forked from GitHub-Mirrors/foundry-sw5e
DND5e Core 1.2.3
DND5e Core 1.2.3 modded to SW5e System
This commit is contained in:
parent
063f924183
commit
c208552f70
9 changed files with 82 additions and 68 deletions
|
@ -459,8 +459,8 @@ export default class Actor5e extends Actor {
|
|||
return weight + (q * w);
|
||||
}, 0);
|
||||
|
||||
// [Optional] add Currency Weight
|
||||
if ( game.settings.get("sw5e", "currencyWeight") ) {
|
||||
// [Optional] add Currency Weight (for non-transformed actors)
|
||||
if ( game.settings.get("sw5e", "currencyWeight") && actorData.data.currency ) {
|
||||
const currency = actorData.data.currency;
|
||||
const numCoins = Object.values(currency).reduce((val, denom) => val += Math.max(denom, 0), 0);
|
||||
weight += numCoins / CONFIG.SW5E.encumbrance.currencyPerWeight;
|
||||
|
@ -554,41 +554,56 @@ export default class Actor5e extends Actor {
|
|||
const isNPC = this.data.type === 'npc';
|
||||
let initial = {};
|
||||
switch ( itemData.type ) {
|
||||
|
||||
case "weapon":
|
||||
initial["data.equipped"] = isNPC; // NPCs automatically equip weapons
|
||||
let hasWeaponProf = isNPC; // NPCs automatically have weapon proficiency
|
||||
if ( !isNPC ) {
|
||||
const weaponProf = {
|
||||
"natural": true,
|
||||
"simpleM": "sim",
|
||||
"simpleR": "sim",
|
||||
"martialM": "mar",
|
||||
"martialR": "mar"
|
||||
}[itemData.data?.weaponType];
|
||||
const actorWeaponProfs = this.data.data.traits?.weaponProf?.value || [];
|
||||
hasWeaponProf = (weaponProf === true) || actorWeaponProfs.includes(weaponProf);
|
||||
if ( getProperty(itemData, "data.equipped") === undefined ) {
|
||||
initial["data.equipped"] = isNPC; // NPCs automatically equip weapons
|
||||
}
|
||||
if ( getProperty(itemData, "data.proficient") === undefined ) {
|
||||
if ( isNPC ) {
|
||||
initial["data.proficient"] = true; // NPCs automatically have equipment proficiency
|
||||
} else {
|
||||
const weaponProf = {
|
||||
"natural": true,
|
||||
"simpleM": "sim",
|
||||
"simpleR": "sim",
|
||||
"martialM": "mar",
|
||||
"martialR": "mar"
|
||||
}[itemData.data?.weaponType]; // Player characters check proficiency
|
||||
const actorWeaponProfs = this.data.data.traits?.weaponProf?.value || [];
|
||||
const hasWeaponProf = (weaponProf === true) || actorWeaponProfs.includes(weaponProf);
|
||||
initial["data.proficient"] = hasWeaponProf;
|
||||
}
|
||||
}
|
||||
initial["data.proficient"] = hasWeaponProf;
|
||||
break;
|
||||
|
||||
case "equipment":
|
||||
initial["data.equipped"] = isNPC; // NPCs automatically equip equipment
|
||||
let hasEquipmentProf = isNPC; // NPCs automatically have equipment proficiency
|
||||
if ( !isNPC ) {
|
||||
const armorProf = {
|
||||
"natural": true,
|
||||
"clothing": true,
|
||||
"light": "lgt",
|
||||
"medium": "med",
|
||||
"heavy": "hvy",
|
||||
"shield": "shl"
|
||||
}[itemData.data?.armor?.type];
|
||||
const actorArmorProfs = this.data.data.traits?.armorProf?.value || [];
|
||||
hasEquipmentProf = (armorProf === true) || actorArmorProfs.includes(armorProf);
|
||||
if ( getProperty(itemData, "data.equipped") === undefined ) {
|
||||
initial["data.equipped"] = isNPC; // NPCs automatically equip equipment
|
||||
}
|
||||
if ( getProperty(itemData, "data.proficient") === undefined ) {
|
||||
if ( isNPC ) {
|
||||
initial["data.proficient"] = true; // NPCs automatically have equipment proficiency
|
||||
} else {
|
||||
const armorProf = {
|
||||
"natural": true,
|
||||
"clothing": true,
|
||||
"light": "lgt",
|
||||
"medium": "med",
|
||||
"heavy": "hvy",
|
||||
"shield": "shl"
|
||||
}[itemData.data?.armor?.type]; // Player characters check proficiency
