forked from GitHub-Mirrors/foundry-sw5e
Finish core upgrade to 1.3.5
Filled in some missing pieces in html for core upgrades. Looked mostly good on both Cyr and Jacob's accounts. I had a few questions about differences that were added from DND5e, they are as follows: less\original\npc.less line 34 - is the "li" before .creature-type necessary, not in dnd5e module\item\entity.js line 685 - dnd is game.user._id, we have game.user.data._id module\pixi\ability-template.js line 22- dnd is game.user._id, we have game.user.data._id templates\chat\item-card.html line 1- dnd has actor._id, we have actor.data._id
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42 changed files with 270 additions and 193 deletions
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@ -255,7 +255,7 @@ export default class Item5e extends Item {
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// Range Label
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let rng = data.range || {};
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if (["none", "touch", "self"].includes(rng.units) || (rng.value === 0)) {
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if ( ["none", "touch", "self"].includes(rng.units) ) {
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rng.value = null;
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rng.long = null;
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}
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@ -1295,7 +1295,10 @@ export default class Item5e extends Item {
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const abl = this.abilityMod;
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if ( abl ) {
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const ability = rollData.abilities[abl];
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rollData["mod"] = ability.mod || 0;
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if ( !ability ) {
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console.warn(`Item ${this.name} in Actor ${this.actor.name} has an invalid item ability modifier of ${abl} defined`);
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}
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rollData["mod"] = ability?.mod || 0;
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}
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// Include a proficiency score
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@ -1536,14 +1539,7 @@ export default class Item5e extends Item {
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if ( isNPC ) {
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updates["data.proficient"] = true; // NPCs automatically have equipment proficiency
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} else {
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const armorProf = {
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"natural": true,
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"clothing": true,
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"light": "lgt",
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"medium": "med",
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"heavy": "hvy",
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"shield": "shl"
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}[data.data?.armor?.type]; // Player characters check proficiency
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const armorProf = CONFIG.SW5E.armorProficienciesMap[data.data?.armor?.type]; // Player characters check proficiency
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const actorArmorProfs = actorData.data.traits?.armorProf?.value || [];
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updates["data.proficient"] = (armorProf === true) || actorArmorProfs.includes(armorProf);
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}
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@ -1579,15 +1575,7 @@ export default class Item5e extends Item {
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updates["data.proficient"] = true; // NPCs automatically have equipment proficiency
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} else {
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// TODO: With the changes to make weapon proficiencies more verbose, this may need revising
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const weaponProf = {
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"natural": true,
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"simpleVW": "sim",
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"simpleB": "sim",
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"simpleLW": "sim",
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"martialVW": "mar",
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"martialB": "mar",
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"martialLW": "mar"
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}[data.data?.weaponType]; // Player characters check proficiency
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const weaponProf = CONFIG.SW5E.weaponProficienciesMap[data.data?.weaponType]; // Player characters check proficiency
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const actorWeaponProfs = actorData.data.traits?.weaponProf?.value || [];
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updates["data.proficient"] = (weaponProf === true) || actorWeaponProfs.includes(weaponProf);
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}
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@ -56,7 +56,7 @@ export default class ItemSheet5e extends ItemSheet {
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// Potential consumption targets
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data.abilityConsumptionTargets = this._getItemConsumptionTargets(itemData);
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// Action Detail
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// Action Details
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data.hasAttackRoll = this.item.hasAttack;
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data.isHealing = itemData.data.actionType === "heal";
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data.isFlatDC = getProperty(itemData, "data.save.scaling") === "flat";
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