forked from GitHub-Mirrors/foundry-sw5e
DND5e Core 1.2.3
DND5e Core 1.2.3 modded to SW5e System
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063f924183
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c208552f70
9 changed files with 82 additions and 68 deletions
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@ -459,8 +459,8 @@ export default class Actor5e extends Actor {
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return weight + (q * w);
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return weight + (q * w);
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}, 0);
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}, 0);
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// [Optional] add Currency Weight
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// [Optional] add Currency Weight (for non-transformed actors)
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if ( game.settings.get("sw5e", "currencyWeight") ) {
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if ( game.settings.get("sw5e", "currencyWeight") && actorData.data.currency ) {
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const currency = actorData.data.currency;
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const currency = actorData.data.currency;
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const numCoins = Object.values(currency).reduce((val, denom) => val += Math.max(denom, 0), 0);
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const numCoins = Object.values(currency).reduce((val, denom) => val += Math.max(denom, 0), 0);
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weight += numCoins / CONFIG.SW5E.encumbrance.currencyPerWeight;
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weight += numCoins / CONFIG.SW5E.encumbrance.currencyPerWeight;
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@ -554,26 +554,37 @@ export default class Actor5e extends Actor {
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const isNPC = this.data.type === 'npc';
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const isNPC = this.data.type === 'npc';
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let initial = {};
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let initial = {};
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switch ( itemData.type ) {
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switch ( itemData.type ) {
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case "weapon":
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case "weapon":
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if ( getProperty(itemData, "data.equipped") === undefined ) {
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initial["data.equipped"] = isNPC; // NPCs automatically equip weapons
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initial["data.equipped"] = isNPC; // NPCs automatically equip weapons
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let hasWeaponProf = isNPC; // NPCs automatically have weapon proficiency
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}
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if ( !isNPC ) {
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if ( getProperty(itemData, "data.proficient") === undefined ) {
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if ( isNPC ) {
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initial["data.proficient"] = true; // NPCs automatically have equipment proficiency
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} else {
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const weaponProf = {
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const weaponProf = {
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"natural": true,
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"natural": true,
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"simpleM": "sim",
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"simpleM": "sim",
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"simpleR": "sim",
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"simpleR": "sim",
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"martialM": "mar",
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"martialM": "mar",
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"martialR": "mar"
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"martialR": "mar"
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}[itemData.data?.weaponType];
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}[itemData.data?.weaponType]; // Player characters check proficiency
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const actorWeaponProfs = this.data.data.traits?.weaponProf?.value || [];
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const actorWeaponProfs = this.data.data.traits?.weaponProf?.value || [];
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hasWeaponProf = (weaponProf === true) || actorWeaponProfs.includes(weaponProf);
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const hasWeaponProf = (weaponProf === true) || actorWeaponProfs.includes(weaponProf);
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}
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initial["data.proficient"] = hasWeaponProf;
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initial["data.proficient"] = hasWeaponProf;
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}
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}
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break;
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break;
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case "equipment":
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case "equipment":
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if ( getProperty(itemData, "data.equipped") === undefined ) {
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initial["data.equipped"] = isNPC; // NPCs automatically equip equipment
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initial["data.equipped"] = isNPC; // NPCs automatically equip equipment
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let hasEquipmentProf = isNPC; // NPCs automatically have equipment proficiency
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}
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if ( !isNPC ) {
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if ( getProperty(itemData, "data.proficient") === undefined ) {
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if ( isNPC ) {
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initial["data.proficient"] = true; // NPCs automatically have equipment proficiency
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} else {
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const armorProf = {
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const armorProf = {
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"natural": true,
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"natural": true,
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"clothing": true,
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"clothing": true,
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@ -581,14 +592,18 @@ export default class Actor5e extends Actor {
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"medium": "med",
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"medium": "med",
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"heavy": "hvy",
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"heavy": "hvy",
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"shield": "shl"
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"shield": "shl"
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}[itemData.data?.armor?.type];
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}[itemData.data?.armor?.type]; // Player characters check proficiency
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const actorArmorProfs = this.data.data.traits?.armorProf?.value || [];
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const actorArmorProfs = this.data.data.traits?.armorProf?.value || [];
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hasEquipmentProf = (armorProf === true) || actorArmorProfs.includes(armorProf);
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const hasEquipmentProf = (armorProf === true) || actorArmorProfs.includes(armorProf);
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}
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initial["data.proficient"] = hasEquipmentProf;
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initial["data.proficient"] = hasEquipmentProf;
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}
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}
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break;
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break;
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case "power":
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case "power":
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initial["data.prepared"] = true; // NPCs automatically prepare powers
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if ( getProperty(itemData, "data.proficient") === undefined ) {
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initial["data.prepared"] = isNPC; // NPCs automatically prepare powers
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}
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break;
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break;
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}
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}
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mergeObject(itemData, initial);
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mergeObject(itemData, initial);
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@ -1108,7 +1123,7 @@ export default class Actor5e extends Actor {
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// Recover power slots
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// Recover power slots
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for ( let [k, v] of Object.entries(data.powers) ) {
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for ( let [k, v] of Object.entries(data.powers) ) {
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updateData[`data.powers.${k}.value`] = !Number.isNaN(v.override) ? v.override : (v.max ?? 0);
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updateData[`data.powers.${k}.value`] = Number.isNumeric(v.override) ? v.override : (v.max ?? 0);
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}
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}
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// Recover pact slots.