|
||||
const actorArmorProfs = this.data.data.traits?.armorProf?.value || [];
|
||||
const hasEquipmentProf = (armorProf === true) || actorArmorProfs.includes(armorProf);
|
||||
initial["data.proficient"] = hasEquipmentProf;
|
||||
}
|
||||
}
|
||||
initial["data.proficient"] = hasEquipmentProf;
|
||||
break;
|
||||
|
||||
case "power":
|
||||
initial["data.prepared"] = true; // NPCs automatically prepare powers
|
||||
if ( getProperty(itemData, "data.proficient") === undefined ) {
|
||||
initial["data.prepared"] = isNPC; // NPCs automatically prepare powers
|
||||
}
|
||||
break;
|
||||
}
|
||||
mergeObject(itemData, initial);
|
||||
|
@ -1108,7 +1123,7 @@ export default class Actor5e extends Actor {
|
|||
|
||||
// Recover power slots
|
||||
for ( let [k, v] of Object.entries(data.powers) ) {
|
||||
updateData[`data.powers.${k}.value`] = !Number.isNaN(v.override) ? v.override : (v.max ?? 0);
|
||||
updateData[`data.powers.${k}.value`] = Number.isNumeric(v.override) ? v.override : (v.max ?? 0);
|
||||
}
|
||||
|
||||
// Recover pact slots.
|
||||
|
@ -1232,10 +1247,10 @@ export default class Actor5e extends Actor {
|
|||
}
|
||||
|
||||
// Get the original Actor data and the new source data
|
||||
const o = this.toJSON();
|
||||
const o = duplicate(this.toJSON());
|
||||
o.flags.sw5e = o.flags.sw5e || {};
|
||||
o.flags.sw5e.transformOptions = {mergeSkills, mergeSaves};
|
||||
const source = target.toJSON();
|
||||
const source = duplicate(target.toJSON());
|
||||
|
||||
// Prepare new data to merge from the source
|
||||
const d = {
|
||||
|
@ -1266,7 +1281,7 @@ export default class Actor5e extends Actor {
|
|||
// Handle wildcard
|
||||
if ( source.token.randomImg ) {
|
||||
const images = await target.getTokenImages();
|
||||
d.token.img = images[0];
|
||||
d.token.img = images[Math.floor(Math.random() * images.length)];
|
||||
}
|
||||
|
||||
// Keep Token configurations
|
||||
|
@ -1350,7 +1365,7 @@ export default class Actor5e extends Actor {
|
|||
newTokenData.actorId = newActor.id;
|
||||
return newTokenData;
|
||||
});
|
||||
return canvas.scene.updateEmbeddedEntity("Token", updates);
|
||||
return canvas.scene?.updateEmbeddedEntity("Token", updates);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
|
|
@ -619,6 +619,11 @@ export default class ActorSheet5e extends ActorSheet {
|
|||
itemData = scroll.data;
|
||||
}
|
||||
|
||||
// Ignore certain statuses
|
||||
if ( itemData.data ) {
|
||||
["attunement", "equipped", "proficient", "prepared"].forEach(k => delete itemData.data[k]);
|
||||
}
|
||||
|
||||
// Create the owned item as normal
|
||||
return super._onDropItemCreate(itemData);
|
||||
}
|
||||
|
|
|
@ -168,6 +168,8 @@ export default class AbilityUseDialog extends Dialog {
|
|||
type: item.data.consumableType,
|
||||
value: uses.value,
|
||||
quantity: item.data.quantity,
|
||||
max: uses.max,
|
||||
per: CONFIG.SW5E.limitedUsePeriods[uses.per]
|
||||
});
|
||||
}
|
||||
|
||||
|
|
|
@ -66,7 +66,7 @@ export const displayChatActionButtons = function(message, html, data) {
|
|||
export const addChatMessageContextOptions = function(html, options) {
|
||||
let canApply = li => {
|
||||
const message = game.messages.get(li.data("messageId"));
|
||||
return message.isRoll && message.isContentVisible && canvas.tokens.controlled.length;
|
||||
return message?.isRoll && message?.isContentVisible && canvas?.tokens.controlled.length;
|
||||
};
|
||||
options.push(
|
||||
{
|
||||
|
@ -103,15 +103,16 @@ export const addChatMessageContextOptions = function(html, options) {
|
|||
* Apply rolled dice damage to the token or tokens which are currently controlled.
