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Author SHA1 Message Date
CK
2212e3c7d8
Merge pull request #239 from unrealkakeman89/Develop
Develop
2021-07-07 09:24:23 -04:00
CK
8c0ad582f7
Merge pull request #238 from unrealkakeman89/prettier
Prettier setup
2021-07-07 09:22:51 -04:00
TJ
584767b352 Formatted js files 2021-07-06 19:57:18 -05:00
TJ
d1b123100e Merge branch 'Develop' into prettier 2021-07-06 19:37:55 -05:00
Jacob Lucas
0a9c9f8ef0 Removed debug flag that spammed the console 2021-07-07 00:40:00 +01:00
CK
ee7418f552
Merge pull request #236 from unrealkakeman89/Develop
Develop
2021-07-06 06:10:24 -04:00
CK
c44ad926a5
Merge pull request #235 from unrealkakeman89/importer-fixes
Update calls to 0.8 api specifications
2021-07-05 10:44:40 -04:00
TJ
10ee20354b Update calls to 0.8 api specifications 2021-07-04 23:13:42 -05:00
CK
7214e3d260
Merge pull request #234 from unrealkakeman89/Develop
Various powercasting bugs
2021-07-02 20:46:59 -04:00
Jacob Lucas
97df236b54 Incremented version 2021-07-03 01:44:38 +01:00
Jacob Lucas
cac466462b Removed unnecessary calculation 2021-07-03 01:42:08 +01:00
Jacob Lucas
063d529f09 Fixed bug that prevented NPCs power DCs from having values 2021-07-03 01:41:26 +01:00
Jacob Lucas
b343a06ef6 Fixed bug that caused power points to not have the mods 2021-07-03 01:40:48 +01:00
CK
fc09308d11
Merge pull request #233 from unrealkakeman89/Develop
Develop
2021-07-01 21:54:52 -04:00
Jacob Lucas
7a18055c18 Bump max version to latest 2021-07-02 02:49:05 +01:00
Jacob Lucas
e271c41239 Fixed error that caused max force & tech points to evaluate to NaN 2021-07-02 02:48:55 +01:00
CK
5d879f99e2
Merge pull request #232 from unrealkakeman89/Develop
Develop
2021-07-01 16:31:37 -04:00
CK
df44ad0635
Merge pull request #231 from unrealkakeman89/professorbunbury-sw5e
"My Dudes" Update - 7/1/2021
2021-07-01 16:28:54 -04:00
Professor Bunbury
aff43d3e98 "My Dudes" Update - 7/1/2021
^ Updates Astrotech Engineering archetype in Archetypes compendium.
2021-07-01 16:05:37 -04:00
CK
211201caea Shoulder Cannon added 2021-06-30 17:10:13 -04:00
CK
7a29dfe600
Merge pull request #230 from unrealkakeman89/professorbunbury-sw5e
"My Dudes" Update - 6/24/2021
2021-06-29 15:35:12 -04:00
Professor Bunbury
c467738845 "My Dudes" Update - 6/24/2021
+ Adds new Force and Tech Powers and associated artwork to Force Powers and Tech Powers compendia.
2021-06-29 15:33:17 -04:00
CK
8a0940ccce Update Weapons Artwork pt2 2021-06-29 10:17:00 -04:00
CK
3b4300a8eb
Merge pull request #229 from unrealkakeman89/ammo-fix
Fix for blaster ammunition
2021-06-29 10:02:22 -04:00
CK
55bbb95cfb Updated Weapons Artwork 2021-06-29 10:02:02 -04:00
TJ
62e31afff2 Fix for blaster ammunition 2021-06-28 19:15:31 -05:00
TJ
da5223cab8 Prettier settings 2021-06-28 18:54:49 -05:00
CK
db286f7883
Merge pull request #228 from unrealkakeman89/split-powercasting
Split powercasting
2021-06-28 17:30:16 -04:00
supervj
25684173fa Update entity.js
looks good to me
2021-06-28 17:14:03 -04:00
supervj
74d841e9e1 split powercasting
Split where powercasting is done so that it can be changed by DAE.
2021-06-28 12:57:06 -04:00
Jacob Lucas
53064c0e09 Removed strange C from sidebar of power sheet when concentration is on 2021-06-24 19:08:37 +01:00
Jacob Lucas
9a21ce2b2a Fixed broken json for power cell 2021-06-24 15:57:23 +01:00
Jacob Lucas
29a639ff90 Removed unnecessary imports which also caused system to fail to load 2021-06-23 18:31:19 +01:00
CK
f18e537561
Merge pull request #227 from burndaflame/master
Convulsion is a 3rd level power
2021-06-23 13:08:14 -04:00
CK
bac8e3d642
Merge pull request #224 from unrealkakeman89/power-cell-fix
Always create a new power cell
2021-06-23 13:04:18 -04:00
CK
65594f62a3
Merge pull request #223 from unrealkakeman89/professorbunbury-sw5e
"My Dudes" Update - 6/17/2021
2021-06-23 13:03:45 -04:00
Jacob Lucas
e30d823225 Removed unnecessary additions to migration 2021-06-23 17:22:28 +01:00
burndaflame
17de2a89c2 Convulsion is a 3rd level power 2021-06-23 18:18:37 +02:00
TJ
95b2b1e39c Merge branch 'Develop' into 1.3.5-dev 2021-06-23 10:59:17 -05:00
supervj
fe520f2c0d Update class.html
forgot to hit save apparently, although this is all commented out anyway.
2021-06-23 03:01:59 -04:00
supervj
9a86bf7857 Finish core upgrade to 1.3.5
Filled in some missing pieces in html for core upgrades.  Looked mostly good on both Cyr and Jacob's accounts.

I had a few questions about differences that were added from DND5e, they are as follows:

less\original\npc.less
	line 34 - is the "li" before .creature-type necessary, not in dnd5e

module\item\entity.js
	line 685 - dnd is game.user._id, we have game.user.data._id

module\pixi\ability-template.js
	line 22- dnd is game.user._id, we have game.user.data._id

templates\chat\item-card.html
	line 1- dnd has actor._id, we have actor.data._id
2021-06-23 02:53:39 -04:00
TJ
88f5c0cbed Update missed config tags 2021-06-21 18:31:37 -05:00
TJ
c0e71fe0f3 Changes for 1.3.5 2021-06-21 18:27:34 -05:00
TJ
ffffe5da52 Always create a new power cell 2021-06-21 17:39:10 -05:00
Professor Bunbury
cd9bdf61d2 "My Dudes" Update - 6/17/2021
+ Adds Teräs Käsi Order and associated artwork to Archetypes compendium.
2021-06-18 19:31:42 -04:00
CK
e2f002292b
Merge pull request #222 from unrealkakeman89/professorbunbury-sw5e
Correction to Species Compendium
2021-06-18 09:11:40 -04:00
Professor Bunbury
6c2d89ee82 Correction to Species Compendium
^ Updates Anzellan to correct size.
2021-06-17 20:14:21 -04:00
CK
76ef89b518
Merge pull request #221 from unrealkakeman89/Develop-0.8
Updated to 0.8
2021-06-16 13:02:20 -04:00
Jacob Lucas
b414abbb81 Removed evidence of starships from the compendium 2021-06-16 17:58:35 +01:00
CK
53a845feb7
Add Italian 2021-06-16 12:49:54 -04:00
CK
7134c4ac07
add Italian 2021-06-16 12:42:59 -04:00
Jacob Lucas
585de42a46 Removed evidence of Starships 2021-06-16 17:24:34 +01:00
CK
2007d116a2
Merge pull request #219 from unrealkakeman89/professorbunbury-sw5e
"My Dudes" Update - 6/10/2021
2021-06-16 11:57:51 -04:00
Jacob Lucas
104e49615d Updated to 1.3.3, started removing evidence of statships 2021-06-13 04:25:56 +01:00
Professor Bunbury
6041564835 "My Dudes" Update - 6/10/2021
+ Adds Nikto and associated artwork to Species compendium.
^ Updates Half-Human inherited traits in Species compendium.
2021-06-12 12:15:40 -04:00
CK
64bae2140c
Merge pull request #218 from burndaflame/patch-1
now ignoring ´.DS_Store´ file of mac-os
2021-06-09 13:02:47 -04:00
burndaflame
c3cbc96499
now ignoring ´.DS_Store´ file of mac-os 2021-06-09 19:01:07 +02:00
Jacob Lucas
37a3e83f3a Potentially updated Migration 2021-06-09 02:29:03 +01:00
Jacob Lucas
db5e90281c Updated version for compatibility with modules 2021-06-04 23:21:52 +01:00
Jacob Lucas
92bf020cdf General Cleanup
CSS
 - Removed unnecessary units on 0 values
 - Replaced invalid css values (such as line-height default) with valid equivalents
Templates
 - Added missing closing tags
 - Fixed incorrect closing tags
 - Removed unnecessary closing tags
2021-06-04 22:20:48 +01:00
Jacob Lucas
d0e0dda2b3 Patched issue that meant that all powers were not being prepared 2021-06-04 22:20:48 +01:00
Jacob Lucas
b0c928c691 Patched issue that prevented the old actor sheet from opening 2021-06-04 22:20:48 +01:00
Jacob Lucas
c454c035a3 Fixed new character sheet's send language to chat function
- Cleaned up unused variables
 - Updated _id get to 0.8 standard
 - Patched fetching languages failing
 - Patched blind and gm chat option not doing anything while simultaneously calling a non existent function and dying
 - Patched self chat option still sending to everyone
2021-06-04 22:20:48 +01:00
Jacob Lucas
f839166082 Added changes from DND5e 1.3.3 2021-06-04 22:20:48 +01:00
Jacob Lucas
3cfee9dd81 Added changes to packs 2021-06-04 22:20:48 +01:00
Jacob Lucas
6295de9fd6 Cleaned up actor 2021-06-04 22:20:48 +01:00
Jacob Lucas
2a7e1c419e Updated to DND5e 1.3.2
Things unfinished:
 - Migration
 - The update adds new sections to the class sheet to allow some light customisation, this hasn't been included, but could be extended for the sake of dynamic classes with automatic class features and more
 - The French
 - The packs have not yet been updated, meaning due to the addition of a progression field to the class item, classes now don't set force or tech points
 - I updated the function calls in starships, but I didn't update it very thoroughly, it'll need checking
 - I only did a little testing
 - There has since been updates to DND5e that hasn't made it to release that patch bugs, those should be implemented
Things changed from base 5e:
 - Short rests and long rests were merged into one function, this needed some rewrites to account for force and tech points, and for printing the correct message
Extra Comments:
 - Unfinished code exists for automatic spell scrolls, this could be extended for single use force or tech powers
 - Weapon proficiencies probably need revising
 - Elven accuracy, halfling lucky, and reliable talent are present in the roll logic, this probably needs revising for sw5e
 - SW5e has a variant rule that permits force powers of any alignment to use either charisma or wisdom, that could be implemented
 - SW5e's version of gritty realism, [Longer Rests](https://sw5e.com/rules/variantRules/Longer%20Rests) differs from base dnd, this could be implemented
 - Extra ideas I've had while looking through the code can be found in Todos next to the ideas relevant context
2021-06-04 22:20:48 +01:00
CK
aa07380c57
Merge pull request #214 from unrealkakeman89/professorbunbury-sw5e
"My Dudes" Update, 6/3/2021
2021-06-04 17:18:27 -04:00
CK
4f3f22f3bc
Merge pull request #213 from ExileofBrokenSky/Develop
Operative: Bolstering Practice class features added
2021-06-04 17:18:18 -04:00
Professor Bunbury
1b8b8204e5 "My Dudes" Update, 6/3/2021
+ Adds Clone background and associated artwork to the Backgrounds compendium.
2021-06-04 15:00:43 -04:00
Michael Burgess
8c74aa67a1 Operative: Bolstering Practice class features added
Also updated the GUERRILLA’S EXPLOIT to current
2021-05-30 12:14:12 -04:00
Kakeman89
c7c9bc3b5d Merge branch 'professorbunbury-sw5e' into Develop 2021-05-28 10:18:30 -04:00
Professor Bunbury
709ad758dc Multi/Class Proficiencies
+ Adds base Class and Multiclass proficiencies to the Class Features compendium.
2021-05-28 09:17:00 -04:00
CK
3d0f869356
Merge pull request #211 from unrealkakeman89/button-duplication-fix
Fixes button duplication
2021-05-28 08:05:33 -04:00
CK
8c93b090b4
Merge pull request #210 from unrealkakeman89/professorbunbury-sw5e
"My Dudes" Update - 5/27/2021
2021-05-28 08:05:22 -04:00
TJ
60fca48e8c Fixes button duplication 2021-05-27 22:59:31 -05:00
Professor Bunbury
3ccf80d442 "My Dudes" Update - 5/27/2021
+ Adds Bolstering Practice and associated artwork to the Archetypes compendium.
2021-05-27 13:46:19 -04:00
CK
0f53fdde5f
Merge pull request #209 from jtljac/Develop
Modified DAE of Alert feat to use the Alert feat flag, rather than adding 5 to the AC manually, and DAE of the Droid Class II species to set the Armour integration flag
2021-05-26 13:06:17 -04:00
Jacob
f0c4f9c5d5 Edited Droid class II species DAE to set armour integration flag 2021-05-26 16:55:31 +01:00
Jacob
c0cfcda102 Edited Alert Feat DAE to set the alert feat flag
Instead of manually adding 5 to the AC
2021-05-26 16:54:35 +01:00
CK
078ad2584a
Combat Enhancements fix
By Jacob
2021-05-25 14:41:21 -04:00
CK
7200a9e2f0
Combat Enhancements fix
By Jacob
2021-05-25 14:40:26 -04:00
CK
7d589c7e2f Add Weapons artwork
Added missing artwork and updated some current artwork courtesy of WhtWlf
2021-05-20 09:57:32 -04:00
CK
cf57bdbc9e
Merge pull request #204 from unrealkakeman89/professorbunbury-sw5e
"My Dudes" Update - 5/13/2021
2021-05-19 13:27:24 -04:00
Professor Bunbury
ab420f5400 "My Dudes" Update - 5/13/2021
+ Adds Advozse and associated artwork to the Species compendium.
2021-05-19 12:07:59 -04:00
CK
84ab6cf478
Merge pull request #203 from unrealkakeman89/dependabot/npm_and_yarn/hosted-git-info-2.8.9
Bump hosted-git-info from 2.8.8 to 2.8.9
2021-05-12 08:52:14 -04:00
dependabot[bot]
d39fa6acf2
Bump hosted-git-info from 2.8.8 to 2.8.9
Bumps [hosted-git-info](https://github.com/npm/hosted-git-info) from 2.8.8 to 2.8.9.
- [Release notes](https://github.com/npm/hosted-git-info/releases)
- [Changelog](https://github.com/npm/hosted-git-info/blob/v2.8.9/CHANGELOG.md)
- [Commits](https://github.com/npm/hosted-git-info/compare/v2.8.8...v2.8.9)

Signed-off-by: dependabot[bot] <support@github.com>
2021-05-11 22:42:24 +00:00
CK
0a4b6de0fa
Merge pull request #202 from unrealkakeman89/hotfix-ammo-usage
Fix for blasters not consuming ammo
2021-05-09 19:58:43 -04:00
CK
b7b4fa0c94
Merge pull request #200 from unrealkakeman89/fix-for-favorite-text
Fix for favorite text
2021-05-09 19:58:27 -04:00
TJ
c33982f97c Fix for blasters not consuming ammo 2021-05-09 18:53:05 -05:00
TJ
59c733735c Fix for favorite text 2021-05-07 16:57:58 -05:00
CK
1e251a27b1
Merge pull request #199 from unrealkakeman89/professorbunbury-sw5e
"My Dudes" Update 5/6/2021
2021-05-06 15:53:36 -04:00
Professor Bunbury
a78aa37f7c "My Dudes" Update 5/6/2021
+ Adds Mikkian and associated artwork to Species compendium.
2021-05-06 14:10:27 -04:00
CK
bf2f09381e
Merge pull request #197 from unrealkakeman89/Develop-VJ
Revert back to hp instead of hull/shld for compatibility
2021-05-05 11:40:33 -04:00
supervj
0607152f51 Revert back to hp instead of hull/shld for compatibility
Left the dice separated out since hit die are controlled by character level.
2021-05-05 01:37:44 -04:00
CK
27c9dd4f3e
Merge pull request #196 from unrealkakeman89/Develop-VJ
Add More Starship structure for future use
2021-05-03 15:59:53 -04:00
supervj
d0eae64241 Created Starship size as "class"
This will be used to automatically upgrade Tier and Dice.  Need to build in logic still
2021-05-02 00:53:46 -04:00
supervj
6ecf1e7b96 Split Hull and Shield
Made new properties instead of using the Character values since there is already logic built into them that is fighting what we want to do.
Also added Power dice structure
2021-05-01 23:43:24 -04:00
CK
4bbd3e1cbb
Merge pull request #195 from ExileofBrokenSky/Develop
Added archetype class features
2021-04-30 11:42:08 -04:00
Michael Burgess
ce29cf57be Added archetype class features for Triage Technique and Path of Meditation 2021-04-30 11:39:50 -04:00
supervj
692538f0c2 Test for the Prof
Here are my changes, not sure if it will help.
2021-04-29 16:56:30 -04:00
CK
97afabb3e0
Merge pull request #194 from unrealkakeman89/professorbunbury-sw5e
"My Dudes" Updates 4/22-4/29/2021
2021-04-29 15:50:32 -04:00
Professor Bunbury
1df6ccb1c9 "My Dudes" Updates 4/22-4/29/2021
+ Adds Triage Technique (Scout) to Archetypes compendium.
+ Adds Path of Meditation (Sentinel) to Archetypes compendium.
+ Adds new archetypes artwork.
^ Updates Archetypes links on Scout and Sentinel classes.
2021-04-29 15:49:44 -04:00
supervj
a04a66ab6d
Merge pull request #193 from unrealkakeman89/Develop
Update Develop-VJ to Develop
2021-04-23 20:03:40 -04:00
supervj
47cfad4624 Update template.json
Add crawl roll turn movement values.
Removed some duplicate values.
Ran Prettier so I could read it easier.
2021-04-21 22:49:13 -04:00
CK
d60e1fbcfa
Merge pull request #192 from unrealkakeman89/professorbunbury-sw5e
SotG Update #1.2
2021-04-20 23:42:01 -04:00
CK
90a45dab55
Merge branch 'Develop' into professorbunbury-sw5e 2021-04-20 23:41:51 -04:00
Professor Bunbury
14f4e06788 SotG Update #1.2
+ Adds Starship Features compendium
^ Adds major updates to Starship sheet and related item compendia
^ Adds Mechanist Technique to Archetypes compendium
2021-04-17 13:26:13 -04:00
supervj
9de6a8f5c0 Keep fields from being wiped out
updated the template.json to have the fields that were being wiped out.  If they don't exist they will be removed when moving to/from a compendium and when duplicating the item.
2021-04-16 02:05:53 -04:00
CK
20f47110cd
Merge pull request #190 from unrealkakeman89/character-importer-updates
Character importer updates
2021-04-13 23:14:23 -04:00
supervj
4d562d07d0
Merge pull request #191 from unrealkakeman89/Develop
Update Develop-VJ branch to match Develop
2021-04-13 23:08:28 -04:00
supervj
fa7b03109f Add Skills to Starships
Added skills to the starship sheets and made them rollable.

Sorry about the direct commit to Develop, but I forgot to branch it off...
2021-04-13 23:01:03 -04:00
TJ
eaac412cb3 Merge clean up 2021-04-13 21:39:53 -05:00
TJ
3eec52f647 Merge branch 'Develop' into character-importer-updates 2021-04-13 21:35:34 -05:00
CK
a28cbc5a8a
Merge pull request #189 from ellimist25/master
Skills & Multiclass imports
2021-04-12 12:30:07 -04:00
Mike Magarino
c7ef91e9ed Merge branch 'Develop' 2021-04-12 11:49:17 -04:00
CK
a5b0faae77
Merge pull request #188 from unrealkakeman89/professorbunbury-sw5e
"My Dudes" Update: 4/8/2021
2021-04-09 14:02:00 -04:00
Professor Bunbury
e711ff0f7c "My Dudes" Update: 4/8/2021
+ Adds Anomid and associated artwork to Species compendium.
+ Adds Vintian and associated artwork to Species compendium.
2021-04-08 12:48:33 -04:00
CK
fb0b489c82
Merge pull request #187 from unrealkakeman89/professorbunbury-sw5e
SotG Update #1.1 (Quick Fixes)
2021-04-07 17:58:38 -04:00
Professor Bunbury
a7089373dd Merge branch 'professorbunbury-sw5e' of https://github.com/unrealkakeman89/sw5e into professorbunbury-sw5e 2021-04-07 14:11:00 -04:00
Professor Bunbury
f393670528 SotG Update #1.1 (Quick Fixes)
^ Updates entity.js and starship.js to fix drag-and-drop and NaN errors and prepare for Starship Features.
^ Updates en.json, config.js, sw5e.js, and template.json to prepare for Starship Features.
2021-04-07 14:10:56 -04:00
CK
3f8a314b94
Merge pull request #186 from unrealkakeman89/professorbunbury-sw5e
SotG Update #1
2021-04-06 16:08:05 -04:00
professorbunbury
1ad1e6976f Regenerate css 2021-04-06 20:07:18 +00:00
Professor Bunbury
c793949b37 SotG Update #1
+ Adds compendia for Deployments, Deployment Features, Starship Armor, Starship Equipment, Starship Weapons, and Ventures and associated artwork
+ Adds Starship actor sheet (very, very rough draft, somewhat unpredictable, not fully functional)
+ Adds function to Character sheet to collapse/expand Feature tab rows (major assist from Cyr)
+ Adds function to Character sheet to increment/decrement class levels directly from character sheet (another major assist from Cyr)
2021-04-06 16:03:48 -04:00
Kakeman89
01d7de2e46 Merge branch 'Develop' of https://github.com/ExileofBrokenSky/sw5e into Develop 2021-04-01 12:04:21 -04:00
CK
4f0c6addcf
Merge pull request #185 from unrealkakeman89/dependabot/npm_and_yarn/y18n-3.2.2
Bump y18n from 3.2.1 to 3.2.2
2021-04-01 11:42:36 -04:00
dependabot[bot]
7c03cd4b04
Bump y18n from 3.2.1 to 3.2.2
Bumps [y18n](https://github.com/yargs/y18n) from 3.2.1 to 3.2.2.
- [Release notes](https://github.com/yargs/y18n/releases)
- [Changelog](https://github.com/yargs/y18n/blob/master/CHANGELOG.md)
- [Commits](https://github.com/yargs/y18n/commits)

Signed-off-by: dependabot[bot] <support@github.com>
2021-03-31 17:09:05 +00:00
Michael Burgess
0558cdec49 Update classfeatures.db
Added Fighter - Exhibitionist class features,
updated Scout class features with icons, added scout routines
updated Sentinel class features with icons, added force-empowered options, added ideals.
2021-03-29 15:05:49 -04:00
TJ
e25140b529 Add skill proficiencies 2021-03-27 23:17:31 -05:00
TJ
e942a9b803 Added item quantity handling 2021-03-27 23:00:57 -05:00
TJ
4b1b3bbeed Fix for species data 2021-03-27 22:14:57 -05:00
TJ
9d6fabe8c2 Add adventuring gear 2021-03-27 21:48:58 -05:00
TJ
bd94d75086 Add weapons and armors 2021-03-27 16:14:50 -05:00
TJ
16d01207a7 Added tech powers 2021-03-27 15:38:37 -05:00
TJ
5477f9371d Add force powers 2021-03-27 15:23:27 -05:00
TJ
b057026328 Remove built in species bonuses 2021-03-27 14:45:05 -05:00
CK
28d9290959
Merge pull request #182 from unrealkakeman89/professorbunbury-sw5e
"My Dudes" Update: 3/25/2021
2021-03-26 17:41:41 -04:00
Professor Bunbury
3297d9bd8c Merge branch 'professorbunbury-sw5e' of https://github.com/unrealkakeman89/sw5e into professorbunbury-sw5e 2021-03-25 13:50:31 -04:00
Professor Bunbury
08d62d1e85 "My Dudes" Update: 3/25/2021
^ Archetypes compendium to include Exhibition Specialist and associated artwork.
^ Classes compendium to include link to Exhibition Specialist archetype.
2021-03-25 13:50:27 -04:00
TJ
9bbc9af285 Add species 2021-03-24 19:55:33 -05:00
supervj
56e6640f38
Merge pull request #174 from unrealkakeman89/Develop
update develop-VJ with Develop branch
2021-03-17 06:16:09 -04:00
CK
fee77e2172
Merge pull request #172 from unrealkakeman89/Develop
Develop
2021-03-16 10:15:16 -04:00
CK
87d615babc
Merge pull request #155 from ExileofBrokenSky/ExileOfBrokenSky
updated operative
2021-03-11 15:00:27 -05:00
ellimist25
9dfa851016 Merge remote-tracking branch 'upstream/Develop' 2021-03-05 21:49:19 -05:00
Mags
5138feed4e
Merge pull request #1 from ellimist25/character-sheet-importer-v2
Character sheet importer v2
2021-03-05 21:35:34 -05:00
Michael Burgess
04dcaf332d Added Guardian archetype: Aqinos Form
updated icons for scholar and made individual entries for discoveries and maneuvers
added (Maneuver) to fighter and scholar maneuver names, for ease of searching all maneuvers in the directory
2021-03-05 13:09:52 -05:00
Michael Burgess
4ee235566d updated operative
expanded options into class features for each
exploit including skills exploits
visited your mom
individualized the previously shared operative and monk ability score increases
added midi-qol superSaver effect to Evasion (Operative)
2021-02-25 10:40:41 -05:00
Mike Magarino
abc65220ec skills and multiclass working 2021-01-26 10:11:52 -05:00
Mike Magarino
826f042dbb skills and multiclass working 2021-01-26 10:09:28 -05:00
Mike Magarino
6f90f19ad1 Update characterImporter.js 2021-01-26 02:00:30 -05:00
Mike Magarino
52fd477d39 skills v2 2021-01-26 01:24:16 -05:00
Mike Magarino
f4af3aad45 skills v1 2021-01-26 00:33:21 -05:00
235 changed files with 20889 additions and 12172 deletions

3
.gitignore vendored
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@ -22,6 +22,9 @@
# virtual machine crash logs, see http://www.java.com/en/download/help/error_hotspot.xml # virtual machine crash logs, see http://www.java.com/en/download/help/error_hotspot.xml
hs_err_pid* hs_err_pid*
# Mac-OS file
.DS_Store
# IDE Folders # IDE Folders
.idea/ .idea/
.vs/ .vs/

14
.prettierrc Normal file
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@ -0,0 +1,14 @@
{
"printWidth": 120,
"tabWidth": 4,
"useTabs": false,
"semi": true,
"singleQuote": false,
"quoteProps": "consistent",
"jsxSingleQuote": false,
"trailingComma": "none",
"bracketSpacing": false,
"jsxBracketSameLine": false,
"arrowParens": "always",
"endOfLine": "lf"
}

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@ -1,2 +1,3 @@
{ {
"editor.formatOnSave": true
} }

