forked from GitHub-Mirrors/foundry-sw5e
Update Core to 1.2
Update Core to 1.2, pulled from dev 12/10/2020
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df456997eb
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105 changed files with 4335 additions and 1274 deletions
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@ -34,15 +34,19 @@ export default class AbilityUseDialog extends Dialog {
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const quantity = itemData.quantity || 0;
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const recharge = itemData.recharge || {};
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const recharges = !!recharge.value;
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const sufficientUses = (quantity > 0 && !uses.value) || uses.value > 0;
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// Prepare dialog form data
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const data = {
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item: item.data,
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title: game.i18n.format("SW5E.AbilityUseHint", item.data),
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note: this._getAbilityUseNote(item.data, uses, recharge),
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hasLimitedUses: uses.max || recharges,
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canUse: recharges ? recharge.charged : (quantity > 0 && !uses.value) || uses.value > 0,
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hasPlaceableTemplate: game.user.can("TEMPLATE_CREATE") && item.hasAreaTarget,
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consumePowerSlot: false,
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consumeRecharge: recharges,
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consumeResource: !!itemData.consume.target,
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consumeUses: uses.max,
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canUse: recharges ? recharge.charged : sufficientUses,
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createTemplate: game.user.can("TEMPLATE_CREATE") && item.hasAreaTarget,
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errors: []
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};
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if ( item.data.type === "power" ) this._getPowerData(actorData, itemData, data);
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@ -50,7 +54,7 @@ export default class AbilityUseDialog extends Dialog {
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// Render the ability usage template
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const html = await renderTemplate("systems/sw5e/templates/apps/ability-use.html", data);
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// Create the Dialog and return as a Promise
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// Create the Dialog and return data as a Promise
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const icon = data.isPower ? "fa-magic" : "fa-fist-raised";
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const label = game.i18n.localize("SW5E.AbilityUse" + (data.isPower ? "Cast" : "Use"));
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return new Promise((resolve) => {
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@ -61,7 +65,10 @@ export default class AbilityUseDialog extends Dialog {
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use: {
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icon: `<i class="fas ${icon}"></i>`,
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label: label,
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callback: html => resolve(new FormData(html[0].querySelector("form")))
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callback: html => {
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const fd = new FormDataExtended(html[0].querySelector("form"));
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resolve(fd.toObject());
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}
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}
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},
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default: "use",
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@ -83,11 +90,11 @@ export default class AbilityUseDialog extends Dialog {
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// Determine whether the power may be up-cast
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const lvl = itemData.level;
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const canUpcast = (lvl > 0) && CONFIG.SW5E.powerUpcastModes.includes(itemData.preparation.mode);
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const consumePowerSlot = (lvl > 0) && CONFIG.SW5E.powerUpcastModes.includes(itemData.preparation.mode);
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// If can't upcast, return early and don't bother calculating available power slots
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if (!canUpcast) {
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data = mergeObject(data, { isPower: true, canUpcast });
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if (!consumePowerSlot) {
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mergeObject(data, { isPower: true, consumePowerSlot });
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return;
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}
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@ -122,7 +129,7 @@ export default class AbilityUseDialog extends Dialog {
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const canCast = powerLevels.some(l => l.hasSlots);
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// Return merged data
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data = mergeObject(data, { isPower: true, canUpcast, powerLevels });
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data = mergeObject(data, { isPower: true, consumePowerSlot, powerLevels });
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if ( !canCast ) data.errors.push("SW5E.PowerCastNoSlots");
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}
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@ -2,21 +2,27 @@
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* A simple form to set actor movement speeds
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* @implements {BaseEntitySheet}
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*/
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export default class MovementConfig extends BaseEntitySheet {
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export default class ActorMovementConfig extends BaseEntitySheet {
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/** @override */
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static get defaultOptions() {
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return mergeObject(super.defaultOptions, {
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title: "SW5E.MovementConfig",
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classes: ["sw5e"],
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template: "systems/sw5e/templates/apps/movement-config.html",
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width: 240,
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width: 300,
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height: "auto"
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});
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}
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/* -------------------------------------------- */
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/** @override */
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get title() {
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return `${game.i18n.localize("SW5E.MovementConfig")}: ${this.entity.name}`;
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}
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/* -------------------------------------------- */
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/** @override */
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getData(options) {
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const data = {
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43
module/apps/senses-config.js
Normal file
43
module/apps/senses-config.js
Normal file
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@ -0,0 +1,43 @@
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/**
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* A simple form to set actor movement speeds
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* @implements {BaseEntitySheet}
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*/
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export default class ActorSensesConfig extends BaseEntitySheet {
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/** @override */
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static get defaultOptions() {
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return mergeObject(super.defaultOptions, {
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classes: ["sw5e"],
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template: "systems/sw5e/templates/apps/senses-config.html",
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width: 300,
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height: "auto"
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});
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}
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/* -------------------------------------------- */
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/** @override */
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get title() {
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return `${game.i18n.localize("SW5E.SensesConfig")}: ${this.entity.name}`;
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}
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/* -------------------------------------------- */
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/** @override */
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getData(options) {
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const senses = this.entity._data.data.attributes?.senses ?? {};
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const data = {
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senses: {},
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special: senses.special ?? "",
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units: senses.units, movementUnits: CONFIG.SW5E.movementUnits
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};
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for ( let [name, label] of Object.entries(CONFIG.SW5E.senses) ) {
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const v = senses[name];
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data.senses[name] = {
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label: game.i18n.localize(label),
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value: Number.isNumeric(v) ? v.toNearest(0.1) : 0
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}
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}
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return data;
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}
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}
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@ -36,8 +36,8 @@ export default class TraitSelector extends FormApplication {
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getData() {
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// Get current values
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let attr = getProperty(this.object._data, this.attribute) || {};
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attr.value = attr.value || [];
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let attr = getProperty(this.object._data, this.attribute);
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if ( getType(attr) !== "Object" ) attr = {value: [], custom: ""};
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// Populate choices
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const choices = duplicate(this.options.choices);
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@ -85,4 +85,4 @@ export default class TraitSelector extends FormApplication {
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// Update the object
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this.object.update(updateData);
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}
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}
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}
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