forked from GitHub-Mirrors/foundry-sw5e
DND5e Core 1.2.0
DND5e Core update 1.2.0 modded to SW5e
This commit is contained in:
parent
a544f5e0a9
commit
ab510e336c
59 changed files with 2505 additions and 2231 deletions
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@ -61,7 +61,7 @@ export default class Item5e extends Item {
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* @type {boolean}
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*/
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get hasAttack() {
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return ["mwak", "rwak", "msak", "rsak"].includes(this.data.data.actionType);
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return ["mwak", "rwak", "mpak", "rpak"].includes(this.data.data.actionType);
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}
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/* -------------------------------------------- */
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@ -101,7 +101,8 @@ export default class Item5e extends Item {
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* @type {boolean}
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*/
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get hasSave() {
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return !!(this.data.data.save && this.data.data.save.ability);
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const save = this.data.data?.save || {};
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return !!(save.ability && save.scaling);
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}
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/* -------------------------------------------- */
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@ -152,7 +153,7 @@ export default class Item5e extends Item {
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const itemData = this.data;
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const data = itemData.data;
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const C = CONFIG.SW5E;
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const labels = {};
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const labels = this.labels = {};
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// Classes
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if ( itemData.type === "class" ) {
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@ -223,12 +224,8 @@ export default class Item5e extends Item {
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// Item Actions
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if ( data.hasOwnProperty("actionType") ) {
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// Saving throws for unowned items
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const save = data.save;
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if ( save?.ability && !this.isOwned ) {
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if ( save.scaling !== "flat" ) save.dc = null;
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labels.save = game.i18n.format("SW5E.SaveDC", {dc: save.dc || "", ability: C.abilities[save.ability]});
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}
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// Saving throws
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this.getSaveDC();
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// Damage
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let dam = data.damage || {};
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@ -236,10 +233,43 @@ export default class Item5e extends Item {
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labels.damage = dam.parts.map(d => d[0]).join(" + ").replace(/\+ -/g, "- ");
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labels.damageTypes = dam.parts.map(d => C.damageTypes[d[1]]).join(", ");
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}
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// Limited Uses
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if ( this.isOwned && !!data.uses?.max ) {
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let max = data.uses.max;
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if ( !Number.isNumeric(max) ) {
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max = Roll.replaceFormulaData(max, this.actor.getRollData());
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if ( Roll.MATH_PROXY.safeEval ) max = Roll.MATH_PROXY.safeEval(max);
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}
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data.uses.max = Number(max);
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}
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}
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}
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/* -------------------------------------------- */
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/**
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* Update the derived power DC for an item that requires a saving throw
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* @returns {number|null}
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*/
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getSaveDC() {
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if ( !this.hasSave ) return;
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const save = this.data.data?.save;
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// Actor power-DC based scaling
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if ( save.scaling === "power" ) {
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save.dc = this.isOwned ? getProperty(this.actor.data, "data.attributes.powerdc") : null;
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}
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// Assign labels
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this.labels = labels;
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// Ability-score based scaling
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else if ( save.scaling !== "flat" ) {
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save.dc = this.isOwned ? getProperty(this.actor.data, `data.abilities.${save.scaling}.dc`) : null;
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}
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// Update labels
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const abl = CONFIG.SW5E.abilities[save.ability];
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this.labels.save = game.i18n.format("SW5E.SaveDC", {dc: save.dc || "", ability: abl});
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return save.dc;
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}
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/* -------------------------------------------- */
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@ -250,9 +280,251 @@ export default class Item5e extends Item {
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* @param {string} [rollMode] The roll display mode with which to display (or not) the card
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* @param {boolean} [createMessage] Whether to automatically create a chat message (if true) or simply return
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* the prepared chat message data (if false).
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* @return {Promise}
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* @return {Promise<ChatMessage|object|void>}
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*/
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async roll({configureDialog=true, rollMode=null, createMessage=true}={}) {
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async roll({configureDialog=true, rollMode, createMessage=true}={}) {
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let item = this;
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const actor = this.actor;
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// Reference aspects of the item data necessary for usage
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const id = this.data.data; // Item data
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const hasArea = this.hasAreaTarget; // Is the ability usage an AoE?
