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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@ -325,17 +325,31 @@ SW5E.armorPropertiesTypes = {
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"Versatile": "SW5E.ArmorProperVersatile"
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};
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/* -------------------------------------------- */
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/**
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* The valid units of measure for movement distances in the game system.
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* By default this uses the imperial units of feet and miles.
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* @type {Object<string,string>}
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*/
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SW5E.movementUnits = {
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"ft": "SW5E.DistFt",
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"mi": "SW5E.DistMi"
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}
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/**
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* The valid units of measure for the range of an action or effect.
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* This object automatically includes the movement units from SW5E.movementUnits
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* @type {Object<string,string>}
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*/
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SW5E.distanceUnits = {
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"none": "SW5E.None",
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"self": "SW5E.DistSelf",
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"touch": "SW5E.DistTouch",
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"ft": "SW5E.DistFt",
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"mi": "SW5E.DistMi",
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"spec": "SW5E.Special",
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"any": "SW5E.DistAny"
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};
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for ( let [k, v] of Object.entries(SW5E.movementUnits) ) {
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SW5E.distanceUnits[k] = v;
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}
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/* -------------------------------------------- */
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@ -413,7 +427,7 @@ SW5E.healingTypes = {
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* Enumerate the denominations of hit dice which can apply to classes in the SW5E system
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* @type {Array.<string>}
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*/
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SW5E.hitDieTypes = ["d4", "d6", "d8", "d10", "d12"];
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SW5E.hitDieTypes = ["d4", "d6", "d8", "d10", "d12", "d20"];
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/* -------------------------------------------- */
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@ -461,15 +475,14 @@ SW5E.skills = {
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/* -------------------------------------------- */
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SW5E.powerPreparationModes = {
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"prepared": "SW5E.PowerPrepPrepared",
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"always": "SW5E.PowerPrepAlways",
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"atwill": "SW5E.PowerPrepAtWill",
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"innate": "SW5E.PowerPrepInnate",
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"prepared": "SW5E.PowerPrepPrepared"
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"innate": "SW5E.PowerPrepInnate"
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};
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SW5E.powerUpcastModes = ["always", "pact", "prepared"];
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SW5E.powerProgression = {
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"none": "SW5E.PowerNone",
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"full": "SW5E.PowerProgFull",
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@ -901,15 +914,27 @@ SW5E.characterFlags = {
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type: Boolean
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},
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"weaponCriticalThreshold": {
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name: "SW5E.FlagsCritThreshold",
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hint: "SW5E.FlagsCritThresholdHint",
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name: "SW5E.FlagsWeaponCritThreshold",
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hint: "SW5E.FlagsWeaponCritThresholdHint",
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section: "Feats",
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type: Number,
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placeholder: 20
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},
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"powerCriticalThreshold": {
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name: "SW5E.FlagsPowerCritThreshold",
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hint: "SW5E.FlagsPowerCritThresholdHint",
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section: "Feats",
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type: Number,
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placeholder: 20
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},
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"meleeCriticalDamageDice": {
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name: "SW5E.FlagsMeleeCriticalDice",
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hint: "SW5E.FlagsMeleeCriticalDiceHint",
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section: "Feats",
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type: Number,
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placeholder: 0
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}
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};
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// Configure allowed status flags
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SW5E.allowedActorFlags = [
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"isPolymorphed", "originalActor"
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].concat(Object.keys(SW5E.characterFlags));
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SW5E.allowedActorFlags = ["isPolymorphed", "originalActor"].concat(Object.keys(SW5E.characterFlags));
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