label>
</div>
</section>
</section>
{{!-- Cargo & Crew --}}
<div class="tab features flexcol" data-group="primary" data-tab="cargo">
{{> 'systems/sw5e/templates/actors/newActor/parts/swalt-crew.html'}}
</div>
{{!-- Features Tab --}}
<div class="tab features flexcol" data-group="primary" data-tab="features">
{{> "systems/sw5e/templates/actors/newActor/parts/swalt-features.html" sections=features}}
</div>
{{!-- Effects Tab --}}
<div class="tab effects flexcol" data-group="primary" data-tab="effects">
{{> "systems/sw5e/templates/actors/newActor/parts/swalt-active-effects.html"}}
</div>
</section>
</form>

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{{#if favItems}}
<ol class="group-list ">
<li>
<div class="group-list-title group-grid-fav-items">
<h3 class="item-name">Items</h3>
<div class="item-detail item-uses">Charges</div>
<div class="item-detail item-quantity">Qty</div>
<div class="item-detail item-comps"></div>
<div class="item-detail item-controls"></div>
</div>
<ol class="item-list">
{{#each favItems as |item id|}}
{{> "systems/sw5e/templates/actors/newActor/item.hbs" item=item}}
{{/each}}
</ol>
</li>
{{#if favFeats}}
<li>
<div class="group-list-title group-grid-fav-items">
<h3 class="item-name">Features &amp; Feats</h3>
<div class="item-detail item-uses">Uses</div>
<div class="item-detail item-quantity"></div>
<div class="item-detail item-comps"></div>
<div class="item-detail item-controls"></div>
</div>
<ol class="item-list">
{{#each favFeats as |feat lvl|}}
{{> "systems/sw5e/templates/actors/newActor/item.hbs" item=feat}}
{{/each}}
</ol>
</li>
{{/if}}
{{#if favPowers}}
{{#each favPowers as |section lvl|}}
{{#if section.powers}}
{{#if lvl}}
<li>
<div class="group-list-title group-grid-fav-items">
<h3 class="item-name">
{{#if section.isCantrip}}At-Will Powers{{else}}Level {{lvl}} Powers{{/if}}
</h3>
<div class="item-detail item-uses">
{{#if section.isCantrip}}&nbsp;
{{else}}
{{section.value}}
/
{{section.max}}
{{/if}}
</div>
<div class="item-detail item-quantity"></div>
<div class="item-detail item-comps"></div>
<div class="item-detail item-controls"></div>
</div>
<ol class="item-list">
{{#each section.powers as |power id|}}
{{> "systems/sw5e/templates/actors/newActor/item.hbs" item=power}}
{{/each}}
</ol>
</li>
{{/if}}{{/if}}
{{/each}}
{{/if}}
</ol>
{{/if}}

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<form class="{{cssClass}} flexcol" autocomplete="off">
<header class="sheet-header flexrow">
<img class="profile" src="{{actor.img}}" title="{{actor.name}}" alt="{{actor.name}}"
data-edit="img">
<section class="header-details flexrow">
<h1 class="charnam">
<input name="name" type="text" value="{{actor.name}}"
placeholder="{{localize 'SW5E.Name'}}">
</h1>
<ul class="summary flexrow">
<li>
<span>{{lookup config.actorSizes data.traits.size}}</span>
</li>
<li>
<span>{{localize 'SW5E.Vehicle'}}</span>
</li>
<li>
<input type="text" name="data.traits.dimensions"
value="{{data.traits.dimensions}}"
placeholder="{{localize 'SW5E.Dimensions'}}">
</li>
<li>
<input type="text" name="data.details.source"
value="{{data.details.source}}"
placeholder="{{localize 'SW5E.Source'}}">
</li>
</ul>
<ul class="attributes flexrow">
<li class="attribute health">
<h4 class="attribute-name box-title">{{localize 'SW5E.Health'}}</h4>
<div class="attribute-value multiple">
<input name="data.attributes.hp.value" type="text" placeholder="&mdash;"
value="{{data.attributes.hp.value}}" data-dtype="Number">
<span class="sep"> &sol; </span>
<input name="data.attributes.hp.max" type="text" placeholder="&mdash;"
value="{{data.attributes.hp.max}}" data-dtype="Number">
</div>
<footer class="attribute-footer">
<input name="data.attributes.hp.dt" type="text" class="temphp"
placeholder="{{localize 'SW5E.Threshold'}}"
value="{{data.attributes.hp.dt}}" data-dtype="Number">
<input name="data.attributes.hp.mt" type="text" class="temphp"
placeholder="{{localize 'SW5E.VehicleMishap'}}"