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const resource = id.consume || {}; // Resource consumption
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const recharge = id.recharge || {}; // Recharge mechanic
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const uses = id?.uses ?? {}; // Limited uses
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const isPower = this.type === "power"; // Does the item require a power slot?
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const requirePowerSlot = isPower && (id.level > 0) && CONFIG.SW5E.powerUpcastModes.includes(id.preparation.mode);
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// Define follow-up actions resulting from the item usage
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let createMeasuredTemplate = hasArea; // Trigger a template creation
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let consumeRecharge = !!recharge.value; // Consume recharge
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let consumeResource = !!resource.target && (resource.type !== "ammo") // Consume a linked (non-ammo) resource
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let consumePowerSlot = requirePowerSlot; // Consume a power slot
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let consumeUsage = !!uses.per; // Consume limited uses
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let consumeQuantity = uses.autoDestroy; // Consume quantity of the item in lieu of uses
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// Display a configuration dialog to customize the usage
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const needsConfiguration = createMeasuredTemplate || consumeRecharge || consumeResource || consumePowerSlot || consumeUsage;
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if (configureDialog && needsConfiguration) {
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const configuration = await AbilityUseDialog.create(this);
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if (!configuration) return;
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// Determine consumption preferences
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createMeasuredTemplate = Boolean(configuration.placeTemplate);
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consumeUsage = Boolean(configuration.consumeUse);
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consumeRecharge = Boolean(configuration.consumeRecharge);
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consumeResource = Boolean(configuration.consumeResource);
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consumePowerSlot = Boolean(configuration.consumeSlot);
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// Handle power upcasting
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if ( requirePowerSlot ) {
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const slotLevel = configuration.level;
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const powerLevel = slotLevel === "pact" ? actor.data.data.powers.pact.level : parseInt(slotLevel);
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if (powerLevel !== id.level) {
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const upcastData = mergeObject(this.data, {"data.level": powerLevel}, {inplace: false});
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item = this.constructor.createOwned(upcastData, actor); // Replace the item with an upcast version
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}
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if ( consumePowerSlot ) consumePowerSlot = slotLevel === "pact" ? "pact" : `power${powerLevel}`;
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}
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}
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// Determine whether the item can be used by testing for resource consumption
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const usage = item._getUsageUpdates({consumeRecharge, consumeResource, consumePowerSlot, consumeUsage, consumeQuantity});
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if ( !usage ) return;
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const {actorUpdates, itemUpdates, resourceUpdates} = usage;
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// Commit pending data updates
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if ( !isObjectEmpty(itemUpdates) ) await item.update(itemUpdates);
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if ( consumeQuantity && (item.data.data.quantity === 0) ) await item.delete();
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if ( !isObjectEmpty(actorUpdates) ) await actor.update(actorUpdates);
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if ( !isObjectEmpty(resourceUpdates) ) {
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const resource = actor.items.get(id.consume?.target);
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if ( resource ) await resource.update(resourceUpdates);
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}
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// Initiate measured template creation
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if ( createMeasuredTemplate ) {
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const template = AbilityTemplate.fromItem(item);
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if ( template ) template.drawPreview();
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}
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// Create or return the Chat Message data
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return item.displayCard({rollMode, createMessage});
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}
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/* -------------------------------------------- */
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/**
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* Verify that the consumed resources used by an Item are available.
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* Otherwise display an error and return false.
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* @param {boolean} consumeQuantity Consume quantity of the item if other consumption modes are not available?