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@ -1,6 +1,7 @@
{ {
"ACTOR.TypeCharacter": "Player Character", "ACTOR.TypeCharacter": "Player Character",
"ACTOR.TypeNpc": "Non-Player Character", "ACTOR.TypeNpc": "Non-Player Character",
"ACTOR.TypeStarship": "Starship",
"ACTOR.TypeVehicle": "Vehicle", "ACTOR.TypeVehicle": "Vehicle",
"ITEM.TypeArchetype": "Archetype", "ITEM.TypeArchetype": "Archetype",
"ITEM.TypeBackground": "Background", "ITEM.TypeBackground": "Background",
@ -8,15 +9,22 @@
"ITEM.TypeClass": "Class", "ITEM.TypeClass": "Class",
"ITEM.TypeClassfeature": "Class Feature", "ITEM.TypeClassfeature": "Class Feature",
"ITEM.TypeConsumable": "Consumable", "ITEM.TypeConsumable": "Consumable",
"ITEM.TypeDeployment": "Deployment",
"ITEM.TypeDeploymentfeature": "Deployment Feature",
"ITEM.TypeEquipment": "Equipment", "ITEM.TypeEquipment": "Equipment",
"ITEM.TypeFeat": "Feat", "ITEM.TypeFeat": "Feat",
"ITEM.TypeFightingmastery": "FightingMastery", "ITEM.TypeFightingmastery": "Fighting Mastery",
"ITEM.TypeFightingstyle": "Fighting Style", "ITEM.TypeFightingstyle": "Fighting Style",
"ITEM.TypeLightsaberform": "Lightsaber Form", "ITEM.TypeLightsaberform": "Lightsaber Form",
"ITEM.TypeLoot": "Loot", "ITEM.TypeLoot": "Loot",
"ITEM.TypePower": "Power", "ITEM.TypePower": "Power",
"ITEM.TypeSpecies": "Species", "ITEM.TypeSpecies": "Species",
"ITEM.TypeStarshipfeature": "Starship Feature",
"ITEM.TypeStarshipfeaturePl": "Starship Features",
"ITEM.TypeStarshipmod": "Starship Modification",
"ITEM.TypeStarshipmodPl": "Starship Modifications",
"ITEM.TypeTool": "Tool", "ITEM.TypeTool": "Tool",
"ITEM.TypeVenture": "Venture",
"ITEM.TypeWeapon": "Weapon", "ITEM.TypeWeapon": "Weapon",
"SETTINGS.5eAllowPolymorphingL": "Allow players to polymorph their own actors.", "SETTINGS.5eAllowPolymorphingL": "Allow players to polymorph their own actors.",
"SETTINGS.5eAllowPolymorphingN": "Allow Polymorphing", "SETTINGS.5eAllowPolymorphingN": "Allow Polymorphing",
@ -35,11 +43,13 @@
"SETTINGS.5eInitTBN": "Initiative Dexterity Tiebreaker", "SETTINGS.5eInitTBN": "Initiative Dexterity Tiebreaker",
"SETTINGS.5eNoExpL": "Remove experience bars from character sheets.", "SETTINGS.5eNoExpL": "Remove experience bars from character sheets.",
"SETTINGS.5eNoExpN": "Disable Experience Tracking", "SETTINGS.5eNoExpN": "Disable Experience Tracking",
"SETTINGS.5eReset": "Reset",
"SETTINGS.5eRestEpic": "Epic Heroism (LR: 1 hour, SR: 1 min)", "SETTINGS.5eRestEpic": "Epic Heroism (LR: 1 hour, SR: 1 min)",
"SETTINGS.5eRestGritty": "Gritty Realism (LR: 7 days, SR: 8 hours)", "SETTINGS.5eRestGritty": "Gritty Realism (LR: 7 days, SR: 8 hours)",
"SETTINGS.5eRestL": "Configure which rest variant should be used for games within this system.", "SETTINGS.5eRestL": "Configure which rest variant should be used for games within this system.",
"SETTINGS.5eRestN": "Rest Variant", "SETTINGS.5eRestN": "Rest Variant",
"SETTINGS.5eRestPHB": "Player's Handbook (LR: 8 hours, SR: 1 hour)", "SETTINGS.5eRestPHB": "Player's Handbook (LR: 8 hours, SR: 1 hour)",
"SETTINGS.5eUndoChanges": "Undo Changes",
"SETTINGS.SWColorDark": "Dark Theme", "SETTINGS.SWColorDark": "Dark Theme",
"SETTINGS.SWColorL": "Set the color theme of the game", "SETTINGS.SWColorL": "Set the color theme of the game",
"SETTINGS.SWColorLight": "Light Theme", "SETTINGS.SWColorLight": "Light Theme",
@ -70,6 +80,7 @@
"SW5E.AbilityUseCast": "Cast Power", "SW5E.AbilityUseCast": "Cast Power",
"SW5E.AbilityUseChargedHint": "This {type} is charged and ready to use!", "SW5E.AbilityUseChargedHint": "This {type} is charged and ready to use!",
"SW5E.AbilityUseChargesLabel": "{value} Charges", "SW5E.AbilityUseChargesLabel": "{value} Charges",
"SW5E.AbilityUseConfig": "Usage Configuration",
"SW5E.AbilityUseConsumableChargeHint": "Using this {type} will consume 1 charge of {value} remaining.", "SW5E.AbilityUseConsumableChargeHint": "Using this {type} will consume 1 charge of {value} remaining.",
"SW5E.AbilityUseConsumableDestroyHint": "Using this {type} will consume its final charge and it will be destroyed.", "SW5E.AbilityUseConsumableDestroyHint": "Using this {type} will consume its final charge and it will be destroyed.",
"SW5E.AbilityUseConsumableLabel": "{max} per {per}", "SW5E.AbilityUseConsumableLabel": "{max} per {per}",
@ -96,7 +107,9 @@
"SW5E.ActionUtil": "Utility", "SW5E.ActionUtil": "Utility",
"SW5E.ActionWarningNoItem": "The requested item {item} no longer exists on Actor {name}", "SW5E.ActionWarningNoItem": "The requested item {item} no longer exists on Actor {name}",
"SW5E.ActionWarningNoToken": "You must have one or more controlled Tokens in order to use this option.", "SW5E.ActionWarningNoToken": "You must have one or more controlled Tokens in order to use this option.",
"SW5E.ActorWarningInvalidItem": "{itemType} items cannot be added to a {actorType}.",
"SW5E.Add": "Add", "SW5E.Add": "Add",
"SW5E.AddEmbeddedItemPromptHint": "Do you want to add these items to your character sheet?",
"SW5E.AdditionalNotes": "Additional Notes", "SW5E.AdditionalNotes": "Additional Notes",
"SW5E.Advantage": "Advantage", "SW5E.Advantage": "Advantage",
"SW5E.Alignment": "Alignment", "SW5E.Alignment": "Alignment",
@ -110,6 +123,7 @@
"SW5E.AlignmentND": "Neutral Dark", "SW5E.AlignmentND": "Neutral Dark",
"SW5E.AlignmentNL": "Neutral Light", "SW5E.AlignmentNL": "Neutral Light",
"SW5E.Appearance": "Appearance", "SW5E.Appearance": "Appearance",
"SW5E.Apply": "Apply",
"SW5E.ArchetypeName": "Archetype Name", "SW5E.ArchetypeName": "Archetype Name",
"SW5E.Archetypes": "Archetypes", "SW5E.Archetypes": "Archetypes",
"SW5E.ArmorClass": "Armor Class", "SW5E.ArmorClass": "Armor Class",
@ -179,6 +193,9 @@
"SW5E.BonusSaveForm": "Update Bonuses", "SW5E.BonusSaveForm": "Update Bonuses",
"SW5E.BonusTechPowerDC": "Global Tech Power DC Bonus", "SW5E.BonusTechPowerDC": "Global Tech Power DC Bonus",
"SW5E.BonusTitle": "Configure Actor Bonuses", "SW5E.BonusTitle": "Configure Actor Bonuses",
"SW5E.BurnFuel": "Burn",
"SW5E.CapacityMultiplier": "Capacity Multiplier",
"SW5E.CentStorageCapacity": "Central Storage Capacity",
"SW5E.ChallengeRating": "Challenge Rating", "SW5E.ChallengeRating": "Challenge Rating",
"SW5E.Charged": "Charged", "SW5E.Charged": "Charged",
"SW5E.Charges": "Charges", "SW5E.Charges": "Charges",
@ -188,9 +205,14 @@
"SW5E.ChatContextHealing": "Apply Healing", "SW5E.ChatContextHealing": "Apply Healing",
"SW5E.ChatFlavor": "Chat Message Flavor", "SW5E.ChatFlavor": "Chat Message Flavor",
"SW5E.ClassLevels": "Class Levels", "SW5E.ClassLevels": "Class Levels",
"SW5E.ClassMakeOriginal": "Original Class",
"SW5E.ClassMakeOriginalHint": "First class taken by character used to determine certain class traits when multiclassing.",
"SW5E.ClassName": "Class Name", "SW5E.ClassName": "Class Name",
"SW5E.ClassOriginal": "Original Class",
"SW5E.ClassSaves": "Saving Throws",
"SW5E.ClassSkillsChosen": "Chosen Class Skills", "SW5E.ClassSkillsChosen": "Chosen Class Skills",
"SW5E.ClassSkillsNumber": "Number of Starting Skills", "SW5E.ClassSkillsNumber": "Number of Starting Skills",
"SW5E.Collapse": "Collapse/Expand",
"SW5E.ComponentMaterial": "Material", "SW5E.ComponentMaterial": "Material",
"SW5E.ComponentSomatic": "Somatic", "SW5E.ComponentSomatic": "Somatic",
"SW5E.ComponentVerbal": "Verbal", "SW5E.ComponentVerbal": "Verbal",
@ -249,6 +271,32 @@
"SW5E.CoverHalf": "Half", "SW5E.CoverHalf": "Half",
"SW5E.CoverThreeQuarters": "Three Quarters", "SW5E.CoverThreeQuarters": "Three Quarters",
"SW5E.CoverTotal": "Total", "SW5E.CoverTotal": "Total",
"SW5E.CreatureAberration": "Aberration",
"SW5E.CreatureAberrationPl": "Aberrations",
"SW5E.CreatureBeast": "Beast",
"SW5E.CreatureBeastPl": "Beasts",
"SW5E.CreatureConstruct": "Construct",
"SW5E.CreatureConstructPl": "Constructs",
"SW5E.CreatureDroid": "Droid",
"SW5E.CreatureDroidPl": "Droids",
"SW5E.CreatureForceEntity": "Force Entity",
"SW5E.CreatureForceEntityPl": "Force Entities",
"SW5E.CreatureHumanoid": "Humanoid",
"SW5E.CreatureHumanoidPl": "Humanoids",
"SW5E.CreaturePlant": "Plant",
"SW5E.CreaturePlantPl": "Plants",
"SW5E.CreatureSwarm": "Swarm",
"SW5E.CreatureSwarmPhrase": "Swarm of {size} {type}",
"SW5E.CreatureSwarmSize": "Swarm Size",
"SW5E.CreatureType": "Creature Type",
"SW5E.CreatureTypeConfig": "Configure Creature Type",
"SW5E.CreatureTypeSelectorCustom": "Custom Type",
"SW5E.CreatureTypeSelectorSubtype": "Subtype",
"SW5E.CreatureTypeTitle": "Configure Creature Type",
"SW5E.CreatureUndead": "Undead",
"SW5E.CreatureUndeadPl": "Undead",
"SW5E.CrewCap": "Crew Capacity",
"SW5E.Crewed": "Crewed",
"SW5E.Critical": "Critical", "SW5E.Critical": "Critical",
"SW5E.CriticalHit": "Critical Hit", "SW5E.CriticalHit": "Critical Hit",
"SW5E.Currency": "Currency", "SW5E.Currency": "Currency",
@ -282,8 +330,11 @@
"SW5E.DeathSavingThrow": "Death Saving Throw", "SW5E.DeathSavingThrow": "Death Saving Throw",
"SW5E.Default": "Default", "SW5E.Default": "Default",
"SW5E.DefaultAbilityCheck": "Default Ability Check", "SW5E.DefaultAbilityCheck": "Default Ability Check",
"SW5E.Deployment": "Deployment",
"SW5E.DeploymentPl": "Deployments",
"SW5E.description": "A comprehensive game system for running games of Star Wars 5th Edition in the Foundry VTT environment.", "SW5E.description": "A comprehensive game system for running games of Star Wars 5th Edition in the Foundry VTT environment.",
"SW5E.Description": "Description", "SW5E.Description": "Description",
"SW5E.DestructionSave": "Destruction Saves",
"SW5E.Details": "Details", "SW5E.Details": "Details",
"SW5E.Dimensions": "Dimensions", "SW5E.Dimensions": "Dimensions",
"SW5E.Disadvantage": "Disadvantage", "SW5E.Disadvantage": "Disadvantage",
@ -292,38 +343,55 @@
"SW5E.DistMi": "Miles", "SW5E.DistMi": "Miles",
"SW5E.DistSelf": "Self", "SW5E.DistSelf": "Self",
"SW5E.DistTouch": "Touch", "SW5E.DistTouch": "Touch",
"SW5E.DmgRed": "Damage Reduction",
"SW5E.Duration": "Duration", "SW5E.Duration": "Duration",
"SW5E.EffectsCategoryTemporary": "Temporary Effects",
"SW5E.EffectsCategoryPassive": "Passive Effects",
"SW5E.EffectsCategoryInactive": "Inactive Effects",
"SW5E.EffectCreate": "Create Effect", "SW5E.EffectCreate": "Create Effect",
"SW5E.EffectDelete": "Delete Effect", "SW5E.EffectDelete": "Delete Effect",
"SW5E.EffectEdit": "Edit Effect", "SW5E.EffectEdit": "Edit Effect",
"SW5E.EffectInactive": "Inactive Effects",
"SW5E.EffectNew": "New Effect",
"SW5E.EffectPassive": "Passive Effects",
"SW5E.Effects": "Effects", "SW5E.Effects": "Effects",
"SW5E.EffectTemporary": "Temporary Effects",
"SW5E.EffectsCategoryInactive": "Inactive Effects",
"SW5E.EffectsCategoryPassive": "Passive Effects",
"SW5E.EffectsCategoryTemporary": "Temporary Effects",
"SW5E.EffectToggle": "Toggle Effect", "SW5E.EffectToggle": "Toggle Effect",
"SW5E.Engine": "Engine",
"SW5E.EnginePl": "Engines",
"SW5E.EquipmentBonus": "Magical Bonus", "SW5E.EquipmentBonus": "Magical Bonus",
"SW5E.EquipmentClothing": "Clothing", "SW5E.EquipmentClothing": "Clothing",
"SW5E.EquipmentHeavy": "Heavy Armor", "SW5E.EquipmentHeavy": "Heavy Armor",
"SW5E.EquipmentHyperdrive": "Hyperdrive",
"SW5E.EquipmentLight": "Light Armor", "SW5E.EquipmentLight": "Light Armor",
"SW5E.EquipmentMedium": "Medium Armor", "SW5E.EquipmentMedium": "Medium Armor",
"SW5E.EquipmentNatural": "Natural Armor", "SW5E.EquipmentNatural": "Natural Armor",
"SW5E.EquipmentPowerCoupling": "Power Coupling",
"SW5E.EquipmentReactor": "Reactor",
"SW5E.EquipmentShield": "Shield", "SW5E.EquipmentShield": "Shield",
"SW5E.EquipmentShieldProficiency": "Shields", "SW5E.EquipmentShieldProficiency": "Shields",
"SW5E.EquipmentStarshipArmor": "Starship Armor",
"SW5E.EquipmentStarshipShield": "Starship Shield",
"SW5E.EquipmentTrinket": "Trinket", "SW5E.EquipmentTrinket": "Trinket",
"SW5E.EquipmentVehicle": "Vehicle Equipment", "SW5E.EquipmentVehicle": "Vehicle Equipment",
"SW5E.Equipped": "Equipped", "SW5E.Equipped": "Equipped",
"SW5E.Exhaustion": "Exhaustion", "SW5E.Exhaustion": "Exhaustion",
"SW5E.Expand": "Expand",
"SW5E.Expertise": "Expertise", "SW5E.Expertise": "Expertise",
"SW5E.Favorites": "Favoris", "SW5E.Favorites": "Favorites",
"SW5E.FavoritesAndNotes": "Favorites & Notes", "SW5E.FavoritesAndNotes": "Favorites & Notes",
"SW5E.Feats": "Feats",
"SW5E.FeatureActionRecharge": "Action Recharge", "SW5E.FeatureActionRecharge": "Action Recharge",
"SW5E.FeatureActive": "Active Abilities", "SW5E.FeatureActive": "Active Abilities",
"SW5E.FeatureAdd": "Create Feature", "SW5E.FeatureAdd": "Create Feature",
"SW5E.FeatureAttack": "Feature Attack", "SW5E.FeatureAttack": "Feature Attack",
"SW5E.FeatureCollapse": "Collapse Feature",
"SW5E.FeatureExpand": "Expand Feature",
"SW5E.FeaturePassive": "Passive Abilities", "SW5E.FeaturePassive": "Passive Abilities",
"SW5E.FeatureRechargeOn": "Recharge On", "SW5E.FeatureRechargeOn": "Recharge On",
"SW5E.FeatureRechargeResult": "1d6 Result", "SW5E.FeatureRechargeResult": "1d6 Result",
"SW5E.Features": "Features", "SW5E.Features": "Features",
"SW5E.FeatureType": "Feature Type",
"SW5E.FeatureUsage": "Feature Usage", "SW5E.FeatureUsage": "Feature Usage",
"SW5E.FeetAbbr": "ft.", "SW5E.FeetAbbr": "ft.",
"SW5E.Filter": "Filter", "SW5E.Filter": "Filter",
@ -339,9 +407,9 @@
"SW5E.FlagsArmorIntegration": "Armor Integration", "SW5E.FlagsArmorIntegration": "Armor Integration",
"SW5E.FlagsArmorIntegrationHint": "You cannot wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotechs implements. You must be proficient in armor in order to have it integrated.", "SW5E.FlagsArmorIntegrationHint": "You cannot wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotechs implements. You must be proficient in armor in order to have it integrated.",
"SW5E.FlagsBusinessSavvy": "Business Savvy", "SW5E.FlagsBusinessSavvy": "Business Savvy",
"SW5E.FlagsBusinessSavvyHint":"Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.", "SW5E.FlagsBusinessSavvyHint": "Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.",
"SW5E.FlagsCannibalize": "Cannibalize", "SW5E.FlagsCannibalize": "Cannibalize",
"SW5E.FlagsCannibalizeHint":"If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.", "SW5E.FlagsCannibalizeHint": "If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.",
"SW5E.FlagsClosedMind": "Closed Mind", "SW5E.FlagsClosedMind": "Closed Mind",
"SW5E.FlagsClosedMindHint": "Members of your species have a natural attunement to the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.", "SW5E.FlagsClosedMindHint": "Members of your species have a natural attunement to the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.",
"SW5E.FlagsCrudeWeaponSpecialists": "Crude Weapon Specialists", "SW5E.FlagsCrudeWeaponSpecialists": "Crude Weapon Specialists",
@ -359,7 +427,7 @@
"SW5E.FlagsForceContention": "Force Contention", "SW5E.FlagsForceContention": "Force Contention",
"SW5E.FlagsForceContentionHint": "Due to their unique physiology, members of your species exhibit a hardiness that allows them to overcome use of the Force. You have advantage on Strength and Constitution saving throws against force powers.", "SW5E.FlagsForceContentionHint": "Due to their unique physiology, members of your species exhibit a hardiness that allows them to overcome use of the Force. You have advantage on Strength and Constitution saving throws against force powers.",
"SW5E.FlagsForceInsensitive": "Force Insensitive", "SW5E.FlagsForceInsensitive": "Force Insensitive",
"SW5E.FlagsForceInsensitiveHint" : "While droids can be manipulated by many force powers, they cannot sense the Force. You can not use force powers or take levels in forcecasting classes.", "SW5E.FlagsForceInsensitiveHint": "While droids can be manipulated by many force powers, they cannot sense the Force. You can not use force powers or take levels in forcecasting classes.",
"SW5E.FlagsForeignBiology": "Foreign Biology", "SW5E.FlagsForeignBiology": "Foreign Biology",
"SW5E.FlagsForeignBiologyHint": "You wear a breathing apparatus because many atmospheres in the galaxy differ from that of your species' homeworld. If your apparatus is removed while you are in such an environment, you lose consciousness.", "SW5E.FlagsForeignBiologyHint": "You wear a breathing apparatus because many atmospheres in the galaxy differ from that of your species' homeworld. If your apparatus is removed while you are in such an environment, you lose consciousness.",
"SW5E.FlagsFuryOfTheSmall": "Fury of the Small", "SW5E.FlagsFuryOfTheSmall": "Fury of the Small",
@ -382,7 +450,7 @@
"SW5E.FlagsMaintenanceMode": "Maintenance Mode", "SW5E.FlagsMaintenanceMode": "Maintenance Mode",
"SW5E.FlagsMaintenanceModeHint": "Rather than sleep, you enter an inactive state to perform routine maintenance for 4 hours each day. You have disadvantage on Wisdom (Perception) checks while performing maintenance.", "SW5E.FlagsMaintenanceModeHint": "Rather than sleep, you enter an inactive state to perform routine maintenance for 4 hours each day. You have disadvantage on Wisdom (Perception) checks while performing maintenance.",
"SW5E.FlagsMaskOfTheWild": "Mask of the Wild", "SW5E.FlagsMaskOfTheWild": "Mask of the Wild",
"SW5E.FlagsMaskOfTheWildHint":"You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.", "SW5E.FlagsMaskOfTheWildHint": "You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.",
"SW5E.FlagsMeleeCriticalDice": "Melee Critical Damage Dice", "SW5E.FlagsMeleeCriticalDice": "Melee Critical Damage Dice",
"SW5E.FlagsMeleeCriticalDiceHint": "A number of additional damage dice added to melee weapon critical hits.", "SW5E.FlagsMeleeCriticalDiceHint": "A number of additional damage dice added to melee weapon critical hits.",
"SW5E.FlagsMultipleHearts": "Multiple Hearts", "SW5E.FlagsMultipleHearts": "Multiple Hearts",
@ -453,19 +521,31 @@
"SW5E.Flaws": "Flaws", "SW5E.Flaws": "Flaws",
"SW5E.ForcePowerbook": "Force Powers", "SW5E.ForcePowerbook": "Force Powers",
"SW5E.Formula": "Formula", "SW5E.Formula": "Formula",
"SW5E.FuelCapacity": "Fuel Capacity",
"SW5E.FuelCostPerUnit": "Fuel Cost per Unit",
"SW5E.FuelCostsMod": "Fuel Costs Modifier",
"SW5E.GrantedAbilities": "Granted Abilities", "SW5E.GrantedAbilities": "Granted Abilities",
"SW5E.HalfProficient": "Half Proficient", "SW5E.HalfProficient": "Half Proficient",
"SW5E.HardpointSizeMod": "Hardpoint Size Modifier",
"SW5E.Healing": "Healing", "SW5E.Healing": "Healing",
"SW5E.HealingTemp": "Healing (Temporary)", "SW5E.HealingTemp": "Healing (Temporary)",
"SW5E.Health": "Health", "SW5E.Health": "Health",
"SW5E.HealthConditions": "Health Conditions", "SW5E.HealthConditions": "Health Conditions",
"SW5E.HealthFormula": "Health Formula", "SW5E.HealthFormula": "Health Formula",
"SW5E.HitDice": "Hit Dice", "SW5E.HitDice": "Hit Dice",
"SW5E.HitDiceConfig": "Adjust Hit Dice",
"SW5E.HitDiceConfigHint": "Adjust remaining hit dice levels for each class.",
"SW5E.HitDiceMax": "Maximum Hit Dice",
"SW5E.HitDiceRemaining": "Remaining Hit Dice",
"SW5E.HitDiceRoll": "Roll Hit Dice", "SW5E.HitDiceRoll": "Roll Hit Dice",
"SW5E.HitDiceUsed": "Hit Dice Used", "SW5E.HitDiceUsed": "Hit Dice Used",
"SW5E.HitDiceWarn": "{name} has no available {formula} Hit Dice remaining!", "SW5E.HitDiceWarn": "{name} has no available {formula} Hit Dice remaining!",
"SW5E.HP": "Health", "SW5E.HP": "Health",
"SW5E.HPFormula": "Health Formula", "SW5E.HPFormula": "Health Formula",
"SW5E.HullDice": "Hull Dice",
"SW5E.HullPoints": "Hull Points",
"SW5E.HullPointsFormula": "Hull Points Formula",
"SW5E.HyperdriveClass": "Hyperdrive Class",
"SW5E.Ideals": "Ideals", "SW5E.Ideals": "Ideals",
"SW5E.Identified": "Identified", "SW5E.Identified": "Identified",
"SW5E.Initiative": "Initiative", "SW5E.Initiative": "Initiative",
@ -509,6 +589,7 @@
"SW5E.ItemTypeArchetype": "Archetype", "SW5E.ItemTypeArchetype": "Archetype",
"SW5E.ItemTypeBackground": "Background", "SW5E.ItemTypeBackground": "Background",
"Sw5E.ItemTypeBackgroundPl": "Backgrounds", "Sw5E.ItemTypeBackgroundPl": "Backgrounds",
"SW5E.ItemTypeBackpack": "Container",
"SW5E.ItemTypeClass": "Class", "SW5E.ItemTypeClass": "Class",
"SW5E.ItemTypeClassFeat": "Class Feature", "SW5E.ItemTypeClassFeat": "Class Feature",
"SW5E.ItemTypeClassFeats": "Class Features", "SW5E.ItemTypeClassFeats": "Class Features",
@ -517,6 +598,10 @@
"SW5E.ItemTypeConsumablePl": "Consumables", "SW5E.ItemTypeConsumablePl": "Consumables",
"SW5E.ItemTypeContainer": "Container", "SW5E.ItemTypeContainer": "Container",
"SW5E.ItemTypeContainerPl": "Containers", "SW5E.ItemTypeContainerPl": "Containers",
"SW5E.ItemTypeDeployment": "Deployment",
"SW5E.ItemTypeDeploymentFeature": "Deployment Feature",
"SW5E.ItemTypeDeploymentFeaturePl": "Deployment Features",
"SW5E.ItemTypeDeploymentPl": "Deployments",
"SW5E.ItemTypeEquipment": "Equipment", "SW5E.ItemTypeEquipment": "Equipment",
"SW5E.ItemTypeEquipmentPl": "Equipment", "SW5E.ItemTypeEquipmentPl": "Equipment",
"SW5E.ItemTypeFeat": "Feat", "SW5E.ItemTypeFeat": "Feat",
@ -533,13 +618,19 @@
"SW5E.ItemTypePowerPl": "Powers", "SW5E.ItemTypePowerPl": "Powers",
"SW5E.ItemTypeSpecies": "Species", "SW5E.ItemTypeSpecies": "Species",
"SW5E.ItemTypeSpeciesPl": "Species", "SW5E.ItemTypeSpeciesPl": "Species",
"SW5E.ItemTypeStarshipMod": "Starship Modification",
"SW5E.ItemTypeStarshipModPl": "Starship Modifications",
"SW5E.ItemTypeTool": "Tool", "SW5E.ItemTypeTool": "Tool",
"SW5E.ItemTypeToolPl": "Tools", "SW5E.ItemTypeToolPl": "Tools",
"SW5E.ItemTypeVenture": "Venture",
"SW5E.ItemTypeVenturePl": "Ventures",
"SW5E.ItemTypeWeapon": "Weapon", "SW5E.ItemTypeWeapon": "Weapon",
"SW5E.ItemTypeWeaponPl": "Weapons", "SW5E.ItemTypeWeaponPl": "Weapons",
"SW5E.ItemWeaponAttack": "Weapon Attack", "SW5E.ItemWeaponAttack": "Weapon Attack",
"SW5E.ItemWeaponDetails": "Weapon Details", "SW5E.ItemWeaponDetails": "Weapon Details",
"SW5E.ItemWeaponProperties": "Weapon Properties", "SW5E.ItemWeaponProperties": "Weapon Properties",
"SW5E.ItemWeaponSize": "Starship Weapon Size",
"SW5E.ItemWeaponSizePl": "Starship Weapon Sizes",
"SW5E.ItemWeaponStatus": "Weapon Status", "SW5E.ItemWeaponStatus": "Weapon Status",
"SW5E.ItemWeaponType": "Weapon Type", "SW5E.ItemWeaponType": "Weapon Type",
"SW5E.ItemWeaponUsage": "Weapon Usage", "SW5E.ItemWeaponUsage": "Weapon Usage",
@ -665,6 +756,7 @@
"SW5E.LongRest": "Long Rest", "SW5E.LongRest": "Long Rest",
"SW5E.LongRestEpic": "Long Rest (1 hour)", "SW5E.LongRestEpic": "Long Rest (1 hour)",
"SW5E.LongRestGritty": "Long Rest (7 days)", "SW5E.LongRestGritty": "Long Rest (7 days)",
"SW5E.LongRestHint": "Take a long rest? On a long rest you will recover hit points, half your maximum hit dice, class resources, limited use item charges, and power points.",
"SW5E.LongRestNormal": "Long Rest (8 hours)", "SW5E.LongRestNormal": "Long Rest (8 hours)",
"SW5E.LongRestOvernight": "Long Rest (New Day)", "SW5E.LongRestOvernight": "Long Rest (New Day)",
"SW5E.LongRestResult": "{name} takes a long rest.", "SW5E.LongRestResult": "{name} takes a long rest.",
@ -684,18 +776,25 @@
"SW5E.LongRestResultTP": "{name} takes a long rest and recovers {tech} Tech Points.", "SW5E.LongRestResultTP": "{name} takes a long rest and recovers {tech} Tech Points.",
"SW5E.LongRestResultTPHD": "{name} takes a long rest and recovers {tech} Tech Points and {dice} Hit Dice.", "SW5E.LongRestResultTPHD": "{name} takes a long rest and recovers {tech} Tech Points and {dice} Hit Dice.",
"SW5E.Max": "Max", "SW5E.Max": "Max",
"SW5E.ModCap": "Modification Capacity",
"SW5E.Modifier": "Modifier", "SW5E.Modifier": "Modifier",
"SW5E.Movement": "Movement", "SW5E.Movement": "Movement",
"SW5E.MovementBurrow": "Burrow", "SW5E.MovementBurrow": "Burrow",
"SW5E.MovementClimb": "Climb", "SW5E.MovementClimb": "Climb",
"SW5E.MovementConfig": "Configure Movement Speed", "SW5E.MovementConfig": "Configure Movement Speed",
"SW5E.MovementConfigHint": "Configure the movement speed and special movement attributes of this creature.", "SW5E.MovementConfigHint": "Configure the movement speed and special movement attributes of this creature.",
"SW5E.MovementCrawl": "Crawl",
"SW5E.MovementFly": "Fly", "SW5E.MovementFly": "Fly",
"SW5E.MovementHover": "Hover", "SW5E.MovementHover": "Hover",
"SW5E.MovementRoll": "Roll",
"SW5E.MovementSpace": "Space Flight",
"SW5E.MovementSwim": "Swim", "SW5E.MovementSwim": "Swim",
"SW5E.MovementTurn": "Turning",
"SW5E.MovementUnits": "Units", "SW5E.MovementUnits": "Units",
"SW5E.MovementWalk": "Walk", "SW5E.MovementWalk": "Walk",
"SW5E.Name": "Character Name", "SW5E.Name": "Character Name",
"SW5E.NewDay": "Is New Day?",
"SW5E.NewDayHint": "Recover limited use abilities which recharge \"per day\"?",
"SW5E.NoCharges": "No Charges", "SW5E.NoCharges": "No Charges",
"SW5E.None": "None", "SW5E.None": "None",
"SW5E.NoPowerLevels": "This character has no powercaster levels, but you may add powers manually.", "SW5E.NoPowerLevels": "This character has no powercaster levels, but you may add powers manually.",
@ -748,7 +847,12 @@
"SW5E.PowerCreate": "Create Power", "SW5E.PowerCreate": "Create Power",
"SW5E.PowerDC": "Power DC", "SW5E.PowerDC": "Power DC",
"SW5E.PowerDetails": "Power Details", "SW5E.PowerDetails": "Power Details",
"SW5E.PowerDiceRecovery": "Power Dice Recovery",
"SW5E.PowerDie": "Power Die",
"SW5E.PowerDieAlloc": "Power Die Allocation",
"SW5E.PowerDiePl": "Power Dice",
"SW5E.PowerEffects": "Power Effects", "SW5E.PowerEffects": "Power Effects",
"SW5E.PowerfulCritical": "Powerful Critical",
"SW5E.PowerLevel": "Power Level", "SW5E.PowerLevel": "Power Level",
"SW5E.PowerLevel0": "At-Will", "SW5E.PowerLevel0": "At-Will",
"SW5E.PowerLevel1": "1st Level", "SW5E.PowerLevel1": "1st Level",
@ -778,6 +882,7 @@
"SW5E.PowerProgression": "Power Progression", "SW5E.PowerProgression": "Power Progression",
"SW5E.PowerProgSct": "Scout", "SW5E.PowerProgSct": "Scout",
"SW5E.PowerProgSnt": "Sentinel", "SW5E.PowerProgSnt": "Sentinel",
"SW5E.PowerRouting": "Power Routing",
"SW5E.PowerSchool": "Power School", "SW5E.PowerSchool": "Power School",
"SW5E.PowersKnown": "Powers Known", "SW5E.PowersKnown": "Powers Known",
"SW5E.PowerTarget": "Power Target", "SW5E.PowerTarget": "Power Target",
@ -789,21 +894,29 @@
"SW5E.Proficient": "Proficient", "SW5E.Proficient": "Proficient",
"SW5E.Quantity": "Quantity", "SW5E.Quantity": "Quantity",
"SW5E.Range": "Range", "SW5E.Range": "Range",
"SW5E.Rank": "Rank",
"SW5E.RankPl": "Ranks",
"SW5E.Rarity": "Rarity", "SW5E.Rarity": "Rarity",
"SW5E.Reaction": "Reaction", "SW5E.Reaction": "Reaction",
"SW5E.ReactionPl": "Reactions", "SW5E.ReactionPl": "Reactions",
"SW5E.Recharge": "Recharge", "SW5E.Recharge": "Recharge",
"SW5E.Refitting": "Refitting",
"SW5E.Refuel": "Refuel",
"SW5E.RegenerationRateCoefficient": "Regeneration Rate Coefficient",
"SW5E.RequiredMaterials": "Required Materials", "SW5E.RequiredMaterials": "Required Materials",
"SW5E.Requirements": "Requirements", "SW5E.Requirements": "Requirements",
"SW5E.ResourcesAndTraits": "Resources & Traits",
"SW5E.ResourcePrimary": "Resource 1", "SW5E.ResourcePrimary": "Resource 1",
"SW5E.ResourcesAndTraits": "Resources & Traits",
"SW5E.ResourceSecondary": "Resource 2", "SW5E.ResourceSecondary": "Resource 2",
"SW5E.ResourceTertiary": "Resource 3", "SW5E.ResourceTertiary": "Resource 3",
"SW5E.Rest": "Rest",
"SW5E.RestL": "L. Rest", "SW5E.RestL": "L. Rest",
"SW5E.RestS": "S. Rest", "SW5E.RestS": "S. Rest",
"SW5E.Ritual": "Ritual", "SW5E.Ritual": "Ritual",
"SW5E.Role": "Role",
"SW5E.RolePl": "Roles",
"SW5E.Roll": "Roll", "SW5E.Roll": "Roll",
"SW5E.RollExample": "e.g. +1d4", "SW5E.RollExample": "e.g. 1d4",
"SW5E.RollMode": "Roll Mode", "SW5E.RollMode": "Roll Mode",
"SW5E.RollSituationalBonus": "Situational Bonus?", "SW5E.RollSituationalBonus": "Situational Bonus?",
"SW5E.Save": "Save", "SW5E.Save": "Save",
@ -816,6 +929,7 @@
"SW5E.SchoolLgt": "Light", "SW5E.SchoolLgt": "Light",
"SW5E.SchoolTec": "Tech", "SW5E.SchoolTec": "Tech",
"SW5E.SchoolUni": "Universal", "SW5E.SchoolUni": "Universal",
"SW5E.SelectItemsPromptTitle": "Select Items",
"SW5E.SenseBlindsight": "Blindsight", "SW5E.SenseBlindsight": "Blindsight",
"SW5E.SenseBS": "Blindsight", "SW5E.SenseBS": "Blindsight",
"SW5E.SenseDarkvision": "Darkvision", "SW5E.SenseDarkvision": "Darkvision",
@ -834,6 +948,10 @@
"SW5E.SheetClassNPC": "Default NPC Sheet", "SW5E.SheetClassNPC": "Default NPC Sheet",
"SW5E.SheetClassNPCOld": "Old NPC Sheet", "SW5E.SheetClassNPCOld": "Old NPC Sheet",
"SW5E.SheetClassVehicle": "Default Vehicle Sheet", "SW5E.SheetClassVehicle": "Default Vehicle Sheet",
"SW5E.ShieldDice": "Shield Dice",
"SW5E.ShieldPoints": "Shield Points",
"SW5E.ShieldPointsFormula": "Shield Points Formula",
"SW5E.ShieldRegen": "Regen",
"SW5E.ShortRest": "Short Rest", "SW5E.ShortRest": "Short Rest",
"SW5E.ShortRestEpic": "Short Rest (5 minutes)", "SW5E.ShortRestEpic": "Short Rest (5 minutes)",
"SW5E.ShortRestGritty": "Short Rest (8 hours)", "SW5E.ShortRestGritty": "Short Rest (8 hours)",
@ -873,6 +991,7 @@
"SW5E.SkillSte": "Stealth", "SW5E.SkillSte": "Stealth",
"SW5E.SkillSur": "Survival", "SW5E.SkillSur": "Survival",
"SW5E.SkillTec": "Technology", "SW5E.SkillTec": "Technology",
"SW5E.Skip": "Skip",
"SW5E.Slots": "Slots", "SW5E.Slots": "Slots",
"SW5E.Source": "Source", "SW5E.Source": "Source",
"SW5E.Special": "Special", "SW5E.Special": "Special",
@ -882,8 +1001,62 @@
"SW5E.SpeciesTraits": "Species Traits", "SW5E.SpeciesTraits": "Species Traits",
"SW5E.Speed": "Speed", "SW5E.Speed": "Speed",
"SW5E.SpeedSpecial": "Special Movement", "SW5E.SpeedSpecial": "Special Movement",
"SW5E.StarshipAmbassador": "Ambassador",
"SW5E.StarshipArmorandShieldProps": "Starship Armor & Shield Properties",
"SW5E.StarshipArmorandShields": "Starship Armor and Shields",
"SW5E.StarshipBattleship": "Battleship",
"SW5E.StarshipBlockadeShip": "Blockade Ship",
"SW5E.StarshipBomber": "Bomber",
"SW5E.StarshipCarrier": "Carrier",
"SW5E.StarshipColonizer": "Colonizer",
"SW5E.StarshipCommandShip": "Command Ship",
"SW5E.StarshipCorvette": "Corvette",
"SW5E.StarshipCourier": "Courier",
"SW5E.StarshipCruiser": "Cruiser",
"SW5E.StarshipEquipment": "Starship Equipment",
"SW5E.StarshipEquipmentProps": "Starship Equipment Properties",
"SW5E.StarshipExplorer": "Explorer",
"SW5E.StarshipfeaturePl": "Starship Features",
"SW5E.StarshipFlagship": "Flagship",
"SW5E.StarshipFreighter": "Freighter",
"SW5E.StarshipGunboat": "Gunboat",
"SW5E.StarshipIndustrialCenter": "Industrial Center",
"SW5E.StarshipInterceptor": "Interceptor",
"SW5E.StarshipInterdictor": "Interdictor",
"SW5E.StarshipJuggernaut": "Juggernaut",
"SW5E.StarshipMissileBoat": "Missile Boat",
"SW5E.StarshipMobileMetropolis": "Mobile Metropolis",
"SW5E.StarshipmodPl": "Starship Modifications",
"SW5E.StarshipNavigator": "Navigator",
"SW5E.StarshipPicketShip": "Picket Ship",
"SW5E.StarshipResearcher": "Researcher",
"SW5E.StarshipScout": "Scout",
"SW5E.StarshipScrambler": "Scrambler",
"SW5E.StarshipShipsTender": "Ship's Tender",
"SW5E.StarshipShuttle": "Shuttle",
"SW5E.StarshipSkillAst": "Astrogation",
"SW5E.StarshipSkillBst": "Boost",
"SW5E.StarshipSkillDat": "Data",
"SW5E.StarshipSkillHid": "Hide",
"SW5E.StarshipSkillImp": "Impress",
"SW5E.StarshipSkillInt": "Interfere",
"SW5E.StarshipSkillMan": "Maneuvering",
"SW5E.StarshipSkillMen": "Menace",
"SW5E.StarshipSkillPat": "Patch",
"SW5E.StarshipSkillPrb": "Probe",
"SW5E.StarshipSkillRam": "Ram",
"SW5E.StarshipSkillReg": "Regulation",
"SW5E.StarshipSkillScn": "Scan",
"SW5E.StarshipSkillSwn": "Swindle",
"SW5E.StarshipStrikeFighter": "Strike Fighter",
"SW5E.StarshipTier": "Tier",
"SW5E.StarshipWarship": "Warship",
"SW5E.StarshipYacht": "Yacht",
"SW5E.StealthDisadvantage": "Stealth Disadvantage", "SW5E.StealthDisadvantage": "Stealth Disadvantage",
"SW5E.SuiteCap": "Suite Capacity",
"SW5E.Supply": "Supply", "SW5E.Supply": "Supply",
"SW5E.SysStorageCapacity": "System Storage Capacity",
"SW5E.SystemDrainage": "System Drainage",
"SW5E.Target": "Target", "SW5E.Target": "Target",
"SW5E.TargetAlly": "Ally", "SW5E.TargetAlly": "Ally",
"SW5E.TargetCone": "Cone", "SW5E.TargetCone": "Cone",
@ -899,6 +1072,7 @@
"SW5E.TargetSpace": "Space", "SW5E.TargetSpace": "Space",
"SW5E.TargetSphere": "Sphere", "SW5E.TargetSphere": "Sphere",
"SW5E.TargetSquare": "Square", "SW5E.TargetSquare": "Square",
"SW5E.TargetStarship": "Starship",
"SW5E.TargetWall": "Wall", "SW5E.TargetWall": "Wall",
"SW5E.TargetWeapon": "Weapon", "SW5E.TargetWeapon": "Weapon",
"SW5E.TargetWidth": "Line Width", "SW5E.TargetWidth": "Line Width",
@ -954,7 +1128,8 @@
"SW5E.TraitToolProf": "Tool Proficiencies", "SW5E.TraitToolProf": "Tool Proficiencies",
"SW5E.TraitWeaponProf": "Weapon Proficiencies", "SW5E.TraitWeaponProf": "Weapon Proficiencies",
"SW5E.Type": "Type", "SW5E.Type": "Type",
"SW5E.Unequipped": "Not Equipped", "SW5E.Uncrewed": "Uncrewed",
"SW5E.Unequipped": "Unequipped",
"SW5E.UniversalPowerDC": "Universal Power DC", "SW5E.UniversalPowerDC": "Universal Power DC",
"SW5E.Unlimited": "Unlimited", "SW5E.Unlimited": "Unlimited",
"SW5E.Usage": "Usage", "SW5E.Usage": "Usage",
@ -978,50 +1153,85 @@
"SW5E.VersatileDamage": "Versatile Damage", "SW5E.VersatileDamage": "Versatile Damage",
"SW5E.VsDC": "vs DC.", "SW5E.VsDC": "vs DC.",
"SW5E.WeaponAmmo": "Ammunition", "SW5E.WeaponAmmo": "Ammunition",
"SW5E.WeaponBlasterPistolProficiency": "Blaster Pistol",
"SW5E.WeaponChakramProficiency": "Chakrams",
"SW5E.WeaponDoubleBladeProficiency": "Doubleblade",
"SW5E.WeaponDoubleSaberProficiency": "Doublesaber",
"SW5E.WeaponDoubleShotoProficiency": "Doubleshoto",
"SW5E.WeaponDoubleSwordProficiency": "Doublesword",
"SW5E.WeaponHiddenBladeProficiency": "Hidden Blade",
"SW5E.WeaponImprov": "Improvised", "SW5E.WeaponImprov": "Improvised",
"SW5E.WeaponImprovisedProficiency": "Improvised Weapons",
"SW5E.WeaponLightFoilProficiency": "Lightfoil",
"SW5E.WeaponLightRingProficiency": "Light Ring",
"SW5E.WeaponMartialB": "Martial Blaster", "SW5E.WeaponMartialB": "Martial Blaster",
"SW5E.WeaponMartialBlasterProficiency": "Martial Blasters",
"SW5E.WeaponMartialLightweaponProficiency": "Martial Lightweapons",
"SW5E.WeaponMartialLW": "Martial Lightweapon", "SW5E.WeaponMartialLW": "Martial Lightweapon",
"SW5E.WeaponMartialProficiency": "Martial Weapons", "SW5E.WeaponMartialProficiency": "Martial Weapons",
"SW5E.WeaponMartialVibroweaponProficiency": "Martial Vibroweapons",
"SW5E.WeaponMartialVW": "Martial Vibroweapon", "SW5E.WeaponMartialVW": "Martial Vibroweapon",
"SW5E.WeaponNatural": "Natural", "SW5E.WeaponNatural": "Natural",
"SW5E.WeaponNaturalProficiency": "Natural Weapons",
"SW5E.WeaponPrimarySW": "Primary (Starship)",
"SW5E.WeaponPropertiesAmm": "Ammunition", "SW5E.WeaponPropertiesAmm": "Ammunition",
"SW5E.WeaponPropertiesAut": "Auto", "SW5E.WeaponPropertiesAut": "Auto",
"SW5E.WeaponPropertiesBur": "Burst", "SW5E.WeaponPropertiesBur": "Burst",
"SW5E.WeaponPropertiesCon": "Constitution",
"SW5E.WeaponPropertiesDef": "Defensive", "SW5E.WeaponPropertiesDef": "Defensive",
"SW5E.WeaponPropertiesDex": "Dexterity Rqmt.", "SW5E.WeaponPropertiesDex": "Dexterity Rqt",
"SW5E.WeaponPropertiesDgd": "Disguised", "SW5E.WeaponPropertiesDgd": "Disguised",
"SW5E.WeaponPropertiesDir": "Dire", "SW5E.WeaponPropertiesDir": "Dire",
"SW5E.WeaponPropertiesDis": "Disintegrate", "SW5E.WeaponPropertiesDis": "Disintegrate",
"SW5E.WeaponPropertiesDou": "Double", "SW5E.WeaponPropertiesDou": "Double",
"SW5E.WeaponPropertiesDpt": "Disruptive", "SW5E.WeaponPropertiesDpt": "Disruptive",
"SW5E.WeaponPropertiesDrm": "Disarming", "SW5E.WeaponPropertiesDrm": "Disarming",
"SW5E.WeaponPropertiesExp": "Explosive",
"SW5E.WeaponPropertiesFin": "Finesse", "SW5E.WeaponPropertiesFin": "Finesse",
"SW5E.WeaponPropertiesFix": "Fixed", "SW5E.WeaponPropertiesFix": "Fixed",
"SW5E.WeaponPropertiesFoc": "Focus", "SW5E.WeaponPropertiesFoc": "Focus",
"SW5E.WeaponPropertiesHid": "Hidden", "SW5E.WeaponPropertiesHid": "Hidden",
"SW5E.WeaponPropertiesHom": "Homing",
"SW5E.WeaponPropertiesHvy": "Heavy", "SW5E.WeaponPropertiesHvy": "Heavy",
"SW5E.WeaponPropertiesIon": "Ionizing",
"SW5E.WeaponPropertiesKen": "Keen", "SW5E.WeaponPropertiesKen": "Keen",
"SW5E.WeaponPropertiesLgt": "Light", "SW5E.WeaponPropertiesLgt": "Light",
"SW5E.WeaponPropertiesLum": "Luminous", "SW5E.WeaponPropertiesLum": "Luminous",
"SW5E.WeaponPropertiesMig": "Mighty", "SW5E.WeaponPropertiesMig": "Mighty",
"SW5E.WeaponPropertiesMlt": "Melt",
"SW5E.WeaponPropertiesOvr": "Overheat",
"SW5E.WeaponPropertiesPic": "Piercing", "SW5E.WeaponPropertiesPic": "Piercing",
"SW5E.WeaponPropertiesPow": "Power",
"SW5E.WeaponPropertiesRan": "Range", "SW5E.WeaponPropertiesRan": "Range",
"SW5E.WeaponPropertiesRap": "Rapid", "SW5E.WeaponPropertiesRap": "Rapid",
"SW5E.WeaponPropertiesRch": "Reach", "SW5E.WeaponPropertiesRch": "Reach",
"SW5E.WeaponPropertiesRel": "Reload", "SW5E.WeaponPropertiesRel": "Reload",
"SW5E.WeaponPropertiesRet": "Returning", "SW5E.WeaponPropertiesRet": "Returning",
"SW5E.WeaponPropertiesSat": "Saturate",
"SW5E.WeaponPropertiesShk": "Shocking", "SW5E.WeaponPropertiesShk": "Shocking",
"SW5E.WeaponPropertiesSil": "Silent", "SW5E.WeaponPropertiesSil": "Silent",
"SW5E.WeaponPropertiesSpc": "Special", "SW5E.WeaponPropertiesSpc": "Special",
"SW5E.WeaponPropertiesStr": "Strength Rqmt.", "SW5E.WeaponPropertiesStr": "Strength Rqt",
"SW5E.WeaponPropertiesThr": "Thrown", "SW5E.WeaponPropertiesThr": "Thrown",
"SW5E.WeaponPropertiesTwo": "Two-Handed", "SW5E.WeaponPropertiesTwo": "Two-Handed",
"SW5E.WeaponPropertiesVer": "Versatile", "SW5E.WeaponPropertiesVer": "Versatile",
"SW5E.WeaponPropertiesVic": "Vicious", "SW5E.WeaponPropertiesVic": "Vicious",
"SW5E.WeaponPropertiesZon": "Zone",
"SW5E.WeaponQuaternarySW": "Quaternary (Starship)",
"SW5E.WeaponSaberWhipProficiency": "Saberwhip",
"SW5E.WeaponSecondarySW": "Secondary (Starship)",
"SW5E.WeaponSiege": "Siege", "SW5E.WeaponSiege": "Siege",
"SW5E.WeaponSimpleB": "Simple Blaster", "SW5E.WeaponSimpleB": "Simple Blaster",
"SW5E.WeaponSimpleBlasterProficiency": "Simple Blasters",
"SW5E.WeaponSimpleLightweaponProficiency": "Simple Lightweapons",
"SW5E.WeaponSimpleLW": "Simple Lightweapon", "SW5E.WeaponSimpleLW": "Simple Lightweapon",
"SW5E.WeaponSimpleProficiency": "Simple Weapons", "SW5E.WeaponSimpleProficiency": "Simple Weapons",
"SW5E.WeaponSimpleVibroweaponProficiency": "Simple Vibroweapons",
"SW5E.WeaponSimpleVW": "Simple Vibroweapon", "SW5E.WeaponSimpleVW": "Simple Vibroweapon",
"SW5E.WeaponSizeAbb": "Size",
"SW5E.WeaponTechbladeProficiency": "Techblades",
"SW5E.WeaponTertiarySW": "Tertiary (Starship)",
"SW5E.WeaponVibrorapierProficiency": "Vibrorapier",
"SW5E.WeaponVibrowhipProficiency": "Vibrowhip",
"SW5E.Weight": "Weight" "SW5E.Weight": "Weight"
} }

