DND5e Core 1.2.0

DND5e Core update 1.2.0 modded to SW5e
This commit is contained in:
supervj 2021-01-19 20:52:33 -05:00
parent a544f5e0a9
commit ab510e336c
59 changed files with 2505 additions and 2231 deletions

View file

@ -1,7 +1,8 @@
import Item5e from "../../item/entity.js";
import TraitSelector from "../../apps/trait-selector.js";
import ActorSheetFlags from "../../apps/actor-flags.js";
import MovementConfig from "../../apps/movement-config.js";
import ActorMovementConfig from "../../apps/movement-config.js";
import ActorSensesConfig from "../../apps/senses-config.js";
import {SW5E} from '../../config.js';
import {onManageActiveEffect, prepareActiveEffectCategories} from "../../effects.js";
@ -99,6 +100,9 @@ export default class ActorSheet5e extends ActorSheet {
// Movement speeds
data.movement = this._getMovementSpeed(data.actor);
// Senses
data.senses = this._getSenses(data.actor);
// Update traits
this._prepareTraits(data.actor.data.traits);
@ -121,7 +125,7 @@ export default class ActorSheet5e extends ActorSheet {
* @private
*/
_getMovementSpeed(actorData) {
const movement = actorData.data.attributes.movement;
const movement = actorData.data.attributes.movement || {};
const speeds = [
[movement.burrow, `${game.i18n.localize("SW5E.MovementBurrow")} ${movement.burrow}`],
[movement.climb, `${game.i18n.localize("SW5E.MovementClimb")} ${movement.climb}`],
@ -136,6 +140,20 @@ export default class ActorSheet5e extends ActorSheet {
/* -------------------------------------------- */
_getSenses(actorData) {
const senses = actorData.data.attributes.senses || {};
const tags = {};
for ( let [k, label] of Object.entries(CONFIG.SW5E.senses) ) {
const v = senses[k] ?? 0
if ( v === 0 ) continue;
tags[k] = `${game.i18n.localize(label)} ${v} ${senses.units}`;
}
if ( !!senses.special ) tags["special"] = senses.special;
return tags;
}
/* -------------------------------------------- */
/**
* Prepare the data structure for traits data like languages, resistances & vulnerabilities, and proficiencies
* @param {object} traits The raw traits data object from the actor data
@ -373,8 +391,7 @@ export default class ActorSheet5e extends ActorSheet {
html.find('.trait-selector').click(this._onTraitSelector.bind(this));
// Configure Special Flags
html.find('.configure-movement').click(this._onMovementConfig.bind(this));
html.find('.configure-flags').click(this._onConfigureFlags.bind(this));
html.find('.config-button').click(this._onConfigMenu.bind(this));
// Owned Item management
html.find('.item-create').click(this._onItemCreate.bind(this));
@ -448,11 +465,24 @@ export default class ActorSheet5e extends ActorSheet {
/* -------------------------------------------- */
/**
* Handle click events for the Traits tab button to configure special Character Flags
* Handle spawning the TraitSelector application which allows a checkbox of multiple trait options
* @param {Event} event The click event which originated the selection
* @private
*/
_onConfigureFlags(event) {
_onConfigMenu(event) {
event.preventDefault();
new ActorSheetFlags(this.actor).render(true);
const button = event.currentTarget;
switch ( button.dataset.action ) {
case "movement":
new ActorMovementConfig(this.object).render(true);
break;
case "flags":
new ActorSheetFlags(this.object).render(true);
break;
case "senses":
new ActorSensesConfig(this.object).render(true);
break;
}
}
/* -------------------------------------------- */
@ -529,6 +559,8 @@ export default class ActorSheet5e extends ActorSheet {
icon: '<i class="fas fa-paw"></i>',
label: game.i18n.localize('SW5E.PolymorphWildShape'),
callback: html => this.actor.transformInto(sourceActor, {
keepBio: true,
keepClass: true,
keepMental: true,
mergeSaves: true,
mergeSkills: true,
@ -619,14 +651,7 @@ export default class ActorSheet5e extends ActorSheet {
event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.getOwnedItem(itemId);
// Roll powers through the actor
if ( item.data.type === "power" ) {
return this.actor.usePower(item, {configureDialog: !event.shiftKey});
}
// Otherwise roll the Item directly
else return item.roll();
return item.roll();
}
/* -------------------------------------------- */
@ -687,7 +712,7 @@ export default class ActorSheet5e extends ActorSheet {
data: duplicate(header.dataset)
};
delete itemData.data["type"];
return this.actor.createOwnedItem(itemData);
return this.actor.createEmbeddedEntity("OwnedItem", itemData);
}
/* -------------------------------------------- */
@ -791,18 +816,6 @@ export default class ActorSheet5e extends ActorSheet {
/* -------------------------------------------- */
/**
* Handle spawning the TraitSelector application which allows a checkbox of multiple trait options
* @param {Event} event The click event which originated the selection
* @private
*/
_onMovementConfig(event) {
event.preventDefault();
new MovementConfig(this.object).render(true);
}
/* -------------------------------------------- */
/** @override */
_getHeaderButtons() {
let buttons = super._getHeaderButtons();

View file

@ -75,6 +75,18 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
// Item details
item.img = item.img || DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
item.attunement = {
1: {
icon: "fa-sun",
cls: "not-attuned",
title: "SW5E.AttunementRequired"
},
2: {
icon: "fa-sun",
cls: "attuned",
title: "SW5E.AttunementAttuned"
}
}[item.data.attunement];
// Item usage
item.hasUses = item.data.uses && (item.data.uses.max > 0);
@ -248,37 +260,21 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
/** @override */
async _onDropItemCreate(itemData) {
let addLevel = false;
// Upgrade the number of class levels a character has and add features
// Increment the number of class levels a character instead of creating a new item
if ( itemData.type === "class" ) {
const cls = this.actor.itemTypes.class.find(c => c.name === itemData.name);
let priorLevel = cls?.data.data.levels ?? 0;
const hasClass = !!cls;
// Increment levels instead of creating a new item
if ( hasClass ) {
if ( !!cls ) {
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;
return cls.update({"data.levels": next});
}
}
// Add class features
if ( !hasClass || addLevel ) {
const features = await Actor5e.getClassFeatures({
className: itemData.name,
archetypeName: itemData.data.archetype,
level: itemData.levels,
priorLevel: priorLevel
});
await this.actor.createEmbeddedEntity("OwnedItem", features);
}
}
// Default drop handling if levels were not added
if ( !addLevel ) super._onDropItemCreate(itemData);
super._onDropItemCreate(itemData);
}
}