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* @param {boolean} consumeRecharge Whether the item consumes the recharge mechanic
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* @param {boolean} consumeResource Whether the item consumes a limited resource
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* @param {string|boolean} consumePowerSlot A level of power slot consumed, or false
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* @param {boolean} consumeUsage Whether the item consumes a limited usage
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* @returns {object|boolean} A set of data changes to apply when the item is used, or false
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* @private
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*/
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_getUsageUpdates({consumeQuantity=false, consumeRecharge=false, consumeResource=false, consumePowerSlot=false, consumeUsage=false}) {
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// Reference item data
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const id = this.data.data;
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const actorUpdates = {};
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const itemUpdates = {};
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const resourceUpdates = {};
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// Consume Recharge
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if ( consumeRecharge ) {
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const recharge = id.recharge || {};
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if ( recharge.charged === false ) {
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ui.notifications.warn(game.i18n.format("SW5E.ItemNoUses", {name: this.name}));
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return false;
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}
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itemUpdates["data.recharge.charged"] = false;
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}
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// Consume Limited Resource
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if ( consumeResource ) {
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const canConsume = this._handleConsumeResource(itemUpdates, actorUpdates, resourceUpdates);
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if ( canConsume === false ) return false;
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}
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// Consume Power Slots
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if ( consumePowerSlot ) {
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const level = this.actor?.data.data.powers[consumePowerSlot];
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const powers = Number(level?.value ?? 0);
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if ( powers === 0 ) {
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const label = game.i18n.localize(consumePowerSlot === "pact" ? "SW5E.PowerProgPact" : `SW5E.PowerLevel${id.level}`);
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ui.notifications.warn(game.i18n.format("SW5E.PowerCastNoSlots", {name: this.name, level: label}));
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return false;
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}
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actorUpdates[`data.powers.${consumePowerSlot}.value`] = Math.max(powers - 1, 0);
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}
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// Consume Limited Usage
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if ( consumeUsage ) {
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const uses = id.uses || {};
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const available = Number(uses.value ?? 0);
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let used = false;
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// Reduce usages
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const remaining = Math.max(available - 1, 0);
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if ( available >= 1 ) {
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used = true;
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itemUpdates["data.uses.value"] = remaining;
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}
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// Otherwise reduce quantity
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if ( consumeQuantity && !used ) {
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const q = Number(id.quantity ?? 1);
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if ( q >= 1 ) {
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used = true;
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itemUpdates["data.quantity"] = Math.max(q - 1, 0);
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itemUpdates["data.uses.value"] = uses.max ?? 1;
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}
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}
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// If the item was not used, return a warning
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if ( !used ) {
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ui.notifications.warn(game.i18n.format("SW5E.ItemNoUses", {name: this.name}));
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return false;
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}
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}
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// Return the configured usage
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return {itemUpdates, actorUpdates, resourceUpdates};
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}
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/* -------------------------------------------- */
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/**
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* Handle update actions required when consuming an external resource
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* @param {object} itemUpdates An object of data updates applied to this item
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* @param {object} actorUpdates An object of data updates applied to the item owner (Actor)
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* @param {object} resourceUpdates An object of data updates applied to a different resource item (Item)
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* @return {boolean|void} Return false to block further progress, or return nothing to continue
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* @private
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*/
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_handleConsumeResource(itemUpdates, actorUpdates, resourceUpdates) {
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const actor = this.actor;
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const itemData = this.data.data;
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const consume = itemData.consume || {};
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if ( !consume.type ) return;
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// No consumed target
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const typeLabel = CONFIG.SW5E.abilityConsumptionTypes[consume.type];
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if ( !consume.target ) {
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ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoResource", {name: this.name, type: typeLabel}));
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return false;
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}
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// Identify the consumed resource and its current quantity
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let resource = null;
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let amount = Number(consume.amount ?? 1);
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let quantity = 0;
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switch ( consume.type ) {
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case "attribute":
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resource = getProperty(actor.data.data, consume.target);
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quantity = resource || 0;
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break;
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case "ammo":
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case "material":
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resource = actor.items.get(consume.target);
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quantity = resource ? resource.data.data.quantity : 0;
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break;
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case "charges":
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resource = actor.items.get(consume.target);
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if ( !resource ) break;
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const uses = resource.data.data.uses;
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if ( uses.per && uses.max ) quantity = uses.value;
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else if ( resource.data.data.recharge?.value ) {