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// Recover pact slots.
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@ -1232,10 +1247,10 @@ export default class Actor5e extends Actor {
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}
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}
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// Get the original Actor data and the new source data
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// Get the original Actor data and the new source data
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const o = this.toJSON();
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const o = duplicate(this.toJSON());
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o.flags.sw5e = o.flags.sw5e || {};
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o.flags.sw5e = o.flags.sw5e || {};
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o.flags.sw5e.transformOptions = {mergeSkills, mergeSaves};
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o.flags.sw5e.transformOptions = {mergeSkills, mergeSaves};
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const source = target.toJSON();
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const source = duplicate(target.toJSON());
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// Prepare new data to merge from the source
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// Prepare new data to merge from the source
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const d = {
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const d = {
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@ -1266,7 +1281,7 @@ export default class Actor5e extends Actor {
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// Handle wildcard
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// Handle wildcard
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if ( source.token.randomImg ) {
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if ( source.token.randomImg ) {
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const images = await target.getTokenImages();
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const images = await target.getTokenImages();
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d.token.img = images[0];
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d.token.img = images[Math.floor(Math.random() * images.length)];
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}
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}
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// Keep Token configurations
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// Keep Token configurations
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@ -1350,7 +1365,7 @@ export default class Actor5e extends Actor {
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newTokenData.actorId = newActor.id;
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newTokenData.actorId = newActor.id;
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return newTokenData;
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return newTokenData;
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});
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});
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return canvas.scene.updateEmbeddedEntity("Token", updates);
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return canvas.scene?.updateEmbeddedEntity("Token", updates);
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}
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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@ -619,6 +619,11 @@ export default class ActorSheet5e extends ActorSheet {
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itemData = scroll.data;
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itemData = scroll.data;
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}
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}
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// Ignore certain statuses
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if ( itemData.data ) {
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["attunement", "equipped", "proficient", "prepared"].forEach(k => delete itemData.data[k]);
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}
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// Create the owned item as normal
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// Create the owned item as normal
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return super._onDropItemCreate(itemData);
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return super._onDropItemCreate(itemData);
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}
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}
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@ -168,6 +168,8 @@ export default class AbilityUseDialog extends Dialog {
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type: item.data.consumableType,
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type: item.data.consumableType,
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value: uses.value,
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value: uses.value,
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quantity: item.data.quantity,
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quantity: item.data.quantity,
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max: uses.max,
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per: CONFIG.SW5E.limitedUsePeriods[uses.per]
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});
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});
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}
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}
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@ -66,7 +66,7 @@ export const displayChatActionButtons = function(message, html, data) {
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export const addChatMessageContextOptions = function(html, options) {
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export const addChatMessageContextOptions = function(html, options) {
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let canApply = li => {
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let canApply = li => {
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const message = game.messages.get(li.data("messageId"));
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const message = game.messages.get(li.data("messageId"));
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return message.isRoll && message.isContentVisible && canvas.tokens.controlled.length;
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return message?.isRoll && message?.isContentVisible && canvas?.tokens.controlled.length;
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};
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};
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options.push(
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options.push(
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{
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{
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@ -103,15 +103,16 @@ export const addChatMessageContextOptions = function(html, options) {
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* Apply rolled dice damage to the token or tokens which are currently controlled.
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* Apply rolled dice damage to the token or tokens which are currently controlled.
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* This allows for damage to be scaled by a multiplier to account for healing, critical hits, or resistance
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* This allows for damage to be scaled by a multiplier to account for healing, critical hits, or resistance
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*
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*
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* @param {HTMLElement} roll The chat entry which contains the roll data
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* @param {HTMLElement} li The chat entry which contains the roll data
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* @param {Number} multiplier A damage multiplier to apply to the rolled damage.
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* @param {Number} multiplier A damage multiplier to apply to the rolled damage.