value="{{data.attributes.hp.mt}}" data-dtype="Number">
</footer>
</li>
<li class="attribute">
<h4 class="attribute-name box-title">{{localize 'SW5E.ArmorClass'}}</h4>
<div class="attribute-value">
<input name="data.attributes.ac.value" type="text" placeholder="&mdash;"
value="{{data.attributes.ac.value}}" data-dtype="Number">
</div>
<footer class="attribute-footer">
<input type="text" name="data.attributes.ac.motionless"
placeholder="&mdash;" value="{{data.attributes.ac.motionless}}">
</footer>
</li>
<li class="attribute movement">
<h4 class="attribute-name box-title">
{{ localize "SW5E.Movement" }}
<a class="config-button" data-action="movement" title="{{localize 'SW5E.MovementConfig'}}"><i class="fas fa-cog"></i></a>
</h4>
<div class="attribute-value">
<span>{{movement.primary}}</span>
</div>
<footer class="attribute-footer">
<span>{{movement.special}}</span>
</footer>
</li>
</ul>
</section>
</header>
<nav class="sheet-navigation tabs" data-group="primary">
<a class="item active" data-tab="attributes">{{localize 'SW5E.Attributes'}}</a>
<a class="item" data-tab="features">{{localize 'SW5E.Features'}}</a>
<a class="item" data-tab="cargo">{{localize 'SW5E.VehicleCargoCrew'}}</a>
<a class="item" data-tab="biography">{{localize 'SW5E.Description'}}</a>
</nav>
<section class="sheet-body">
<div class="tab attributes flexrow" data-group="primary" data-tab="attributes">
<ul class="ability-scores flexrow">
{{#each data.abilities as |ability id|}}
<li class="ability" data-ability="{{id}}">
<h4 class="ability-name box-title rollable">{{ability.label}}</h4>
<input class="ability-score" name="data.abilities.{{id}}.value" type="text"
value="{{ability.value}}" data-dtype="Number" placeholder="0">
<div class="ability-modifiers flexrow">
<span class="ability-mod" title="{{localize 'SW5E.Modifier'}}">
{{numberFormat ability.mod decimals=0 sign=true}}
</span>
</div>
</li>
{{/each}}
</ul>
<section class="center-pane flexcol">
<div class="counters">
<div class="counter flexrow creature-cap">
<h4>{{localize 'SW5E.VehicleCreatureCapacity'}}</h4>
<div class="counter-value">
<input type="text" placeholder="&mdash;"
name="data.attributes.capacity.creature"
value="{{data.attributes.capacity.creature}}">
</div>
</div>
<div class="counter flexrow cargo-cap">
<h4>{{localize 'SW5E.VehicleCargoCapacity'}}</h4>
<div class="counter-value">
<input type="text" name="data.attributes.capacity.cargo" placeholder="0"
data-dtype="Number" value="{{data.attributes.capacity.cargo}}">
</div>
</div>
<div class="counter flexrow stations">
<h4>{{localize 'SW5E.VehicleActionStations'}}</h4>
<div class="counter-value">
<input name="data.attributes.actions.stations" type="checkbox"
data-dtype="Boolean" value="{{data.attributes.actions.stations}}"
{{checked data.attributes.actions.stations}}>
</div>
</div>
<div class="counter flexrow actions">
<h4>{{localize 'SW5E.ActionPl'}}</h4>
<div class="counter-value">
<input type="text" name="data.attributes.actions.value" placeholder="0"
data-dtype="Number" value="{{data.attributes.actions.value}}">
</div>
</div>
<div class="counter flexrow action-thresholds">
<h4>{{localize 'SW5E.VehicleActionThresholds'}}</h4>
<div class="counter-value">
<span class="sep">&lt;</span>
<input type="text" placeholder="&mdash;" data-dtype="Number"
value="{{data.attributes.actions.thresholds.[2]}}"
name="data.attributes.actions.thresholds.2">
<span class="sep">&lt;</span>
<input type="text" placeholder="&mdash;" data-dtype="Number"
value="{{data.attributes.actions.thresholds.[1]}}"
name="data.attributes.actions.thresholds.1">
<span class="sep">&lt;</span>
<input type="text" placeholder="&mdash;" data-dtype="Number"
value="{{data.attributes.actions.thresholds.[0]}}"
name="data.attributes.actions.thresholds.0">
</div>
</div>
</div>
{{> 'systems/sw5e/templates/actors/newActor/parts/swalt-traits.html'}}
</section>
</div>
<div class="tab features flexcol" data-group="primary" data-tab="features">