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quantity = resource.data.data.recharge.charged ? 1 : 0;
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amount = 1;
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}
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break;
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}
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// Verify that a consumed resource is available
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if ( !resource ) {
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ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoSource", {name: this.name, type: typeLabel}));
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return false;
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}
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// Verify that the required quantity is available
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let remaining = quantity - amount;
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if ( remaining < 0 ) {
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ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoQuantity", {name: this.name, type: typeLabel}));
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return false;
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}
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// Define updates to provided data objects
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switch ( consume.type ) {
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case "attribute":
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actorUpdates[`data.${consume.target}`] = remaining;
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break;
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case "ammo":
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case "material":
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resourceUpdates["data.quantity"] = remaining;
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break;
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case "charges":
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const uses = resource.data.data.uses || {};
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const recharge = resource.data.data.recharge || {};
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if ( uses.per && uses.max ) resourceUpdates["data.uses.value"] = remaining;
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else if ( recharge.value ) resourceUpdates["data.recharge.charged"] = false;
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break;
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}
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}
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/* -------------------------------------------- */
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/**
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* Display the chat card for an Item as a Chat Message
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* @param {object} options Options which configure the display of the item chat card
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* @param {string} rollMode The message visibility mode to apply to the created card
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* @param {boolean} createMessage Whether to automatically create a ChatMessage entity (if true), or only return
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* the prepared message data (if false)
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*/
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async displayCard({rollMode, createMessage=true}={}) {
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// Basic template rendering data
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const token = this.actor.token;
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@ -271,190 +543,31 @@ export default class Item5e extends Item {
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hasAreaTarget: this.hasAreaTarget
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};
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// For feature items, optionally show an ability usage dialog
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if (this.data.type === "feat") {
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let configured = await this._rollFeat(configureDialog);
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if ( configured === false ) return;
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} else if ( this.data.type === "consumable" ) {
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let configured = await this._rollConsumable(configureDialog);
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if ( configured === false ) return;
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}
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// For items which consume a resource, handle that here
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const allowed = await this._handleResourceConsumption({isCard: true, isAttack: false});
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if ( allowed === false ) return;
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// Render the chat card template
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const templateType = ["tool"].includes(this.data.type) ? this.data.type : "item";
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const template = `systems/sw5e/templates/chat/${templateType}-card.html`;
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const html = await renderTemplate(template, templateData);
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// Basic chat message data
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// Create the ChatMessage data object
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const chatData = {
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user: game.user._id,
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type: CONST.CHAT_MESSAGE_TYPES.OTHER,
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content: html,
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flavor: this.data.data.chatFlavor || this.name,
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speaker: {
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actor: this.actor._id,
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token: this.actor.token,
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alias: this.actor.name
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},
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speaker: ChatMessage.getSpeaker({actor: this.actor, token}),
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flags: {"core.canPopout": true}
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};
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// If the consumable was destroyed in the process - embed the item data in the surviving message
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// If the Item was destroyed in the process of displaying its card - embed the item data in the chat message
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if ( (this.data.type === "consumable") && !this.actor.items.has(this.id) ) {
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chatData.flags["sw5e.itemData"] = this.data;
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}
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// Toggle default roll mode
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rollMode = rollMode || game.settings.get("core", "rollMode");
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if ( ["gmroll", "blindroll"].includes(rollMode) ) chatData["whisper"] = ChatMessage.getWhisperRecipients("GM");
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if ( rollMode === "blindroll" ) chatData["blind"] = true;
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// Apply the roll mode to adjust message visibility
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ChatMessage.applyRollMode(chatData, rollMode || game.settings.get("core", "rollMode"));
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// Create the chat message
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if ( createMessage ) return ChatMessage.create(chatData);
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else return chatData;
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}
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/* -------------------------------------------- */
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/**
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* For items which consume a resource, handle the consumption of that resource when the item is used.
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* There are four types of ability consumptions which are handled:
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* 1. Ammunition (on attack rolls)
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* 2. Attributes (on card usage)
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* 3. Materials (on card usage)
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* 4. Item Charges (on card usage)
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*
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* @param {boolean} isCard Is the item card being played?
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* @param {boolean} isAttack Is an attack roll being made?
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* @return {Promise<boolean>} Can the item card or attack roll be allowed to proceed?