|
||||
* This allows for damage to be scaled by a multiplier to account for healing, critical hits, or resistance
|
||||
*
|
||||
* @param {HTMLElement} roll The chat entry which contains the roll data
|
||||
* @param {HTMLElement} li The chat entry which contains the roll data
|
||||
* @param {Number} multiplier A damage multiplier to apply to the rolled damage.
|
||||
* @return {Promise}
|
||||
*/
|
||||
function applyChatCardDamage(roll, multiplier) {
|
||||
const amount = roll.find('.dice-total').text();
|
||||
function applyChatCardDamage(li, multiplier) {
|
||||
const message = game.messages.get(li.data("messageId"));
|
||||
const roll = message.roll;
|
||||
return Promise.all(canvas.tokens.controlled.map(t => {
|
||||
const a = t.actor;
|
||||
return a.applyDamage(amount, multiplier);
|
||||
return a.applyDamage(roll.total, multiplier);
|
||||
}));
|
||||
}
|
||||
|
||||
|
|
|
@ -12,7 +12,7 @@ export const _getInitiativeFormula = function(combatant) {
|
|||
|
||||
let nd = 1;
|
||||
let mods = "";
|
||||
|
||||
|
||||
if (actor.getFlag("sw5e", "halflingLucky")) mods += "r1=1";
|
||||
if (actor.getFlag("sw5e", "initiativeAdv")) {
|
||||
nd = 2;
|
||||
|
@ -26,15 +26,3 @@ export const _getInitiativeFormula = function(combatant) {
|
|||
if ( tiebreaker ) parts.push(actor.data.data.abilities.dex.value / 100);
|
||||
return parts.filter(p => p !== null).join(" + ");
|
||||
};
|
||||
|
||||
/**
|
||||
* When the Combat encounter updates - re-render open Actor sheets for combatants in the encounter.
|
||||
*/
|
||||
Hooks.on("updateCombat", (combat, data, options, userId) => {
|
||||
const updateTurn = ("turn" in data) || ("round" in data);
|
||||
if ( !updateTurn ) return;
|
||||
for ( let t of combat.turns ) {
|
||||
const a = t.actor;
|
||||
if ( t.actor ) t.actor.sheet.render(false);
|
||||
}
|
||||
});
|
||||
|
|
|
@ -42,7 +42,7 @@ export function simplifyRollFormula(formula, data, {constantFirst = false} = {})
|
|||
|
||||
const parts = constantFirst ? // Order the rollable and constant terms, either constant first or second depending on the optional argumen
|
||||
[constantPart, rollableFormula] : [rollableFormula, constantPart];
|
||||
|
||||
|
||||
// Join the parts with a + sign, pass them to `Roll` once again to clean up the formula
|
||||
return new Roll(parts.filterJoin(" + ")).formula;
|
||||
}
|
||||
|
@ -52,7 +52,7 @@ export function simplifyRollFormula(formula, data, {constantFirst = false} = {})
|
|||
/**
|
||||
* Only some terms are supported by simplifyRollFormula, this method returns true when the term is not supported.
