forked from GitHub-Mirrors/foundry-sw5e
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
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58 changed files with 1417 additions and 1706 deletions
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@ -70,7 +70,7 @@ export default class AbilityUseDialog extends Dialog {
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dlg.render(true);
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});
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}
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/* -------------------------------------------- */
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/* Helpers */
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/* -------------------------------------------- */
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@ -1,9 +1,9 @@
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/**
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* An application class which provides advanced configuration for special character flags which modify an Actor
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* @extends {BaseEntitySheet}
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* @implements {BaseEntitySheet}
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*/
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export default class ActorSheetFlags extends BaseEntitySheet {
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static get defaultOptions() {
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static get defaultOptions() {
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const options = super.defaultOptions;
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return mergeObject(options, {
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id: "actor-flags",
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@ -16,22 +16,16 @@ export default class ActorSheetFlags extends BaseEntitySheet {
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/* -------------------------------------------- */
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/**
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* Configure the title of the special traits selection window to include the Actor name
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* @type {String}
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*/
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/** @override */
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get title() {
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return `${game.i18n.localize('SW5E.FlagsTitle')}: ${this.object.name}`;
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}
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/* -------------------------------------------- */
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/**
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* Prepare data used to render the special Actor traits selection UI
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* @return {Object}
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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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const data = {};
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data.actor = this.object;
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data.flags = this._getFlags();
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data.bonuses = this._getBonuses();
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@ -43,17 +37,18 @@ export default class ActorSheetFlags extends BaseEntitySheet {
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/**
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* Prepare an object of flags data which groups flags by section
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* Add some additional data for rendering
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* @return {Object}
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* @return {object}
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*/
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_getFlags() {
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const flags = {};
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const baseData = this.entity._data;
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for ( let [k, v] of Object.entries(CONFIG.SW5E.characterFlags) ) {
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if ( !flags.hasOwnProperty(v.section) ) flags[v.section] = {};
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let flag = duplicate(v);
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flag.type = v.type.name;
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flag.isCheckbox = v.type === Boolean;
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flag.isSelect = v.hasOwnProperty('choices');
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flag.value = this.entity.getFlag("sw5e", k);
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flag.value = getProperty(baseData.flags, `sw5e.${k}`);
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flags[v.section][`flags.sw5e.${k}`] = flag;
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}
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return flags;
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@ -63,7 +58,7 @@ export default class ActorSheetFlags extends BaseEntitySheet {
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/**
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* Get the bonuses fields and their localization strings
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* @return {Array}
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* @return {Array<object>}
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* @private
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*/
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_getBonuses() {
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@ -82,17 +77,14 @@ export default class ActorSheetFlags extends BaseEntitySheet {
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{name: "data.bonuses.power.dc", label: "SW5E.BonusPowerDC"}
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];
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for ( let b of bonuses ) {
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b.value = getProperty(this.object.data, b.name) || "";
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b.value = getProperty(this.object._data, b.name) || "";
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}
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return bonuses;
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}
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/* -------------------------------------------- */
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/**
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* Update the Actor using the configured flags
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* Remove/unset any flags which are no longer configured
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*/
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/** @override */
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async _updateObject(event, formData) {
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const actor = this.object;
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let updateData = expandObject(formData);
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@ -100,10 +92,12 @@ export default class ActorSheetFlags extends BaseEntitySheet {
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// Unset any flags which are "false"
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let unset = false;
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const flags = updateData.flags.sw5e;
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//clone flags to dnd5e for module compatability
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updateData.flags.dnd5e = updateData.flags.sw5e
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for ( let [k, v] of Object.entries(flags) ) {
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if ( [undefined, null, "", false, 0].includes(v) ) {
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delete flags[k];
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if ( hasProperty(actor.data.flags, `sw5e.${k}`) ) {
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if ( hasProperty(actor._data.flags, `sw5e.${k}`) ) {
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unset = true;
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flags[`-=${k}`] = null;
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}
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@ -118,10 +112,6 @@ export default class ActorSheetFlags extends BaseEntitySheet {
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}
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// Diff the data against any applied overrides and apply
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// TODO: Remove this logical gate once 0.7.x is release channel
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if ( !isNewerVersion("0.7.1", game.data.version) ){
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updateData = diffObject(this.object.data, updateData);
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}
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await actor.update(updateData, {diff: false});
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}
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}
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@ -1,102 +0,0 @@
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/**
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* A specialized Dialog subclass for casting a cast item at a certain level
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* @type {Dialog}
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*/
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export class CastDialog extends Dialog {
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constructor(actor, item, dialogData={}, options={}) {
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super(dialogData, options);
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this.options.classes = ["sw5e", "dialog"];
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/**
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* Store a reference to the Actor entity which is casting the cast
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* @type {Actor5e}
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*/
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this.actor = actor;
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/**
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* Store a reference to the Item entity which is the cast being cast
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* @type {Item5e}
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*/
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this.item = item;
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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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* A constructor function which displays the Cast Cast Dialog app for a given Actor and Item.