{{> 'systems/sw5e/templates/actors/newActor/parts/swalt-features.html' sections=features}}
</div>
<div class="tab cargo flexcol" data-group="primary" data-tab="cargo">
{{> 'systems/sw5e/templates/actors/newActor/parts/swalt-inventory.html' sections=cargo}}
</div>
<div class="tab biography flexcol" data-group="primary" data-tab="biography">
{{editor content=data.details.biography.value target='data.details.biography.value'
button=true owner=owner editable=editable rollData=rollData}}
</div>
</section>
</form>

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<form class="{{cssClass}} flexcol" autocomplete="off">
{{!-- Sheet Header --}}
<header class="sheet-header flexrow">
<img class="profile" src="{{actor.img}}" title="{{actor.name}}" data-edit="img"/>
<section class="header-details flexrow">
<h1 class="charname">
<input name="name" type="text" value="{{actor.name}}" placeholder="{{ localize 'SW5E.Name' }}"/>
</h1>
<aside class="header-exp flexcol">
<div class="charlevel" title="{{multiclassLabels}}">
<label>{{ localize "SW5E.Level" }} {{data.details.level}}</label>
<span class="levels">{{classLabels}}</span>
</div>
{{#unless disableExperience}}
<div class="experience flexrow">
<input name="data.details.xp.value" type="text" value="{{data.details.xp.value}}" placeholder="0" data-dtype="Number"/>
<span class="sep">/</span>
<span class="max">{{data.details.xp.max}}</span>
</div>
<div class="xpbar">
<span class="bar" style="width: {{data.details.xp.pct}}%"></span>
</div>
{{/unless}}
</aside>
{{!-- Character Summary --}}
<ul class="summary flexrow">
<li>
<input type="text" name="data.details.species" value="{{data.details.species}}" placeholder="{{ localize 'SW5E.Species' }}"/>
</li>
<li>
<input type="text" name="data.details.background" value="{{data.details.background}}" placeholder="{{ localize 'SW5E.Background' }}"/>
</li>
<li>
<input type="text" name="data.details.alignment" value="{{data.details.alignment}}" placeholder="{{ localize 'SW5E.Alignment' }}"/>
</li>
<li class="proficiency">
<span>{{ localize "SW5E.Proficiency" }} {{numberFormat data.attributes.prof decimals=0 sign=true}}</span>
</li>
</ul>
{{!-- Header Attributes --}}
<ul class="attributes flexrow">
<li class="attribute health">
<h4 class="attribute-name box-title">{{ localize "SW5E.Health" }}</h4>
<div class="attribute-value multiple">
<input name="data.attributes.hp.value" type="text" value="{{data.attributes.hp.value}}" placeholder="10" data-dtype="Number"/>
<span class="sep"> / </span>
<input name="data.attributes.hp.max" type="text" value="{{data.attributes.hp.max}}" placeholder="10" data-dtype="Number"/>
</div>
<footer class="attribute-footer">
<input name="data.attributes.hp.temp" type="text" class="temphp" placeholder="+{{ localize 'SW5E.Temp' }}"
value="{{data.attributes.hp.temp}}" data-dtype="Number"/>
<input name="data.attributes.hp.tempmax" type="text" class="temphp" placeholder="+{{ localize 'SW5E.Max' }}"
value="{{data.attributes.hp.tempmax}}" data-dtype="Number"/>
</footer>
</li>
<li class="attribute hit-dice">
<h4 class="attribute-name box-title">
{{ localize "SW5E.HitDice" }}
<a class="config-button" data-action="hit-dice" title="{{localize 'SW5E.HitDiceConfig'}}"><i class="fas fa-cog"></i></a>
</h4>
<div class="attribute-value multiple">
<label class="hit-dice">{{data.attributes.hd}} <span class="sep"> / </span> {{data.details.level}}</label>
</div>
<footer class="attribute-footer">
<a class="rest short-rest">{{ localize "SW5E.RestS" }}</a>
<a class="rest long-rest">{{ localize "SW5E.RestL" }}</a>
</footer>
</li>
<li class="attribute">
<h4 class="attribute-name box-title">{{ localize "SW5E.ArmorClass" }}</h4>
<div class="attribute-value">
<input name="data.attributes.ac.value" type="number" value="{{data.attributes.ac.value}}" placeholder="10"/>
</div>
<footer class="attribute-footer">
<span class="power-dc">{{localize "SW5E.PowerDC"}} {{data.attributes.powerdc}}</span>
</footer>
</li>
<li class="attribute movement">
<h4 class="attribute-name box-title">
{{ localize "SW5E.Movement" }}
<a class="config-button" data-action="movement" title="{{localize 'SW5E.MovementConfig'}}"><i class="fas fa-cog"></i></a>
</h4>
<div class="attribute-value">
<span>{{movement.primary}}</span>
</div>
<footer class="attribute-footer">
<span>{{movement.special}}</span>
</footer>
</li>
<li class="attribute initiative">
<h4 class="attribute-name box-title rollable" data-action="rollInitiative">{{ localize "SW5E.Initiative" }}</h4>
<div class="attribute-value">
<span>{{numberFormat data.attributes.init.total decimals=0 sign=true}}</span>
</div>
<footer class="attribute-footer">
<span>{{ localize "SW5E.Modifier" }}</span>
<input name="data.attributes.init.value" type="text" data-dtype="Number" placeholder="0"
value="{{numberFormat data.attributes.init.value decimals=0 sign=true}}"/>
</footer>
</li>
</ul>
</section>
</header>
{{!-- Character Sheet Navigation --}}
<nav class="sheet-navigation tabs" data-group="primary">
<a class="item active" data-tab="attributes">{{ localize "SW5E.Attributes" }}</a>
<a class="item" data-tab="inventory">{{ localize "SW5E.Inventory" }}</a>
<a class="item" data-tab="features">{{ localize "SW5E.Features" }}</a>
<a class="item" data-tab="powerbook">{{ localize "SW5E.Powerbook" }}</a>
<a class="item" data-tab="effects">{{ localize "SW5E.Effects" }}</a>
<a class="item" data-tab="biography">{{ localize "SW5E.Biography" }}</a>
<a class="item" data-tab="notes">Notes</a>
</nav>
{{!-- Character Sheet Body --}}
<section class="sheet-body">
<div class="tab attributes flexrow" data-group="primary" data-tab="attributes">
{{!-- Ability Scores --}}
<ul class="ability-scores flexrow">
{{#each data.abilities as |ability id|}}
<li class="ability {{#if ability.proficient}}proficient{{/if}}" data-ability="{{id}}">
<h4 class="ability-name box-title rollable">{{ability.label}}</h4>
<input class="ability-score" name="data.abilities.{{id}}.value" type="number" value="{{ability.value}}" placeholder="10"/>
<div class="ability-modifiers flexrow">
<span class="ability-mod" title="{{ localize 'SW5E.Modifier' }}">{{numberFormat ability.mod decimals=0 sign=true}}</span>
<input type="hidden" name="data.abilities.{{id}}.proficient" value="{{ability.proficient}}" data-dtype="Number"/>
<a class="proficiency-toggle ability-proficiency" title="{{ localize 'SW5E.Proficiency' }}">{{{ability.icon}}}</a>
<span class="ability-save" title="{{ localize 'SW5E.SavingThrow' }}">{{numberFormat ability.save decimals=0 sign=true}}</span>
</div>
</li>
{{/each}}
</ul>
{{!-- Skills --}}
<ul class="skills-list">
{{#each config.skills as |label s|}}
{{#with (lookup ../data.skills s) as |skill|}}
<li class="skill flexrow {{#if skill.value}}proficient{{/if}}" data-skill="{{s}}">
<input type="hidden" name="data.skills.{{s}}.value" value="{{skill.value}}" data-dtype="Number"/>
<a class="proficiency-toggle skill-proficiency" title="{{skill.hover}}">{{{skill.icon}}}</a>
<h4 class="skill-name rollable">{{label}}</h4>
<span class="skill-ability">{{skill.ability}}</span>
<span class="skill-mod">{{numberFormat skill.total decimals=0 sign=true}}</span>
<span class="skill-passive">({{skill.passive}})</span>
</li>
{{/with}}
{{/each}}
</ul>
<section class="center-pane flexcol">
{{!-- Body Attributes --}}
<ul class="attributes flexrow">
{{#each resources as |res|}}
<li class="attribute resource">
<h4 class="attribute-name box-title">
<input name="data.resources.{{res.name}}.label" type="text" value="{{res.label}}"
placeholder="{{res.placeholder}}" />
</h4>
<div class="attribute-value">
<label class="recharge checkbox flexcol">
<span>{{ localize "SW5E.AbbreviationSR" }}</span> <input name="data.resources.{{res.name}}.sr" type="checkbox" {{checked res.sr}}/>
</label>
<input name="data.resources.{{res.name}}.value" type="number" value="{{res.value}}" placeholder="0"/>
<span class="sep"> / </span>
<input name="data.resources.{{res.name}}.max" type="number" value="{{res.max}}" placeholder="0"/>