View file

@ -339,9 +339,9 @@
"SW5E.FlagsArmorIntegration": "Intégration d'armure", "SW5E.FlagsArmorIntegration": "Intégration d'armure",
"SW5E.FlagsArmorIntegrationHint": "Chaque fois que vous effectuez un test de Charisme (Persuasion) impliquant du marchandage, vous êtes considéré comme ayant une expertise dans la compétence Persuasion.", "SW5E.FlagsArmorIntegrationHint": "Chaque fois que vous effectuez un test de Charisme (Persuasion) impliquant du marchandage, vous êtes considéré comme ayant une expertise dans la compétence Persuasion.",
"SW5E.FlagsBusinessSavvy": "Sens des affaires", "SW5E.FlagsBusinessSavvy": "Sens des affaires",
"SW5E.FlagsBusinessSavvyHint":"Chaque fois que vous effectuez un test de Charisme (Persuasion) impliquant du marchandage, vous êtes considéré comme ayant une expertise dans la compétence Persuasion.", "SW5E.FlagsBusinessSavvyHint": "Chaque fois que vous effectuez un test de Charisme (Persuasion) impliquant du marchandage, vous êtes considéré comme ayant une expertise dans la compétence Persuasion.",
"SW5E.FlagsCannibalize": "Cannibale", "SW5E.FlagsCannibalize": "Cannibale",
"SW5E.FlagsCannibalizeHint":"Si vous passez au moins 1 minute à dévorer le cadavre d'une bête ou d'un humanoïde, vous gagnez des points de vie temporaires égaux à votre modificateur de Constitution. Une fois que vous avez utilisé cette fonctionnalité, vous devez effectuer un repos court ou long avant de pouvoir l'utiliser à nouveau.", "SW5E.FlagsCannibalizeHint": "Si vous passez au moins 1 minute à dévorer le cadavre d'une bête ou d'un humanoïde, vous gagnez des points de vie temporaires égaux à votre modificateur de Constitution. Une fois que vous avez utilisé cette fonctionnalité, vous devez effectuer un repos court ou long avant de pouvoir l'utiliser à nouveau.",
"SW5E.FlagsClosedMind": "Esprit Fortifié", "SW5E.FlagsClosedMind": "Esprit Fortifié",
"SW5E.FlagsClosedMindHint": "Les membres de votre espèce ont une harmonisation naturelle avec la Force, ce qui les rend résistants à ses pouvoirs. Vous avez l'avantage aux jets de sauvegarde de Sagesse et de Charisme contre les pouvoirs de force.", "SW5E.FlagsClosedMindHint": "Les membres de votre espèce ont une harmonisation naturelle avec la Force, ce qui les rend résistants à ses pouvoirs. Vous avez l'avantage aux jets de sauvegarde de Sagesse et de Charisme contre les pouvoirs de force.",
"SW5E.FlagsCrudeWeaponSpecialists": "Spécialiste des armes improvisées", "SW5E.FlagsCrudeWeaponSpecialists": "Spécialiste des armes improvisées",
@ -359,7 +359,7 @@
"SW5E.FlagsForceContention": "Force Contention", "SW5E.FlagsForceContention": "Force Contention",
"SW5E.FlagsForceContentionHint": "En raison de leur physiologie unique, les membres de votre espèce présentent une rusticité qui leur permet de surmonter l'utilisation de la Force. Vous avez un avantage aux jets de sauvegarde de Force et de Constitution contre les pouvoirs de la force.", "SW5E.FlagsForceContentionHint": "En raison de leur physiologie unique, les membres de votre espèce présentent une rusticité qui leur permet de surmonter l'utilisation de la Force. Vous avez un avantage aux jets de sauvegarde de Force et de Constitution contre les pouvoirs de la force.",
"SW5E.FlagsForceInsensitive": "Insensible à la Force", "SW5E.FlagsForceInsensitive": "Insensible à la Force",
"SW5E.FlagsForceInsensitiveHint" : "Bien que les droïdes puissent être manipulés par de nombreux pouvoirs de la force, ils ne peuvent pas sentir la Force. Vous ne pouvez pas utiliser de pouvoirs de la force ou prendre des niveaux dans les classes d'utilisateurs de la force.", "SW5E.FlagsForceInsensitiveHint": "Bien que les droïdes puissent être manipulés par de nombreux pouvoirs de la force, ils ne peuvent pas sentir la Force. Vous ne pouvez pas utiliser de pouvoirs de la force ou prendre des niveaux dans les classes d'utilisateurs de la force.",
"SW5E.FlagsForeignBiology": "Biologie Étrangère", "SW5E.FlagsForeignBiology": "Biologie Étrangère",
"SW5E.FlagsForeignBiologyHint": "Vous portez un appareil respiratoire parce que de nombreuses atmosphères dans la galaxie diffèrent de celle de votre monde natal. Si votre appareil est retiré alors que vous êtes dans un tel environnement, vous perdez connaissance.", "SW5E.FlagsForeignBiologyHint": "Vous portez un appareil respiratoire parce que de nombreuses atmosphères dans la galaxie diffèrent de celle de votre monde natal. Si votre appareil est retiré alors que vous êtes dans un tel environnement, vous perdez connaissance.",
"SW5E.FlagsFuryOfTheSmall": "Rage des Petits", "SW5E.FlagsFuryOfTheSmall": "Rage des Petits",
@ -382,7 +382,7 @@
"SW5E.FlagsMaintenanceMode": "Maintenance Mode", "SW5E.FlagsMaintenanceMode": "Maintenance Mode",
"SW5E.FlagsMaintenanceModeHint": "Plutôt que de dormir, vous entrez dans un état inactif pour effectuer une maintenance de routine pendant 4 heures par jour. Vous avez un désavantage aux tests de Sagesse (Perception) lors de la maintenance.", "SW5E.FlagsMaintenanceModeHint": "Plutôt que de dormir, vous entrez dans un état inactif pour effectuer une maintenance de routine pendant 4 heures par jour. Vous avez un désavantage aux tests de Sagesse (Perception) lors de la maintenance.",
"SW5E.FlagsMaskOfTheWild": "Cachette Naturelle", "SW5E.FlagsMaskOfTheWild": "Cachette Naturelle",
"SW5E.FlagsMaskOfTheWildHint":"Vous pouvez tenter de vous cacher dans une zone à visibilité réduite, comme en présence de branchages, de forte pluie, de neige qui tombe, de brume ou autre phénomène naturel.", "SW5E.FlagsMaskOfTheWildHint": "Vous pouvez tenter de vous cacher dans une zone à visibilité réduite, comme en présence de branchages, de forte pluie, de neige qui tombe, de brume ou autre phénomène naturel.",
"SW5E.FlagsMeleeCriticalDice": "Dé de dégâts pour les coups critiques au corps-à-corps", "SW5E.FlagsMeleeCriticalDice": "Dé de dégâts pour les coups critiques au corps-à-corps",
"SW5E.FlagsMeleeCriticalDiceHint": "Un certain nombre de dés de dégâts supplémentaires ont été ajoutés aux coups critiques des armes de corps-à-corps.", "SW5E.FlagsMeleeCriticalDiceHint": "Un certain nombre de dés de dégâts supplémentaires ont été ajoutés aux coups critiques des armes de corps-à-corps.",
"SW5E.FlagsMultipleHearts": "Plusieurs Coeurs", "SW5E.FlagsMultipleHearts": "Plusieurs Coeurs",

1027
lang/it.json Normal file

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@ -71,7 +71,7 @@
} }
// Movement Configuration // Movement Configuration
.movement { .movement, .hit-dice {
h4.attribute-name { h4.attribute-name {
position: relative; position: relative;
} }
@ -655,6 +655,15 @@
// Empty powerbook controls // Empty powerbook controls
.powerbook-empty .item-controls { flex: 1; } .powerbook-empty .item-controls { flex: 1; }
/* ----------------------------------------- */
/* Features Tab */
/* ----------------------------------------- */
// Original class icon
.features i.original-class {
color: #4b4a44
}
/* ----------------------------------------- */ /* ----------------------------------------- */
/* TinyMCE */ /* TinyMCE */
/* ----------------------------------------- */ /* ----------------------------------------- */

View file

@ -10,9 +10,7 @@
.sw5e { .sw5e {
.window-content { .window-content {
background: @sheetBackground;
font-size: 13px; font-size: 13px;
color: @colorDark;
} }
/* ----------------------------------------- */ /* ----------------------------------------- */
@ -44,6 +42,8 @@
select:disabled, select:disabled,
textarea:disabled { textarea:disabled {
color: @colorOlive; color: @colorOlive;
border: 1px solid transparent !important;
outline: none !important;
&:hover, &:hover,
&:focus { &:focus {
box-shadow: none !important; box-shadow: none !important;
@ -58,28 +58,6 @@
border: @borderGroove; border: @borderGroove;
} }
// Checkbox Labels
// TODO: THIS CAN BE MOSTLY REMOVED NOW THAT IT IS IN CORE, see core forms.less
label.checkbox {
flex: auto;
padding: 0;
margin: 0;
height: 22px;
line-height: 22px;
font-size: 11px;
> input[type="checkbox"] {
width: 16px;
height: 16px;
margin: 0 2px 0 0;
position: relative;
top: 4px;
}
&.right > input[type="checkbox"] {
margin: 0 0 0 2px;
}
}
/* Form Groups */ /* Form Groups */
.form-group { .form-group {
label { label {
@ -98,11 +76,12 @@
// Stacked Groups // Stacked Groups
.form-group.stacked { .form-group.stacked {
label { > label {
flex: 0 0 100%; flex: 0 0 100%;
margin: 0; margin: 0;
} }
label.checkbox { label.checkbox,
label.radio {
flex: auto; flex: auto;
text-align: left; text-align: left;
} }
@ -131,6 +110,34 @@
} }
/* ----------------------------------------- */
/* Hit Dice Config Sheet Specifically */
/* ----------------------------------------- */
.sw5e.hd-config {
.form-group {
button.increment, button.decrement {
flex: 0 0 1rem;
line-height: 1rem;
}
button.decrement {
margin-right: 0;
}
span.sep {
margin: 0;
}
input {
flex: 0 0 2rem;
text-align: center;
margin-left: 2px;
margin-right: 2px;
}
}
}
/* ----------------------------------------- */ /* ----------------------------------------- */
/* Entity Sheets Specifically */ /* Entity Sheets Specifically */
/* ----------------------------------------- */ /* ----------------------------------------- */
@ -475,7 +482,7 @@
/* Trait Selector /* Trait Selector
/* ----------------------------------------- */ /* ----------------------------------------- */
#trait-selector { .trait-selector {
.trait-list { .trait-list {
list-style: none; list-style: none;
margin: 0; margin: 0;
@ -488,6 +495,59 @@
} }
} }
/* ----------------------------------------- */
/* Actor Type Config Sheet Specifically */
/* ----------------------------------------- */
.actor-type {
.trait-list {
display: flex;
flex-wrap: wrap;
li {
flex-basis: 50%;
flex-grow: 1;
}
li.form-group {
flex-basis: 100%;
}
}
label.radio {
display: flex;
flex: auto;
font-size: 12px;
line-height: 20px;
font-weight: normal;
> input[type="radio"] {
margin: 0 5px 0 0;
}
}
li.custom-type input[type="radio"] {
display: none;
}
}
/* ----------------------------------------- */
/* Add Feature Prompt Specifically */
/* ----------------------------------------- */
.sw5e.select-items-prompt {
.dialog-content {
margin-bottom: 1em;
}
.items-list {
margin-top: 0.5em;
}
.item-name > label, .item-image, input {
cursor: pointer;
}
.item-name > label {
align-items: center;
}
}
/* ----------------------------------------- */ /* ----------------------------------------- */
/* HUD /* HUD
/* ----------------------------------------- */ /* ----------------------------------------- */

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@ -89,7 +89,7 @@
// Custom Resources // Custom Resources
.resource .attribute-value { .resource .attribute-value {
input { > input {
flex: 0 0 25%; flex: 0 0 25%;
} }
label.recharge { label.recharge {
@ -99,6 +99,7 @@
font-size: 11px; font-size: 11px;
text-align: center; text-align: center;
color: @colorOlive; color: @colorOlive;
align-items: center;
input[type="checkbox"] { input[type="checkbox"] {
height: 14px; height: 14px;
width: 14px; width: 14px;

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@ -106,17 +106,17 @@
&:nth-child(even) { &:nth-child(even) {
width: 150px; width: 150px;
margin: 0.5em 0.5em; margin: 0.5em 0.5em;
padding: 0px 10px 0px 10px; padding: 0 10px 0 10px;
text-align: left; text-align: left;
} }
} }
thead { thead {
border-bottom: 0px; border-bottom: 0;
} }
th { th {
color: #000000; color: #000000;
text-shadow: none; text-shadow: none;
border-bottom: 0px; border-bottom: 0;
background-color: #bdc8cc; background-color: #bdc8cc;
text-transform: none; text-transform: none;
font-weight: bold; font-weight: bold;
@ -129,7 +129,7 @@
&:nth-child(even) { &:nth-child(even) {
width: 150px; width: 150px;
margin: 0.5em 0.5em; margin: 0.5em 0.5em;
padding: 0px 10px 0px 10px; padding: 0 10px 0 10px;
text-align: left; text-align: left;
} }
} }
@ -137,7 +137,7 @@
.medtable { .medtable {
table { table {
width: 500px; width: 500px;
border: 0px; border: 0;
margin: 0.5em 0.5em; margin: 0.5em 0.5em;
} }
td { td {
@ -149,17 +149,17 @@
&:nth-child(even) { &:nth-child(even) {
width: 450px; width: 450px;
margin: 0.5em 0.5em; margin: 0.5em 0.5em;
padding: 0px 10px 0px 0px; padding: 0 10px 0 0;
text-align: left; text-align: left;
} }
} }
thead { thead {
border-bottom: 0px; border-bottom: 0;
} }
th { th {
color: #000000; color: #000000;
text-shadow: none; text-shadow: none;
border-bottom: 0px; border-bottom: 0;
background-color: #bdc8cc; background-color: #bdc8cc;
text-transform: none; text-transform: none;
font-weight: bold; font-weight: bold;
@ -174,8 +174,8 @@
} }
.classtable { .classtable {
blockquote { blockquote {
border-left: 0px; border-left: 0;
border-right: 0px; border-right: 0;
background-color: #bdc8cc; background-color: #bdc8cc;
width: 600px; width: 600px;
h3 { h3 {
@ -189,8 +189,8 @@
width: 100%; width: 100%;
border-collapse: collapse; border-collapse: collapse;
background: rgba(0, 0, 0, 0.05); background: rgba(0, 0, 0, 0.05);
border-left: 0px; border-left: 0;
border-right: 0px; border-right: 0;
border-top: 0; border-top: 0;
border-bottom: 0; border-bottom: 0;
margin: 0.5em 0; margin: 0.5em 0;
@ -200,7 +200,7 @@
thead { thead {
color: #000000; color: #000000;
text-shadow: none; text-shadow: none;
border-bottom: 0px; border-bottom: 0;
background-color: #bdc8cc; background-color: #bdc8cc;
text-transform: none; text-transform: none;
font-style: normal; font-style: normal;
@ -209,7 +209,7 @@
th { th {
color: #000000; color: #000000;
text-shadow: none; text-shadow: none;
border-bottom: 0px; border-bottom: 0;
background-color: #bdc8cc; background-color: #bdc8cc;
text-transform: none; text-transform: none;
font-style: normal; font-style: normal;
@ -246,7 +246,7 @@
width: 100%; width: 100%;
line-height: 18px; line-height: 18px;
margin-bottom: 15px; margin-bottom: 15px;
border: 0 0 0 0; border: 0;
border-bottom: none; border-bottom: none;
overflow-x: auto; overflow-x: auto;
tbody { tbody {

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@ -30,5 +30,28 @@
.summary { .summary {
font-size: 18px; font-size: 18px;
li.creature-type {
display: flex;
justify-content: space-between;
width: 1em;
padding: 0 3px;
span {
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
.config-button {
display: none;
font-size: 12px;
font-weight: normal;
line-height: 2em;
}
&:hover .config-button {
display: block;
}
}
} }
} }

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@ -140,6 +140,7 @@
height: auto; height: auto;
.russoOne(17px); .russoOne(17px);
line-height: 24px; line-height: 24px;
width: 100%;
} }
.proficiency { .proficiency {
@ -184,7 +185,7 @@
display: inline-block; display: inline-block;
text-align: right; text-align: right;
padding: 0px 3px; padding: 0 3px;
&:last-child { &:last-child {
text-align: left; text-align: left;
@ -779,7 +780,7 @@
display: block; display: block;
width: 100%; width: 100%;
text-align: right; text-align: right;
padding: 0px 3px; padding: 0 3px;
&:last-child { &:last-child {
text-align: left; text-align: left;
} }
@ -955,7 +956,7 @@
display: block; display: block;
width: 100%; width: 100%;
text-align: right; text-align: right;
padding: 0px 3px; padding: 0 3px;
&:last-child { &:last-child {
text-align: left; text-align: left;
} }
@ -1053,10 +1054,35 @@
h1.character-name { h1.character-name {
align-self: auto; align-self: auto;
} }
.npc-size { .npc-size, .creature-type {
.russoOne(18px); .russoOne(18px);
line-height: 28px; line-height: 28px;
} }
div.creature-type {
display: flex;
justify-content: space-between;
padding: 1px 4px;
border: 1px solid transparent;
overflow-x: auto;
span {
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
.config-button {
display: none;
font-size: 12px;
font-weight: normal;
line-height: 2em;
}
&:hover .config-button {
display: block;
}
}
.attributes { .attributes {
grid-template-columns: repeat(3, 1fr); grid-template-columns: repeat(3, 1fr);
footer { footer {

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@ -408,6 +408,9 @@
&.npc { &.npc {
.swalt-sheet { .swalt-sheet {
header { header {
div.creature-type:hover {
border-color: @inputBorderFocus;
}
.experience { .experience {
color: @actorProficiencyTextColor; color: @actorProficiencyTextColor;
} }

View file

@ -1,4 +1,4 @@
input[type="text"], input[type="number"], input[type="password"], input[type="date"], input[type="time"], select, textarea { input[type="text"], input[type="number"], input[type="password"], input[type="date"], input[type="time"], select, textarea, .roundTransition {
border-radius: 4px; border-radius: 4px;
transition: all 0.3s; transition: all 0.3s;
&:hover { &:hover {

View file

@ -166,6 +166,12 @@
.token-name { .token-name {
text-shadow: none; text-shadow: none;
} }
.ce-image-wrapper {
.token-image {
width: auto;
height: auto;
}
}
h4 { h4 {
color: @colorBlack; color: @colorBlack;
} }
@ -225,7 +231,7 @@
padding-bottom: 4px; padding-bottom: 4px;
.folder { .folder {
& > .folder-header { & > .folder-header {
line-height: default; line-height: initial;
padding: 0 0 0 8px; padding: 0 0 0 8px;
position: relative; position: relative;
border: none; border: none;

View file

@ -302,7 +302,7 @@
} }
.folder { .folder {
& > .folder-header { & > .folder-header {
line-height: default; line-height: initial;
padding: 0 0 0 8px; padding: 0 0 0 8px;
position: relative; position: relative;
border: none; border: none;

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2126
module/actor/old_entity.js Normal file