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* @private
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*/
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async _handleResourceConsumption({isCard=false, isAttack=false}={}) {
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const itemData = this.data.data;
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const consume = itemData.consume || {};
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if ( !consume.type ) return true;
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const actor = this.actor;
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const typeLabel = CONFIG.SW5E.abilityConsumptionTypes[consume.type];
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// Only handle certain types for certain actions
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if ( ((consume.type === "ammo") && !isAttack ) || ((consume.type !== "ammo") && !isCard) ) return true;
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// No consumed target set
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if ( !consume.target ) {
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ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoResource", {name: this.name, type: typeLabel}));
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return false;
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}
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// Identify the consumed resource and it's quantity
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let consumed = null;
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let amount = parseInt(consume.amount || 1);
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let quantity = 0;
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switch ( consume.type ) {
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case "attribute":
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consumed = getProperty(actor.data.data, consume.target);
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quantity = consumed || 0;
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break;
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case "ammo":
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case "material":
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||||
consumed = actor.items.get(consume.target);
|
||||
quantity = consumed ? consumed.data.data.quantity : 0;
|
||||
break;
|
||||
case "charges":
|
||||
consumed = actor.items.get(consume.target);
|
||||
if ( !consumed ) break;
|
||||
const uses = consumed.data.data.uses;
|
||||
if ( uses.per && uses.max ) quantity = uses.value;
|
||||
else if ( consumed.data.data.recharge?.value ) {
|
||||
quantity = consumed.data.data.recharge.charged ? 1 : 0;
|
||||
amount = 1;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
// Verify that the consumed resource is available
|
||||
if ( [null, undefined].includes(consumed) ) {
|
||||
ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoSource", {name: this.name, type: typeLabel}));
|
||||
return false;
|
||||
}
|
||||
let remaining = quantity - amount;
|
||||
if ( remaining < 0) {
|
||||
ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoQuantity", {name: this.name, type: typeLabel}));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Update the consumed resource
|
||||
switch ( consume.type ) {
|
||||
case "attribute":
|
||||
await this.actor.update({[`data.${consume.target}`]: remaining});
|
||||
break;
|
||||
case "ammo":
|
||||
case "material":
|
||||
await consumed.update({"data.quantity": remaining});
|
||||
break;
|
||||
case "charges":
|
||||
const uses = consumed.data.data.uses || {};
|
||||
const recharge = consumed.data.data.recharge || {};
|
||||
if ( uses.per && uses.max ) await consumed.update({"data.uses.value": remaining});
|
||||
else if ( recharge.value ) await consumed.update({"data.recharge.charged": false});
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Additional rolling steps when rolling a feat-type item
|
||||
* @private
|
||||
* @return {boolean} whether the roll should be prevented
|
||||
*/
|
||||
async _rollFeat(configureDialog) {
|
||||
if ( this.data.type !== "feat" ) throw new Error("Wrong Item type");
|
||||
|
||||
// Configure whether to consume a limited use or to place a template
|
||||
const charge = this.data.data.recharge;
|
||||
const uses = this.data.data.uses;
|
||||
let usesCharges = !!uses.per && !!uses.max;
|
||||
let placeTemplate = false;
|
||||
let consume = charge.value || usesCharges;
|
||||
|
||||
// Determine whether the feat uses charges
|
||||
configureDialog = configureDialog && (consume || this.hasAreaTarget);
|
||||
if ( configureDialog ) {
|
||||
const usage = await AbilityUseDialog.create(this);
|
||||
if ( usage === null ) return false;
|
||||
consume = Boolean(usage.get("consumeUse"));
|
||||
placeTemplate = Boolean(usage.get("placeTemplate"));
|
||||
}
|
||||
|
||||
// Update Item data
|
||||
const current = getProperty(this.data, "data.uses.value") || 0;
|
||||
if ( consume && charge.value ) {
|
||||
if ( !charge.charged ) {
|
||||
ui.notifications.warn(game.i18n.format("SW5E.ItemNoUses", {name: this.name}));
|
||||
return false;
|
||||
}
|
||||