|
||||
* @param {*} term - A single Dice term to check support on
|
||||
* @return {Boolean} True when unsupported, false if supported
|
||||
* @return {Boolean} True when unsupported, false if supported
|
||||
*/
|
||||
function _isUnsupportedTerm(term) {
|
||||
const diceTerm = term instanceof DiceTerm;
|
||||
|
@ -110,8 +110,8 @@ export async function d20Roll({parts=[], data={}, event={}, rollMode=null, templ
|
|||
let adv = 0;
|
||||
fastForward = fastForward ?? (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
|
||||
if (fastForward) {
|
||||
if ( advantage || event.altKey ) adv = 1;
|
||||
else if ( disadvantage || event.ctrlKey || event.metaKey ) adv = -1;
|
||||
if ( advantage ?? event.altKey ) adv = 1;
|
||||
else if ( disadvantage ?? (event.ctrlKey || event.metaKey) ) adv = -1;
|
||||
}
|
||||
|
||||
// Define the inner roll function
|
||||
|
|
|
@ -222,12 +222,14 @@ export default class Item5e extends Item {
|
|||
|
||||
// Item Actions
|
||||
if ( data.hasOwnProperty("actionType") ) {
|
||||
// if this item is owned, we populate the label and saving throw during actor init
|
||||
if (!this.isOwned) {
|
||||
// Saving throws
|
||||
this.getSaveDC();
|
||||
|
||||
// Saving throws
|
||||
this.getSaveDC();
|
||||
|
||||
// To Hit
|
||||
this.getAttackToHit();
|
||||
// To Hit
|
||||
this.getAttackToHit();
|
||||
}
|
||||
|
||||
// Damage
|
||||
let dam = data.damage || {};
|
||||
|
@ -283,7 +285,7 @@ export default class Item5e extends Item {
|
|||
* - item's actor's proficiency bonus if applicable
|
||||
* - item's actor's global bonuses to the given item type
|
||||
* - item's ammunition if applicable
|
||||
*
|
||||
*
|
||||
* @returns {Object} returns `rollData` and `parts` to be used in the item's Attack roll
|
||||
*/
|
||||
getAttackToHit() {
|
||||
|
@ -886,7 +888,8 @@ export default class Item5e extends Item {
|
|||
if ( powerLevel ) rollData.item.level = powerLevel;
|
||||
|
||||
// Configure the damage roll
|
||||
const title = `${this.name} - ${game.i18n.localize("SW5E.DamageRoll")}`;
|
||||
const actionFlavor = game.i18n.localize(itemData.actionType === "heal" ? "SW5E.Healing" : "SW5E.DamageRoll");
|
||||
const title = `${this.name} - ${actionFlavor}`;
|
||||
const rollConfig = {
|
||||
actor: this.actor,
|
||||
critical: critical ?? event?.altKey ?? false,
|
||||
|
|
File diff suppressed because one or more lines are too long
|
@ -2,7 +2,7 @@
|
|||
"name": "sw5e",
|
||||
"title": "SW5e - Fifth Edition System",
|
||||
"description": "A system for playing the fifth edition of the worlds most popular role-playing game in the Foundry Virtual Tabletop environment.",
|
||||
"version": "1.2.2",
|
||||
"version": "1.2.3",
|
||||
"author": "Atropos",
|
||||
"scripts": [],
|
||||
"esmodules": ["sw5e.js"],
|
||||
|
@ -95,5 +95,5 @@
|
|||
"compatibleCoreVersion": "0.7.9",
|
||||
"url": "https://gitlab.com/foundrynet/sw5e",
|
||||
"manifest": "https://gitlab.com/foundrynet/sw5e/raw/master/system.json",
|
||||
"download": "https://gitlab.com/foundrynet/sw5e/-/archive/release-1.2.2/sw5e-release-1.2.2.zip"
|
||||
"download": "https://gitlab.com/foundrynet/sw5e/-/archive/release-1.2.3/sw5e-release-1.2.3.zip"
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue