System 1.1.1 ** Requires Foundry 0.7.6

System main update to be inline with dnd5e 1.1.1

Added active effects to as many sheets as I thought applicable. Please check loot, I made an attempt but it may be broken

All .less .css and actor .html updates were made to the old actors.  New actors may be broken with this update

removed templates\actors\oldActor\parts\actor-effects.html for newer templates\actors\parts\active-effects.html

removed module\apps\cast-dialog, templates\apps\cast-cast.html, and templates\items\cast.html.  I do not think they are used, I think they were deprecated when powers were treated as items, if not we can add them back in.

**NOTE** REQUIRES Foundry 0.7.6
This commit is contained in:
supervj 2020-11-12 17:30:07 -05:00
parent 27f5fa3670
commit 68a1b6a9f0
58 changed files with 1417 additions and 1706 deletions

View file

@ -68,7 +68,7 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
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) => {
@ -109,7 +109,7 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
for ( let i of items ) {
i.data.quantity = i.data.quantity || 0;
i.data.weight = i.data.weight || 0;
i.totalWeight = Math.round(i.data.quantity * i.data.weight * 10) / 10;
i.totalWeight = (i.data.quantity * i.data.weight).toNearest(0.1);
inventory[i.type].items.push(i);
}
@ -123,12 +123,12 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
const features = {
classes: { label: "SW5E.ItemTypeClassPl", items: [], hasActions: false, dataset: {type: "class"}, isClass: true },
classfeatures: { label: "SW5E.ItemTypeClassFeats", items: [], hasActions: false, 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 },
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"} }
};
@ -138,13 +138,13 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
}
classes.sort((a, b) => b.levels - a.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;
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);
@ -189,9 +189,6 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
super.activateListeners(html);
if ( !this.options.editable ) return;
// Inventory Functions
html.find(".currency-convert").click(this._onConvertCurrency.bind(this));
// Item State Toggling
html.find('.item-toggle').click(this._onToggleItem.bind(this));
@ -199,8 +196,8 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
html.find('.short-rest').click(this._onShortRest.bind(this));
html.find('.long-rest').click(this._onLongRest.bind(this));
// Death saving throws
html.find('.death-save').click(this._onDeathSave.bind(this));
// Rollable sheet actions
html.find(".rollable[data-action]").click(this._onSheetAction.bind(this));
}
/* -------------------------------------------- */
@ -210,14 +207,19 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
* @param {MouseEvent} event The originating click event
* @private
*/
_onDeathSave(event) {
_onSheetAction(event) {
event.preventDefault();
return this.actor.rollDeathSave({event: event});
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
@ -259,53 +261,39 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
/* -------------------------------------------- */
/**
* Handle mouse click events to convert currency to the highest possible denomination
* @param {MouseEvent} event The originating click event
* @private
*/
async _onConvertCurrency(event) {
event.preventDefault();
return Dialog.confirm({
title: `${game.i18n.localize("SW5E.CurrencyConvert")}`,
content: `<p>${game.i18n.localize("SW5E.CurrencyConvertHint")}</p>`,
yes: () => this.actor.convertCurrency()
});
}
/* -------------------------------------------- */
/** @override */
async _onDropItemCreate(itemData) {
let addLevel = false;
// Upgrade the number of class levels a character has and add features
if ( itemData.type === "class" ) {
const cls = this.actor.itemTypes.class.find(c => c.name === itemData.name);
const classWasAlreadyPresent = !!cls;
let priorLevel = cls?.data.data.levels ?? 0;
const hasClass = !!cls;
// Add new features for class level
if ( !classWasAlreadyPresent ) {
Actor5e.getClassFeatures(itemData).then(features => {
this.actor.createEmbeddedEntity("OwnedItem", features);
});
// Increment levels instead of creating a new item
if ( hasClass ) {
const next = Math.min(priorLevel + 1, 20 + priorLevel - this.actor.data.data.details.level);
if ( next > priorLevel ) {
itemData.levels = next;
await cls.update({"data.levels": next});
addLevel = true;
}
}
// If the actor already has the class, increment the level instead of creating a new item
// then add new features as long as level increases
if ( classWasAlreadyPresent ) {
const lvl = cls.data.data.levels;
const newLvl = Math.min(lvl + 1, 20 + lvl - this.actor.data.data.details.level);
if ( !(lvl === newLvl) ) {
cls.update({"data.levels": newLvl});
itemData.data.levels = newLvl;
Actor5e.getClassFeatures(itemData).then(features => {
this.actor.createEmbeddedEntity("OwnedItem", features);
});
}
return
// Add class features
if ( !hasClass || addLevel ) {
const features = await Actor5e.getClassFeatures({
className: itemData.name,
subclassName: itemData.data.subclass,
level: itemData.levels,
priorLevel: priorLevel
});
await this.actor.createEmbeddedEntity("OwnedItem", features);
}
}
super._onDropItemCreate(itemData);
// Default drop handling if levels were not added
if ( !addLevel ) super._onDropItemCreate(itemData);
}
}