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@ -1,9 +1,11 @@
import Item5e from "../../../item/entity.js"; import Item5e from "../../../item/entity.js";
import TraitSelector from "../../../apps/trait-selector.js"; import TraitSelector from "../../../apps/trait-selector.js";
import ActorSheetFlags from "../../../apps/actor-flags.js"; import ActorSheetFlags from "../../../apps/actor-flags.js";
import ActorHitDiceConfig from "../../../apps/hit-dice-config.js";
import ActorMovementConfig from "../../../apps/movement-config.js"; import ActorMovementConfig from "../../../apps/movement-config.js";
import ActorSensesConfig from "../../../apps/senses-config.js"; import ActorSensesConfig from "../../../apps/senses-config.js";
import {SW5E} from '../../../config.js'; import ActorTypeConfig from "../../../apps/actor-type.js";
import {SW5E} from "../../../config.js";
import {onManageActiveEffect, prepareActiveEffectCategories} from "../../../effects.js"; import {onManageActiveEffect, prepareActiveEffectCategories} from "../../../effects.js";
/** /**
@ -46,76 +48,96 @@ export default class ActorSheet5e extends ActorSheet {
/* -------------------------------------------- */ /* -------------------------------------------- */
/**
* A set of item types that should be prevented from being dropped on this type of actor sheet.
* @type {Set<string>}
*/
static unsupportedItemTypes = new Set();
/* -------------------------------------------- */
/** @override */ /** @override */
get template() { get template() {
if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/newActor/expanded-limited-sheet.html"; if (!game.user.isGM && this.actor.limited)
return "systems/sw5e/templates/actors/newActor/expanded-limited-sheet.html";
return `systems/sw5e/templates/actors/newActor/${this.actor.data.type}-sheet.html`; return `systems/sw5e/templates/actors/newActor/${this.actor.data.type}-sheet.html`;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */
getData() { getData(options) {
// Basic data // Basic data
let isOwner = this.entity.owner; let isOwner = this.actor.isOwner;
const data = { const data = {
owner: isOwner, owner: isOwner,
limited: this.entity.limited, limited: this.actor.limited,
options: this.options, options: this.options,
editable: this.isEditable, editable: this.isEditable,
cssClass: isOwner ? "editable" : "locked", cssClass: isOwner ? "editable" : "locked",
isCharacter: this.entity.data.type === "character", isCharacter: this.actor.type === "character",
isNPC: this.entity.data.type === "npc", isNPC: this.actor.type === "npc",
isVehicle: this.entity.data.type === 'vehicle', isStarship: this.actor.type === "starship",
isVehicle: this.actor.type === "vehicle",
config: CONFIG.SW5E, config: CONFIG.SW5E,
rollData: this.actor.getRollData.bind(this.actor)
}; };
// The Actor and its Items // The Actor's data
data.actor = duplicate(this.actor.data); const actorData = this.actor.data.toObject(false);
data.items = this.actor.items.map(i => { data.actor = actorData;
i.data.labels = i.labels; data.data = actorData.data;
return i.data;
}); // Owned Items
data.items = actorData.items;
for (let i of data.items) {
const item = this.actor.items.get(i._id);
i.labels = item.labels;
}
data.items.sort((a, b) => (a.sort || 0) - (b.sort || 0)); data.items.sort((a, b) => (a.sort || 0) - (b.sort || 0));
data.data = data.actor.data;
// Labels and filters
data.labels = this.actor.labels || {}; data.labels = this.actor.labels || {};
data.filters = this._filters; data.filters = this._filters;
// Ability Scores // Ability Scores
for ( let [a, abl] of Object.entries(data.actor.data.abilities)) { for (let [a, abl] of Object.entries(actorData.data.abilities)) {
abl.icon = this._getProficiencyIcon(abl.proficient); abl.icon = this._getProficiencyIcon(abl.proficient);
abl.hover = CONFIG.SW5E.proficiencyLevels[abl.proficient]; abl.hover = CONFIG.SW5E.proficiencyLevels[abl.proficient];
abl.label = CONFIG.SW5E.abilities[a]; abl.label = CONFIG.SW5E.abilities[a];
} }
// Skills // Skills
if (data.actor.data.skills) { if (actorData.data.skills) {
for ( let [s, skl] of Object.entries(data.actor.data.skills)) { for (let [s, skl] of Object.entries(actorData.data.skills)) {
skl.ability = CONFIG.SW5E.abilityAbbreviations[skl.ability]; skl.ability = CONFIG.SW5E.abilityAbbreviations[skl.ability];
skl.icon = this._getProficiencyIcon(skl.value); skl.icon = this._getProficiencyIcon(skl.value);
skl.hover = CONFIG.SW5E.proficiencyLevels[skl.value]; skl.hover = CONFIG.SW5E.proficiencyLevels[skl.value];
if (data.actor.type === "starship") {
skl.label = CONFIG.SW5E.starshipSkills[s];
} else {
skl.label = CONFIG.SW5E.skills[s]; skl.label = CONFIG.SW5E.skills[s];
} }
} }
}
// Movement speeds // Movement speeds
data.movement = this._getMovementSpeed(data.actor); data.movement = this._getMovementSpeed(actorData);
// Senses // Senses
data.senses = this._getSenses(data.actor); data.senses = this._getSenses(actorData);
// Update traits // Update traits
this._prepareTraits(data.actor.data.traits); this._prepareTraits(actorData.data.traits);
// Prepare owned items // Prepare owned items
this._prepareItems(data); this._prepareItems(data);
// Prepare active effects // Prepare active effects
data.effects = prepareActiveEffectCategories(this.entity.effects); data.effects = prepareActiveEffectCategories(this.actor.effects);
// Return data to the sheet // Return data to the sheet
return data return data;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -127,38 +149,42 @@ export default class ActorSheet5e extends ActorSheet {
* @returns {{primary: string, special: string}} * @returns {{primary: string, special: string}}
* @private * @private
*/ */
_getMovementSpeed(actorData, largestPrimary=false) { _getMovementSpeed(actorData, largestPrimary = false) {
const movement = actorData.data.attributes.movement || {}; const movement = actorData.data.attributes.movement || {};
// Prepare an array of available movement speeds // Prepare an array of available movement speeds
let speeds = [ let speeds = [
[movement.burrow, `${game.i18n.localize("SW5E.MovementBurrow")} ${movement.burrow}`], [movement.burrow, `${game.i18n.localize("SW5E.MovementBurrow")} ${movement.burrow}`],
[movement.climb, `${game.i18n.localize("SW5E.MovementClimb")} ${movement.climb}`], [movement.climb, `${game.i18n.localize("SW5E.MovementClimb")} ${movement.climb}`],
[movement.fly, `${game.i18n.localize("SW5E.MovementFly")} ${movement.fly}` + (movement.hover ? ` (${game.i18n.localize("SW5E.MovementHover")})` : "")], [
movement.fly,
`${game.i18n.localize("SW5E.MovementFly")} ${movement.fly}` +
(movement.hover ? ` (${game.i18n.localize("SW5E.MovementHover")})` : "")
],
[movement.swim, `${game.i18n.localize("SW5E.MovementSwim")} ${movement.swim}`] [movement.swim, `${game.i18n.localize("SW5E.MovementSwim")} ${movement.swim}`]
] ];
if ( largestPrimary ) { if (largestPrimary) {
speeds.push([movement.walk, `${game.i18n.localize("SW5E.MovementWalk")} ${movement.walk}`]); speeds.push([movement.walk, `${game.i18n.localize("SW5E.MovementWalk")} ${movement.walk}`]);
} }
// Filter and sort speeds on their values // Filter and sort speeds on their values
speeds = speeds.filter(s => !!s[0]).sort((a, b) => b[0] - a[0]); speeds = speeds.filter((s) => !!s[0]).sort((a, b) => b[0] - a[0]);
// Case 1: Largest as primary // Case 1: Largest as primary
if ( largestPrimary ) { if (largestPrimary) {
let primary = speeds.shift(); let primary = speeds.shift();
return { return {
primary: `${primary ? primary[1] : "0"} ${movement.units}`, primary: `${primary ? primary[1] : "0"} ${movement.units}`,
special: speeds.map(s => s[1]).join(", ") special: speeds.map((s) => s[1]).join(", ")
} };
} }
// Case 2: Walk as primary // Case 2: Walk as primary
else { else {
return { return {
primary: `${movement.walk || 0} ${movement.units}`, primary: `${movement.walk || 0} ${movement.units}`,
special: speeds.length ? speeds.map(s => s[1]).join(", ") : "" special: speeds.length ? speeds.map((s) => s[1]).join(", ") : ""
} };
} }
} }
@ -167,12 +193,12 @@ export default class ActorSheet5e extends ActorSheet {
_getSenses(actorData) { _getSenses(actorData) {
const senses = actorData.data.attributes.senses || {}; const senses = actorData.data.attributes.senses || {};
const tags = {}; const tags = {};
for ( let [k, label] of Object.entries(CONFIG.SW5E.senses) ) { for (let [k, label] of Object.entries(CONFIG.SW5E.senses)) {
const v = senses[k] ?? 0 const v = senses[k] ?? 0;
if ( v === 0 ) continue; if (v === 0) continue;
tags[k] = `${game.i18n.localize(label)} ${v} ${senses.units}`; tags[k] = `${game.i18n.localize(label)} ${v} ${senses.units}`;
} }
if ( !!senses.special ) tags["special"] = senses.special; if (!!senses.special) tags["special"] = senses.special;
return tags; return tags;
} }
@ -185,20 +211,20 @@ export default class ActorSheet5e extends ActorSheet {
*/ */
_prepareTraits(traits) { _prepareTraits(traits) {
const map = { const map = {
"dr": CONFIG.SW5E.damageResistanceTypes, dr: CONFIG.SW5E.damageResistanceTypes,
"di": CONFIG.SW5E.damageResistanceTypes, di: CONFIG.SW5E.damageResistanceTypes,
"dv": CONFIG.SW5E.damageResistanceTypes, dv: CONFIG.SW5E.damageResistanceTypes,
"ci": CONFIG.SW5E.conditionTypes, ci: CONFIG.SW5E.conditionTypes,
"languages": CONFIG.SW5E.languages, languages: CONFIG.SW5E.languages,
"armorProf": CONFIG.SW5E.armorProficiencies, armorProf: CONFIG.SW5E.armorProficiencies,
"weaponProf": CONFIG.SW5E.weaponProficiencies, weaponProf: CONFIG.SW5E.weaponProficiencies,
"toolProf": CONFIG.SW5E.toolProficiencies toolProf: CONFIG.SW5E.toolProficiencies
}; };
for ( let [t, choices] of Object.entries(map) ) { for (let [t, choices] of Object.entries(map)) {
const trait = traits[t]; const trait = traits[t];
if ( !trait ) continue; if (!trait) continue;
let values = []; let values = [];
if ( trait.value ) { if (trait.value) {
values = trait.value instanceof Array ? trait.value : [trait.value]; values = trait.value instanceof Array ? trait.value : [trait.value];
} }
trait.selected = values.reduce((obj, t) => { trait.selected = values.reduce((obj, t) => {
@ -207,8 +233,8 @@ export default class ActorSheet5e extends ActorSheet {
}, {}); }, {});
// Add custom entry // Add custom entry
if ( trait.custom ) { if (trait.custom) {
trait.custom.split(";").forEach((c, i) => trait.selected[`custom${i+1}`] = c.trim()); trait.custom.split(";").forEach((c, i) => (trait.selected[`custom${i + 1}`] = c.trim()));
} }
trait.cssClass = !isObjectEmpty(trait.selected) ? "" : "inactive"; trait.cssClass = !isObjectEmpty(trait.selected) ? "" : "inactive";
} }
@ -220,17 +246,18 @@ export default class ActorSheet5e extends ActorSheet {
* Insert a power into the powerbook object when rendering the character sheet * Insert a power into the powerbook object when rendering the character sheet
* @param {Object} data The Actor data being prepared * @param {Object} data The Actor data being prepared
* @param {Array} powers The power data being prepared * @param {Array} powers The power data being prepared
* @param {string} school The school of the powerbook being prepared
* @private * @private
*/ */
_preparePowerbook(data, powers, school) { _preparePowerbook(data, powers, school) {
const owner = this.actor.owner; const owner = this.actor.isOwner;
const levels = data.data.powers; const levels = data.data.powers;
const powerbook = {}; const powerbook = {};
// Define some mappings // Define some mappings
const sections = { const sections = {
"atwill": -20, atwill: -20,
"innate": -10, innate: -10
}; };
// Label power slot uses headers // Label power slot uses headers
@ -241,32 +268,37 @@ export default class ActorSheet5e extends ActorSheet {
}; };
// Format a powerbook entry for a certain indexed level // Format a powerbook entry for a certain indexed level
const registerSection = (sl, i, label, {prepMode="prepared", value, max, override}={}) => { const registerSection = (sl, i, label, {prepMode = "prepared", value, max, override} = {}) => {
powerbook[i] = { powerbook[i] = {
order: i, order: i,
label: label, label: label,
usesSlots: i > 0, usesSlots: i > 0,
canCreate: owner, canCreate: owner,
canPrepare: (data.actor.type === "character") && (i >= 1), canPrepare: data.actor.type === "character" && i >= 1,
powers: [], powers: [],
uses: useLabels[i] || value || 0, uses: useLabels[i] || value || 0,
slots: useLabels[i] || max || 0, slots: useLabels[i] || max || 0,
override: override || 0, override: override || 0,
dataset: {"type": "power", "level": prepMode in sections ? 1 : i, "preparation.mode": prepMode, "school": school}, dataset: {
"type": "power",
"level": prepMode in sections ? 1 : i,
"preparation.mode": prepMode,
"school": school
},
prop: sl prop: sl
}; };
}; };
// Determine the maximum power level which has a slot // Determine the maximum power level which has a slot
const maxLevel = Array.fromRange(10).reduce((max, i) => { const maxLevel = Array.fromRange(10).reduce((max, i) => {
if ( i === 0 ) return max; if (i === 0) return max;
const level = levels[`power${i}`]; const level = levels[`power${i}`];
if ( (level.max || level.override ) && ( i > max ) ) max = i; if ((level.max || level.override) && i > max) max = i;
return max; return max;
}, 0); }, 0);
// Level-based powercasters have cantrips and leveled slots // Level-based powercasters have cantrips and leveled slots
if ( maxLevel > 0 ) { if (maxLevel > 0) {
registerSection("power0", 0, CONFIG.SW5E.powerLevels[0]); registerSection("power0", 0, CONFIG.SW5E.powerLevels[0]);
for (let lvl = 1; lvl <= maxLevel; lvl++) { for (let lvl = 1; lvl <= maxLevel; lvl++) {
const sl = `power${lvl}`; const sl = `power${lvl}`;
@ -275,15 +307,15 @@ export default class ActorSheet5e extends ActorSheet {
} }
// Iterate over every power item, adding powers to the powerbook by section // Iterate over every power item, adding powers to the powerbook by section
powers.forEach(power => { powers.forEach((power) => {
const mode = power.data.preparation.mode || "prepared"; const mode = power.data.preparation.mode || "prepared";
let s = power.data.level || 0; let s = power.data.level || 0;
const sl = `power${s}`; const sl = `power${s}`;
// Specialized powercasting modes (if they exist) // Specialized powercasting modes (if they exist)
if ( mode in sections ) { if (mode in sections) {
s = sections[mode]; s = sections[mode];
if ( !powerbook[s] ){ if (!powerbook[s]) {
const l = levels[mode] || {}; const l = levels[mode] || {};
const config = CONFIG.SW5E.powerPreparationModes[mode]; const config = CONFIG.SW5E.powerPreparationModes[mode];
registerSection(mode, s, config, { registerSection(mode, s, config, {
@ -296,7 +328,7 @@ export default class ActorSheet5e extends ActorSheet {
} }
// Sections for higher-level powers which the caster "should not" have, but power items exist for // Sections for higher-level powers which the caster "should not" have, but power items exist for
else if ( !powerbook[s] ) { else if (!powerbook[s]) {
registerSection(sl, s, CONFIG.SW5E.powerLevels[s], {levels: levels[sl]}); registerSection(sl, s, CONFIG.SW5E.powerLevels[s], {levels: levels[sl]});
} }
@ -318,32 +350,33 @@ export default class ActorSheet5e extends ActorSheet {
* @private * @private
*/ */
_filterItems(items, filters) { _filterItems(items, filters) {
return items.filter(item => { return items.filter((item) => {
const data = item.data; const data = item.data;
// Action usage // Action usage
for ( let f of ["action", "bonus", "reaction"] ) { for (let f of ["action", "bonus", "reaction"]) {
if ( filters.has(f) ) { if (filters.has(f)) {
if ((data.activation && (data.activation.type !== f))) return false; if (data.activation && data.activation.type !== f) return false;
} }
} }
// Power-specific filters // Power-specific filters
if ( filters.has("ritual") ) { if (filters.has("ritual")) {
if (data.components.ritual !== true) return false; if (data.components.ritual !== true) return false;
} }
if ( filters.has("concentration") ) { if (filters.has("concentration")) {
if (data.components.concentration !== true) return false; if (data.components.concentration !== true) return false;
} }
if ( filters.has("prepared") ) { if (filters.has("prepared")) {
if ( data.level === 0 || ["innate", "always"].includes(data.preparation.mode) ) return true; if (data.level === 0 || ["innate", "always"].includes(data.preparation.mode)) return true;
if ( this.actor.data.type === "npc" ) return true; if (this.actor.data.type === "npc") return true;
if (this.actor.data.type === "starship") return true;
return data.preparation.prepared; return data.preparation.prepared;
} }
// Equipment-specific filters // Equipment-specific filters
if ( filters.has("equipped") ) { if (filters.has("equipped")) {
if ( data.equipped !== true ) return false; if (data.equipped !== true) return false;
} }
return true; return true;
}); });
@ -369,64 +402,64 @@ export default class ActorSheet5e extends ActorSheet {
/* Event Listeners and Handlers /* Event Listeners and Handlers
/* -------------------------------------------- */ /* -------------------------------------------- */
/** /** @inheritdoc */
* Activate event listeners using the prepared sheet HTML
* @param html {HTML} The prepared HTML object ready to be rendered into the DOM
*/
activateListeners(html) { activateListeners(html) {
// Activate Item Filters // Activate Item Filters
const filterLists = html.find(".filter-list"); const filterLists = html.find(".filter-list");
filterLists.each(this._initializeFilterItemList.bind(this)); filterLists.each(this._initializeFilterItemList.bind(this));
filterLists.on("click", ".filter-item", this._onToggleFilter.bind(this)); filterLists.on("click", ".filter-item", this._onToggleFilter.bind(this));
// Item summaries // Item summaries
html.find('.item .item-name.rollable h4').click(event => this._onItemSummary(event)); html.find(".item .item-name.rollable h4").click((event) => this._onItemSummary(event));
// View Item Sheets
html.find(".item-edit").click(this._onItemEdit.bind(this));
// Editable Only Listeners // Editable Only Listeners
if ( this.isEditable ) { if (this.isEditable) {
// Input focus and update // Input focus and update
const inputs = html.find("input"); const inputs = html.find("input");
inputs.focus(ev => ev.currentTarget.select()); inputs.focus((ev) => ev.currentTarget.select());
inputs.addBack().find('[data-dtype="Number"]').change(this._onChangeInputDelta.bind(this)); inputs.addBack().find('[data-dtype="Number"]').change(this._onChangeInputDelta.bind(this));
// Ability Proficiency // Ability Proficiency
html.find('.ability-proficiency').click(this._onToggleAbilityProficiency.bind(this)); html.find(".ability-proficiency").click(this._onToggleAbilityProficiency.bind(this));
// Toggle Skill Proficiency // Toggle Skill Proficiency
html.find('.skill-proficiency').on("click contextmenu", this._onCycleSkillProficiency.bind(this)); html.find(".skill-proficiency").on("click contextmenu", this._onCycleSkillProficiency.bind(this));
// Trait Selector // Trait Selector
html.find('.trait-selector').click(this._onTraitSelector.bind(this)); html.find(".trait-selector").click(this._onTraitSelector.bind(this));
// Configure Special Flags // Configure Special Flags
html.find('.config-button').click(this._onConfigMenu.bind(this)); html.find(".config-button").click(this._onConfigMenu.bind(this));
// Owned Item management // Owned Item management
html.find('.item-create').click(this._onItemCreate.bind(this)); html.find(".item-create").click(this._onItemCreate.bind(this));
html.find('.item-edit').click(this._onItemEdit.bind(this)); html.find(".item-delete").click(this._onItemDelete.bind(this));
html.find('.item-delete').click(this._onItemDelete.bind(this)); html.find(".item-collapse").click(this._onItemCollapse.bind(this));
html.find('.item-uses input').click(ev => ev.target.select()).change(this._onUsesChange.bind(this)); html.find(".item-uses input")
html.find('.slot-max-override').click(this._onPowerSlotOverride.bind(this)); .click((ev) => ev.target.select())
.change(this._onUsesChange.bind(this));
html.find(".slot-max-override").click(this._onPowerSlotOverride.bind(this));
html.find(".increment-class-level").click(this._onIncrementClassLevel.bind(this));
html.find(".decrement-class-level").click(this._onDecrementClassLevel.bind(this));
// Active Effect management // Active Effect management
html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.entity)); html.find(".effect-control").click((ev) => onManageActiveEffect(ev, this.actor));
} }
// Owner Only Listeners // Owner Only Listeners
if ( this.actor.owner ) { if (this.actor.isOwner) {
// Ability Checks // Ability Checks
html.find('.ability-name').click(this._onRollAbilityTest.bind(this)); html.find(".ability-name").click(this._onRollAbilityTest.bind(this));
// Roll Skill Checks // Roll Skill Checks
html.find('.skill-name').click(this._onRollSkillCheck.bind(this)); html.find(".skill-name").click(this._onRollSkillCheck.bind(this));
// Item Rolling // Item Rolling
html.find('.item .item-image').click(event => this._onItemRoll(event)); html.find(".item .item-image").click((event) => this._onItemRoll(event));
html.find('.item .item-recharge').click(event => this._onItemRecharge(event)); html.find(".item .item-recharge").click((event) => this._onItemRecharge(event));
} }
// Otherwise remove rollable classes // Otherwise remove rollable classes
@ -447,8 +480,8 @@ export default class ActorSheet5e extends ActorSheet {
_initializeFilterItemList(i, ul) { _initializeFilterItemList(i, ul) {
const set = this._filters[ul.dataset.filter]; const set = this._filters[ul.dataset.filter];
const filters = ul.querySelectorAll(".filter-item"); const filters = ul.querySelectorAll(".filter-item");
for ( let li of filters ) { for (let li of filters) {
if ( set.has(li.dataset.filter) ) li.classList.add("active"); if (set.has(li.dataset.filter)) li.classList.add("active");
} }
} }
@ -464,10 +497,10 @@ export default class ActorSheet5e extends ActorSheet {
_onChangeInputDelta(event) { _onChangeInputDelta(event) {
const input = event.target; const input = event.target;
const value = input.value; const value = input.value;
if ( ["+", "-"].includes(value[0]) ) { if (["+", "-"].includes(value[0])) {
let delta = parseFloat(value); let delta = parseFloat(value);
input.value = getProperty(this.actor.data, input.name) + delta; input.value = getProperty(this.actor.data, input.name) + delta;
} else if ( value[0] === "=" ) { } else if (value[0] === "=") {
input.value = value.slice(1); input.value = value.slice(1);
} }
} }
@ -482,17 +515,25 @@ export default class ActorSheet5e extends ActorSheet {
_onConfigMenu(event) { _onConfigMenu(event) {
event.preventDefault(); event.preventDefault();
const button = event.currentTarget; const button = event.currentTarget;
switch ( button.dataset.action ) { let app;
switch (button.dataset.action) {
case "hit-dice":
app = new ActorHitDiceConfig(this.object);
break;
case "movement": case "movement":
new ActorMovementConfig(this.object).render(true); app = new ActorMovementConfig(this.object);
break; break;
case "flags": case "flags":
new ActorSheetFlags(this.object).render(true); app = new ActorSheetFlags(this.object);
break; break;
case "senses": case "senses":
new ActorSensesConfig(this.object).render(true); app = new ActorSensesConfig(this.object);
break;
case "type":
new ActorTypeConfig(this.object).render(true);
break; break;
} }
app?.render(true);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -512,10 +553,10 @@ export default class ActorSheet5e extends ActorSheet {
let idx = levels.indexOf(level); let idx = levels.indexOf(level);
// Toggle next level - forward on click, backwards on right // Toggle next level - forward on click, backwards on right
if ( event.type === "click" ) { if (event.type === "click") {
field.val(levels[(idx === levels.length - 1) ? 0 : idx + 1]); field.val(levels[idx === levels.length - 1 ? 0 : idx + 1]);
} else if ( event.type === "contextmenu" ) { } else if (event.type === "contextmenu") {
field.val(levels[(idx === 0) ? levels.length - 1 : idx - 1]); field.val(levels[idx === 0 ? levels.length - 1 : idx - 1]);
} }
// Update the field value and save the form // Update the field value and save the form
@ -526,49 +567,51 @@ export default class ActorSheet5e extends ActorSheet {
/** @override */ /** @override */
async _onDropActor(event, data) { async _onDropActor(event, data) {
const canPolymorph = game.user.isGM || (this.actor.owner && game.settings.get('sw5e', 'allowPolymorphing')); const canPolymorph = game.user.isGM || (this.actor.isOwner && game.settings.get("sw5e", "allowPolymorphing"));
if ( !canPolymorph ) return false; if (!canPolymorph) return false;
// Get the target actor // Get the target actor
let sourceActor = null; let sourceActor = null;
if (data.pack) { if (data.pack) {
const pack = game.packs.find(p => p.collection === data.pack); const pack = game.packs.find((p) => p.collection === data.pack);
sourceActor = await pack.getEntity(data.id); sourceActor = await pack.getEntity(data.id);
} else { } else {
sourceActor = game.actors.get(data.id); sourceActor = game.actors.get(data.id);
} }
if ( !sourceActor ) return; if (!sourceActor) return;
// Define a function to record polymorph settings for future use // Define a function to record polymorph settings for future use
const rememberOptions = html => { const rememberOptions = (html) => {
const options = {}; const options = {};
html.find('input').each((i, el) => { html.find("input").each((i, el) => {
options[el.name] = el.checked; options[el.name] = el.checked;
}); });
const settings = mergeObject(game.settings.get('sw5e', 'polymorphSettings') || {}, options); const settings = mergeObject(game.settings.get("sw5e", "polymorphSettings") || {}, options);
game.settings.set('sw5e', 'polymorphSettings', settings); game.settings.set("sw5e", "polymorphSettings", settings);
return settings; return settings;
}; };
// Create and render the Dialog // Create and render the Dialog
return new Dialog({ return new Dialog(
title: game.i18n.localize('SW5E.PolymorphPromptTitle'), {
title: game.i18n.localize("SW5E.PolymorphPromptTitle"),
content: { content: {
options: game.settings.get('sw5e', 'polymorphSettings'), options: game.settings.get("sw5e", "polymorphSettings"),
i18n: SW5E.polymorphSettings, i18n: SW5E.polymorphSettings,
isToken: this.actor.isToken isToken: this.actor.isToken
}, },
default: 'accept', default: "accept",
buttons: { buttons: {
accept: { accept: {
icon: '<i class="fas fa-check"></i>', icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize('SW5E.PolymorphAcceptSettings'), label: game.i18n.localize("SW5E.PolymorphAcceptSettings"),
callback: html => this.actor.transformInto(sourceActor, rememberOptions(html)) callback: (html) => this.actor.transformInto(sourceActor, rememberOptions(html))
}, },
wildshape: { wildshape: {
icon: '<i class="fas fa-paw"></i>', icon: '<i class="fas fa-paw"></i>',
label: game.i18n.localize('SW5E.PolymorphWildShape'), label: game.i18n.localize("SW5E.PolymorphWildShape"),
callback: html => this.actor.transformInto(sourceActor, { callback: (html) =>
this.actor.transformInto(sourceActor, {
keepBio: true, keepBio: true,
keepClass: true, keepClass: true,
keepMental: true, keepMental: true,
@ -579,37 +622,66 @@ export default class ActorSheet5e extends ActorSheet {
}, },
polymorph: { polymorph: {
icon: '<i class="fas fa-pastafarianism"></i>', icon: '<i class="fas fa-pastafarianism"></i>',
label: game.i18n.localize('SW5E.Polymorph'), label: game.i18n.localize("SW5E.Polymorph"),
callback: html => this.actor.transformInto(sourceActor, { callback: (html) =>
this.actor.transformInto(sourceActor, {
transformTokens: rememberOptions(html).transformTokens transformTokens: rememberOptions(html).transformTokens
}) })
}, },
cancel: { cancel: {
icon: '<i class="fas fa-times"></i>', icon: '<i class="fas fa-times"></i>',
label: game.i18n.localize('Cancel') label: game.i18n.localize("Cancel")
} }
} }
}, { },
classes: ['dialog', 'sw5e'], {
classes: ["dialog", "sw5e"],
width: 600, width: 600,
template: 'systems/sw5e/templates/apps/polymorph-prompt.html' template: "systems/sw5e/templates/apps/polymorph-prompt.html"
}).render(true); }
).render(true);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */
async _onDropItemCreate(itemData) { async _onDropItemCreate(itemData) {
// Check to make sure items of this type are allowed on this actor
if (this.constructor.unsupportedItemTypes.has(itemData.type)) {
return ui.notifications.warn(
game.i18n.format("SW5E.ActorWarningInvalidItem", {
itemType: game.i18n.localize(CONFIG.Item.typeLabels[itemData.type]),
actorType: game.i18n.localize(CONFIG.Actor.typeLabels[this.actor.type])
})
);
}
// Create a Consumable power scroll on the Inventory tab // Create a Consumable power scroll on the Inventory tab
if ( (itemData.type === "power") && (this._tabs[0].active === "inventory") ) { if (itemData.type === "power" && this._tabs[0].active === "inventory") {
const scroll = await Item5e.createScrollFromPower(itemData); const scroll = await Item5e.createScrollFromPower(itemData);
itemData = scroll.data; itemData = scroll.data;
} }
if (itemData.data) {
// Ignore certain statuses // Ignore certain statuses
if ( itemData.data ) { ["equipped", "proficient", "prepared"].forEach((k) => delete itemData.data[k]);
["attunement", "equipped", "proficient", "prepared"].forEach(k => delete itemData.data[k]);
// Downgrade ATTUNED to REQUIRED
itemData.data.attunement = Math.min(itemData.data.attunement, CONFIG.SW5E.attunementTypes.REQUIRED);
}
// Stack identical consumables
if (itemData.type === "consumable" && itemData.flags.core?.sourceId) {
const similarItem = this.actor.items.find((i) => {
const sourceId = i.getFlag("core", "sourceId");
return sourceId && sourceId === itemData.flags.core?.sourceId && i.type === "consumable";
});
if (similarItem && itemData.name !== "Power Cell") {
// Always create a new powercell instead of increasing quantity
return similarItem.update({
"data.quantity": similarItem.data.data.quantity + Math.max(itemData.data.quantity, 1)
});
}
} }
// Create the owned item as normal // Create the owned item as normal
@ -623,7 +695,7 @@ export default class ActorSheet5e extends ActorSheet {
* @param {MouseEvent} event The originating click event * @param {MouseEvent} event The originating click event
* @private * @private
*/ */
async _onPowerSlotOverride (event) { async _onPowerSlotOverride(event) {
const span = event.currentTarget.parentElement; const span = event.currentTarget.parentElement;
const level = span.dataset.level; const level = span.dataset.level;
const override = this.actor.data.data.powers[level].override || span.dataset.slots; const override = this.actor.data.data.powers[level].override || span.dataset.slots;
@ -650,10 +722,10 @@ export default class ActorSheet5e extends ActorSheet {
async _onUsesChange(event) { async _onUsesChange(event) {
event.preventDefault(); event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId; const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.getOwnedItem(itemId); const item = this.actor.items.get(itemId);
const uses = Math.clamped(0, parseInt(event.target.value), item.data.data.uses.max); const uses = Math.clamped(0, parseInt(event.target.value), item.data.data.uses.max);
event.target.value = uses; event.target.value = uses;
return item.update({ 'data.uses.value': uses }); return item.update({"data.uses.value": uses});
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -665,7 +737,7 @@ export default class ActorSheet5e extends ActorSheet {
_onItemRoll(event) { _onItemRoll(event) {
event.preventDefault(); event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId; const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.getOwnedItem(itemId); const item = this.actor.items.get(itemId);
return item.roll(); return item.roll();
} }
@ -679,9 +751,9 @@ export default class ActorSheet5e extends ActorSheet {
_onItemRecharge(event) { _onItemRecharge(event) {
event.preventDefault(); event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId; const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.getOwnedItem(itemId); const item = this.actor.items.get(itemId);
return item.rollRecharge(); return item.rollRecharge();
}; }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -692,17 +764,17 @@ export default class ActorSheet5e extends ActorSheet {
_onItemSummary(event) { _onItemSummary(event) {
event.preventDefault(); event.preventDefault();
let li = $(event.currentTarget).parents(".item"), let li = $(event.currentTarget).parents(".item"),
item = this.actor.getOwnedItem(li.data("item-id")), item = this.actor.items.get(li.data("item-id")),
chatData = item.getChatData({secrets: this.actor.owner}); chatData = item.getChatData({secrets: this.actor.isOwner});
// Toggle summary // Toggle summary
if ( li.hasClass("expanded") ) { if (li.hasClass("expanded")) {
let summary = li.children(".item-summary"); let summary = li.children(".item-summary");
summary.slideUp(200, () => summary.remove()); summary.slideUp(200, () => summary.remove());
} else { } else {
let div = $(`<div class="item-summary">${chatData.description.value}</div>`); let div = $(`<div class="item-summary">${chatData.description.value}</div>`);
let props = $(`<div class="item-properties"></div>`); let props = $(`<div class="item-properties"></div>`);
chatData.properties.forEach(p => props.append(`<span class="tag">${p}</span>`)); chatData.properties.forEach((p) => props.append(`<span class="tag">${p}</span>`));
div.append(props); div.append(props);
li.append(div.hide()); li.append(div.hide());
div.slideDown(200); div.slideDown(200);
@ -722,12 +794,12 @@ export default class ActorSheet5e extends ActorSheet {
const header = event.currentTarget; const header = event.currentTarget;
const type = header.dataset.type; const type = header.dataset.type;
const itemData = { const itemData = {
name: game.i18n.format("SW5E.ItemNew", {type: type.capitalize()}), name: game.i18n.format("SW5E.ItemNew", {type: game.i18n.localize(`SW5E.ItemType${type.capitalize()}`)}),
type: type, type: type,
data: duplicate(header.dataset) data: foundry.utils.deepClone(header.dataset)
}; };
delete itemData.data["type"]; delete itemData.data["type"];
return this.actor.createEmbeddedEntity("OwnedItem", itemData); return this.actor.createEmbeddedDocuments("Item", [itemData]);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -740,8 +812,8 @@ export default class ActorSheet5e extends ActorSheet {
_onItemEdit(event) { _onItemEdit(event) {
event.preventDefault(); event.preventDefault();
const li = event.currentTarget.closest(".item"); const li = event.currentTarget.closest(".item");
const item = this.actor.getOwnedItem(li.dataset.itemId); const item = this.actor.items.get(li.dataset.itemId);
item.sheet.render(true); return item.sheet.render(true);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -754,7 +826,77 @@ export default class ActorSheet5e extends ActorSheet {
_onItemDelete(event) { _onItemDelete(event) {
event.preventDefault(); event.preventDefault();
const li = event.currentTarget.closest(".item"); const li = event.currentTarget.closest(".item");
this.actor.deleteOwnedItem(li.dataset.itemId); const item = this.actor.items.get(li.dataset.itemId);
if (item) return item.delete();
}
/**
* Handle collapsing a Feature row on the actor sheet
* @param {Event} event The originating click event
* @private
*/
_onItemCollapse(event) {
event.preventDefault();
event.currentTarget.classList.toggle("active");
const li = event.currentTarget.closest("li");
const content = li.querySelector(".content");
if (content.style.display === "none") {
content.style.display = "block";
} else {
content.style.display = "none";
}
}
/**
* Handle incrementing class level on the actor sheet
* @param {Event} event The originating click event
* @private
*/
_onIncrementClassLevel(event) {
event.preventDefault();
const div = event.currentTarget.closest(".character");
const li = event.currentTarget.closest("li");
const actorId = div.id.split("-")[1];
const itemId = li.dataset.itemId;
const actor = game.actors.get(actorId);
const item = actor.items.get(itemId);
let levels = item.data.data.levels;
const update = {_id: item.data._id, data: {levels: levels + 1}};
actor.updateEmbeddedDocuments("Item", [update]);
}
/**
* Handle decrementing class level on the actor sheet
* @param {Event} event The originating click event
* @private
*/
_onDecrementClassLevel(event) {
event.preventDefault();
const div = event.currentTarget.closest(".character");
const li = event.currentTarget.closest("li");
const actorId = div.id.split("-")[1];
const itemId = li.dataset.itemId;
const actor = game.actors.get(actorId);
const item = actor.items.get(itemId);
let levels = item.data.data.levels;
const update = {_id: item.data._id, data: {levels: levels - 1}};
actor.updateEmbeddedDocuments("Item", [update]);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -767,7 +909,7 @@ export default class ActorSheet5e extends ActorSheet {
_onRollAbilityTest(event) { _onRollAbilityTest(event) {
event.preventDefault(); event.preventDefault();
let ability = event.currentTarget.parentElement.dataset.ability; let ability = event.currentTarget.parentElement.dataset.ability;
this.actor.rollAbility(ability, {event: event}); return this.actor.rollAbility(ability, {event: event});
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -780,7 +922,7 @@ export default class ActorSheet5e extends ActorSheet {
_onRollSkillCheck(event) { _onRollSkillCheck(event) {
event.preventDefault(); event.preventDefault();
const skill = event.currentTarget.parentElement.dataset.skill; const skill = event.currentTarget.parentElement.dataset.skill;
this.actor.rollSkill(skill, {event: event}); return this.actor.rollSkill(skill, {event: event});
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -793,7 +935,7 @@ export default class ActorSheet5e extends ActorSheet {
_onToggleAbilityProficiency(event) { _onToggleAbilityProficiency(event) {
event.preventDefault(); event.preventDefault();
const field = event.currentTarget.previousElementSibling; const field = event.currentTarget.previousElementSibling;
this.actor.update({[field.name]: 1 - parseInt(field.value)}); return this.actor.update({[field.name]: 1 - parseInt(field.value)});
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -808,9 +950,9 @@ export default class ActorSheet5e extends ActorSheet {
const li = event.currentTarget; const li = event.currentTarget;
const set = this._filters[li.parentElement.dataset.filter]; const set = this._filters[li.parentElement.dataset.filter];
const filter = li.dataset.filter; const filter = li.dataset.filter;
if ( set.has(filter) ) set.delete(filter); if (set.has(filter)) set.delete(filter);
else set.add(filter); else set.add(filter);
this.render(); return this.render();
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -825,8 +967,8 @@ export default class ActorSheet5e extends ActorSheet {
const a = event.currentTarget; const a = event.currentTarget;
const label = a.parentElement.querySelector("label"); const label = a.parentElement.querySelector("label");
const choices = CONFIG.SW5E[a.dataset.options]; const choices = CONFIG.SW5E[a.dataset.options];
const options = { name: a.dataset.target, title: label.innerText, choices }; const options = {name: a.dataset.target, title: label.innerText, choices};
new TraitSelector(this.actor, options).render(true) return new TraitSelector(this.actor, options).render(true);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -834,15 +976,14 @@ export default class ActorSheet5e extends ActorSheet {
/** @override */ /** @override */
_getHeaderButtons() { _getHeaderButtons() {
let buttons = super._getHeaderButtons(); let buttons = super._getHeaderButtons();
if (this.actor.isPolymorphed) {
// Add button to revert polymorph
if ( !this.actor.isPolymorphed || this.actor.isToken ) return buttons;
buttons.unshift({ buttons.unshift({
label: 'SW5E.PolymorphRestoreTransformation', label: "SW5E.PolymorphRestoreTransformation",
class: "restore-transformation", class: "restore-transformation",
icon: "fas fa-backward", icon: "fas fa-backward",
onclick: ev => this.actor.revertOriginalForm() onclick: () => this.actor.revertOriginalForm()
}); });
}
return buttons; return buttons;
} }
} }