else await this.update({"data.recharge.charged": false});
|
||||
}
|
||||
else if ( consume && usesCharges ) {
|
||||
if ( uses.value <= 0 ) {
|
||||
ui.notifications.warn(game.i18n.format("SW5E.ItemNoUses", {name: this.name}));
|
||||
return false;
|
||||
}
|
||||
await this.update({"data.uses.value": Math.max(current - 1, 0)});
|
||||
}
|
||||
|
||||
// Maybe initiate template placement workflow
|
||||
if ( this.hasAreaTarget && placeTemplate ) {
|
||||
const template = AbilityTemplate.fromItem(this);
|
||||
if ( template ) template.drawPreview();
|
||||
if ( this.owner && this.owner.sheet ) this.owner.sheet.minimize();
|
||||
}
|
||||
return true;
|
||||
// Create the Chat Message or return its data
|
||||
return createMessage ? ChatMessage.create(chatData) : chatData;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
@ -478,8 +591,9 @@ export default class Item5e extends Item {
|
|||
const fn = this[`_${this.data.type}ChatData`];
|
||||
if ( fn ) fn.bind(this)(data, labels, props);
|
||||
|
||||
// General equipment properties
|
||||
// Equipment properties
|
||||
if ( data.hasOwnProperty("equipped") && !["loot", "tool"].includes(this.data.type) ) {
|
||||
if ( data.attunement === 1 ) props.push(game.i18n.localize(CONFIG.SW5E.attunements[1]));
|
||||
props.push(
|
||||
game.i18n.localize(data.equipped ? "SW5E.Equipped" : "SW5E.Unequipped"),
|
||||
game.i18n.localize(data.proficient ? "SW5E.Proficient" : "SW5E.NotProficient"),
|
||||
|
@ -614,7 +728,7 @@ export default class Item5e extends Item {
|
|||
|
||||
// Define Roll bonuses
|
||||
const parts = [`@mod`];
|
||||
if ( (this.data.type !== "weapon") || itemData.proficient ) {
|
||||
if ( !["weapon", "consumable"].includes(this.data.type) || itemData.proficient ) {
|
||||
parts.push("@prof");
|
||||
}
|
||||
|
||||
|
@ -625,9 +739,11 @@ export default class Item5e extends Item {
|
|||
|
||||
// Ammunition Bonus
|
||||
delete this._ammo;
|
||||
let ammo = null;
|
||||
let ammoUpdate = null;
|
||||
const consume = itemData.consume;
|
||||
if ( consume?.type === "ammo" ) {
|
||||
const ammo = this.actor.items.get(consume.target);
|
||||
ammo = this.actor.items.get(consume.target);
|
||||
if(ammo?.data){
|
||||
const q = ammo.data.data.quantity;
|
||||
const consumeAmount = consume.amount ?? 0;
|
||||
|
@ -641,6 +757,11 @@ export default class Item5e extends Item {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Get pending ammunition update
|
||||
const usage = this._getUsageUpdates({consumeResource: true});
|
||||
if ( usage === false ) return null;
|
||||
ammoUpdate = usage.resourceUpdates || {};
|
||||
}
|
||||
|
||||
// Compose roll options
|
||||
|
@ -681,9 +802,8 @@ export default class Item5e extends Item {
|
|||
const roll = await d20Roll(rollConfig);
|
||||
if ( roll === false ) return null;
|
||||
|
||||
// Handle resource consumption if the attack roll was made
|
||||
const allowed = await this._handleResourceConsumption({isCard: false, isAttack: true});
|
||||
if ( allowed === false ) return null;
|
||||
// Commit ammunition consumption on attack rolls resource consumption if the attack roll was made
|
||||
if ( ammo && !isObjectEmpty(ammoUpdate) ) await ammo.update(ammoUpdate);
|
||||
return roll;
|
||||
}
|
||||
|
||||
|
@ -693,12 +813,13 @@ export default class Item5e extends Item {
|
|||
* Place a damage roll using an item (weapon, feat, power, or equipment)
|
||||
* Rely upon the damageRoll logic for the core implementation.
|
||||
* @param {MouseEvent} [event] An event which triggered this roll, if any
|
||||
* @param {boolean} [critical] Should damage be rolled as a critical hit?
|
||||
* @param {number} [powerLevel] If the item is a power, override the level for damage scaling
|
||||
* @param {boolean} [versatile] If the item is a weapon, roll damage using the versatile formula
|
||||
* @param {object} [options] Additional options passed to the damageRoll function
|
||||
* @return {Promise<Roll>} A Promise which resolves to the created Roll instance
|
||||
*/
|
||||
rollDamage({event, powerLevel=null, versatile=false, options={}}={}) {
|
||||
rollDamage({critical=false, event=null, powerLevel=null, versatile=false, options={}}={}) {
|
||||
if ( !this.hasDamage ) throw new Error("You may not make a Damage Roll with this Item.");
|
||||
const itemData = this.data.data;
|
||||
const actorData = this.actor.data.data;
|
||||
|
@ -712,10 +833,12 @@ export default class Item5e extends Item {
|
|||
// Configure the damage roll
|
||||
const title = `${this.name} - ${game.i18n.localize("SW5E.DamageRoll")}`;
|
||||
const rollConfig = {
|
||||
event: event,
|
||||
parts: parts,
|
||||
actor: this.actor,
|
||||
critical: critical ?? event?.altKey ?? false,
|
||||
data: rollData,
|
||||
event: event,
|
||||
fastForward: event ? event.shiftKey || event.altKey || event.ctrlKey || event.metaKey : false,
|
||||
parts: parts,
|
||||
title: title,
|
||||
flavor: this.labels.damageTypes.length ? `${title} (${this.labels.damageTypes})` : title,
|
||||
speaker: ChatMessage.getSpeaker({actor: this.actor}),
|
||||
|
@ -864,74 +987,6 @@ export default class Item5e extends Item {
|
|||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Use a consumable item, deducting from the quantity or charges of the item.