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* @return {Promise}
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* @return {Promise}
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*/
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*/
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function applyChatCardDamage(roll, multiplier) {
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function applyChatCardDamage(li, multiplier) {
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const amount = roll.find('.dice-total').text();
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const message = game.messages.get(li.data("messageId"));
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const roll = message.roll;
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return Promise.all(canvas.tokens.controlled.map(t => {
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return Promise.all(canvas.tokens.controlled.map(t => {
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const a = t.actor;
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const a = t.actor;
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return a.applyDamage(amount, multiplier);
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return a.applyDamage(roll.total, multiplier);
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}));
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}));
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}
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}
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@ -26,15 +26,3 @@ export const _getInitiativeFormula = function(combatant) {
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if ( tiebreaker ) parts.push(actor.data.data.abilities.dex.value / 100);
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if ( tiebreaker ) parts.push(actor.data.data.abilities.dex.value / 100);
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return parts.filter(p => p !== null).join(" + ");
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return parts.filter(p => p !== null).join(" + ");
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};
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};
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/**
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* When the Combat encounter updates - re-render open Actor sheets for combatants in the encounter.
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*/
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Hooks.on("updateCombat", (combat, data, options, userId) => {
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const updateTurn = ("turn" in data) || ("round" in data);
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if ( !updateTurn ) return;
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for ( let t of combat.turns ) {
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const a = t.actor;
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if ( t.actor ) t.actor.sheet.render(false);
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}
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});
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@ -110,8 +110,8 @@ export async function d20Roll({parts=[], data={}, event={}, rollMode=null, templ
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let adv = 0;
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let adv = 0;
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fastForward = fastForward ?? (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
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fastForward = fastForward ?? (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
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if (fastForward) {
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if (fastForward) {
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if ( advantage || event.altKey ) adv = 1;
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if ( advantage ?? event.altKey ) adv = 1;
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else if ( disadvantage || event.ctrlKey || event.metaKey ) adv = -1;
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else if ( disadvantage ?? (event.ctrlKey || event.metaKey) ) adv = -1;
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}
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}
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// Define the inner roll function
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// Define the inner roll function
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@ -222,12 +222,14 @@ export default class Item5e extends Item {
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// Item Actions
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// Item Actions
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if ( data.hasOwnProperty("actionType") ) {
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if ( data.hasOwnProperty("actionType") ) {
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// if this item is owned, we populate the label and saving throw during actor init
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if (!this.isOwned) {
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// Saving throws
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// Saving throws
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this.getSaveDC();
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this.getSaveDC();
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// To Hit
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// To Hit
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this.getAttackToHit();
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this.getAttackToHit();
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}
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// Damage
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// Damage
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let dam = data.damage || {};
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let dam = data.damage || {};
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if ( powerLevel ) rollData.item.level = powerLevel;
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if ( powerLevel ) rollData.item.level = powerLevel;
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// Configure the damage roll
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// Configure the damage roll
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const title = `${this.name} - ${game.i18n.localize("SW5E.DamageRoll")}`;
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const actionFlavor = game.i18n.localize(itemData.actionType === "heal" ? "SW5E.Healing" : "SW5E.DamageRoll");
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const title = `${this.name} - ${actionFlavor}`;
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const rollConfig = {
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const rollConfig = {
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actor: this.actor,
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actor: this.actor,
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critical: critical ?? event?.altKey ?? false,
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critical: critical ?? event?.altKey ?? false,
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File diff suppressed because one or more lines are too long
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@ -2,7 +2,7 @@
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"name": "sw5e",
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"name": "sw5e",
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"title": "SW5e - Fifth Edition System",
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"title": "SW5e - Fifth Edition System",
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"description": "A system for playing the fifth edition of the worlds most popular role-playing game in the Foundry Virtual Tabletop environment.",
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"description": "A system for playing the fifth edition of the worlds most popular role-playing game in the Foundry Virtual Tabletop environment.",
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"version": "1.2.2",
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"version": "1.2.3",
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"author": "Atropos",
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"author": "Atropos",
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"scripts": [],
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"scripts": [],
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"esmodules": ["sw5e.js"],
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"esmodules": ["sw5e.js"],
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"compatibleCoreVersion": "0.7.9",
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"compatibleCoreVersion": "0.7.9",
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"url": "https://gitlab.com/foundrynet/sw5e",
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"url": "https://gitlab.com/foundrynet/sw5e",
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"manifest": "https://gitlab.com/foundrynet/sw5e/raw/master/system.json",
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"manifest": "https://gitlab.com/foundrynet/sw5e/raw/master/system.json",
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"download": "https://gitlab.com/foundrynet/sw5e/-/archive/release-1.2.2/sw5e-release-1.2.2.zip"
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"download": "https://gitlab.com/foundrynet/sw5e/-/archive/release-1.2.3/sw5e-release-1.2.3.zip"
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}
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}
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