<label class="recharge checkbox flexcol">
<span>{{ localize "SW5E.AbbreviationLR" }}</span> <input name="data.resources.{{res.name}}.lr" type="checkbox" {{checked res.lr}}/>
</label>
</div>
</li>
{{/each}}
</ul>
{{!-- Counters --}}
<div class="counters">
<div class="counter flexrow death-saves">
<h4 class="rollable" data-action="rollDeathSave">{{ localize "SW5E.DeathSave" }}</h4>
<div class="counter-value">
<i class="fas fa-check"></i>
<input name="data.attributes.death.success" type="number" placeholder="0"
value="{{data.attributes.death.success}}"/>
<i class="fas fa-times"></i>
<input name="data.attributes.death.failure" type="number" placeholder="0"
value="{{data.attributes.death.failure}}"/>
</div>
</div>
<div class="counter flexrow exhaustion">
<h4>{{ localize "SW5E.Exhaustion" }}</h4>
<div class="counter-value">
<input name="data.attributes.exhaustion" type="number" placeholder="0"
value="{{data.attributes.exhaustion}}" />
</div>
</div>
<div class="counter flexrow inspiration">
<h4>{{ localize "SW5E.Inspiration" }}</h4>
<div class="counter-value">
<input type="checkbox" name="data.attributes.inspiration" data-dtype="Boolean"
{{checked data.attributes.inspiration}}/>
</div>
</div>
</div>
{{!-- Traits --}}
{{> "systems/sw5e/templates/actors/oldActor/parts/actor-traits.html"}}
</section>
</div>
{{!-- Inventory Tab --}}
<div class="tab inventory flexcol" data-group="primary" data-tab="inventory">
{{> "systems/sw5e/templates/actors/oldActor/parts/actor-inventory.html" sections=inventory}}
</div>
{{!-- Features Tab --}}
<div class="tab features flexcol" data-group="primary" data-tab="features">
{{> "systems/sw5e/templates/actors/oldActor/parts/actor-features.html" sections=features}}
</div>
{{!-- Powerbook Tab --}}
<div class="tab powerbook flexcol" data-group="primary" data-tab="powerbook">
{{> "systems/sw5e/templates/actors/oldActor/parts/actor-powerbook.html"}}
</div>
{{!-- Effects Tab --}}
<div class="tab effects flexcol" data-group="primary" data-tab="effects">
{{> "systems/sw5e/templates/actors/parts/active-effects.html"}}
</div>
{{!-- Biography Tab --}}
<div class="tab flexrow" data-group="primary" data-tab="biography">
<div class="characteristics flexcol">
<label>{{ localize "SW5E.Appearance" }}</label>
<textarea name="data.details.appearance">{{data.details.appearance}}</textarea>
<label>{{ localize "SW5E.PersonalityTraits" }}</label>
<textarea name="data.details.trait">{{data.details.trait}}</textarea>
<label>{{ localize "SW5E.Ideals" }}</label>
<textarea name="data.details.ideal">{{data.details.ideal}}</textarea>
<label>{{ localize "SW5E.Bonds" }}</label>
<textarea name="data.details.bond">{{data.details.bond}}</textarea>
<label>{{ localize "SW5E.Flaws" }}</label>
<textarea name="data.details.flaw">{{data.details.flaw}}</textarea>
</div>
<div class="biography">
{{editor content=data.details.biography.value target="data.details.biography.value" button=true owner=owner editable=editable rollData=rollData}}
</div>
</div>
{{!-- Notes Tab --}}
<div class="tab notes flexcol" data-group="primary" data-tab="notes">
{{> "systems/sw5e/templates/actors/oldActor/parts/actor-notes.html"}}
</div>
</section>
</form>

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<form class="{{cssClass}} flexcol limited" autocomplete="off">
{{!-- Sheet Header --}}
<header class="sheet-header flexrow">
<img class="profile" src="{{actor.img}}" title="{{actor.name}}" data-edit="img"/>
<section class="header-details flexrow">
<h1 class="charname">
<input name="name" type="text" value="{{actor.name}}" placeholder="{{ localize 'SW5E.Name' }}"/>
</h1>
</section>
</header>
{{!-- Sheet Body --}}
<section class="sheet-body">
<div class="tab biography">
{{editor content=data.details.biography.value target="data.details.biography.value" button=true owner=owner editable=editable rollData=rollData}}
</div>
</section>
</form>

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