|
||||
* @param {boolean} configureDialog Whether to show a configuration dialog
|
||||
* @return {boolean} Whether further execution should be prevented
|
||||
* @private
|
||||
*/
|
||||
async _rollConsumable(configureDialog) {
|
||||
if ( this.data.type !== "consumable" ) throw new Error("Wrong Item type");
|
||||
const itemData = this.data.data;
|
||||
|
||||
// Determine whether to deduct uses of the item
|
||||
const uses = itemData.uses || {};
|
||||
const autoDestroy = uses.autoDestroy;
|
||||
let usesCharges = !!uses.per && (uses.max > 0);
|
||||
const recharge = itemData.recharge || {};
|
||||
const usesRecharge = !!recharge.value;
|
||||
|
||||
// Display a configuration dialog to confirm the usage
|
||||
let placeTemplate = false;
|
||||
let consume = uses.autoUse || true;
|
||||
if ( configureDialog ) {
|
||||
const usage = await AbilityUseDialog.create(this);
|
||||
if ( usage === null ) return false;
|
||||
consume = Boolean(usage.get("consumeUse"));
|
||||
placeTemplate = Boolean(usage.get("placeTemplate"));
|
||||
}
|
||||
|
||||
// Update Item data
|
||||
if ( consume ) {
|
||||
const current = uses.value || 0;
|
||||
const remaining = usesCharges ? Math.max(current - 1, 0) : current;
|
||||
if ( usesRecharge ) await this.update({"data.recharge.charged": false});
|
||||
else {
|
||||
const q = itemData.quantity;
|
||||
// Case 1, reduce charges
|
||||
if ( remaining ) {
|
||||
await this.update({"data.uses.value": remaining});
|
||||
}
|
||||
// Case 2, reduce quantity
|
||||
else if ( q > 1 ) {
|
||||
await this.update({"data.quantity": q - 1, "data.uses.value": uses.max || 0});
|
||||
}
|
||||
// Case 3, destroy the item
|
||||
else if ( (q <= 1) && autoDestroy ) {
|
||||
await this.actor.deleteOwnedItem(this.id);
|
||||
}
|
||||
// Case 4, reduce item to 0 quantity and 0 charges
|
||||
else if ( (q === 1) ) {
|
||||
await this.update({"data.quantity": q - 1, "data.uses.value": 0});
|
||||
}
|
||||
// Case 5, item unusable, display warning and do nothing
|
||||
else {
|
||||
ui.notifications.warn(game.i18n.format("SW5E.ItemNoUses", {name: this.name}));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Maybe initiate template placement workflow
|
||||
if ( this.hasAreaTarget && placeTemplate ) {
|
||||
const template = AbilityTemplate.fromItem(this);
|
||||
if ( template ) template.drawPreview();
|
||||
if ( this.owner && this.owner.sheet ) this.owner.sheet.minimize();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Perform an ability recharge test for an item which uses the d6 recharge mechanic
|
||||
* @return {Promise<Roll>} A Promise which resolves to the created Roll instance
|
||||
|
@ -1065,9 +1120,14 @@ export default class Item5e extends Item {
|
|||
case "attack":
|
||||
await item.rollAttack({event}); break;
|
||||
case "damage":
|
||||
await item.rollDamage({event, powerLevel}); break;
|
||||
case "versatile":
|
||||
await item.rollDamage({event, powerLevel, versatile: true}); break;
|
||||
await item.rollDamage({
|
||||
critical: event.altKey,
|
||||
event: event,
|
||||
powerLevel: powerLevel,
|
||||
versatile: action === "versatile"
|
||||
});
|
||||
break;
|
||||
case "formula":
|
||||
await item.rollFormula({event, powerLevel}); break;
|
||||
case "save":
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue