forked from GitHub-Mirrors/foundry-sw5e
Super VJ Update
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59 changed files with 4640 additions and 2462 deletions
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@ -1,37 +1,21 @@
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import { ActorSheet5e } from "../sheets/base.js";
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import ActorSheet5e from "../sheets/base.js";
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/**
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* An Actor sheet for NPC type characters in the SW5E system.
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* Extends the base ActorSheet5e class.
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* @type {ActorSheet5e}
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* @extends {ActorSheet5e}
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*/
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export class ActorSheet5eNPC extends ActorSheet5e {
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export default class ActorSheet5eNPC extends ActorSheet5e {
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/**
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* Define default rendering options for the NPC sheet
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* @return {Object}
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*/
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/** @override */
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static get defaultOptions() {
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return mergeObject(super.defaultOptions, {
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classes: ["sw5e", "sheet", "actor", "npc"],
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width: 600,
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height: 658
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height: 680
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});
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}
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/* -------------------------------------------- */
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/* Rendering */
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/* -------------------------------------------- */
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/**
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* Get the correct HTML template path to use for rendering this particular sheet
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* @type {String}
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*/
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get template() {
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if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/limited-sheet.html";
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return "systems/sw5e/templates/actors/npc-sheet.html";
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}
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/* -------------------------------------------- */
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/**
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@ -42,16 +26,16 @@ export class ActorSheet5eNPC extends ActorSheet5e {
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// Categorize Items as Features and Powers
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const features = {
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weapons: { label: "Attacks", items: [] , hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} },
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actions: { label: "Actions", items: [] , hasActions: true, dataset: {type: "feat", "activation.type": "action"} },
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passive: { label: "Features", items: [], dataset: {type: "feat"} },
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equipment: { label: "Inventory", items: [], dataset: {type: "loot"}}
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weapons: { label: game.i18n.localize("SW5E.AttackPl"), items: [] , hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} },
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actions: { label: game.i18n.localize("SW5E.ActionPl"), items: [] , hasActions: true, dataset: {type: "feat", "activation.type": "action"} },
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passive: { label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"} },
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equipment: { label: game.i18n.localize("SW5E.Inventory"), items: [], dataset: {type: "loot"}}
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};
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// Start by classifying items into groups for rendering
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let [powers, other] = data.items.reduce((arr, item) => {
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item.img = item.img || DEFAULT_TOKEN;
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item.isStack = item.data.quantity ? item.data.quantity > 1 : false;
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item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
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item.hasUses = item.data.uses && (item.data.uses.max > 0);
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item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false);
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item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0));
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@ -86,9 +70,7 @@ export class ActorSheet5eNPC extends ActorSheet5e {
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/* -------------------------------------------- */
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/**
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* Add some extra data when rendering the sheet to reduce the amount of logic required within the template.
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*/
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/** @override */
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getData() {
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const data = super.getData();
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@ -103,12 +85,7 @@ export class ActorSheet5eNPC extends ActorSheet5e {
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/* Object Updates */
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/* -------------------------------------------- */
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/**
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* This method is called upon form submission after form data is validated
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* @param event {Event} The initial triggering submission event
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* @param formData {Object} The object of validated form data with which to update the object
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* @private
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*/
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/** @override */
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_updateObject(event, formData) {
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// Format NPC Challenge Rating
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@ -126,14 +103,9 @@ export class ActorSheet5eNPC extends ActorSheet5e {
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/* Event Listeners and Handlers */
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/* -------------------------------------------- */
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/**
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* Activate event listeners using the prepared sheet HTML
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* @param html {HTML} The prepared HTML object ready to be rendered into the DOM
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*/
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/** @override */
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activateListeners(html) {
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super.activateListeners(html);
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// Rollable Health Formula
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html.find(".health .rollable").click(this._onRollHealthFormula.bind(this));
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}
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@ -152,4 +124,4 @@ export class ActorSheet5eNPC extends ActorSheet5e {
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AudioHelper.play({src: CONFIG.sounds.dice});
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this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});
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}
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}
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}
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