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* Returns a Promise which resolves to the dialog FormData once the workflow has been completed.
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* @param {Actor5e} actor
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* @param {Item5e} item
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* @return {Promise}
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*/
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static async create(actor, item) {
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const ad = actor.data.data;
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const id = item.data.data;
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// Determine whether the cast may be upcast
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const lvl = id.level;
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const canUpcast = (lvl > 0) && CONFIG.SW5E.castUpcastModes.includes(id.preparation.mode);
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// Determine the levels which are feasible
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let lmax = 0;
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const castLevels = Array.fromRange(10).reduce((arr, i) => {
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if ( i < lvl ) return arr;
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const l = ad.casts["cast"+i] || {max: 0, override: null};
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let max = parseInt(l.override || l.max || 0);
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let slots = Math.clamped(parseInt(l.value || 0), 0, max);
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if ( max > 0 ) lmax = i;
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arr.push({
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level: i,
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label: i > 0 ? `${CONFIG.SW5E.castLevels[i]} (${slots} Slots)` : CONFIG.SW5E.castLevels[i],
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canCast: canUpcast && (max > 0),
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hasSlots: slots > 0
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});
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return arr;
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}, []).filter(sl => sl.level <= lmax);
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const pact = ad.casts.pact;
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if (pact.level >= lvl) {
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// If this character has pact slots, present them as an option for
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// casting the cast.
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castLevels.push({
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level: 'pact',
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label: game.i18n.localize('SW5E.CastLevelPact')
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+ ` (${game.i18n.localize('SW5E.Level')} ${pact.level}) `
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+ `(${pact.value} ${game.i18n.localize('SW5E.Slots')})`,
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canCast: canUpcast,
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hasSlots: pact.value > 0
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});
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}
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const canCast = castLevels.some(l => l.hasSlots);
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// Render the Cast casting template
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const html = await renderTemplate("systems/sw5e/templates/apps/cast-cast.html", {
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item: item.data,
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canCast: canCast,
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canUpcast: canUpcast,
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castLevels,
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hasPlaceableTemplate: game.user.can("TEMPLATE_CREATE") && item.hasAreaTarget
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});
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// Create the Dialog and return as a Promise
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return new Promise((resolve, reject) => {
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const dlg = new this(actor, item, {
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title: `${item.name}: Cast Configuration`,
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content: html,
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buttons: {
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cast: {
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icon: '<i class="fas fa-magic"></i>',
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label: "Cast",
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callback: html => resolve(new FormData(html[0].querySelector("#cast-config-form")))
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}
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},
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default: "cast",
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close: reject
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});
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dlg.render(true);
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});
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}
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}
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32
module/apps/movement-config.js
Normal file
32
module/apps/movement-config.js
Normal file
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/**
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* A simple form to set actor movement speeds
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* @implements {BaseEntitySheet}
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*/
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export default class MovementConfig extends BaseEntitySheet {
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/** @override */
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static get defaultOptions() {
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return mergeObject(super.defaultOptions, {
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title: "SW5E.MovementConfig",
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classes: ["sw5e"],
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template: "systems/sw5e/templates/apps/movement-config.html",
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width: 240,
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height: "auto"
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});
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}
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/* -------------------------------------------- */
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/** @override */
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getData(options) {
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const data = {
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movement: duplicate(this.entity._data.data.attributes.movement),
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units: CONFIG.SW5E.movementUnits
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}
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for ( let [k, v] of Object.entries(data.movement) ) {
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if ( ["units", "hover"].includes(k) ) continue;
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data.movement[k] = Number.isNumeric(v) ? v.toNearest(0.1) : 0;
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}
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return data;
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}
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}
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@ -36,7 +36,7 @@ export default class ShortRestDialog extends Dialog {
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/** @override */
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getData() {
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const data = super.getData();
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// Determine Hit Dice
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data.availableHD = this.actor.data.items.reduce((hd, item) => {
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if ( item.type === "class" ) {
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}, {});
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data.canRoll = this.actor.data.data.attributes.hd > 0;
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data.denomination = this._denom;
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// Determine rest type
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const variant = game.settings.get("sw5e", "restVariant");
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data.promptNewDay = variant !== "epic"; // It's never a new day when only resting 1 minute
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