View file

@ -7,7 +7,6 @@ import Actor5e from "../../entity.js";
* @type {ActorSheet5e} * @type {ActorSheet5e}
*/ */
export default class ActorSheet5eCharacterNew extends ActorSheet5e { export default class ActorSheet5eCharacterNew extends ActorSheet5e {
get template() { get template() {
if (!game.user.isGM && this.actor.limited) return "systems/sw5e/templates/actors/newActor/limited-sheet.html"; if (!game.user.isGM && this.actor.limited) return "systems/sw5e/templates/actors/newActor/limited-sheet.html";
return "systems/sw5e/templates/actors/newActor/character-sheet.html"; return "systems/sw5e/templates/actors/newActor/character-sheet.html";
@ -17,17 +16,18 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
* @return {Object} * @return {Object}
*/ */
static get defaultOptions() { static get defaultOptions() {
return mergeObject(super.defaultOptions, { return mergeObject(super.defaultOptions, {
classes: ["swalt", "sw5e", "sheet", "actor", "character"], classes: ["swalt", "sw5e", "sheet", "actor", "character"],
blockFavTab: true, blockFavTab: true,
subTabs: null, subTabs: null,
width: 800, width: 800,
tabs: [{ tabs: [
{
navSelector: ".root-tabs", navSelector: ".root-tabs",
contentSelector: ".sheet-body", contentSelector: ".sheet-body",
initial: "attributes" initial: "attributes"
}], }
]
}); });
} }
@ -48,7 +48,7 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
sheetData["resources"] = ["primary", "secondary", "tertiary"].reduce((arr, r) => { sheetData["resources"] = ["primary", "secondary", "tertiary"].reduce((arr, r) => {
const res = sheetData.data.resources[r] || {}; const res = sheetData.data.resources[r] || {};
res.name = r; res.name = r;
res.placeholder = game.i18n.localize("SW5E.Resource"+r.titleCase()); res.placeholder = game.i18n.localize("SW5E.Resource" + r.titleCase());
if (res && res.value === 0) delete res.value; if (res && res.value === 0) delete res.value;
if (res && res.max === 0) delete res.max; if (res && res.max === 0) delete res.max;
return arr.concat([res]); return arr.concat([res]);
@ -56,10 +56,12 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
// Experience Tracking // Experience Tracking
sheetData["disableExperience"] = game.settings.get("sw5e", "disableExperienceTracking"); sheetData["disableExperience"] = game.settings.get("sw5e", "disableExperienceTracking");
sheetData["classLabels"] = this.actor.itemTypes.class.map(c => c.name).join(", "); sheetData["classLabels"] = this.actor.itemTypes.class.map((c) => c.name).join(", ");
sheetData["multiclassLabels"] = this.actor.itemTypes.class.map(c => { sheetData["multiclassLabels"] = this.actor.itemTypes.class
return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(' ') .map((c) => {
}).join(', '); return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(" ");
})
.join(", ");
// Return data for rendering // Return data for rendering
return sheetData; return sheetData;
@ -72,23 +74,38 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
* @private * @private
*/ */
_prepareItems(data) { _prepareItems(data) {
// Categorize items as inventory, powerbook, features, and classes // Categorize items as inventory, powerbook, features, and classes
const inventory = { const inventory = {
weapon: { label: "SW5E.ItemTypeWeaponPl", items: [], dataset: {type: "weapon"} }, weapon: {label: "SW5E.ItemTypeWeaponPl", items: [], dataset: {type: "weapon"}},
equipment: { label: "SW5E.ItemTypeEquipmentPl", items: [], dataset: {type: "equipment"} }, equipment: {label: "SW5E.ItemTypeEquipmentPl", items: [], dataset: {type: "equipment"}},
consumable: { label: "SW5E.ItemTypeConsumablePl", items: [], dataset: {type: "consumable"} }, consumable: {label: "SW5E.ItemTypeConsumablePl", items: [], dataset: {type: "consumable"}},
tool: { label: "SW5E.ItemTypeToolPl", items: [], dataset: {type: "tool"} }, tool: {label: "SW5E.ItemTypeToolPl", items: [], dataset: {type: "tool"}},
backpack: { label: "SW5E.ItemTypeContainerPl", items: [], dataset: {type: "backpack"} }, backpack: {label: "SW5E.ItemTypeContainerPl", items: [], dataset: {type: "backpack"}},
loot: { label: "SW5E.ItemTypeLootPl", items: [], dataset: {type: "loot"} } loot: {label: "SW5E.ItemTypeLootPl", items: [], dataset: {type: "loot"}}
}; };
// Partition items by category // Partition items by category
let [items, forcepowers, techpowers, feats, classes, species, archetypes, classfeatures, backgrounds, fightingstyles, fightingmasteries, lightsaberforms] = data.items.reduce((arr, item) => { let [
items,
forcepowers,
techpowers,
feats,
classes,
deployments,
deploymentfeatures,
ventures,
species,
archetypes,
classfeatures,
backgrounds,
fightingstyles,
fightingmasteries,
lightsaberforms
] = data.items.reduce(
(arr, item) => {
// Item details // Item details
item.img = item.img || DEFAULT_TOKEN; item.img = item.img || CONST.DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1); item.isStack = Number.isNumeric(item.data.quantity) && item.data.quantity !== 1;
item.attunement = { item.attunement = {
[CONFIG.SW5E.attunementTypes.REQUIRED]: { [CONFIG.SW5E.attunementTypes.REQUIRED]: {
icon: "fa-sun", icon: "fa-sun",
@ -103,29 +120,39 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
}[item.data.attunement]; }[item.data.attunement];
// Item usage // Item usage
item.hasUses = item.data.uses && (item.data.uses.max > 0); item.hasUses = item.data.uses && item.data.uses.max > 0;
item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false); item.isOnCooldown =
item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0)); item.data.recharge && !!item.data.recharge.value && item.data.recharge.charged === false;
item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type)); item.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0;
item.hasTarget = !!item.data.target && !["none", ""].includes(item.data.target.type);
// Item toggle state // Item toggle state
this._prepareItemToggleState(item); this._prepareItemToggleState(item);
// Primary Class
if (item.type === "class")
item.isOriginalClass = item._id === this.actor.data.data.details.originalClass;
// Classify items into types // Classify items into types
if ( item.type === "power" && ["lgt", "drk", "uni"].includes(item.data.school) ) arr[1].push(item); if (item.type === "power" && ["lgt", "drk", "uni"].includes(item.data.school)) arr[1].push(item);
else if ( item.type === "power" && ["tec"].includes(item.data.school) ) arr[2].push(item); else if (item.type === "power" && ["tec"].includes(item.data.school)) arr[2].push(item);
else if ( item.type === "feat" ) arr[3].push(item); else if (item.type === "feat") arr[3].push(item);
else if ( item.type === "class" ) arr[4].push(item); else if (item.type === "class") arr[4].push(item);
else if ( item.type === "species" ) arr[5].push(item); else if (item.type === "deployment") arr[5].push(item);
else if ( item.type === "archetype" ) arr[6].push(item); else if (item.type === "deploymentfeature") arr[6].push(item);
else if ( item.type === "classfeature" ) arr[7].push(item); else if (item.type === "venture") arr[7].push(item);
else if ( item.type === "background" ) arr[8].push(item); else if (item.type === "species") arr[8].push(item);
else if ( item.type === "fightingstyle" ) arr[9].push(item); else if (item.type === "archetype") arr[9].push(item);
else if ( item.type === "fightingmastery" ) arr[10].push(item); else if (item.type === "classfeature") arr[10].push(item);
else if ( item.type === "lightsaberform" ) arr[11].push(item); else if (item.type === "background") arr[11].push(item);
else if ( Object.keys(inventory).includes(item.type ) ) arr[0].push(item); else if (item.type === "fightingstyle") arr[12].push(item);
else if (item.type === "fightingmastery") arr[13].push(item);
else if (item.type === "lightsaberform") arr[14].push(item);
else if (Object.keys(inventory).includes(item.type)) arr[0].push(item);
return arr; return arr;
}, [[], [], [], [], [], [], [], [], [], [], [], []]); },
[[], [], [], [], [], [], [], [], [], [], [], [], [], [], []]
);
// Apply active item filters // Apply active item filters
items = this._filterItems(items, this._filters.inventory); items = this._filterItems(items, this._filters.inventory);
@ -134,10 +161,10 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
feats = this._filterItems(feats, this._filters.features); feats = this._filterItems(feats, this._filters.features);
// Organize items // Organize items
for ( let i of items ) { for (let i of items) {
i.data.quantity = i.data.quantity || 0; i.data.quantity = i.data.quantity || 0;
i.data.weight = i.data.weight || 0; i.data.weight = i.data.weight || 0;
i.totalWeight = Math.round(i.data.quantity * i.data.weight * 10) / 10; i.totalWeight = (i.data.quantity * i.data.weight).toNearest(0.1);
inventory[i.type].items.push(i); inventory[i.type].items.push(i);
} }
@ -147,25 +174,102 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
// Organize Features // Organize Features
const features = { const features = {
classes: { label: "SW5E.ItemTypeClassPl", items: [], hasActions: false, dataset: {type: "class"}, isClass: true }, classes: {
classfeatures: { label: "SW5E.ItemTypeClassFeats", items: [], hasActions: true, dataset: {type: "classfeature"}, isClassfeature: true }, label: "SW5E.ItemTypeClassPl",
archetype: { label: "SW5E.ItemTypeArchetype", items: [], hasActions: false, dataset: {type: "archetype"}, isArchetype: true }, items: [],
species: { label: "SW5E.ItemTypeSpecies", items: [], hasActions: false, dataset: {type: "species"}, isSpecies: true }, hasActions: false,
background: { label: "SW5E.ItemTypeBackground", items: [], hasActions: false, dataset: {type: "background"}, isBackground: true }, dataset: {type: "class"},
fightingstyles: { label: "SW5E.ItemTypeFightingStylePl", items: [], hasActions: false, dataset: {type: "fightingstyle"}, isFightingstyle: true }, isClass: true
fightingmasteries: { label: "SW5E.ItemTypeFightingMasteryPl", items: [], hasActions: false, dataset: {type: "fightingmastery"}, isFightingmastery: true }, },
lightsaberforms: { label: "SW5E.ItemTypeLightsaberFormPl", items: [], hasActions: false, dataset: {type: "lightsaberform"}, isLightsaberform: true }, classfeatures: {
active: { label: "SW5E.FeatureActive", items: [], hasActions: true, dataset: {type: "feat", "activation.type": "action"} }, label: "SW5E.ItemTypeClassFeats",
passive: { label: "SW5E.FeaturePassive", items: [], hasActions: false, dataset: {type: "feat"} } items: [],
hasActions: true,
dataset: {type: "classfeature"},
isClassfeature: true
},
archetype: {
label: "SW5E.ItemTypeArchetype",
items: [],
hasActions: false,
dataset: {type: "archetype"},
isArchetype: true
},
deployments: {
label: "SW5E.ItemTypeDeploymentPl",
items: [],
hasActions: false,
dataset: {type: "deployment"},
isDeployment: true
},
deploymentfeatures: {
label: "SW5E.ItemTypeDeploymentFeaturePl",
items: [],
hasActions: true,
dataset: {type: "deploymentfeature"},
isDeploymentfeature: true
},
ventures: {
label: "SW5E.ItemTypeVenturePl",
items: [],
hasActions: false,
dataset: {type: "venture"},
isVenture: true
},
species: {
label: "SW5E.ItemTypeSpecies",
items: [],
hasActions: false,
dataset: {type: "species"},
isSpecies: true
},
background: {
label: "SW5E.ItemTypeBackground",
items: [],
hasActions: false,
dataset: {type: "background"},
isBackground: true
},
fightingstyles: {
label: "SW5E.ItemTypeFightingStylePl",
items: [],
hasActions: false,
dataset: {type: "fightingstyle"},
isFightingstyle: true
},
fightingmasteries: {
label: "SW5E.ItemTypeFightingMasteryPl",
items: [],
hasActions: false,
dataset: {type: "fightingmastery"},
isFightingmastery: true
},
lightsaberforms: {
label: "SW5E.ItemTypeLightsaberFormPl",
items: [],
hasActions: false,
dataset: {type: "lightsaberform"},
isLightsaberform: true
},
active: {
label: "SW5E.FeatureActive",
items: [],
hasActions: true,
dataset: {"type": "feat", "activation.type": "action"}
},
passive: {label: "SW5E.FeaturePassive", items: [], hasActions: false, dataset: {type: "feat"}}
}; };
for ( let f of feats ) { for (let f of feats) {
if ( f.data.activation.type ) features.active.items.push(f); if (f.data.activation.type) features.active.items.push(f);
else features.passive.items.push(f); else features.passive.items.push(f);
} }
classes.sort((a, b) => b.levels - a.levels); classes.sort((a, b) => b.data.levels - a.data.levels);
features.classes.items = classes; features.classes.items = classes;
features.classfeatures.items = classfeatures; features.classfeatures.items = classfeatures;
features.archetype.items = archetypes; features.archetype.items = archetypes;
features.deployments.items = deployments;
features.deploymentfeatures.items = deploymentfeatures;
features.ventures.items = ventures;
features.species.items = species; features.species.items = species;
features.background.items = backgrounds; features.background.items = backgrounds;
features.fightingstyles.items = fightingstyles; features.fightingstyles.items = fightingstyles;
@ -191,12 +295,11 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
const isAlways = getProperty(item.data, "preparation.mode") === "always"; const isAlways = getProperty(item.data, "preparation.mode") === "always";
const isPrepared = getProperty(item.data, "preparation.prepared"); const isPrepared = getProperty(item.data, "preparation.prepared");
item.toggleClass = isPrepared ? "active" : ""; item.toggleClass = isPrepared ? "active" : "";
if ( isAlways ) item.toggleClass = "fixed"; if (isAlways) item.toggleClass = "fixed";
if ( isAlways ) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.always; if (isAlways) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.always;
else if ( isPrepared ) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.prepared; else if (isPrepared) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.prepared;
else item.toggleTitle = game.i18n.localize("SW5E.PowerUnprepared"); else item.toggleTitle = game.i18n.localize("SW5E.PowerUnprepared");
} } else {
else {
const isActive = getProperty(item.data, "equipped"); const isActive = getProperty(item.data, "equipped");
item.toggleClass = isActive ? "active" : ""; item.toggleClass = isActive ? "active" : "";
item.toggleTitle = game.i18n.localize(isActive ? "SW5E.Equipped" : "SW5E.Unequipped"); item.toggleTitle = game.i18n.localize(isActive ? "SW5E.Equipped" : "SW5E.Unequipped");
@ -209,33 +312,35 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
/** /**
* Activate event listeners using the prepared sheet HTML * Activate event listeners using the prepared sheet HTML
* @param html {HTML} The prepared HTML object ready to be rendered into the DOM * @param html {jQuery} The prepared HTML object ready to be rendered into the DOM
*/ */
activateListeners(html) { activateListeners(html) {
super.activateListeners(html); super.activateListeners(html);
if ( !this.options.editable ) return; if (!this.isEditable) return;
// Inventory Functions // Inventory Functions
// html.find(".currency-convert").click(this._onConvertCurrency.bind(this)); // html.find(".currency-convert").click(this._onConvertCurrency.bind(this));
// Item State Toggling // Item State Toggling
html.find('.item-toggle').click(this._onToggleItem.bind(this)); html.find(".item-toggle").click(this._onToggleItem.bind(this));
// Short and Long Rest // Short and Long Rest
html.find('.short-rest').click(this._onShortRest.bind(this)); html.find(".short-rest").click(this._onShortRest.bind(this));
html.find('.long-rest').click(this._onLongRest.bind(this)); html.find(".long-rest").click(this._onLongRest.bind(this));
// Rollable sheet actions // Rollable sheet actions
html.find(".rollable[data-action]").click(this._onSheetAction.bind(this)); html.find(".rollable[data-action]").click(this._onSheetAction.bind(this));
// Send Languages to Chat onClick // Send Languages to Chat onClick
html.find('[data-options="share-languages"]').click(event => { html.find('[data-options="share-languages"]').click((event) => {
event.preventDefault(); event.preventDefault();
let langs = this.actor.data.data.traits.languages.value.map(l => SW5E.languages[l] || l).join(", "); let langs = this.actor.data.data.traits.languages.value
.map((l) => CONFIG.SW5E.languages[l] || l)
.join(", ");
let custom = this.actor.data.data.traits.languages.custom; let custom = this.actor.data.data.traits.languages.custom;
if (custom) langs += ", " + custom.replace(/;/g, ","); if (custom) langs += ", " + custom.replace(/;/g, ",");
let content = ` let content = `
<div class="sw5e chat-card item-card" data-acor-id="${this.actor._id}"> <div class="sw5e chat-card item-card" data-acor-id="${this.actor.data._id}">
<header class="card-header flexrow"> <header class="card-header flexrow">
<img src="${this.actor.data.token.img}" title="" width="36" height="36" style="border: none;"/> <img src="${this.actor.data.token.img}" title="" width="36" height="36" style="border: none;"/>
<h3>Known Languages</h3> <h3>Known Languages</h3>
@ -245,46 +350,50 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
`; `;
// Send to Chat // Send to Chat
let rollWhisper = null;
let rollBlind = false; let rollBlind = false;
let rollMode = game.settings.get("core", "rollMode"); let rollMode = game.settings.get("core", "rollMode");
if (["gmroll", "blindroll"].includes(rollMode)) rollWhisper = ChatMessage.getWhisperIDs("GM");
if (rollMode === "blindroll") rollBlind = true; if (rollMode === "blindroll") rollBlind = true;
ChatMessage.create({ let data = {
user: game.user._id, user: game.user.data._id,
content: content, content: content,
blind: rollBlind,
speaker: { speaker: {
actor: this.actor._id, actor: this.actor.data._id,
token: this.actor.token, token: this.actor.token,
alias: this.actor.name alias: this.actor.name
}, },
type: CONST.CHAT_MESSAGE_TYPES.OTHER type: CONST.CHAT_MESSAGE_TYPES.OTHER
}); };
if (["gmroll", "blindroll"].includes(rollMode)) data["whisper"] = ChatMessage.getWhisperRecipients("GM");
else if (rollMode === "selfroll") data["whisper"] = [game.users.get(game.user.data._id)];
ChatMessage.create(data);
}); });
// Item Delete Confirmation // Item Delete Confirmation
html.find('.item-delete').off("click"); html.find(".item-delete").off("click");
html.find('.item-delete').click(event => { html.find(".item-delete").click((event) => {
let li = $(event.currentTarget).parents('.item'); let li = $(event.currentTarget).parents(".item");
let itemId = li.attr("data-item-id"); let itemId = li.attr("data-item-id");
let item = this.actor.getOwnedItem(itemId); let item = this.actor.items.get(itemId);
new Dialog({ new Dialog({
title: `Deleting ${item.data.name}`, title: `Deleting ${item.data.name}`,
content: `<p>Are you sure you want to delete ${item.data.name}?</p>`, content: `<p>Are you sure you want to delete ${item.data.name}?</p>`,
buttons: { buttons: {
Yes: { Yes: {
icon: '<i class="fa fa-check"></i>', icon: '<i class="fa fa-check"></i>',
label: 'Yes', label: "Yes",
callback: dlg => { callback: (dlg) => {
this.actor.deleteOwnedItem(itemId); this.actor.deleteOwnedItem(itemId);
} }
}, },
cancel: { cancel: {
icon: '<i class="fas fa-times"></i>', icon: '<i class="fas fa-times"></i>',
label: 'No' label: "No"
}
}, },
}, default: "cancel"
default: 'cancel'
}).render(true); }).render(true);
}); });
} }
@ -299,7 +408,7 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
_onSheetAction(event) { _onSheetAction(event) {
event.preventDefault(); event.preventDefault();
const button = event.currentTarget; const button = event.currentTarget;
switch( button.dataset.action ) { switch (button.dataset.action) {
case "rollDeathSave": case "rollDeathSave":
return this.actor.rollDeathSave({event: event}); return this.actor.rollDeathSave({event: event});
case "rollInitiative": case "rollInitiative":
@ -309,7 +418,6 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** /**
* Handle toggling the state of an Owned Item within the Actor * Handle toggling the state of an Owned Item within the Actor
* @param {Event} event The triggering click event * @param {Event} event The triggering click event
@ -318,7 +426,7 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
_onToggleItem(event) { _onToggleItem(event) {
event.preventDefault(); event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId; const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.getOwnedItem(itemId); const item = this.actor.items.get(itemId);
const attr = item.data.type === "power" ? "data.preparation.prepared" : "data.equipped"; const attr = item.data.type === "power" ? "data.preparation.prepared" : "data.equipped";
return item.update({[attr]: !getProperty(item.data, attr)}); return item.update({[attr]: !getProperty(item.data, attr)});
} }
@ -353,22 +461,34 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
/** @override */ /** @override */
async _onDropItemCreate(itemData) { async _onDropItemCreate(itemData) {
// Increment the number of class levels of a character instead of creating a new item
// Increment the number of class levels a character instead of creating a new item if (itemData.type === "class") {
if ( itemData.type === "class" ) { const cls = this.actor.itemTypes.class.find((c) => c.name === itemData.name);
const cls = this.actor.itemTypes.class.find(c => c.name === itemData.name);
let priorLevel = cls?.data.data.levels ?? 0; let priorLevel = cls?.data.data.levels ?? 0;
if ( !!cls ) { if (!!cls) {
const next = Math.min(priorLevel + 1, 20 + priorLevel - this.actor.data.data.details.level); const next = Math.min(priorLevel + 1, 20 + priorLevel - this.actor.data.data.details.level);
if ( next > priorLevel ) { if (next > priorLevel) {
itemData.levels = next; itemData.levels = next;
return cls.update({"data.levels": next}); return cls.update({"data.levels": next});
} }
} }
} }
// Increment the number of deployment ranks of a character instead of creating a new item
// else if ( itemData.type === "deployment" ) {
// const rnk = this.actor.itemTypes.deployment.find(c => c.name === itemData.name);
// let priorRank = rnk?.data.data.ranks ?? 0;
// if ( !!rnk ) {
// const next = Math.min(priorLevel + 1, 5 + priorRank - this.actor.data.data.details.rank);
// if ( next > priorRank ) {
// itemData.ranks = next;
// return rnk.update({"data.ranks": next});
// }
// }
// }
// Default drop handling if levels were not added // Default drop handling if levels were not added
super._onDropItemCreate(itemData); return super._onDropItemCreate(itemData);
} }
} }
async function addFavorites(app, html, data) { async function addFavorites(app, html, data) {
@ -428,9 +548,9 @@ async function addFavorites(app, html, data) {
value: data.actor.data.powers.power9.value, value: data.actor.data.powers.power9.value,
max: data.actor.data.powers.power9.max max: data.actor.data.powers.power9.max
} }
} };
let powerCount = 0 let powerCount = 0;
let items = data.actor.items; let items = data.actor.items;
for (let item of items) { for (let item of items) {
if (item.type == "class") continue; if (item.type == "class") continue;
@ -441,24 +561,28 @@ async function addFavorites(app, html, data) {
} }
let isFav = item.flags.favtab.isFavourite; let isFav = item.flags.favtab.isFavourite;
if (app.options.editable) { if (app.options.editable) {
let favBtn = $(`<a class="item-control item-toggle item-fav ${isFav ? "active" : ""}" data-fav="${isFav}" title="${isFav ? "Remove from Favourites" : "Add to Favourites"}"><i class="fas fa-star"></i></a>`); let favBtn = $(
favBtn.click(ev => { `<a class="item-control item-toggle item-fav ${isFav ? "active" : ""}" data-fav="${isFav}" title="${
app.actor.getOwnedItem(item._id).update({ isFav ? "Remove from Favourites" : "Add to Favourites"
}"><i class="fas fa-star"></i></a>`
);
favBtn.click((ev) => {
app.actor.items.get(item.data._id).update({
"flags.favtab.isFavourite": !item.flags.favtab.isFavourite "flags.favtab.isFavourite": !item.flags.favtab.isFavourite
}); });
}); });
html.find(`.item[data-item-id="${item._id}"]`).find('.item-controls').prepend(favBtn); html.find(`.item[data-item-id="${item.data._id}"]`).find(".item-controls").prepend(favBtn);
} }
if (isFav) { if (isFav) {
item.powerComps = ""; item.powerComps = "";
if (item.data.components) { if (item.data.components) {
let comps = item.data.components; let comps = item.data.components;
let v = (comps.vocal) ? "V" : ""; let v = comps.vocal ? "V" : "";
let s = (comps.somatic) ? "S" : ""; let s = comps.somatic ? "S" : "";
let m = (comps.material) ? "M" : ""; let m = comps.material ? "M" : "";
let c = (comps.concentration) ? true : false; let c = !!comps.concentration;
let r = (comps.ritual) ? true : false; let r = !!comps.ritual;
item.powerComps = `${v}${s}${m}`; item.powerComps = `${v}${s}${m}`;
item.powerCon = c; item.powerCon = c;
item.powerRit = r; item.powerRit = r;
@ -466,15 +590,15 @@ async function addFavorites(app, html, data) {
item.editable = app.options.editable; item.editable = app.options.editable;
switch (item.type) { switch (item.type) {
case 'feat': case "feat":
if (item.flags.favtab.sort === undefined) { if (item.flags.favtab.sort === undefined) {
item.flags.favtab.sort = (favFeats.count + 1) * 100000; // initial sort key if not present item.flags.favtab.sort = (favFeats.count + 1) * 100000; // initial sort key if not present
} }
favFeats.push(item); favFeats.push(item);
break; break;
case 'power': case "power":
if (item.data.preparation.mode) { if (item.data.preparation.mode) {
item.powerPrepMode = ` (${CONFIG.SW5E.powerPreparationModes[item.data.preparation.mode]})` item.powerPrepMode = ` (${CONFIG.SW5E.powerPreparationModes[item.data.preparation.mode]})`;
} }
if (item.data.level) { if (item.data.level) {
favPowers[item.data.level].powers.push(item); favPowers[item.data.level].powers.push(item);
@ -500,62 +624,62 @@ async function addFavorites(app, html, data) {
// html.find('.favourite .item-controls').css('flex', '0 0 22px'); // html.find('.favourite .item-controls').css('flex', '0 0 22px');
// } // }
let tabContainer = html.find('.favtabtarget'); let tabContainer = html.find(".favtabtarget");
data.favItems = favItems.length > 0 ? favItems.sort((a, b) => (a.flags.favtab.sort) - (b.flags.favtab.sort)) : false; data.favItems = favItems.length > 0 ? favItems.sort((a, b) => a.flags.favtab.sort - b.flags.favtab.sort) : false;
data.favFeats = favFeats.length > 0 ? favFeats.sort((a, b) => (a.flags.favtab.sort) - (b.flags.favtab.sort)) : false; data.favFeats = favFeats.length > 0 ? favFeats.sort((a, b) => a.flags.favtab.sort - b.flags.favtab.sort) : false;
data.favPowers = powerCount > 0 ? favPowers : false; data.favPowers = powerCount > 0 ? favPowers : false;
data.editable = app.options.editable; data.editable = app.options.editable;
await loadTemplates(['systems/sw5e/templates/actors/newActor/item.hbs']); await loadTemplates(["systems/sw5e/templates/actors/newActor/item.hbs"]);
let favtabHtml = $(await renderTemplate('systems/sw5e/templates/actors/newActor/template.hbs', data)); let favtabHtml = $(await renderTemplate("systems/sw5e/templates/actors/newActor/template.hbs", data));
favtabHtml.find('.item-name h4').click(event => app._onItemSummary(event)); favtabHtml.find(".item-name h4").click((event) => app._onItemSummary(event));
if (app.options.editable) { if (app.options.editable) {
favtabHtml.find('.item-image').click(ev => app._onItemRoll(ev)); favtabHtml.find(".item-image").click((ev) => app._onItemRoll(ev));
let handler = ev => app._onDragStart(ev); let handler = (ev) => app._onDragStart(ev);
favtabHtml.find('.item').each((i, li) => { favtabHtml.find(".item").each((i, li) => {
if (li.classList.contains("inventory-header")) return; if (li.classList.contains("inventory-header")) return;
li.setAttribute("draggable", true); li.setAttribute("draggable", true);
li.addEventListener("dragstart", handler, false); li.addEventListener("dragstart", handler, false);
}); });
//favtabHtml.find('.item-toggle').click(event => app._onToggleItem(event)); //favtabHtml.find('.item-toggle').click(event => app._onToggleItem(event));
favtabHtml.find('.item-edit').click(ev => { favtabHtml.find(".item-edit").click((ev) => {
let itemId = $(ev.target).parents('.item')[0].dataset.itemId; let itemId = $(ev.target).parents(".item")[0].dataset.itemId;
app.actor.getOwnedItem(itemId).sheet.render(true); app.actor.items.get(itemId).sheet.render(true);
}); });
favtabHtml.find('.item-fav').click(ev => { favtabHtml.find(".item-fav").click((ev) => {
let itemId = $(ev.target).parents('.item')[0].dataset.itemId; let itemId = $(ev.target).parents(".item")[0].dataset.itemId;
let val = !app.actor.getOwnedItem(itemId).data.flags.favtab.isFavourite let val = !app.actor.items.get(itemId).data.flags.favtab.isFavourite;
app.actor.getOwnedItem(itemId).update({ app.actor.items.get(itemId).update({
"flags.favtab.isFavourite": val "flags.favtab.isFavourite": val
}); });
}); });
// Sorting // Sorting
favtabHtml.find('.item').on('drop', ev => { favtabHtml.find(".item").on("drop", (ev) => {
ev.preventDefault(); ev.preventDefault();
ev.stopPropagation(); ev.stopPropagation();
let dropData = JSON.parse(ev.originalEvent.dataTransfer.getData('text/plain')); let dropData = JSON.parse(ev.originalEvent.dataTransfer.getData("text/plain"));
// if (dropData.actorId !== app.actor.id || dropData.data.type === 'power') return; // if (dropData.actorId !== app.actor.id || dropData.data.type === 'power') return;
if (dropData.actorId !== app.actor.id) return; if (dropData.actorId !== app.actor.id) return;
let list = null; let list = null;
if (dropData.data.type === 'feat') list = favFeats; if (dropData.data.type === "feat") list = favFeats;
else list = favItems; else list = favItems;
let dragSource = list.find(i => i._id === dropData.data._id); let dragSource = list.find((i) => i.data._id === dropData.data._id);
let siblings = list.filter(i => i._id !== dropData.data._id); let siblings = list.filter((i) => i.data._id !== dropData.data._id);
let targetId = ev.target.closest('.item').dataset.itemId; let targetId = ev.target.closest(".item").dataset.itemId;
let dragTarget = siblings.find(s => s._id === targetId); let dragTarget = siblings.find((s) => s.data._id === targetId);
if (dragTarget === undefined) return; if (dragTarget === undefined) return;
const sortUpdates = SortingHelpers.performIntegerSort(dragSource, { const sortUpdates = SortingHelpers.performIntegerSort(dragSource, {
target: dragTarget, target: dragTarget,
siblings: siblings, siblings: siblings,
sortKey: 'flags.favtab.sort' sortKey: "flags.favtab.sort"
}); });
const updateData = sortUpdates.map(u => { const updateData = sortUpdates.map((u) => {
const update = u.update; const update = u.update;
update._id = u.target._id; update._id = u.target.data._id;
return update; return update;
}); });
app.actor.updateEmbeddedEntity("OwnedItem", updateData); app.actor.updateEmbeddedEntity("OwnedItem", updateData);
@ -579,53 +703,47 @@ async function addFavorites(app, html, data) {
Hooks.callAll("renderedSwaltSheet", app, html, data); Hooks.callAll("renderedSwaltSheet", app, html, data);
} }
async function addSubTabs(app, html, data) { async function addSubTabs(app, html, data) {
if(data.options.subTabs == null) { if (data.options.subTabs == null) {
//let subTabs = []; //{subgroup: '', target: '', active: false} //let subTabs = []; //{subgroup: '', target: '', active: false}
data.options.subTabs = {}; data.options.subTabs = {};
html.find('[data-subgroup-selection] [data-subgroup]').each((idx, el) => { html.find("[data-subgroup-selection] [data-subgroup]").each((idx, el) => {
let subgroup = el.getAttribute('data-subgroup'); let subgroup = el.getAttribute("data-subgroup");
let target = el.getAttribute('data-target'); let target = el.getAttribute("data-target");
let targetObj = {target: target, active: el.classList.contains("active")} let targetObj = {target: target, active: el.classList.contains("active")};
if(data.options.subTabs.hasOwnProperty(subgroup)) { if (data.options.subTabs.hasOwnProperty(subgroup)) {
data.options.subTabs[subgroup].push(targetObj); data.options.subTabs[subgroup].push(targetObj);
} else { } else {
data.options.subTabs[subgroup] = []; data.options.subTabs[subgroup] = [];
data.options.subTabs[subgroup].push(targetObj); data.options.subTabs[subgroup].push(targetObj);
} }
})
}
for(const group in data.options.subTabs) {
data.options.subTabs[group].forEach(tab => {
if(tab.active) {
html.find(`[data-subgroup=${group}][data-target=${tab.target}]`).addClass('active');
} else {
html.find(`[data-subgroup=${group}][data-target=${tab.target}]`).removeClass('active');
}
})
}
html.find('[data-subgroup-selection]').children().on('click', event => {
let subgroup = event.target.closest('[data-subgroup]').getAttribute('data-subgroup');
let target = event.target.closest('[data-target]').getAttribute('data-target');
html.find(`[data-subgroup=${subgroup}]`).removeClass('active');
html.find(`[data-subgroup=${subgroup}][data-target=${target}]`).addClass('active');
let tabId = data.options.subTabs[subgroup].find(tab => {
return tab.target == target
}); });
data.options.subTabs[subgroup].map(el => {
if(el.target == target) {
el.active = true;
} else {
el.active = false;
} }
for (const group in data.options.subTabs) {
data.options.subTabs[group].forEach((tab) => {
if (tab.active) {
html.find(`[data-subgroup=${group}][data-target=${tab.target}]`).addClass("active");
} else {
html.find(`[data-subgroup=${group}][data-target=${tab.target}]`).removeClass("active");
}
});
}
html.find("[data-subgroup-selection]")
.children()
.on("click", (event) => {
let subgroup = event.target.closest("[data-subgroup]").getAttribute("data-subgroup");
let target = event.target.closest("[data-target]").getAttribute("data-target");
html.find(`[data-subgroup=${subgroup}]`).removeClass("active");
html.find(`[data-subgroup=${subgroup}][data-target=${target}]`).addClass("active");
let tabId = data.options.subTabs[subgroup].find((tab) => {
return tab.target == target;
});
data.options.subTabs[subgroup].map((el) => {
el.active = el.target == target;
return el; return el;
}) });
});
})
} }
Hooks.on("renderActorSheet5eCharacterNew", (app, html, data) => { Hooks.on("renderActorSheet5eCharacterNew", (app, html, data) => {

View file

@ -6,10 +6,9 @@ import ActorSheet5e from "./base.js";
* @extends {ActorSheet5e} * @extends {ActorSheet5e}
*/ */
export default class ActorSheet5eNPCNew extends ActorSheet5e { export default class ActorSheet5eNPCNew extends ActorSheet5e {
/** @override */ /** @override */
get template() { get template() {
if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/newActor/limited-sheet.html"; if (!game.user.isGM && this.actor.limited) return "systems/sw5e/templates/actors/newActor/limited-sheet.html";
return `systems/sw5e/templates/actors/newActor/npc-sheet.html`; return `systems/sw5e/templates/actors/newActor/npc-sheet.html`;
} }
/** @override */ /** @override */
@ -17,43 +16,63 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e {
return mergeObject(super.defaultOptions, { return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "npc"], classes: ["sw5e", "sheet", "actor", "npc"],
width: 800, width: 800,
tabs: [{ tabs: [
{
navSelector: ".root-tabs", navSelector: ".root-tabs",
contentSelector: ".sheet-body", contentSelector: ".sheet-body",
initial: "attributes" initial: "attributes"
}], }
]
}); });
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */
static unsupportedItemTypes = new Set(["class"]);
/* -------------------------------------------- */
/** /**
* Organize Owned Items for rendering the NPC sheet * Organize Owned Items for rendering the NPC sheet
* @private * @private
*/ */
_prepareItems(data) { _prepareItems(data) {
// Categorize Items as Features and Powers // Categorize Items as Features and Powers
const features = { const features = {
weapons: { label: game.i18n.localize("SW5E.AttackPl"), items: [] , hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} }, weapons: {
actions: { label: game.i18n.localize("SW5E.ActionPl"), items: [] , hasActions: true, dataset: {type: "feat", "activation.type": "action"} }, label: game.i18n.localize("SW5E.AttackPl"),
passive: { label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"} }, items: [],
equipment: { label: game.i18n.localize("SW5E.Inventory"), items: [], dataset: {type: "loot"}} hasActions: true,
dataset: {"type": "weapon", "weapon-type": "natural"}
},
actions: {
label: game.i18n.localize("SW5E.ActionPl"),
items: [],
hasActions: true,
dataset: {"type": "feat", "activation.type": "action"}
},
passive: {label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"}},
equipment: {label: game.i18n.localize("SW5E.Inventory"), items: [], dataset: {type: "loot"}}
}; };
// Start by classifying items into groups for rendering // Start by classifying items into groups for rendering
let [forcepowers, techpowers, other] = data.items.reduce((arr, item) => { let [forcepowers, techpowers, other] = data.items.reduce(
item.img = item.img || DEFAULT_TOKEN; (arr, item) => {
item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1); item.img = item.img || CONST.DEFAULT_TOKEN;
item.hasUses = item.data.uses && (item.data.uses.max > 0); item.isStack = Number.isNumeric(item.data.quantity) && item.data.quantity !== 1;
item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false); item.hasUses = item.data.uses && item.data.uses.max > 0;
item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0)); item.isOnCooldown =
item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type)); item.data.recharge && !!item.data.recharge.value && item.data.recharge.charged === false;
if ( item.type === "power" && ["lgt", "drk", "uni"].includes(item.data.school) ) arr[0].push(item); item.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0;
else if ( item.type === "power" && ["tec"].includes(item.data.school) ) arr[1].push(item); item.hasTarget = !!item.data.target && !["none", ""].includes(item.data.target.type);
if (item.type === "power" && ["lgt", "drk", "uni"].includes(item.data.school)) arr[0].push(item);
else if (item.type === "power" && ["tec"].includes(item.data.school)) arr[1].push(item);
else arr[2].push(item); else arr[2].push(item);
return arr; return arr;
}, [[], [], []]); },
[[], [], []]
);
// Apply item filters // Apply item filters
forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook); forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook);
@ -65,13 +84,12 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e {
const techPowerbook = this._preparePowerbook(data, techpowers, "tec"); const techPowerbook = this._preparePowerbook(data, techpowers, "tec");
// Organize Features // Organize Features
for ( let item of other ) { for (let item of other) {
if ( item.type === "weapon" ) features.weapons.items.push(item); if (item.type === "weapon") features.weapons.items.push(item);
else if ( item.type === "feat" ) { else if (item.type === "feat") {
if ( item.data.activation.type ) features.actions.items.push(item); if (item.data.activation.type) features.actions.items.push(item);
else features.passive.items.push(item); else features.passive.items.push(item);
} } else features.equipment.items.push(item);
else features.equipment.items.push(item);
} }
// Assign and return // Assign and return
@ -80,17 +98,19 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e {
data.techPowerbook = techPowerbook; data.techPowerbook = techPowerbook;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @inheritdoc */
getData() { getData(options) {
const data = super.getData(); const data = super.getData(options);
// Challenge Rating // Challenge Rating
const cr = parseFloat(data.data.details.cr || 0); const cr = parseFloat(data.data.details.cr || 0);
const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"}; const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"};
data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1; data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1;
// Creature Type
data.labels["type"] = this.actor.labels.creatureType;
return data; return data;
} }
@ -99,17 +119,16 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */
_updateObject(event, formData) { async _updateObject(event, formData) {
// Format NPC Challenge Rating // Format NPC Challenge Rating
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5}; const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
let crv = "data.details.cr"; let crv = "data.details.cr";
let cr = formData[crv]; let cr = formData[crv];
cr = crs[cr] || parseFloat(cr); cr = crs[cr] || parseFloat(cr);
if ( cr ) formData[crv] = cr < 1 ? cr : parseInt(cr); if (cr) formData[crv] = cr < 1 ? cr : parseInt(cr);
// Parent ActorSheet update steps // Parent ActorSheet update steps
super._updateObject(event, formData); return super._updateObject(event, formData);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -132,10 +151,9 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e {
_onRollHPFormula(event) { _onRollHPFormula(event) {
event.preventDefault(); event.preventDefault();
const formula = this.actor.data.data.attributes.hp.formula; const formula = this.actor.data.data.attributes.hp.formula;
if ( !formula ) return; if (!formula) return;
const hp = new Roll(formula).roll().total; const hp = new Roll(formula).roll().total;
AudioHelper.play({src: CONFIG.sounds.dice}); AudioHelper.play({src: CONFIG.sounds.dice});
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp}); this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});
} }
} }

View file

@ -0,0 +1,169 @@
import ActorSheet5e from "./base.js";
/**
* An Actor sheet for starships in the SW5E system.
* Extends the base ActorSheet5e class.
* @extends {ActorSheet5e}
*/
export default class ActorSheet5eStarship extends ActorSheet5e {
/** @override */
get template() {
if (!game.user.isGM && this.actor.limited) return "systems/sw5e/templates/actors/newActor/limited-sheet.html";
return `systems/sw5e/templates/actors/newActor/starship.html`;
}
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "starship"],
width: 800,
tabs: [
{
navSelector: ".root-tabs",
contentSelector: ".sheet-body",
initial: "attributes"
}
]
});
}
/* -------------------------------------------- */
/**
* Organize Owned Items for rendering the starship sheet
* @private
*/
_prepareItems(data) {
// Categorize Items as Features and Powers
const features = {
weapons: {
label: game.i18n.localize("SW5E.ItemTypeWeaponPl"),
items: [],
hasActions: true,
dataset: {"type": "weapon", "weapon-type": "natural"}
},
passive: {label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"}},
equipment: {label: game.i18n.localize("SW5E.StarshipEquipment"), items: [], dataset: {type: "equipment"}},
starshipfeatures: {
label: game.i18n.localize("SW5E.StarshipfeaturePl"),
items: [],
hasActions: true,
dataset: {type: "starshipfeature"}
},
starshipmods: {
label: game.i18n.localize("SW5E.StarshipmodPl"),
items: [],
hasActions: false,
dataset: {type: "starshipmod"}
}
};
// Start by classifying items into groups for rendering
let [forcepowers, techpowers, other] = data.items.reduce(
(arr, item) => {
item.img = item.img || CONST.DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && item.data.quantity !== 1;
item.hasUses = item.data.uses && item.data.uses.max > 0;
item.isOnCooldown =
item.data.recharge && !!item.data.recharge.value && item.data.recharge.charged === false;
item.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0;
item.hasTarget = !!item.data.target && !["none", ""].includes(item.data.target.type);
if (item.type === "power" && ["lgt", "drk", "uni"].includes(item.data.school)) arr[0].push(item);
else if (item.type === "power" && ["tec"].includes(item.data.school)) arr[1].push(item);
else arr[2].push(item);
return arr;
},
[[], [], []]
);
// Apply item filters
forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook);
techpowers = this._filterItems(techpowers, this._filters.techPowerbook);
other = this._filterItems(other, this._filters.features);
// Organize Powerbook
// const forcePowerbook = this._preparePowerbook(data, forcepowers, "uni");
// const techPowerbook = this._preparePowerbook(data, techpowers, "tec");
// Organize Features
for (let item of other) {
if (item.type === "weapon") features.weapons.items.push(item);
else if (item.type === "feat") {
if (item.data.activation.type) features.actions.items.push(item);
else features.passive.items.push(item);
} else if (item.type === "starshipfeature") {
features.starshipfeatures.items.push(item);
} else if (item.type === "starshipmod") {
features.starshipmods.items.push(item);
} else features.equipment.items.push(item);
}
// Assign and return
data.features = Object.values(features);
// data.forcePowerbook = forcePowerbook;
// data.techPowerbook = techPowerbook;
}
/* -------------------------------------------- */
/** @override */
getData(options) {
const data = super.getData(options);
// Add Size info
data.isTiny = data.actor.data.traits.size === "tiny";
data.isSmall = data.actor.data.traits.size === "sm";
data.isMedium = data.actor.data.traits.size === "med";
data.isLarge = data.actor.data.traits.size === "lg";
data.isHuge = data.actor.data.traits.size === "huge";
data.isGargantuan = data.actor.data.traits.size === "grg";
// Challenge Rating
const cr = parseFloat(data.data.details.cr || 0);
const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"};
data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1;
return data;
}
/* -------------------------------------------- */
/* Object Updates */
/* -------------------------------------------- */
/** @override */
async _updateObject(event, formData) {
// Format NPC Challenge Rating
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
let crv = "data.details.cr";
let cr = formData[crv];
cr = crs[cr] || parseFloat(cr);
if (cr) formData[crv] = cr < 1 ? cr : parseInt(cr);
// Parent ActorSheet update steps
return super._updateObject(event, formData);
}
/* -------------------------------------------- */
/* Event Listeners and Handlers */
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
html.find(".health .rollable").click(this._onRollHPFormula.bind(this));
}
/* -------------------------------------------- */
/**
* Handle rolling NPC health values using the provided formula
* @param {Event} event The original click event
* @private
*/
_onRollHPFormula(event) {
event.preventDefault();
const formula = this.actor.data.data.attributes.hp.formula;
if (!formula) return;
const hp = new Roll(formula).roll().total;
AudioHelper.play({src: CONFIG.sounds.dice});
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});
}
}

View file

@ -20,12 +20,17 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */
static unsupportedItemTypes = new Set(["class"]);
/* -------------------------------------------- */
/** /**
* Creates a new cargo entry for a vehicle Actor. * Creates a new cargo entry for a vehicle Actor.
*/ */
static get newCargo() { static get newCargo() {
return { return {
name: '', name: "",
quantity: 1 quantity: 1
}; };
} }
@ -40,7 +45,6 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
* @private * @private
*/ */
_computeEncumbrance(totalWeight, actorData) { _computeEncumbrance(totalWeight, actorData) {
// Compute currency weight // Compute currency weight
const totalCoins = Object.values(actorData.data.currency).reduce((acc, denom) => acc + denom, 0); const totalCoins = Object.values(actorData.data.currency).reduce((acc, denom) => acc + denom, 0);
totalWeight += totalCoins / CONFIG.SW5E.encumbrance.currencyPerWeight; totalWeight += totalCoins / CONFIG.SW5E.encumbrance.currencyPerWeight;
@ -57,7 +61,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */
_getMovementSpeed(actorData, largestPrimary=true) { _getMovementSpeed(actorData, largestPrimary = true) {
return super._getMovementSpeed(actorData, largestPrimary); return super._getMovementSpeed(actorData, largestPrimary);
} }
@ -69,25 +73,24 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
* @private * @private
*/ */
_prepareCrewedItem(item) { _prepareCrewedItem(item) {
// Determine crewed status // Determine crewed status
const isCrewed = item.data.crewed; const isCrewed = item.data.crewed;
item.toggleClass = isCrewed ? 'active' : ''; item.toggleClass = isCrewed ? "active" : "";
item.toggleTitle = game.i18n.localize(`SW5E.${isCrewed ? 'Crewed' : 'Uncrewed'}`); item.toggleTitle = game.i18n.localize(`SW5E.${isCrewed ? "Crewed" : "Uncrewed"}`);
// Handle crew actions // Handle crew actions
if (item.type === 'feat' && item.data.activation.type === 'crew') { if (item.type === "feat" && item.data.activation.type === "crew") {
item.crew = item.data.activation.cost; item.crew = item.data.activation.cost;
item.cover = game.i18n.localize(`SW5E.${item.data.cover ? 'CoverTotal' : 'None'}`); item.cover = game.i18n.localize(`SW5E.${item.data.cover ? "CoverTotal" : "None"}`);
if (item.data.cover === .5) item.cover = '½'; if (item.data.cover === 0.5) item.cover = "½";
else if (item.data.cover === .75) item.cover = '¾'; else if (item.data.cover === 0.75) item.cover = "¾";
else if (item.data.cover === null) item.cover = '—'; else if (item.data.cover === null) item.cover = "—";
if (item.crew < 1 || item.crew === null) item.crew = '—'; if (item.crew < 1 || item.crew === null) item.crew = "—";
} }
// Prepare vehicle weapons // Prepare vehicle weapons
if (item.type === 'equipment' || item.type === 'weapon') { if (item.type === "equipment" || item.type === "weapon") {
item.threshold = item.data.hp.dt ? item.data.hp.dt : '—'; item.threshold = item.data.hp.dt ? item.data.hp.dt : "—";
} }
} }
@ -98,132 +101,162 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
* @private * @private
*/ */
_prepareItems(data) { _prepareItems(data) {
const cargoColumns = [{ const cargoColumns = [
label: game.i18n.localize('SW5E.Quantity'), {
css: 'item-qty', label: game.i18n.localize("SW5E.Quantity"),
property: 'quantity', css: "item-qty",
editable: 'Number' property: "quantity",
}]; editable: "Number"
}
];
const equipmentColumns = [{ const equipmentColumns = [
label: game.i18n.localize('SW5E.Quantity'), {
css: 'item-qty', label: game.i18n.localize("SW5E.Quantity"),
property: 'data.quantity' css: "item-qty",
}, { property: "data.quantity"
label: game.i18n.localize('SW5E.AC'), },
css: 'item-ac', {
property: 'data.armor.value' label: game.i18n.localize("SW5E.AC"),
}, { css: "item-ac",
label: game.i18n.localize('SW5E.HP'), property: "data.armor.value"
css: 'item-hp', },
property: 'data.hp.value', {
editable: 'Number' label: game.i18n.localize("SW5E.HP"),
}, { css: "item-hp",
label: game.i18n.localize('SW5E.Threshold'), property: "data.hp.value",
css: 'item-threshold', editable: "Number"
property: 'threshold' },
}]; {
label: game.i18n.localize("SW5E.Threshold"),
css: "item-threshold",
property: "threshold"
}
];
const features = { const features = {
actions: { actions: {
label: game.i18n.localize('SW5E.ActionPl'), label: game.i18n.localize("SW5E.ActionPl"),
items: [], items: [],
crewable: true, crewable: true,
dataset: {type: 'feat', 'activation.type': 'crew'}, dataset: {"type": "feat", "activation.type": "crew"},
columns: [{ columns: [
label: game.i18n.localize('SW5E.VehicleCrew'), {
css: 'item-crew', label: game.i18n.localize("SW5E.VehicleCrew"),
property: 'crew' css: "item-crew",
}, { property: "crew"
label: game.i18n.localize('SW5E.Cover'), },
css: 'item-cover', {
property: 'cover' label: game.i18n.localize("SW5E.Cover"),
}] css: "item-cover",
property: "cover"
}
]
}, },
equipment: { equipment: {
label: game.i18n.localize('SW5E.ItemTypeEquipment'), label: game.i18n.localize("SW5E.ItemTypeEquipment"),
items: [], items: [],
crewable: true, crewable: true,
dataset: {type: 'equipment', 'armor.type': 'vehicle'}, dataset: {"type": "equipment", "armor.type": "vehicle"},
columns: equipmentColumns columns: equipmentColumns
}, },
passive: { passive: {
label: game.i18n.localize('SW5E.Features'), label: game.i18n.localize("SW5E.Features"),
items: [], items: [],
dataset: {type: 'feat'} dataset: {type: "feat"}
}, },
reactions: { reactions: {
label: game.i18n.localize('SW5E.ReactionPl'), label: game.i18n.localize("SW5E.ReactionPl"),
items: [], items: [],
dataset: {type: 'feat', 'activation.type': 'reaction'} dataset: {"type": "feat", "activation.type": "reaction"}
}, },
weapons: { weapons: {
label: game.i18n.localize('SW5E.ItemTypeWeaponPl'), label: game.i18n.localize("SW5E.ItemTypeWeaponPl"),
items: [], items: [],
crewable: true, crewable: true,
dataset: {type: 'weapon', 'weapon-type': 'siege'}, dataset: {"type": "weapon", "weapon-type": "siege"},
columns: equipmentColumns columns: equipmentColumns
} }
}; };
const cargo = { const cargo = {
crew: { crew: {
label: game.i18n.localize('SW5E.VehicleCrew'), label: game.i18n.localize("SW5E.VehicleCrew"),
items: data.data.cargo.crew, items: data.data.cargo.crew,
css: 'cargo-row crew', css: "cargo-row crew",
editableName: true, editableName: true,
dataset: {type: 'crew'}, dataset: {type: "crew"},
columns: cargoColumns columns: cargoColumns
}, },
passengers: { passengers: {
label: game.i18n.localize('SW5E.VehiclePassengers'), label: game.i18n.localize("SW5E.VehiclePassengers"),
items: data.data.cargo.passengers, items: data.data.cargo.passengers,
css: 'cargo-row passengers', css: "cargo-row passengers",
editableName: true, editableName: true,
dataset: {type: 'passengers'}, dataset: {type: "passengers"},
columns: cargoColumns columns: cargoColumns
}, },
cargo: { cargo: {
label: game.i18n.localize('SW5E.VehicleCargo'), label: game.i18n.localize("SW5E.VehicleCargo"),
items: [], items: [],
dataset: {type: 'loot'}, dataset: {type: "loot"},
columns: [{ columns: [
label: game.i18n.localize('SW5E.Quantity'), {
css: 'item-qty', label: game.i18n.localize("SW5E.Quantity"),
property: 'data.quantity', css: "item-qty",
editable: 'Number' property: "data.quantity",
}, { editable: "Number"
label: game.i18n.localize('SW5E.Price'), },
css: 'item-price', {
property: 'data.price', label: game.i18n.localize("SW5E.Price"),
editable: 'Number' css: "item-price",
}, { property: "data.price",
label: game.i18n.localize('SW5E.Weight'), editable: "Number"
css: 'item-weight', },
property: 'data.weight', {
editable: 'Number' label: game.i18n.localize("SW5E.Weight"),
}] css: "item-weight",
property: "data.weight",
editable: "Number"
}
]
} }
}; };
// Classify items owned by the vehicle and compute total cargo weight
let totalWeight = 0; let totalWeight = 0;
for (const item of data.items) { for (const item of data.items) {
this._prepareCrewedItem(item); this._prepareCrewedItem(item);
if (item.type === 'weapon') features.weapons.items.push(item);
else if (item.type === 'equipment') features.equipment.items.push(item); // Handle cargo explicitly
else if (item.type === 'loot') { const isCargo = item.flags.sw5e?.vehicleCargo === true;
if (isCargo) {
totalWeight += (item.data.weight || 0) * item.data.quantity;
cargo.cargo.items.push(item);
continue;
}
// Handle non-cargo item types
switch (item.type) {
case "weapon":
features.weapons.items.push(item);
break;
case "equipment":
features.equipment.items.push(item);
break;
case "feat":
if (!item.data.activation.type || item.data.activation.type === "none")
features.passive.items.push(item);
else if (item.data.activation.type === "reaction") features.reactions.items.push(item);
else features.actions.items.push(item);
break;
default:
totalWeight += (item.data.weight || 0) * item.data.quantity; totalWeight += (item.data.weight || 0) * item.data.quantity;
cargo.cargo.items.push(item); cargo.cargo.items.push(item);
} }
else if (item.type === 'feat') {
if (!item.data.activation.type || item.data.activation.type === 'none') {
features.passive.items.push(item);
}
else if (item.data.activation.type === 'reaction') features.reactions.items.push(item);
else features.actions.items.push(item);
}
} }
// Update the rendering context data
data.features = Object.values(features); data.features = Object.values(features);
data.cargo = Object.values(cargo); data.cargo = Object.values(cargo);
data.data.attributes.encumbrance = this._computeEncumbrance(totalWeight, data); data.data.attributes.encumbrance = this._computeEncumbrance(totalWeight, data);
@ -236,23 +269,23 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
/** @override */ /** @override */
activateListeners(html) { activateListeners(html) {
super.activateListeners(html); super.activateListeners(html);
if (!this.options.editable) return; if (!this.isEditable) return;
html.find('.item-toggle').click(this._onToggleItem.bind(this)); html.find(".item-toggle").click(this._onToggleItem.bind(this));
html.find('.item-hp input') html.find(".item-hp input")
.click(evt => evt.target.select()) .click((evt) => evt.target.select())
.change(this._onHPChange.bind(this)); .change(this._onHPChange.bind(this));
html.find('.item:not(.cargo-row) input[data-property]') html.find(".item:not(.cargo-row) input[data-property]")
.click(evt => evt.target.select()) .click((evt) => evt.target.select())
.change(this._onEditInSheet.bind(this)); .change(this._onEditInSheet.bind(this));
html.find('.cargo-row input') html.find(".cargo-row input")
.click(evt => evt.target.select()) .click((evt) => evt.target.select())
.change(this._onCargoRowChange.bind(this)); .change(this._onCargoRowChange.bind(this));
if (this.actor.data.data.attributes.actions.stations) { if (this.actor.data.data.attributes.actions.stations) {
html.find('.counter.actions, .counter.action-thresholds').hide(); html.find(".counter.actions, .counter.action-thresholds").hide();
} }
} }
@ -267,20 +300,20 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
_onCargoRowChange(event) { _onCargoRowChange(event) {
event.preventDefault(); event.preventDefault();
const target = event.currentTarget; const target = event.currentTarget;
const row = target.closest('.item'); const row = target.closest(".item");
const idx = Number(row.dataset.itemId); const idx = Number(row.dataset.itemId);
const property = row.classList.contains('crew') ? 'crew' : 'passengers'; const property = row.classList.contains("crew") ? "crew" : "passengers";
// Get the cargo entry // Get the cargo entry
const cargo = duplicate(this.actor.data.data.cargo[property]); const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[property]);
const entry = cargo[idx]; const entry = cargo[idx];
if (!entry) return null; if (!entry) return null;
// Update the cargo value // Update the cargo value
const key = target.dataset.property || 'name'; const key = target.dataset.property || "name";
const type = target.dataset.dtype; const type = target.dataset.dtype;
let value = target.value; let value = target.value;
if (type === 'Number') value = Number(value); if (type === "Number") value = Number(value);
entry[key] = value; entry[key] = value;
// Perform the Actor update // Perform the Actor update
@ -297,14 +330,18 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
*/ */
_onEditInSheet(event) { _onEditInSheet(event) {
event.preventDefault(); event.preventDefault();
const itemID = event.currentTarget.closest('.item').dataset.itemId; const itemID = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemID); const item = this.actor.items.get(itemID);
const property = event.currentTarget.dataset.property; const property = event.currentTarget.dataset.property;
const type = event.currentTarget.dataset.dtype; const type = event.currentTarget.dataset.dtype;
let value = event.currentTarget.value; let value = event.currentTarget.value;
switch (type) { switch (type) {
case 'Number': value = parseInt(value); break; case "Number":
case 'Boolean': value = value === 'true'; break; value = parseInt(value);
break;
case "Boolean":
value = value === "true";
break;
} }
return item.update({[`${property}`]: value}); return item.update({[`${property}`]: value});
} }
@ -321,8 +358,8 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
event.preventDefault(); event.preventDefault();
const target = event.currentTarget; const target = event.currentTarget;
const type = target.dataset.type; const type = target.dataset.type;
if (type === 'crew' || type === 'passengers') { if (type === "crew" || type === "passengers") {
const cargo = duplicate(this.actor.data.data.cargo[type]); const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]);
cargo.push(this.constructor.newCargo); cargo.push(this.constructor.newCargo);
return this.actor.update({[`data.cargo.${type}`]: cargo}); return this.actor.update({[`data.cargo.${type}`]: cargo});
} }
@ -339,11 +376,11 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
*/ */
_onItemDelete(event) { _onItemDelete(event) {
event.preventDefault(); event.preventDefault();
const row = event.currentTarget.closest('.item'); const row = event.currentTarget.closest(".item");
if (row.classList.contains('cargo-row')) { if (row.classList.contains("cargo-row")) {
const idx = Number(row.dataset.itemId); const idx = Number(row.dataset.itemId);
const type = row.classList.contains('crew') ? 'crew' : 'passengers'; const type = row.classList.contains("crew") ? "crew" : "passengers";
const cargo = duplicate(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx); const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx);
return this.actor.update({[`data.cargo.${type}`]: cargo}); return this.actor.update({[`data.cargo.${type}`]: cargo});
} }
@ -352,6 +389,16 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */
async _onDropItemCreate(itemData) {
const cargoTypes = ["weapon", "equipment", "consumable", "tool", "loot", "backpack"];
const isCargo = cargoTypes.includes(itemData.type) && this._tabs[0].active === "cargo";
foundry.utils.setProperty(itemData, "flags.sw5e.vehicleCargo", isCargo);
return super._onDropItemCreate(itemData);
}
/* -------------------------------------------- */
/** /**
* Special handling for editing HP to clamp it within appropriate range. * Special handling for editing HP to clamp it within appropriate range.
* @param event {Event} * @param event {Event}
@ -360,11 +407,11 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
*/ */
_onHPChange(event) { _onHPChange(event) {
event.preventDefault(); event.preventDefault();
const itemID = event.currentTarget.closest('.item').dataset.itemId; const itemID = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemID); const item = this.actor.items.get(itemID);
const hp = Math.clamped(0, parseInt(event.currentTarget.value), item.data.data.hp.max); const hp = Math.clamped(0, parseInt(event.currentTarget.value), item.data.data.hp.max);
event.currentTarget.value = hp; event.currentTarget.value = hp;
return item.update({'data.hp.value': hp}); return item.update({"data.hp.value": hp});
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -377,9 +424,9 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
*/ */
_onToggleItem(event) { _onToggleItem(event) {
event.preventDefault(); event.preventDefault();
const itemID = event.currentTarget.closest('.item').dataset.itemId; const itemID = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemID); const item = this.actor.items.get(itemID);
const crewed = !!item.data.data.crewed; const crewed = !!item.data.data.crewed;
return item.update({'data.crewed': !crewed}); return item.update({"data.crewed": !crewed});
} }
}; }

View file

@ -1,9 +1,11 @@
import Item5e from "../../../item/entity.js"; import Item5e from "../../../item/entity.js";
import TraitSelector from "../../../apps/trait-selector.js"; import TraitSelector from "../../../apps/trait-selector.js";
import ActorSheetFlags from "../../../apps/actor-flags.js"; import ActorSheetFlags from "../../../apps/actor-flags.js";
import ActorHitDiceConfig from "../../../apps/hit-dice-config.js";
import ActorMovementConfig from "../../../apps/movement-config.js"; import ActorMovementConfig from "../../../apps/movement-config.js";
import ActorSensesConfig from "../../../apps/senses-config.js"; import ActorSensesConfig from "../../../apps/senses-config.js";
import {SW5E} from '../../../config.js'; import ActorTypeConfig from "../../../apps/actor-type.js";
import {SW5E} from "../../../config.js";
import {onManageActiveEffect, prepareActiveEffectCategories} from "../../../effects.js"; import {onManageActiveEffect, prepareActiveEffectCategories} from "../../../effects.js";
/** /**
@ -44,52 +46,67 @@ export default class ActorSheet5e extends ActorSheet {
/* -------------------------------------------- */ /* -------------------------------------------- */
/**
* A set of item types that should be prevented from being dropped on this type of actor sheet.
* @type {Set<string>}
*/
static unsupportedItemTypes = new Set();
/* -------------------------------------------- */
/** @override */ /** @override */
get template() { get template() {
if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/oldActor/limited-sheet.html"; if (!game.user.isGM && this.actor.limited) return "systems/sw5e/templates/actors/oldActor/limited-sheet.html";
return `systems/sw5e/templates/actors/oldActor/${this.actor.data.type}-sheet.html`; return `systems/sw5e/templates/actors/oldActor/${this.actor.data.type}-sheet.html`;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */
getData() { getData(options) {
// Basic data // Basic data
let isOwner = this.entity.owner; let isOwner = this.actor.isOwner;
const data = { const data = {
owner: isOwner, owner: isOwner,
limited: this.entity.limited, limited: this.actor.limited,
options: this.options, options: this.options,
editable: this.isEditable, editable: this.isEditable,
cssClass: isOwner ? "editable" : "locked", cssClass: isOwner ? "editable" : "locked",
isCharacter: this.entity.data.type === "character", isCharacter: this.actor.type === "character",
isNPC: this.entity.data.type === "npc", isNPC: this.actor.type === "npc",
isVehicle: this.entity.data.type === 'vehicle', isStarship: this.actor.type === "starship",
isVehicle: this.actor.type === "vehicle",
config: CONFIG.SW5E, config: CONFIG.SW5E,
rollData: this.actor.getRollData.bind(this.actor)
}; };
// The Actor and its Items // The Actor's data
data.actor = duplicate(this.actor.data); const actorData = this.actor.data.toObject(false);
data.items = this.actor.items.map(i => { data.actor = actorData;
i.data.labels = i.labels; data.data = actorData.data;
return i.data;
}); // Owned Items
data.items = actorData.items;
for (let i of data.items) {
const item = this.actor.items.get(i._id);
i.labels = item.labels;
}
data.items.sort((a, b) => (a.sort || 0) - (b.sort || 0)); data.items.sort((a, b) => (a.sort || 0) - (b.sort || 0));
data.data = data.actor.data;
// Labels and filters
data.labels = this.actor.labels || {}; data.labels = this.actor.labels || {};
data.filters = this._filters; data.filters = this._filters;
// Ability Scores // Ability Scores
for ( let [a, abl] of Object.entries(data.actor.data.abilities)) { for (let [a, abl] of Object.entries(actorData.data.abilities)) {
abl.icon = this._getProficiencyIcon(abl.proficient); abl.icon = this._getProficiencyIcon(abl.proficient);
abl.hover = CONFIG.SW5E.proficiencyLevels[abl.proficient]; abl.hover = CONFIG.SW5E.proficiencyLevels[abl.proficient];
abl.label = CONFIG.SW5E.abilities[a]; abl.label = CONFIG.SW5E.abilities[a];
} }
// Skills // Skills
if (data.actor.data.skills) { if (actorData.data.skills) {
for ( let [s, skl] of Object.entries(data.actor.data.skills)) { for (let [s, skl] of Object.entries(actorData.data.skills)) {
skl.ability = CONFIG.SW5E.abilityAbbreviations[skl.ability]; skl.ability = CONFIG.SW5E.abilityAbbreviations[skl.ability];
skl.icon = this._getProficiencyIcon(skl.value); skl.icon = this._getProficiencyIcon(skl.value);
skl.hover = CONFIG.SW5E.proficiencyLevels[skl.value]; skl.hover = CONFIG.SW5E.proficiencyLevels[skl.value];
@ -98,22 +115,22 @@ export default class ActorSheet5e extends ActorSheet {
} }
// Movement speeds // Movement speeds
data.movement = this._getMovementSpeed(data.actor); data.movement = this._getMovementSpeed(actorData);
// Senses // Senses
data.senses = this._getSenses(data.actor); data.senses = this._getSenses(actorData);
// Update traits // Update traits
this._prepareTraits(data.actor.data.traits); this._prepareTraits(actorData.data.traits);
// Prepare owned items // Prepare owned items
this._prepareItems(data); this._prepareItems(data);
// Prepare active effects // Prepare active effects
data.effects = prepareActiveEffectCategories(this.entity.effects); data.effects = prepareActiveEffectCategories(this.actor.effects);
// Return data to the sheet // Return data to the sheet
return data return data;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -125,38 +142,42 @@ export default class ActorSheet5e extends ActorSheet {
* @returns {{primary: string, special: string}} * @returns {{primary: string, special: string}}
* @private * @private
*/ */
_getMovementSpeed(actorData, largestPrimary=false) { _getMovementSpeed(actorData, largestPrimary = false) {
const movement = actorData.data.attributes.movement || {}; const movement = actorData.data.attributes.movement || {};
// Prepare an array of available movement speeds // Prepare an array of available movement speeds
let speeds = [ let speeds = [
[movement.burrow, `${game.i18n.localize("SW5E.MovementBurrow")} ${movement.burrow}`], [movement.burrow, `${game.i18n.localize("SW5E.MovementBurrow")} ${movement.burrow}`],
[movement.climb, `${game.i18n.localize("SW5E.MovementClimb")} ${movement.climb}`], [movement.climb, `${game.i18n.localize("SW5E.MovementClimb")} ${movement.climb}`],
[movement.fly, `${game.i18n.localize("SW5E.MovementFly")} ${movement.fly}` + (movement.hover ? ` (${game.i18n.localize("SW5E.MovementHover")})` : "")], [
movement.fly,
`${game.i18n.localize("SW5E.MovementFly")} ${movement.fly}` +
(movement.hover ? ` (${game.i18n.localize("SW5E.MovementHover")})` : "")
],
[movement.swim, `${game.i18n.localize("SW5E.MovementSwim")} ${movement.swim}`] [movement.swim, `${game.i18n.localize("SW5E.MovementSwim")} ${movement.swim}`]
] ];
if ( largestPrimary ) { if (largestPrimary) {
speeds.push([movement.walk, `${game.i18n.localize("SW5E.MovementWalk")} ${movement.walk}`]); speeds.push([movement.walk, `${game.i18n.localize("SW5E.MovementWalk")} ${movement.walk}`]);
} }
// Filter and sort speeds on their values // Filter and sort speeds on their values
speeds = speeds.filter(s => !!s[0]).sort((a, b) => b[0] - a[0]); speeds = speeds.filter((s) => !!s[0]).sort((a, b) => b[0] - a[0]);
// Case 1: Largest as primary // Case 1: Largest as primary
if ( largestPrimary ) { if (largestPrimary) {
let primary = speeds.shift(); let primary = speeds.shift();
return { return {
primary: `${primary ? primary[1] : "0"} ${movement.units}`, primary: `${primary ? primary[1] : "0"} ${movement.units}`,
special: speeds.map(s => s[1]).join(", ") special: speeds.map((s) => s[1]).join(", ")
} };
} }
// Case 2: Walk as primary // Case 2: Walk as primary
else { else {
return { return {
primary: `${movement.walk || 0} ${movement.units}`, primary: `${movement.walk || 0} ${movement.units}`,
special: speeds.length ? speeds.map(s => s[1]).join(", ") : "" special: speeds.length ? speeds.map((s) => s[1]).join(", ") : ""
} };
} }
} }
@ -165,12 +186,12 @@ export default class ActorSheet5e extends ActorSheet {
_getSenses(actorData) { _getSenses(actorData) {
const senses = actorData.data.attributes.senses || {}; const senses = actorData.data.attributes.senses || {};
const tags = {}; const tags = {};
for ( let [k, label] of Object.entries(CONFIG.SW5E.senses) ) { for (let [k, label] of Object.entries(CONFIG.SW5E.senses)) {
const v = senses[k] ?? 0 const v = senses[k] ?? 0;
if ( v === 0 ) continue; if (v === 0) continue;
tags[k] = `${game.i18n.localize(label)} ${v} ${senses.units}`; tags[k] = `${game.i18n.localize(label)} ${v} ${senses.units}`;
} }
if ( !!senses.special ) tags["special"] = senses.special; if (!!senses.special) tags["special"] = senses.special;
return tags; return tags;
} }
@ -183,20 +204,20 @@ export default class ActorSheet5e extends ActorSheet {
*/ */
_prepareTraits(traits) { _prepareTraits(traits) {
const map = { const map = {
"dr": CONFIG.SW5E.damageResistanceTypes, dr: CONFIG.SW5E.damageResistanceTypes,
"di": CONFIG.SW5E.damageResistanceTypes, di: CONFIG.SW5E.damageResistanceTypes,
"dv": CONFIG.SW5E.damageResistanceTypes, dv: CONFIG.SW5E.damageResistanceTypes,
"ci": CONFIG.SW5E.conditionTypes, ci: CONFIG.SW5E.conditionTypes,
"languages": CONFIG.SW5E.languages, languages: CONFIG.SW5E.languages,
"armorProf": CONFIG.SW5E.armorProficiencies, armorProf: CONFIG.SW5E.armorProficiencies,
"weaponProf": CONFIG.SW5E.weaponProficiencies, weaponProf: CONFIG.SW5E.weaponProficiencies,
"toolProf": CONFIG.SW5E.toolProficiencies toolProf: CONFIG.SW5E.toolProficiencies
}; };
for ( let [t, choices] of Object.entries(map) ) { for (let [t, choices] of Object.entries(map)) {
const trait = traits[t]; const trait = traits[t];
if ( !trait ) continue; if (!trait) continue;
let values = []; let values = [];
if ( trait.value ) { if (trait.value) {
values = trait.value instanceof Array ? trait.value : [trait.value]; values = trait.value instanceof Array ? trait.value : [trait.value];
} }
trait.selected = values.reduce((obj, t) => { trait.selected = values.reduce((obj, t) => {
@ -205,8 +226,8 @@ export default class ActorSheet5e extends ActorSheet {
}, {}); }, {});
// Add custom entry // Add custom entry
if ( trait.custom ) { if (trait.custom) {
trait.custom.split(";").forEach((c, i) => trait.selected[`custom${i+1}`] = c.trim()); trait.custom.split(";").forEach((c, i) => (trait.selected[`custom${i + 1}`] = c.trim()));
} }
trait.cssClass = !isObjectEmpty(trait.selected) ? "" : "inactive"; trait.cssClass = !isObjectEmpty(trait.selected) ? "" : "inactive";
} }
@ -221,15 +242,15 @@ export default class ActorSheet5e extends ActorSheet {
* @private * @private
*/ */
_preparePowerbook(data, powers) { _preparePowerbook(data, powers) {
const owner = this.actor.owner; const owner = this.actor.isOwner;
const levels = data.data.powers; const levels = data.data.powers;
const powerbook = {}; const powerbook = {};
// Define some mappings // Define some mappings
const sections = { const sections = {
"atwill": -20, atwill: -20,
"innate": -10, innate: -10,
"pact": 0.5 pact: 0.5
}; };
// Label power slot uses headers // Label power slot uses headers
@ -240,13 +261,13 @@ export default class ActorSheet5e extends ActorSheet {
}; };
// Format a powerbook entry for a certain indexed level // Format a powerbook entry for a certain indexed level
const registerSection = (sl, i, label, {prepMode="prepared", value, max, override}={}) => { const registerSection = (sl, i, label, {prepMode = "prepared", value, max, override} = {}) => {
powerbook[i] = { powerbook[i] = {
order: i, order: i,
label: label, label: label,
usesSlots: i > 0, usesSlots: i > 0,
canCreate: owner, canCreate: owner,
canPrepare: (data.actor.type === "character") && (i >= 1), canPrepare: data.actor.type === "character" && i >= 1,
powers: [], powers: [],
uses: useLabels[i] || value || 0, uses: useLabels[i] || value || 0,
slots: useLabels[i] || max || 0, slots: useLabels[i] || max || 0,
@ -258,14 +279,14 @@ export default class ActorSheet5e extends ActorSheet {
// Determine the maximum power level which has a slot // Determine the maximum power level which has a slot
const maxLevel = Array.fromRange(10).reduce((max, i) => { const maxLevel = Array.fromRange(10).reduce((max, i) => {
if ( i === 0 ) return max; if (i === 0) return max;
const level = levels[`power${i}`]; const level = levels[`power${i}`];
if ( (level.max || level.override ) && ( i > max ) ) max = i; if ((level.max || level.override) && i > max) max = i;
return max; return max;
}, 0); }, 0);
// Level-based powercasters have cantrips and leveled slots // Level-based powercasters have cantrips and leveled slots
if ( maxLevel > 0 ) { if (maxLevel > 0) {
registerSection("power0", 0, CONFIG.SW5E.powerLevels[0]); registerSection("power0", 0, CONFIG.SW5E.powerLevels[0]);
for (let lvl = 1; lvl <= maxLevel; lvl++) { for (let lvl = 1; lvl <= maxLevel; lvl++) {
const sl = `power${lvl}`; const sl = `power${lvl}`;
@ -274,11 +295,14 @@ export default class ActorSheet5e extends ActorSheet {
} }
// Pact magic users have cantrips and a pact magic section // Pact magic users have cantrips and a pact magic section
if ( levels.pact && levels.pact.max ) { // TODO: Check if this is needed, we've removed pacts everywhere else
if ( !powerbook["0"] ) registerSection("power0", 0, CONFIG.SW5E.powerLevels[0]); if (levels.pact && levels.pact.max) {
if (!powerbook["0"]) registerSection("power0", 0, CONFIG.SW5E.powerLevels[0]);
const l = levels.pact; const l = levels.pact;
const config = CONFIG.SW5E.powerPreparationModes.pact; const config = CONFIG.SW5E.powerPreparationModes.pact;
registerSection("pact", sections.pact, config, { const level = game.i18n.localize(`SW5E.PowerLevel${levels.pact.level}`);
const label = `${config}${level}`;
registerSection("pact", sections.pact, label, {
prepMode: "pact", prepMode: "pact",
value: l.value, value: l.value,
max: l.max, max: l.max,
@ -287,15 +311,15 @@ export default class ActorSheet5e extends ActorSheet {
} }
// Iterate over every power item, adding powers to the powerbook by section // Iterate over every power item, adding powers to the powerbook by section
powers.forEach(power => { powers.forEach((power) => {
const mode = power.data.preparation.mode || "prepared"; const mode = power.data.preparation.mode || "prepared";
let s = power.data.level || 0; let s = power.data.level || 0;
const sl = `power${s}`; const sl = `power${s}`;
// Specialized powercasting modes (if they exist) // Specialized powercasting modes (if they exist)
if ( mode in sections ) { if (mode in sections) {
s = sections[mode]; s = sections[mode];
if ( !powerbook[s] ){ if (!powerbook[s]) {
const l = levels[mode] || {}; const l = levels[mode] || {};
const config = CONFIG.SW5E.powerPreparationModes[mode]; const config = CONFIG.SW5E.powerPreparationModes[mode];
registerSection(mode, s, config, { registerSection(mode, s, config, {
@ -308,7 +332,7 @@ export default class ActorSheet5e extends ActorSheet {
} }
// Sections for higher-level powers which the caster "should not" have, but power items exist for // Sections for higher-level powers which the caster "should not" have, but power items exist for
else if ( !powerbook[s] ) { else if (!powerbook[s]) {
registerSection(sl, s, CONFIG.SW5E.powerLevels[s], {levels: levels[sl]}); registerSection(sl, s, CONFIG.SW5E.powerLevels[s], {levels: levels[sl]});
} }
@ -330,32 +354,32 @@ export default class ActorSheet5e extends ActorSheet {
* @private * @private
*/ */
_filterItems(items, filters) { _filterItems(items, filters) {
return items.filter(item => { return items.filter((item) => {
const data = item.data; const data = item.data;
// Action usage // Action usage
for ( let f of ["action", "bonus", "reaction"] ) { for (let f of ["action", "bonus", "reaction"]) {
if ( filters.has(f) ) { if (filters.has(f)) {
if ((data.activation && (data.activation.type !== f))) return false; if (data.activation && data.activation.type !== f) return false;
} }
} }
// Power-specific filters // Power-specific filters
if ( filters.has("ritual") ) { if (filters.has("ritual")) {
if (data.components.ritual !== true) return false; if (data.components.ritual !== true) return false;
} }
if ( filters.has("concentration") ) { if (filters.has("concentration")) {
if (data.components.concentration !== true) return false; if (data.components.concentration !== true) return false;
} }
if ( filters.has("prepared") ) { if (filters.has("prepared")) {
if ( data.level === 0 || ["innate", "always"].includes(data.preparation.mode) ) return true; if (data.level === 0 || ["innate", "always"].includes(data.preparation.mode)) return true;
if ( this.actor.data.type === "npc" ) return true; if (this.actor.data.type === "npc") return true;
return data.preparation.prepared; return data.preparation.prepared;
} }
// Equipment-specific filters // Equipment-specific filters
if ( filters.has("equipped") ) { if (filters.has("equipped")) {
if ( data.equipped !== true ) return false; if (data.equipped !== true) return false;
} }
return true; return true;
}); });
@ -381,64 +405,61 @@ export default class ActorSheet5e extends ActorSheet {
/* Event Listeners and Handlers /* Event Listeners and Handlers
/* -------------------------------------------- */ /* -------------------------------------------- */
/** /** @inheritdoc */
* Activate event listeners using the prepared sheet HTML
* @param html {HTML} The prepared HTML object ready to be rendered into the DOM
*/
activateListeners(html) { activateListeners(html) {
// Activate Item Filters // Activate Item Filters
const filterLists = html.find(".filter-list"); const filterLists = html.find(".filter-list");
filterLists.each(this._initializeFilterItemList.bind(this)); filterLists.each(this._initializeFilterItemList.bind(this));
filterLists.on("click", ".filter-item", this._onToggleFilter.bind(this)); filterLists.on("click", ".filter-item", this._onToggleFilter.bind(this));
// Item summaries // Item summaries
html.find('.item .item-name.rollable h4').click(event => this._onItemSummary(event)); html.find(".item .item-name.rollable h4").click((event) => this._onItemSummary(event));
// View Item Sheets
html.find(".item-edit").click(this._onItemEdit.bind(this));
// Editable Only Listeners // Editable Only Listeners
if ( this.isEditable ) { if (this.isEditable) {
// Input focus and update // Input focus and update
const inputs = html.find("input"); const inputs = html.find("input");
inputs.focus(ev => ev.currentTarget.select()); inputs.focus((ev) => ev.currentTarget.select());
inputs.addBack().find('[data-dtype="Number"]').change(this._onChangeInputDelta.bind(this)); inputs.addBack().find('[data-dtype="Number"]').change(this._onChangeInputDelta.bind(this));
// Ability Proficiency // Ability Proficiency
html.find('.ability-proficiency').click(this._onToggleAbilityProficiency.bind(this)); html.find(".ability-proficiency").click(this._onToggleAbilityProficiency.bind(this));
// Toggle Skill Proficiency // Toggle Skill Proficiency
html.find('.skill-proficiency').on("click contextmenu", this._onCycleSkillProficiency.bind(this)); html.find(".skill-proficiency").on("click contextmenu", this._onCycleSkillProficiency.bind(this));
// Trait Selector // Trait Selector
html.find('.trait-selector').click(this._onTraitSelector.bind(this)); html.find(".trait-selector").click(this._onTraitSelector.bind(this));
// Configure Special Flags // Configure Special Flags
html.find('.config-button').click(this._onConfigMenu.bind(this)); html.find(".config-button").click(this._onConfigMenu.bind(this));
// Owned Item management // Owned Item management
html.find('.item-create').click(this._onItemCreate.bind(this)); html.find(".item-create").click(this._onItemCreate.bind(this));
html.find('.item-edit').click(this._onItemEdit.bind(this)); html.find(".item-delete").click(this._onItemDelete.bind(this));
html.find('.item-delete').click(this._onItemDelete.bind(this)); html.find(".item-uses input")
html.find('.item-uses input').click(ev => ev.target.select()).change(this._onUsesChange.bind(this)); .click((ev) => ev.target.select())
html.find('.slot-max-override').click(this._onPowerSlotOverride.bind(this)); .change(this._onUsesChange.bind(this));
html.find(".slot-max-override").click(this._onPowerSlotOverride.bind(this));
// Active Effect management // Active Effect management
html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.entity)); html.find(".effect-control").click((ev) => onManageActiveEffect(ev, this.actor));
} }
// Owner Only Listeners // Owner Only Listeners
if ( this.actor.owner ) { if (this.actor.isOwner) {
// Ability Checks // Ability Checks
html.find('.ability-name').click(this._onRollAbilityTest.bind(this)); html.find(".ability-name").click(this._onRollAbilityTest.bind(this));
// Roll Skill Checks // Roll Skill Checks
html.find('.skill-name').click(this._onRollSkillCheck.bind(this)); html.find(".skill-name").click(this._onRollSkillCheck.bind(this));
// Item Rolling // Item Rolling
html.find('.item .item-image').click(event => this._onItemRoll(event)); html.find(".item .item-image").click((event) => this._onItemRoll(event));
html.find('.item .item-recharge').click(event => this._onItemRecharge(event)); html.find(".item .item-recharge").click((event) => this._onItemRecharge(event));
} }
// Otherwise remove rollable classes // Otherwise remove rollable classes
@ -459,8 +480,8 @@ export default class ActorSheet5e extends ActorSheet {
_initializeFilterItemList(i, ul) { _initializeFilterItemList(i, ul) {
const set = this._filters[ul.dataset.filter]; const set = this._filters[ul.dataset.filter];
const filters = ul.querySelectorAll(".filter-item"); const filters = ul.querySelectorAll(".filter-item");
for ( let li of filters ) { for (let li of filters) {
if ( set.has(li.dataset.filter) ) li.classList.add("active"); if (set.has(li.dataset.filter)) li.classList.add("active");
} }
} }
@ -476,10 +497,10 @@ export default class ActorSheet5e extends ActorSheet {
_onChangeInputDelta(event) { _onChangeInputDelta(event) {
const input = event.target; const input = event.target;
const value = input.value; const value = input.value;
if ( ["+", "-"].includes(value[0]) ) { if (["+", "-"].includes(value[0])) {
let delta = parseFloat(value); let delta = parseFloat(value);
input.value = getProperty(this.actor.data, input.name) + delta; input.value = getProperty(this.actor.data, input.name) + delta;
} else if ( value[0] === "=" ) { } else if (value[0] === "=") {
input.value = value.slice(1); input.value = value.slice(1);
} }
} }
@ -494,17 +515,25 @@ export default class ActorSheet5e extends ActorSheet {
_onConfigMenu(event) { _onConfigMenu(event) {
event.preventDefault(); event.preventDefault();
const button = event.currentTarget; const button = event.currentTarget;
switch ( button.dataset.action ) { let app;
switch (button.dataset.action) {
case "hit-dice":
app = new ActorHitDiceConfig(this.object);
break;
case "movement": case "movement":
new ActorMovementConfig(this.object).render(true); app = new ActorMovementConfig(this.object);
break; break;
case "flags": case "flags":
new ActorSheetFlags(this.object).render(true); app = new ActorSheetFlags(this.object);
break; break;
case "senses": case "senses":
new ActorSensesConfig(this.object).render(true); app = new ActorSensesConfig(this.object);
break;
case "type":
new ActorTypeConfig(this.object).render(true);
break; break;
} }
app?.render(true);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -524,10 +553,10 @@ export default class ActorSheet5e extends ActorSheet {
let idx = levels.indexOf(level); let idx = levels.indexOf(level);
// Toggle next level - forward on click, backwards on right // Toggle next level - forward on click, backwards on right
if ( event.type === "click" ) { if (event.type === "click") {
field.val(levels[(idx === levels.length - 1) ? 0 : idx + 1]); field.val(levels[idx === levels.length - 1 ? 0 : idx + 1]);
} else if ( event.type === "contextmenu" ) { } else if (event.type === "contextmenu") {
field.val(levels[(idx === 0) ? levels.length - 1 : idx - 1]); field.val(levels[idx === 0 ? levels.length - 1 : idx - 1]);
} }
// Update the field value and save the form // Update the field value and save the form
@ -538,49 +567,51 @@ export default class ActorSheet5e extends ActorSheet {
/** @override */ /** @override */
async _onDropActor(event, data) { async _onDropActor(event, data) {
const canPolymorph = game.user.isGM || (this.actor.owner && game.settings.get('sw5e', 'allowPolymorphing')); const canPolymorph = game.user.isGM || (this.actor.isOwner && game.settings.get("sw5e", "allowPolymorphing"));
if ( !canPolymorph ) return false; if (!canPolymorph) return false;
// Get the target actor // Get the target actor
let sourceActor = null; let sourceActor = null;
if (data.pack) { if (data.pack) {
const pack = game.packs.find(p => p.collection === data.pack); const pack = game.packs.find((p) => p.collection === data.pack);
sourceActor = await pack.getEntity(data.id); sourceActor = await pack.getEntity(data.id);
} else { } else {
sourceActor = game.actors.get(data.id); sourceActor = game.actors.get(data.id);
} }
if ( !sourceActor ) return; if (!sourceActor) return;
// Define a function to record polymorph settings for future use // Define a function to record polymorph settings for future use
const rememberOptions = html => { const rememberOptions = (html) => {
const options = {}; const options = {};
html.find('input').each((i, el) => { html.find("input").each((i, el) => {
options[el.name] = el.checked; options[el.name] = el.checked;
}); });
const settings = mergeObject(game.settings.get('sw5e', 'polymorphSettings') || {}, options); const settings = mergeObject(game.settings.get("sw5e", "polymorphSettings") || {}, options);
game.settings.set('sw5e', 'polymorphSettings', settings); game.settings.set("sw5e", "polymorphSettings", settings);
return settings; return settings;
}; };
// Create and render the Dialog // Create and render the Dialog
return new Dialog({ return new Dialog(
title: game.i18n.localize('SW5E.PolymorphPromptTitle'), {
title: game.i18n.localize("SW5E.PolymorphPromptTitle"),
content: { content: {
options: game.settings.get('sw5e', 'polymorphSettings'), options: game.settings.get("sw5e", "polymorphSettings"),
i18n: SW5E.polymorphSettings, i18n: SW5E.polymorphSettings,
isToken: this.actor.isToken isToken: this.actor.isToken
}, },
default: 'accept', default: "accept",
buttons: { buttons: {
accept: { accept: {
icon: '<i class="fas fa-check"></i>', icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize('SW5E.PolymorphAcceptSettings'), label: game.i18n.localize("SW5E.PolymorphAcceptSettings"),
callback: html => this.actor.transformInto(sourceActor, rememberOptions(html)) callback: (html) => this.actor.transformInto(sourceActor, rememberOptions(html))
}, },
wildshape: { wildshape: {
icon: '<i class="fas fa-paw"></i>', icon: '<i class="fas fa-paw"></i>',
label: game.i18n.localize('SW5E.PolymorphWildShape'), label: game.i18n.localize("SW5E.PolymorphWildShape"),
callback: html => this.actor.transformInto(sourceActor, { callback: (html) =>
this.actor.transformInto(sourceActor, {
keepBio: true, keepBio: true,
keepClass: true, keepClass: true,
keepMental: true, keepMental: true,
@ -591,37 +622,66 @@ export default class ActorSheet5e extends ActorSheet {
}, },
polymorph: { polymorph: {
icon: '<i class="fas fa-pastafarianism"></i>', icon: '<i class="fas fa-pastafarianism"></i>',
label: game.i18n.localize('SW5E.Polymorph'), label: game.i18n.localize("SW5E.Polymorph"),
callback: html => this.actor.transformInto(sourceActor, { callback: (html) =>
this.actor.transformInto(sourceActor, {
transformTokens: rememberOptions(html).transformTokens transformTokens: rememberOptions(html).transformTokens
}) })
}, },
cancel: { cancel: {
icon: '<i class="fas fa-times"></i>', icon: '<i class="fas fa-times"></i>',
label: game.i18n.localize('Cancel') label: game.i18n.localize("Cancel")
} }
} }
}, { },
classes: ['dialog', 'sw5e'], {
classes: ["dialog", "sw5e"],
width: 600, width: 600,
template: 'systems/sw5e/templates/apps/polymorph-prompt.html' template: "systems/sw5e/templates/apps/polymorph-prompt.html"
}).render(true); }
).render(true);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */
async _onDropItemCreate(itemData) { async _onDropItemCreate(itemData) {
// Check to make sure items of this type are allowed on this actor
if (this.constructor.unsupportedItemTypes.has(itemData.type)) {
return ui.notifications.warn(
game.i18n.format("SW5E.ActorWarningInvalidItem", {
itemType: game.i18n.localize(CONFIG.Item.typeLabels[itemData.type]),
actorType: game.i18n.localize(CONFIG.Actor.typeLabels[this.actor.type])
})
);
}
// Create a Consumable power scroll on the Inventory tab // Create a Consumable power scroll on the Inventory tab
if ( (itemData.type === "power") && (this._tabs[0].active === "inventory") ) { // TODO: This is pretty non functional as the base items for the scrolls, and the powers, are not defined, maybe consider using holocrons
if (itemData.type === "power" && this._tabs[0].active === "inventory") {
const scroll = await Item5e.createScrollFromPower(itemData); const scroll = await Item5e.createScrollFromPower(itemData);
itemData = scroll.data; itemData = scroll.data;
} }
if (itemData.data) {
// Ignore certain statuses // Ignore certain statuses
if ( itemData.data ) { ["equipped", "proficient", "prepared"].forEach((k) => delete itemData.data[k]);
["attunement", "equipped", "proficient", "prepared"].forEach(k => delete itemData.data[k]);
// Downgrade ATTUNED to REQUIRED
itemData.data.attunement = Math.min(itemData.data.attunement, CONFIG.SW5E.attunementTypes.REQUIRED);
}
// Stack identical consumables
if (itemData.type === "consumable" && itemData.flags.core?.sourceId) {
const similarItem = this.actor.items.find((i) => {
const sourceId = i.getFlag("core", "sourceId");
return sourceId && sourceId === itemData.flags.core?.sourceId && i.type === "consumable";
});
if (similarItem) {
return similarItem.update({
"data.quantity": similarItem.data.data.quantity + Math.max(itemData.data.quantity, 1)
});
}
} }
// Create the owned item as normal // Create the owned item as normal
@ -635,7 +695,7 @@ export default class ActorSheet5e extends ActorSheet {
* @param {MouseEvent} event The originating click event * @param {MouseEvent} event The originating click event
* @private * @private
*/ */
async _onPowerSlotOverride (event) { async _onPowerSlotOverride(event) {
const span = event.currentTarget.parentElement; const span = event.currentTarget.parentElement;
const level = span.dataset.level; const level = span.dataset.level;
const override = this.actor.data.data.powers[level].override || span.dataset.slots; const override = this.actor.data.data.powers[level].override || span.dataset.slots;
@ -662,10 +722,10 @@ export default class ActorSheet5e extends ActorSheet {
async _onUsesChange(event) { async _onUsesChange(event) {
event.preventDefault(); event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId; const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.getOwnedItem(itemId); const item = this.actor.items.get(itemId);
const uses = Math.clamped(0, parseInt(event.target.value), item.data.data.uses.max); const uses = Math.clamped(0, parseInt(event.target.value), item.data.data.uses.max);
event.target.value = uses; event.target.value = uses;
return item.update({ 'data.uses.value': uses }); return item.update({"data.uses.value": uses});
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -677,7 +737,7 @@ export default class ActorSheet5e extends ActorSheet {
_onItemRoll(event) { _onItemRoll(event) {
event.preventDefault(); event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId; const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.getOwnedItem(itemId); const item = this.actor.items.get(itemId);
return item.roll(); return item.roll();
} }
@ -691,9 +751,9 @@ export default class ActorSheet5e extends ActorSheet {
_onItemRecharge(event) { _onItemRecharge(event) {
event.preventDefault(); event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId; const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.getOwnedItem(itemId); const item = this.actor.items.get(itemId);
return item.rollRecharge(); return item.rollRecharge();
}; }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -704,17 +764,17 @@ export default class ActorSheet5e extends ActorSheet {
_onItemSummary(event) { _onItemSummary(event) {
event.preventDefault(); event.preventDefault();
let li = $(event.currentTarget).parents(".item"), let li = $(event.currentTarget).parents(".item"),
item = this.actor.getOwnedItem(li.data("item-id")), item = this.actor.items.get(li.data("item-id")),
chatData = item.getChatData({secrets: this.actor.owner}); chatData = item.getChatData({secrets: this.actor.isOwner});
// Toggle summary // Toggle summary
if ( li.hasClass("expanded") ) { if (li.hasClass("expanded")) {
let summary = li.children(".item-summary"); let summary = li.children(".item-summary");
summary.slideUp(200, () => summary.remove()); summary.slideUp(200, () => summary.remove());
} else { } else {
let div = $(`<div class="item-summary">${chatData.description.value}</div>`); let div = $(`<div class="item-summary">${chatData.description.value}</div>`);
let props = $(`<div class="item-properties"></div>`); let props = $(`<div class="item-properties"></div>`);
chatData.properties.forEach(p => props.append(`<span class="tag">${p}</span>`)); chatData.properties.forEach((p) => props.append(`<span class="tag">${p}</span>`));
div.append(props); div.append(props);
li.append(div.hide()); li.append(div.hide());
div.slideDown(200); div.slideDown(200);
@ -734,12 +794,12 @@ export default class ActorSheet5e extends ActorSheet {
const header = event.currentTarget; const header = event.currentTarget;
const type = header.dataset.type; const type = header.dataset.type;
const itemData = { const itemData = {
name: game.i18n.format("SW5E.ItemNew", {type: type.capitalize()}), name: game.i18n.format("SW5E.ItemNew", {type: game.i18n.localize(`SW5E.ItemType${type.capitalize()}`)}),
type: type, type: type,
data: duplicate(header.dataset) data: foundry.utils.deepClone(header.dataset)
}; };
delete itemData.data["type"]; delete itemData.data["type"];
return this.actor.createEmbeddedEntity("OwnedItem", itemData); return this.actor.createEmbeddedDocuments("Item", [itemData]);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -752,8 +812,8 @@ export default class ActorSheet5e extends ActorSheet {
_onItemEdit(event) { _onItemEdit(event) {
event.preventDefault(); event.preventDefault();
const li = event.currentTarget.closest(".item"); const li = event.currentTarget.closest(".item");
const item = this.actor.getOwnedItem(li.dataset.itemId); const item = this.actor.items.get(li.dataset.itemId);
item.sheet.render(true); return item.sheet.render(true);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -766,7 +826,8 @@ export default class ActorSheet5e extends ActorSheet {
_onItemDelete(event) { _onItemDelete(event) {
event.preventDefault(); event.preventDefault();
const li = event.currentTarget.closest(".item"); const li = event.currentTarget.closest(".item");
this.actor.deleteOwnedItem(li.dataset.itemId); const item = this.actor.items.get(li.dataset.itemId);
if (item) return item.delete();
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -779,7 +840,7 @@ export default class ActorSheet5e extends ActorSheet {
_onRollAbilityTest(event) { _onRollAbilityTest(event) {
event.preventDefault(); event.preventDefault();
let ability = event.currentTarget.parentElement.dataset.ability; let ability = event.currentTarget.parentElement.dataset.ability;
this.actor.rollAbility(ability, {event: event}); return this.actor.rollAbility(ability, {event: event});
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -792,7 +853,7 @@ export default class ActorSheet5e extends ActorSheet {
_onRollSkillCheck(event) { _onRollSkillCheck(event) {
event.preventDefault(); event.preventDefault();
const skill = event.currentTarget.parentElement.dataset.skill; const skill = event.currentTarget.parentElement.dataset.skill;
this.actor.rollSkill(skill, {event: event}); return this.actor.rollSkill(skill, {event: event});
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -805,7 +866,7 @@ export default class ActorSheet5e extends ActorSheet {
_onToggleAbilityProficiency(event) { _onToggleAbilityProficiency(event) {
event.preventDefault(); event.preventDefault();
const field = event.currentTarget.previousElementSibling; const field = event.currentTarget.previousElementSibling;
this.actor.update({[field.name]: 1 - parseInt(field.value)}); return this.actor.update({[field.name]: 1 - parseInt(field.value)});
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -820,9 +881,9 @@ export default class ActorSheet5e extends ActorSheet {
const li = event.currentTarget; const li = event.currentTarget;
const set = this._filters[li.parentElement.dataset.filter]; const set = this._filters[li.parentElement.dataset.filter];
const filter = li.dataset.filter; const filter = li.dataset.filter;
if ( set.has(filter) ) set.delete(filter); if (set.has(filter)) set.delete(filter);
else set.add(filter); else set.add(filter);
this.render(); return this.render();
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -837,8 +898,8 @@ export default class ActorSheet5e extends ActorSheet {
const a = event.currentTarget; const a = event.currentTarget;
const label = a.parentElement.querySelector("label"); const label = a.parentElement.querySelector("label");
const choices = CONFIG.SW5E[a.dataset.options]; const choices = CONFIG.SW5E[a.dataset.options];
const options = { name: a.dataset.target, title: label.innerText, choices }; const options = {name: a.dataset.target, title: label.innerText, choices};
new TraitSelector(this.actor, options).render(true) return new TraitSelector(this.actor, options).render(true);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -846,15 +907,14 @@ export default class ActorSheet5e extends ActorSheet {
/** @override */ /** @override */
_getHeaderButtons() { _getHeaderButtons() {
let buttons = super._getHeaderButtons(); let buttons = super._getHeaderButtons();
if (this.actor.isPolymorphed) {
// Add button to revert polymorph
if ( !this.actor.isPolymorphed || this.actor.isToken ) return buttons;
buttons.unshift({ buttons.unshift({
label: 'SW5E.PolymorphRestoreTransformation', label: "SW5E.PolymorphRestoreTransformation",
class: "restore-transformation", class: "restore-transformation",
icon: "fas fa-backward", icon: "fas fa-backward",
onclick: ev => this.actor.revertOriginalForm() onclick: () => this.actor.revertOriginalForm()
}); });
}
return buttons; return buttons;
} }
} }

View file

@ -7,7 +7,6 @@ import Actor5e from "../../entity.js";
* @type {ActorSheet5e} * @type {ActorSheet5e}
*/ */
export default class ActorSheet5eCharacter extends ActorSheet5e { export default class ActorSheet5eCharacter extends ActorSheet5e {
/** /**
* Define default rendering options for the NPC sheet * Define default rendering options for the NPC sheet
* @return {Object} * @return {Object}
@ -37,7 +36,7 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
sheetData["resources"] = ["primary", "secondary", "tertiary"].reduce((arr, r) => { sheetData["resources"] = ["primary", "secondary", "tertiary"].reduce((arr, r) => {
const res = sheetData.data.resources[r] || {}; const res = sheetData.data.resources[r] || {};
res.name = r; res.name = r;
res.placeholder = game.i18n.localize("SW5E.Resource"+r.titleCase()); res.placeholder = game.i18n.localize("SW5E.Resource" + r.titleCase());
if (res && res.value === 0) delete res.value; if (res && res.value === 0) delete res.value;
if (res && res.max === 0) delete res.max; if (res && res.max === 0) delete res.max;
return arr.concat([res]); return arr.concat([res]);
@ -45,10 +44,12 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
// Experience Tracking // Experience Tracking
sheetData["disableExperience"] = game.settings.get("sw5e", "disableExperienceTracking"); sheetData["disableExperience"] = game.settings.get("sw5e", "disableExperienceTracking");
sheetData["classLabels"] = this.actor.itemTypes.class.map(c => c.name).join(", "); sheetData["classLabels"] = this.actor.itemTypes.class.map((c) => c.name).join(", ");
sheetData["multiclassLabels"] = this.actor.itemTypes.class.map(c => { sheetData["multiclassLabels"] = this.actor.itemTypes.class
return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(' ') .map((c) => {
}).join(', '); return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(" ");
})
.join(", ");
// Return data for rendering // Return data for rendering
return sheetData; return sheetData;
@ -61,23 +62,34 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
* @private * @private
*/ */
_prepareItems(data) { _prepareItems(data) {
// Categorize items as inventory, powerbook, features, and classes // Categorize items as inventory, powerbook, features, and classes
const inventory = { const inventory = {
weapon: { label: "SW5E.ItemTypeWeaponPl", items: [], dataset: {type: "weapon"} }, weapon: {label: "SW5E.ItemTypeWeaponPl", items: [], dataset: {type: "weapon"}},
equipment: { label: "SW5E.ItemTypeEquipmentPl", items: [], dataset: {type: "equipment"} }, equipment: {label: "SW5E.ItemTypeEquipmentPl", items: [], dataset: {type: "equipment"}},
consumable: { label: "SW5E.ItemTypeConsumablePl", items: [], dataset: {type: "consumable"} }, consumable: {label: "SW5E.ItemTypeConsumablePl", items: [], dataset: {type: "consumable"}},
tool: { label: "SW5E.ItemTypeToolPl", items: [], dataset: {type: "tool"} }, tool: {label: "SW5E.ItemTypeToolPl", items: [], dataset: {type: "tool"}},
backpack: { label: "SW5E.ItemTypeContainerPl", items: [], dataset: {type: "backpack"} }, backpack: {label: "SW5E.ItemTypeContainerPl", items: [], dataset: {type: "backpack"}},
loot: { label: "SW5E.ItemTypeLootPl", items: [], dataset: {type: "loot"} } loot: {label: "SW5E.ItemTypeLootPl", items: [], dataset: {type: "loot"}}
}; };
// Partition items by category // Partition items by category
let [items, powers, feats, classes, species, archetypes, classfeatures, backgrounds, fightingstyles, fightingmasteries, lightsaberforms] = data.items.reduce((arr, item) => { let [
items,
powers,
feats,
classes,
species,
archetypes,
classfeatures,
backgrounds,
fightingstyles,
fightingmasteries,
lightsaberforms
] = data.items.reduce(
(arr, item) => {
// Item details // Item details
item.img = item.img || DEFAULT_TOKEN; item.img = item.img || CONST.DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1); item.isStack = Number.isNumeric(item.data.quantity) && item.data.quantity !== 1;
item.attunement = { item.attunement = {
[CONFIG.SW5E.attunementTypes.REQUIRED]: { [CONFIG.SW5E.attunementTypes.REQUIRED]: {
icon: "fa-sun", icon: "fa-sun",
@ -92,28 +104,35 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
}[item.data.attunement]; }[item.data.attunement];
// Item usage // Item usage
item.hasUses = item.data.uses && (item.data.uses.max > 0); item.hasUses = item.data.uses && item.data.uses.max > 0;
item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false); item.isOnCooldown =
item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0)); item.data.recharge && !!item.data.recharge.value && item.data.recharge.charged === false;
item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type)); item.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0;
item.hasTarget = !!item.data.target && !["none", ""].includes(item.data.target.type);
// Item toggle state // Item toggle state
this._prepareItemToggleState(item); this._prepareItemToggleState(item);
// Primary Class
if (item.type === "class")
item.isOriginalClass = item._id === this.actor.data.data.details.originalClass;
// Classify items into types // Classify items into types
if ( item.type === "power" ) arr[1].push(item); if (item.type === "power") arr[1].push(item);
else if ( item.type === "feat" ) arr[2].push(item); else if (item.type === "feat") arr[2].push(item);
else if ( item.type === "class" ) arr[3].push(item); else if (item.type === "class") arr[3].push(item);
else if ( item.type === "species" ) arr[4].push(item); else if (item.type === "species") arr[4].push(item);
else if ( item.type === "archetype" ) arr[5].push(item); else if (item.type === "archetype") arr[5].push(item);
else if ( item.type === "classfeature" ) arr[6].push(item); else if (item.type === "classfeature") arr[6].push(item);
else if ( item.type === "background" ) arr[7].push(item); else if (item.type === "background") arr[7].push(item);
else if ( item.type === "fightingstyle" ) arr[8].push(item); else if (item.type === "fightingstyle") arr[8].push(item);
else if ( item.type === "fightingmastery" ) arr[9].push(item); else if (item.type === "fightingmastery") arr[9].push(item);
else if ( item.type === "lightsaberform" ) arr[10].push(item); else if (item.type === "lightsaberform") arr[10].push(item);
else if ( Object.keys(inventory).includes(item.type ) ) arr[0].push(item); else if (Object.keys(inventory).includes(item.type)) arr[0].push(item);
return arr; return arr;
}, [[], [], [], [], [], [], [], [], [], [], []]); },
[[], [], [], [], [], [], [], [], [], [], []]
);
// Apply active item filters // Apply active item filters
items = this._filterItems(items, this._filters.inventory); items = this._filterItems(items, this._filters.inventory);
@ -121,7 +140,7 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
feats = this._filterItems(feats, this._filters.features); feats = this._filterItems(feats, this._filters.features);
// Organize items // Organize items
for ( let i of items ) { for (let i of items) {
i.data.quantity = i.data.quantity || 0; i.data.quantity = i.data.quantity || 0;
i.data.weight = i.data.weight || 0; i.data.weight = i.data.weight || 0;
i.totalWeight = (i.data.quantity * i.data.weight).toNearest(0.1); i.totalWeight = (i.data.quantity * i.data.weight).toNearest(0.1);
@ -130,28 +149,81 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
// Organize Powerbook and count the number of prepared powers (excluding always, at will, etc...) // Organize Powerbook and count the number of prepared powers (excluding always, at will, etc...)
const powerbook = this._preparePowerbook(data, powers); const powerbook = this._preparePowerbook(data, powers);
const nPrepared = powers.filter(s => { const nPrepared = powers.filter((s) => {
return (s.data.level > 0) && (s.data.preparation.mode === "prepared") && s.data.preparation.prepared; return s.data.level > 0 && s.data.preparation.mode === "prepared" && s.data.preparation.prepared;
}).length; }).length;
// Organize Features // Organize Features
const features = { const features = {
classes: { label: "SW5E.ItemTypeClassPl", items: [], hasActions: false, dataset: {type: "class"}, isClass: true }, classes: {
classfeatures: { label: "SW5E.ItemTypeClassFeats", items: [], hasActions: true, dataset: {type: "classfeature"}, isClassfeature: true }, label: "SW5E.ItemTypeClassPl",
archetype: { label: "SW5E.ItemTypeArchetype", items: [], hasActions: false, dataset: {type: "archetype"}, isArchetype: true }, items: [],
species: { label: "SW5E.ItemTypeSpecies", items: [], hasActions: false, dataset: {type: "species"}, isSpecies: true }, hasActions: false,
background: { label: "SW5E.ItemTypeBackground", items: [], hasActions: false, dataset: {type: "background"}, isBackground: true }, dataset: {type: "class"},
fightingstyles: { label: "SW5E.ItemTypeFightingStylePl", items: [], hasActions: false, dataset: {type: "fightingstyle"}, isFightingstyle: true }, isClass: true
fightingmasteries: { label: "SW5E.ItemTypeFightingMasteryPl", items: [], hasActions: false, dataset: {type: "fightingmastery"}, isFightingmastery: true }, },
lightsaberforms: { label: "SW5E.ItemTypeLightsaberFormPl", items: [], hasActions: false, dataset: {type: "lightsaberform"}, isLightsaberform: true }, classfeatures: {
active: { label: "SW5E.FeatureActive", items: [], hasActions: true, dataset: {type: "feat", "activation.type": "action"} }, label: "SW5E.ItemTypeClassFeats",
passive: { label: "SW5E.FeaturePassive", items: [], hasActions: false, dataset: {type: "feat"} } items: [],
hasActions: true,
dataset: {type: "classfeature"},
isClassfeature: true
},
archetype: {
label: "SW5E.ItemTypeArchetype",
items: [],
hasActions: false,
dataset: {type: "archetype"},
isArchetype: true
},
species: {
label: "SW5E.ItemTypeSpecies",
items: [],
hasActions: false,
dataset: {type: "species"},
isSpecies: true
},
background: {
label: "SW5E.ItemTypeBackground",
items: [],
hasActions: false,
dataset: {type: "background"},
isBackground: true
},
fightingstyles: {
label: "SW5E.ItemTypeFightingStylePl",
items: [],
hasActions: false,
dataset: {type: "fightingstyle"},
isFightingstyle: true
},
fightingmasteries: {
label: "SW5E.ItemTypeFightingMasteryPl",
items: [],
hasActions: false,
dataset: {type: "fightingmastery"},
isFightingmastery: true
},
lightsaberforms: {
label: "SW5E.ItemTypeLightsaberFormPl",
items: [],
hasActions: false,
dataset: {type: "lightsaberform"},
isLightsaberform: true
},
active: {
label: "SW5E.FeatureActive",
items: [],
hasActions: true,
dataset: {"type": "feat", "activation.type": "action"}
},
passive: {label: "SW5E.FeaturePassive", items: [], hasActions: false, dataset: {type: "feat"}}
}; };
for ( let f of feats ) { for (let f of feats) {
if ( f.data.activation.type ) features.active.items.push(f); if (f.data.activation.type) features.active.items.push(f);
else features.passive.items.push(f); else features.passive.items.push(f);
} }
classes.sort((a, b) => b.levels - a.levels); classes.sort((a, b) => b.data.levels - a.data.levels);
features.classes.items = classes; features.classes.items = classes;
features.classfeatures.items = classfeatures; features.classfeatures.items = classfeatures;
features.archetype.items = archetypes; features.archetype.items = archetypes;
@ -180,12 +252,11 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
const isAlways = getProperty(item.data, "preparation.mode") === "always"; const isAlways = getProperty(item.data, "preparation.mode") === "always";
const isPrepared = getProperty(item.data, "preparation.prepared"); const isPrepared = getProperty(item.data, "preparation.prepared");
item.toggleClass = isPrepared ? "active" : ""; item.toggleClass = isPrepared ? "active" : "";
if ( isAlways ) item.toggleClass = "fixed"; if (isAlways) item.toggleClass = "fixed";
if ( isAlways ) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.always; if (isAlways) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.always;
else if ( isPrepared ) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.prepared; else if (isPrepared) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.prepared;
else item.toggleTitle = game.i18n.localize("SW5E.PowerUnprepared"); else item.toggleTitle = game.i18n.localize("SW5E.PowerUnprepared");
} } else {
else {
const isActive = getProperty(item.data, "equipped"); const isActive = getProperty(item.data, "equipped");
item.toggleClass = isActive ? "active" : ""; item.toggleClass = isActive ? "active" : "";
item.toggleTitle = game.i18n.localize(isActive ? "SW5E.Equipped" : "SW5E.Unequipped"); item.toggleTitle = game.i18n.localize(isActive ? "SW5E.Equipped" : "SW5E.Unequipped");
@ -198,18 +269,18 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
/** /**
* Activate event listeners using the prepared sheet HTML * Activate event listeners using the prepared sheet HTML
* @param html {HTML} The prepared HTML object ready to be rendered into the DOM * @param html {jQuery} The prepared HTML object ready to be rendered into the DOM
*/ */
activateListeners(html) { activateListeners(html) {
super.activateListeners(html); super.activateListeners(html);
if ( !this.options.editable ) return; if (!this.isEditable) return;
// Item State Toggling // Item State Toggling
html.find('.item-toggle').click(this._onToggleItem.bind(this)); html.find(".item-toggle").click(this._onToggleItem.bind(this));
// Short and Long Rest // Short and Long Rest
html.find('.short-rest').click(this._onShortRest.bind(this)); html.find(".short-rest").click(this._onShortRest.bind(this));
html.find('.long-rest').click(this._onLongRest.bind(this)); html.find(".long-rest").click(this._onLongRest.bind(this));
// Rollable sheet actions // Rollable sheet actions
html.find(".rollable[data-action]").click(this._onSheetAction.bind(this)); html.find(".rollable[data-action]").click(this._onSheetAction.bind(this));
@ -225,7 +296,7 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
_onSheetAction(event) { _onSheetAction(event) {
event.preventDefault(); event.preventDefault();
const button = event.currentTarget; const button = event.currentTarget;
switch( button.dataset.action ) { switch (button.dataset.action) {
case "rollDeathSave": case "rollDeathSave":
return this.actor.rollDeathSave({event: event}); return this.actor.rollDeathSave({event: event});
case "rollInitiative": case "rollInitiative":
@ -243,7 +314,7 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
_onToggleItem(event) { _onToggleItem(event) {
event.preventDefault(); event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId; const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.getOwnedItem(itemId); const item = this.actor.items.get(itemId);
const attr = item.data.type === "power" ? "data.preparation.prepared" : "data.equipped"; const attr = item.data.type === "power" ? "data.preparation.prepared" : "data.equipped";
return item.update({[attr]: !getProperty(item.data, attr)}); return item.update({[attr]: !getProperty(item.data, attr)});
} }
@ -278,14 +349,13 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
/** @override */ /** @override */
async _onDropItemCreate(itemData) { async _onDropItemCreate(itemData) {
// Increment the number of class levels a character instead of creating a new item // Increment the number of class levels a character instead of creating a new item
if ( itemData.type === "class" ) { if (itemData.type === "class") {
const cls = this.actor.itemTypes.class.find(c => c.name === itemData.name); const cls = this.actor.itemTypes.class.find((c) => c.name === itemData.name);
let priorLevel = cls?.data.data.levels ?? 0; let priorLevel = cls?.data.data.levels ?? 0;
if ( !!cls ) { if (!!cls) {
const next = Math.min(priorLevel + 1, 20 + priorLevel - this.actor.data.data.details.level); const next = Math.min(priorLevel + 1, 20 + priorLevel - this.actor.data.data.details.level);
if ( next > priorLevel ) { if (next > priorLevel) {
itemData.levels = next; itemData.levels = next;
return cls.update({"data.levels": next}); return cls.update({"data.levels": next});
} }
@ -293,6 +363,6 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
} }
// Default drop handling if levels were not added // Default drop handling if levels were not added
super._onDropItemCreate(itemData); return super._onDropItemCreate(itemData);
} }
} }

View file

@ -6,7 +6,6 @@ import ActorSheet5e from "./base.js";
* @extends {ActorSheet5e} * @extends {ActorSheet5e}
*/ */
export default class ActorSheet5eNPC extends ActorSheet5e { export default class ActorSheet5eNPC extends ActorSheet5e {
/** @override */ /** @override */
static get defaultOptions() { static get defaultOptions() {
return mergeObject(super.defaultOptions, { return mergeObject(super.defaultOptions, {
@ -18,32 +17,50 @@ export default class ActorSheet5eNPC extends ActorSheet5e {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */
static unsupportedItemTypes = new Set(["class"]);
/* -------------------------------------------- */
/** /**
* Organize Owned Items for rendering the NPC sheet * Organize Owned Items for rendering the NPC sheet
* @private * @private
*/ */
_prepareItems(data) { _prepareItems(data) {
// Categorize Items as Features and Powers // Categorize Items as Features and Powers
const features = { const features = {
weapons: { label: game.i18n.localize("SW5E.AttackPl"), items: [] , hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} }, weapons: {
actions: { label: game.i18n.localize("SW5E.ActionPl"), items: [] , hasActions: true, dataset: {type: "feat", "activation.type": "action"} }, label: game.i18n.localize("SW5E.AttackPl"),
passive: { label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"} }, items: [],
equipment: { label: game.i18n.localize("SW5E.Inventory"), items: [], dataset: {type: "loot"}} hasActions: true,
dataset: {"type": "weapon", "weapon-type": "natural"}
},
actions: {
label: game.i18n.localize("SW5E.ActionPl"),
items: [],
hasActions: true,
dataset: {"type": "feat", "activation.type": "action"}
},
passive: {label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"}},
equipment: {label: game.i18n.localize("SW5E.Inventory"), items: [], dataset: {type: "loot"}}
}; };
// Start by classifying items into groups for rendering // Start by classifying items into groups for rendering
let [powers, other] = data.items.reduce((arr, item) => { let [powers, other] = data.items.reduce(
item.img = item.img || DEFAULT_TOKEN; (arr, item) => {
item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1); item.img = item.img || CONST.DEFAULT_TOKEN;
item.hasUses = item.data.uses && (item.data.uses.max > 0); item.isStack = Number.isNumeric(item.data.quantity) && item.data.quantity !== 1;
item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false); item.hasUses = item.data.uses && item.data.uses.max > 0;
item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0)); item.isOnCooldown =
item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type)); item.data.recharge && !!item.data.recharge.value && item.data.recharge.charged === false;
if ( item.type === "power" ) arr[0].push(item); item.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0;
item.hasTarget = !!item.data.target && !["none", ""].includes(item.data.target.type);
if (item.type === "power") arr[0].push(item);
else arr[1].push(item); else arr[1].push(item);
return arr; return arr;
}, [[], []]); },
[[], []]
);
// Apply item filters // Apply item filters
powers = this._filterItems(powers, this._filters.powerbook); powers = this._filterItems(powers, this._filters.powerbook);
@ -53,13 +70,12 @@ export default class ActorSheet5eNPC extends ActorSheet5e {
const powerbook = this._preparePowerbook(data, powers); const powerbook = this._preparePowerbook(data, powers);
// Organize Features // Organize Features
for ( let item of other ) { for (let item of other) {
if ( item.type === "weapon" ) features.weapons.items.push(item); if (item.type === "weapon") features.weapons.items.push(item);
else if ( item.type === "feat" ) { else if (item.type === "feat") {
if ( item.data.activation.type ) features.actions.items.push(item); if (item.data.activation.type) features.actions.items.push(item);
else features.passive.items.push(item); else features.passive.items.push(item);
} } else features.equipment.items.push(item);
else features.equipment.items.push(item);
} }
// Assign and return // Assign and return
@ -67,17 +83,19 @@ export default class ActorSheet5eNPC extends ActorSheet5e {
data.powerbook = powerbook; data.powerbook = powerbook;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @inheritdoc */
getData() { getData(options) {
const data = super.getData(); const data = super.getData(options);
// Challenge Rating // Challenge Rating
const cr = parseFloat(data.data.details.cr || 0); const cr = parseFloat(data.data.details.cr || 0);
const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"}; const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"};
data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1; data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1;
// Creature Type
data.labels["type"] = this.actor.labels.creatureType;
return data; return data;
} }
@ -86,17 +104,16 @@ export default class ActorSheet5eNPC extends ActorSheet5e {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */
_updateObject(event, formData) { async _updateObject(event, formData) {
// Format NPC Challenge Rating // Format NPC Challenge Rating
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5}; const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
let crv = "data.details.cr"; let crv = "data.details.cr";
let cr = formData[crv]; let cr = formData[crv];
cr = crs[cr] || parseFloat(cr); cr = crs[cr] || parseFloat(cr);
if ( cr ) formData[crv] = cr < 1 ? cr : parseInt(cr); if (cr) formData[crv] = cr < 1 ? cr : parseInt(cr);
// Parent ActorSheet update steps // Parent ActorSheet update steps
super._updateObject(event, formData); return super._updateObject(event, formData);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -119,7 +136,7 @@ export default class ActorSheet5eNPC extends ActorSheet5e {
_onRollHPFormula(event) { _onRollHPFormula(event) {
event.preventDefault(); event.preventDefault();
const formula = this.actor.data.data.attributes.hp.formula; const formula = this.actor.data.data.attributes.hp.formula;
if ( !formula ) return; if (!formula) return;
const hp = new Roll(formula).roll().total; const hp = new Roll(formula).roll().total;
AudioHelper.play({src: CONFIG.sounds.dice}); AudioHelper.play({src: CONFIG.sounds.dice});
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp}); this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});

View file

@ -20,12 +20,17 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */
static unsupportedItemTypes = new Set(["class"]);
/* -------------------------------------------- */
/** /**
* Creates a new cargo entry for a vehicle Actor. * Creates a new cargo entry for a vehicle Actor.
*/ */
static get newCargo() { static get newCargo() {
return { return {
name: '', name: "",
quantity: 1 quantity: 1
}; };
} }
@ -40,7 +45,6 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
* @private * @private
*/ */
_computeEncumbrance(totalWeight, actorData) { _computeEncumbrance(totalWeight, actorData) {
// Compute currency weight // Compute currency weight
const totalCoins = Object.values(actorData.data.currency).reduce((acc, denom) => acc + denom, 0); const totalCoins = Object.values(actorData.data.currency).reduce((acc, denom) => acc + denom, 0);
totalWeight += totalCoins / CONFIG.SW5E.encumbrance.currencyPerWeight; totalWeight += totalCoins / CONFIG.SW5E.encumbrance.currencyPerWeight;
@ -57,7 +61,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */
_getMovementSpeed(actorData, largestPrimary=true) { _getMovementSpeed(actorData, largestPrimary = true) {
return super._getMovementSpeed(actorData, largestPrimary); return super._getMovementSpeed(actorData, largestPrimary);
} }
@ -69,25 +73,24 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
* @private * @private
*/ */
_prepareCrewedItem(item) { _prepareCrewedItem(item) {
// Determine crewed status // Determine crewed status
const isCrewed = item.data.crewed; const isCrewed = item.data.crewed;
item.toggleClass = isCrewed ? 'active' : ''; item.toggleClass = isCrewed ? "active" : "";
item.toggleTitle = game.i18n.localize(`SW5E.${isCrewed ? 'Crewed' : 'Uncrewed'}`); item.toggleTitle = game.i18n.localize(`SW5E.${isCrewed ? "Crewed" : "Uncrewed"}`);
// Handle crew actions // Handle crew actions
if (item.type === 'feat' && item.data.activation.type === 'crew') { if (item.type === "feat" && item.data.activation.type === "crew") {
item.crew = item.data.activation.cost; item.crew = item.data.activation.cost;
item.cover = game.i18n.localize(`SW5E.${item.data.cover ? 'CoverTotal' : 'None'}`); item.cover = game.i18n.localize(`SW5E.${item.data.cover ? "CoverTotal" : "None"}`);
if (item.data.cover === .5) item.cover = '½'; if (item.data.cover === 0.5) item.cover = "½";
else if (item.data.cover === .75) item.cover = '¾'; else if (item.data.cover === 0.75) item.cover = "¾";
else if (item.data.cover === null) item.cover = '—'; else if (item.data.cover === null) item.cover = "—";
if (item.crew < 1 || item.crew === null) item.crew = '—'; if (item.crew < 1 || item.crew === null) item.crew = "—";
} }
// Prepare vehicle weapons // Prepare vehicle weapons
if (item.type === 'equipment' || item.type === 'weapon') { if (item.type === "equipment" || item.type === "weapon") {
item.threshold = item.data.hp.dt ? item.data.hp.dt : '—'; item.threshold = item.data.hp.dt ? item.data.hp.dt : "—";
} }
} }
@ -98,132 +101,162 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
* @private * @private
*/ */
_prepareItems(data) { _prepareItems(data) {
const cargoColumns = [{ const cargoColumns = [
label: game.i18n.localize('SW5E.Quantity'), {
css: 'item-qty', label: game.i18n.localize("SW5E.Quantity"),
property: 'quantity', css: "item-qty",
editable: 'Number' property: "quantity",
}]; editable: "Number"
}
];
const equipmentColumns = [{ const equipmentColumns = [
label: game.i18n.localize('SW5E.Quantity'), {
css: 'item-qty', label: game.i18n.localize("SW5E.Quantity"),
property: 'data.quantity' css: "item-qty",
}, { property: "data.quantity"
label: game.i18n.localize('SW5E.AC'), },
css: 'item-ac', {
property: 'data.armor.value' label: game.i18n.localize("SW5E.AC"),
}, { css: "item-ac",
label: game.i18n.localize('SW5E.HP'), property: "data.armor.value"
css: 'item-hp', },
property: 'data.hp.value', {
editable: 'Number' label: game.i18n.localize("SW5E.HP"),
}, { css: "item-hp",
label: game.i18n.localize('SW5E.Threshold'), property: "data.hp.value",
css: 'item-threshold', editable: "Number"
property: 'threshold' },
}]; {
label: game.i18n.localize("SW5E.Threshold"),
css: "item-threshold",
property: "threshold"
}
];
const features = { const features = {
actions: { actions: {
label: game.i18n.localize('SW5E.ActionPl'), label: game.i18n.localize("SW5E.ActionPl"),
items: [], items: [],
crewable: true, crewable: true,
dataset: {type: 'feat', 'activation.type': 'crew'}, dataset: {"type": "feat", "activation.type": "crew"},
columns: [{ columns: [
label: game.i18n.localize('SW5E.VehicleCrew'), {
css: 'item-crew', label: game.i18n.localize("SW5E.VehicleCrew"),
property: 'crew' css: "item-crew",
}, { property: "crew"
label: game.i18n.localize('SW5E.Cover'), },
css: 'item-cover', {
property: 'cover' label: game.i18n.localize("SW5E.Cover"),
}] css: "item-cover",
property: "cover"
}
]
}, },
equipment: { equipment: {
label: game.i18n.localize('SW5E.ItemTypeEquipment'), label: game.i18n.localize("SW5E.ItemTypeEquipment"),
items: [], items: [],
crewable: true, crewable: true,
dataset: {type: 'equipment', 'armor.type': 'vehicle'}, dataset: {"type": "equipment", "armor.type": "vehicle"},
columns: equipmentColumns columns: equipmentColumns
}, },
passive: { passive: {
label: game.i18n.localize('SW5E.Features'), label: game.i18n.localize("SW5E.Features"),
items: [], items: [],
dataset: {type: 'feat'} dataset: {type: "feat"}
}, },
reactions: { reactions: {
label: game.i18n.localize('SW5E.ReactionPl'), label: game.i18n.localize("SW5E.ReactionPl"),
items: [], items: [],
dataset: {type: 'feat', 'activation.type': 'reaction'} dataset: {"type": "feat", "activation.type": "reaction"}
}, },
weapons: { weapons: {
label: game.i18n.localize('SW5E.ItemTypeWeaponPl'), label: game.i18n.localize("SW5E.ItemTypeWeaponPl"),
items: [], items: [],
crewable: true, crewable: true,
dataset: {type: 'weapon', 'weapon-type': 'siege'}, dataset: {"type": "weapon", "weapon-type": "siege"},
columns: equipmentColumns columns: equipmentColumns
} }
}; };
const cargo = { const cargo = {
crew: { crew: {
label: game.i18n.localize('SW5E.VehicleCrew'), label: game.i18n.localize("SW5E.VehicleCrew"),
items: data.data.cargo.crew, items: data.data.cargo.crew,
css: 'cargo-row crew', css: "cargo-row crew",
editableName: true, editableName: true,
dataset: {type: 'crew'}, dataset: {type: "crew"},
columns: cargoColumns columns: cargoColumns
}, },
passengers: { passengers: {
label: game.i18n.localize('SW5E.VehiclePassengers'), label: game.i18n.localize("SW5E.VehiclePassengers"),
items: data.data.cargo.passengers, items: data.data.cargo.passengers,
css: 'cargo-row passengers', css: "cargo-row passengers",
editableName: true, editableName: true,
dataset: {type: 'passengers'}, dataset: {type: "passengers"},
columns: cargoColumns columns: cargoColumns
}, },
cargo: { cargo: {
label: game.i18n.localize('SW5E.VehicleCargo'), label: game.i18n.localize("SW5E.VehicleCargo"),
items: [], items: [],
dataset: {type: 'loot'}, dataset: {type: "loot"},
columns: [{ columns: [
label: game.i18n.localize('SW5E.Quantity'), {
css: 'item-qty', label: game.i18n.localize("SW5E.Quantity"),
property: 'data.quantity', css: "item-qty",
editable: 'Number' property: "data.quantity",
}, { editable: "Number"
label: game.i18n.localize('SW5E.Price'), },
css: 'item-price', {
property: 'data.price', label: game.i18n.localize("SW5E.Price"),
editable: 'Number' css: "item-price",
}, { property: "data.price",
label: game.i18n.localize('SW5E.Weight'), editable: "Number"
css: 'item-weight', },
property: 'data.weight', {
editable: 'Number' label: game.i18n.localize("SW5E.Weight"),
}] css: "item-weight",
property: "data.weight",
editable: "Number"
}
]
} }
}; };
// Classify items owned by the vehicle and compute total cargo weight
let totalWeight = 0; let totalWeight = 0;
for (const item of data.items) { for (const item of data.items) {
this._prepareCrewedItem(item); this._prepareCrewedItem(item);
if (item.type === 'weapon') features.weapons.items.push(item);
else if (item.type === 'equipment') features.equipment.items.push(item); // Handle cargo explicitly
else if (item.type === 'loot') { const isCargo = item.flags.sw5e?.vehicleCargo === true;
if (isCargo) {
totalWeight += (item.data.weight || 0) * item.data.quantity;
cargo.cargo.items.push(item);
continue;
}
// Handle non-cargo item types
switch (item.type) {
case "weapon":
features.weapons.items.push(item);
break;
case "equipment":
features.equipment.items.push(item);
break;
case "feat":
if (!item.data.activation.type || item.data.activation.type === "none")
features.passive.items.push(item);
else if (item.data.activation.type === "reaction") features.reactions.items.push(item);
else features.actions.items.push(item);
break;
default:
totalWeight += (item.data.weight || 0) * item.data.quantity; totalWeight += (item.data.weight || 0) * item.data.quantity;
cargo.cargo.items.push(item); cargo.cargo.items.push(item);
} }
else if (item.type === 'feat') {
if (!item.data.activation.type || item.data.activation.type === 'none') {
features.passive.items.push(item);
}
else if (item.data.activation.type === 'reaction') features.reactions.items.push(item);
else features.actions.items.push(item);
}
} }
// Update the rendering context data
data.features = Object.values(features); data.features = Object.values(features);
data.cargo = Object.values(cargo); data.cargo = Object.values(cargo);
data.data.attributes.encumbrance = this._computeEncumbrance(totalWeight, data); data.data.attributes.encumbrance = this._computeEncumbrance(totalWeight, data);
@ -236,23 +269,23 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
/** @override */ /** @override */
activateListeners(html) { activateListeners(html) {
super.activateListeners(html); super.activateListeners(html);
if (!this.options.editable) return; if (!this.isEditable) return;
html.find('.item-toggle').click(this._onToggleItem.bind(this)); html.find(".item-toggle").click(this._onToggleItem.bind(this));
html.find('.item-hp input') html.find(".item-hp input")
.click(evt => evt.target.select()) .click((evt) => evt.target.select())
.change(this._onHPChange.bind(this)); .change(this._onHPChange.bind(this));
html.find('.item:not(.cargo-row) input[data-property]') html.find(".item:not(.cargo-row) input[data-property]")
.click(evt => evt.target.select()) .click((evt) => evt.target.select())
.change(this._onEditInSheet.bind(this)); .change(this._onEditInSheet.bind(this));
html.find('.cargo-row input') html.find(".cargo-row input")
.click(evt => evt.target.select()) .click((evt) => evt.target.select())
.change(this._onCargoRowChange.bind(this)); .change(this._onCargoRowChange.bind(this));
if (this.actor.data.data.attributes.actions.stations) { if (this.actor.data.data.attributes.actions.stations) {
html.find('.counter.actions, .counter.action-thresholds').hide(); html.find(".counter.actions, .counter.action-thresholds").hide();
} }
} }
@ -267,20 +300,20 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
_onCargoRowChange(event) { _onCargoRowChange(event) {
event.preventDefault(); event.preventDefault();
const target = event.currentTarget; const target = event.currentTarget;
const row = target.closest('.item'); const row = target.closest(".item");
const idx = Number(row.dataset.itemId); const idx = Number(row.dataset.itemId);
const property = row.classList.contains('crew') ? 'crew' : 'passengers'; const property = row.classList.contains("crew") ? "crew" : "passengers";
// Get the cargo entry // Get the cargo entry
const cargo = duplicate(this.actor.data.data.cargo[property]); const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[property]);
const entry = cargo[idx]; const entry = cargo[idx];
if (!entry) return null; if (!entry) return null;
// Update the cargo value // Update the cargo value
const key = target.dataset.property || 'name'; const key = target.dataset.property || "name";
const type = target.dataset.dtype; const type = target.dataset.dtype;
let value = target.value; let value = target.value;
if (type === 'Number') value = Number(value); if (type === "Number") value = Number(value);
entry[key] = value; entry[key] = value;
// Perform the Actor update // Perform the Actor update
@ -297,14 +330,18 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
*/ */
_onEditInSheet(event) { _onEditInSheet(event) {
event.preventDefault(); event.preventDefault();
const itemID = event.currentTarget.closest('.item').dataset.itemId; const itemID = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemID); const item = this.actor.items.get(itemID);
const property = event.currentTarget.dataset.property; const property = event.currentTarget.dataset.property;
const type = event.currentTarget.dataset.dtype; const type = event.currentTarget.dataset.dtype;
let value = event.currentTarget.value; let value = event.currentTarget.value;
switch (type) { switch (type) {
case 'Number': value = parseInt(value); break; case "Number":
case 'Boolean': value = value === 'true'; break; value = parseInt(value);
break;
case "Boolean":
value = value === "true";
break;
} }
return item.update({[`${property}`]: value}); return item.update({[`${property}`]: value});
} }
@ -321,8 +358,8 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
event.preventDefault(); event.preventDefault();
const target = event.currentTarget; const target = event.currentTarget;
const type = target.dataset.type; const type = target.dataset.type;
if (type === 'crew' || type === 'passengers') { if (type === "crew" || type === "passengers") {
const cargo = duplicate(this.actor.data.data.cargo[type]); const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]);
cargo.push(this.constructor.newCargo); cargo.push(this.constructor.newCargo);
return this.actor.update({[`data.cargo.${type}`]: cargo}); return this.actor.update({[`data.cargo.${type}`]: cargo});
} }
@ -339,11 +376,11 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
*/ */
_onItemDelete(event) { _onItemDelete(event) {
event.preventDefault(); event.preventDefault();
const row = event.currentTarget.closest('.item'); const row = event.currentTarget.closest(".item");
if (row.classList.contains('cargo-row')) { if (row.classList.contains("cargo-row")) {
const idx = Number(row.dataset.itemId); const idx = Number(row.dataset.itemId);
const type = row.classList.contains('crew') ? 'crew' : 'passengers'; const type = row.classList.contains("crew") ? "crew" : "passengers";
const cargo = duplicate(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx); const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx);
return this.actor.update({[`data.cargo.${type}`]: cargo}); return this.actor.update({[`data.cargo.${type}`]: cargo});
} }
@ -352,6 +389,16 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */
async _onDropItemCreate(itemData) {
const cargoTypes = ["weapon", "equipment", "consumable", "tool", "loot", "backpack"];
const isCargo = cargoTypes.includes(itemData.type) && this._tabs[0].active === "cargo";
foundry.utils.setProperty(itemData, "flags.sw5e.vehicleCargo", isCargo);
return super._onDropItemCreate(itemData);
}
/* -------------------------------------------- */
/** /**
* Special handling for editing HP to clamp it within appropriate range. * Special handling for editing HP to clamp it within appropriate range.
* @param event {Event} * @param event {Event}
@ -360,11 +407,11 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
*/ */
_onHPChange(event) { _onHPChange(event) {
event.preventDefault(); event.preventDefault();
const itemID = event.currentTarget.closest('.item').dataset.itemId; const itemID = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemID); const item = this.actor.items.get(itemID);
const hp = Math.clamped(0, parseInt(event.currentTarget.value), item.data.data.hp.max); const hp = Math.clamped(0, parseInt(event.currentTarget.value), item.data.data.hp.max);
event.currentTarget.value = hp; event.currentTarget.value = hp;
return item.update({'data.hp.value': hp}); return item.update({"data.hp.value": hp});
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -377,9 +424,9 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
*/ */
_onToggleItem(event) { _onToggleItem(event) {
event.preventDefault(); event.preventDefault();
const itemID = event.currentTarget.closest('.item').dataset.itemId; const itemID = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemID); const item = this.actor.items.get(itemID);
const crewed = !!item.data.data.crewed; const crewed = !!item.data.data.crewed;
return item.update({'data.crewed': !crewed}); return item.update({"data.crewed": !crewed});
} }
}; }

View file

@ -3,7 +3,7 @@
* @type {Dialog} * @type {Dialog}
*/ */
export default class AbilityUseDialog extends Dialog { export default class AbilityUseDialog extends Dialog {
constructor(item, dialogData={}, options={}) { constructor(item, dialogData = {}, options = {}) {
super(dialogData, options); super(dialogData, options);
this.options.classes = ["sw5e", "dialog"]; this.options.classes = ["sw5e", "dialog"];
@ -25,7 +25,7 @@ export default class AbilityUseDialog extends Dialog {
* @return {Promise} * @return {Promise}
*/ */
static async create(item) { static async create(item) {
if ( !item.isOwned ) throw new Error("You cannot display an ability usage dialog for an unowned item"); if (!item.isOwned) throw new Error("You cannot display an ability usage dialog for an unowned item");
// Prepare data // Prepare data
const actorData = item.actor.data.data; const actorData = item.actor.data.data;
@ -39,17 +39,20 @@ export default class AbilityUseDialog extends Dialog {
// Prepare dialog form data // Prepare dialog form data
const data = { const data = {
item: item.data, item: item.data,
title: game.i18n.format("SW5E.AbilityUseHint", item.data), title: game.i18n.format("SW5E.AbilityUseHint", {
type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`),
name: item.name
}),
note: this._getAbilityUseNote(item.data, uses, recharge), note: this._getAbilityUseNote(item.data, uses, recharge),
consumePowerSlot: false, consumePowerSlot: false,
consumeRecharge: recharges, consumeRecharge: recharges,
consumeResource: !!itemData.consume.target, consumeResource: !!itemData.consume.target,
consumeUses: uses.max, consumeUses: uses.per && uses.max > 0,
canUse: recharges ? recharge.charged : sufficientUses, canUse: recharges ? recharge.charged : sufficientUses,
createTemplate: game.user.can("TEMPLATE_CREATE") && item.hasAreaTarget, createTemplate: game.user.can("TEMPLATE_CREATE") && item.hasAreaTarget,
errors: [] errors: []
}; };
if ( item.data.type === "power" ) this._getPowerData(actorData, itemData, data); if (item.data.type === "power") this._getPowerData(actorData, itemData, data);
// Render the ability usage template // Render the ability usage template
const html = await renderTemplate("systems/sw5e/templates/apps/ability-use.html", data); const html = await renderTemplate("systems/sw5e/templates/apps/ability-use.html", data);
@ -59,13 +62,13 @@ export default class AbilityUseDialog extends Dialog {
const label = game.i18n.localize("SW5E.AbilityUse" + (data.isPower ? "Cast" : "Use")); const label = game.i18n.localize("SW5E.AbilityUse" + (data.isPower ? "Cast" : "Use"));
return new Promise((resolve) => { return new Promise((resolve) => {
const dlg = new this(item, { const dlg = new this(item, {
title: `${item.name}: Usage Configuration`, title: `${item.name}: ${game.i18n.localize("SW5E.AbilityUseConfig")}`,
content: html, content: html,
buttons: { buttons: {
use: { use: {
icon: `<i class="fas ${icon}"></i>`, icon: `<i class="fas ${icon}"></i>`,
label: label, label: label,
callback: html => { callback: (html) => {
const fd = new FormDataExtended(html[0].querySelector("form")); const fd = new FormDataExtended(html[0].querySelector("form"));
resolve(fd.toObject()); resolve(fd.toObject());
} }
@ -87,14 +90,13 @@ export default class AbilityUseDialog extends Dialog {
* @private * @private
*/ */
static _getPowerData(actorData, itemData, data) { static _getPowerData(actorData, itemData, data) {
// Determine whether the power may be up-cast // Determine whether the power may be up-cast
const lvl = itemData.level; const lvl = itemData.level;
const consumePowerSlot = (lvl > 0) && CONFIG.SW5E.powerUpcastModes.includes(itemData.preparation.mode); const consumePowerSlot = lvl > 0 && CONFIG.SW5E.powerUpcastModes.includes(itemData.preparation.mode);
// If can't upcast, return early and don't bother calculating available power slots // If can't upcast, return early and don't bother calculating available power slots
if (!consumePowerSlot) { if (!consumePowerSlot) {
mergeObject(data, { isPower: true, consumePowerSlot }); mergeObject(data, {isPower: true, consumePowerSlot});
return; return;
} }
@ -102,74 +104,78 @@ export default class AbilityUseDialog extends Dialog {
let lmax = 0; let lmax = 0;
let points; let points;
let powerType; let powerType;
switch (itemData.school){ switch (itemData.school) {
case "lgt": case "lgt":
case "uni": case "uni":
case "drk": { case "drk": {
powerType = "force" powerType = "force";
points = actorData.attributes.force.points.value + actorData.attributes.force.points.temp; points = actorData.attributes.force.points.value + actorData.attributes.force.points.temp;
break; break;
} }
case "tec": { case "tec": {
powerType = "tech" powerType = "tech";
points = actorData.attributes.tech.points.value + actorData.attributes.tech.points.temp; points = actorData.attributes.tech.points.value + actorData.attributes.tech.points.temp;
break; break;
} }
} }
// eliminate point usage for innate casters // eliminate point usage for innate casters
if (actorData.attributes.powercasting === 'innate') points = 999; if (actorData.attributes.powercasting === "innate") points = 999;
let powerLevels;
let powerLevels if (powerType === "force") {
if (powerType === "force"){ powerLevels = Array.fromRange(10)
powerLevels = Array.fromRange(10).reduce((arr, i) => { .reduce((arr, i) => {
if ( i < lvl ) return arr; if (i < lvl) return arr;
const label = CONFIG.SW5E.powerLevels[i]; const label = CONFIG.SW5E.powerLevels[i];
const l = actorData.powers["power"+i] || {fmax: 0, foverride: null}; const l = actorData.powers["power" + i] || {fmax: 0, foverride: null};
let max = parseInt(l.foverride || l.fmax || 0); let max = parseInt(l.foverride || l.fmax || 0);
let slots = Math.clamped(parseInt(l.fvalue || 0), 0, max); let slots = Math.clamped(parseInt(l.fvalue || 0), 0, max);
if ( max > 0 ) lmax = i; if (max > 0) lmax = i;
if ((max > 0) && (slots > 0) && (points > i)){ if (max > 0 && slots > 0 && points > i) {
arr.push({ arr.push({
level: i, level: i,
label: i > 0 ? game.i18n.format('SW5E.PowerLevelSlot', {level: label, n: slots}) : label, label: i > 0 ? game.i18n.format("SW5E.PowerLevelSlot", {level: label, n: slots}) : label,
canCast: max > 0, canCast: max > 0,
hasSlots: slots > 0 hasSlots: slots > 0
}); });
} }
return arr; return arr;
}, []).filter(sl => sl.level <= lmax); }, [])
}else if (powerType === "tech"){ .filter((sl) => sl.level <= lmax);
powerLevels = Array.fromRange(10).reduce((arr, i) => { } else if (powerType === "tech") {
if ( i < lvl ) return arr; powerLevels = Array.fromRange(10)
.reduce((arr, i) => {
if (i < lvl) return arr;
const label = CONFIG.SW5E.powerLevels[i]; const label = CONFIG.SW5E.powerLevels[i];
const l = actorData.powers["power"+i] || {tmax: 0, toverride: null}; const l = actorData.powers["power" + i] || {tmax: 0, toverride: null};
let max = parseInt(l.override || l.tmax || 0); let max = parseInt(l.override || l.tmax || 0);
let slots = Math.clamped(parseInt(l.tvalue || 0), 0, max); let slots = Math.clamped(parseInt(l.tvalue || 0), 0, max);
if ( max > 0 ) lmax = i; if (max > 0) lmax = i;
if ((max > 0) && (slots > 0) && (points > i)){ if (max > 0 && slots > 0 && points > i) {
arr.push({ arr.push({
level: i, level: i,
label: i > 0 ? game.i18n.format('SW5E.PowerLevelSlot', {level: label, n: slots}) : label, label: i > 0 ? game.i18n.format("SW5E.PowerLevelSlot", {level: label, n: slots}) : label,
canCast: max > 0, canCast: max > 0,
hasSlots: slots > 0 hasSlots: slots > 0
}); });
} }
return arr; return arr;
}, []).filter(sl => sl.level <= lmax); }, [])
.filter((sl) => sl.level <= lmax);
} }
const canCast = powerLevels.some((l) => l.hasSlots);
if (!canCast)
const canCast = powerLevels.some(l => l.hasSlots); data.errors.push(
if ( !canCast ) data.errors.push(game.i18n.format("SW5E.PowerCastNoSlots", { game.i18n.format("SW5E.PowerCastNoSlots", {
level: CONFIG.SW5E.powerLevels[lvl], level: CONFIG.SW5E.powerLevels[lvl],
name: data.item.name name: data.item.name
})); })
);
// Merge power casting data // Merge power casting data
return mergeObject(data, { isPower: true, consumePowerSlot, powerLevels }); return foundry.utils.mergeObject(data, {isPower: true, consumePowerSlot, powerLevels});
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -179,29 +185,28 @@ export default class AbilityUseDialog extends Dialog {
* @private * @private
*/ */
static _getAbilityUseNote(item, uses, recharge) { static _getAbilityUseNote(item, uses, recharge) {
// Zero quantity // Zero quantity
const quantity = item.data.quantity; const quantity = item.data.quantity;
if ( quantity <= 0 ) return game.i18n.localize("SW5E.AbilityUseUnavailableHint"); if (quantity <= 0) return game.i18n.localize("SW5E.AbilityUseUnavailableHint");
// Abilities which use Recharge // Abilities which use Recharge
if ( !!recharge.value ) { if (!!recharge.value) {
return game.i18n.format(recharge.charged ? "SW5E.AbilityUseChargedHint" : "SW5E.AbilityUseRechargeHint", { return game.i18n.format(recharge.charged ? "SW5E.AbilityUseChargedHint" : "SW5E.AbilityUseRechargeHint", {
type: item.type, type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`)
}) });
} }
// Does not use any resource // Does not use any resource
if ( !uses.per || !uses.max ) return ""; if (!uses.per || !uses.max) return "";
// Consumables // Consumables
if ( item.type === "consumable" ) { if (item.type === "consumable") {
let str = "SW5E.AbilityUseNormalHint"; let str = "SW5E.AbilityUseNormalHint";
if ( uses.value > 1 ) str = "SW5E.AbilityUseConsumableChargeHint"; if (uses.value > 1) str = "SW5E.AbilityUseConsumableChargeHint";
else if ( item.data.quantity === 1 && uses.autoDestroy ) str = "SW5E.AbilityUseConsumableDestroyHint"; else if (item.data.quantity === 1 && uses.autoDestroy) str = "SW5E.AbilityUseConsumableDestroyHint";
else if ( item.data.quantity > 1 ) str = "SW5E.AbilityUseConsumableQuantityHint"; else if (item.data.quantity > 1) str = "SW5E.AbilityUseConsumableQuantityHint";
return game.i18n.format(str, { return game.i18n.format(str, {
type: item.data.consumableType, type: game.i18n.localize(`SW5E.Consumable${item.data.consumableType.capitalize()}`),
value: uses.value, value: uses.value,
quantity: item.data.quantity, quantity: item.data.quantity,
max: uses.max, max: uses.max,
@ -212,17 +217,11 @@ export default class AbilityUseDialog extends Dialog {
// Other Items // Other Items
else { else {
return game.i18n.format("SW5E.AbilityUseNormalHint", { return game.i18n.format("SW5E.AbilityUseNormalHint", {
type: item.type, type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`),
value: uses.value, value: uses.value,
max: uses.max, max: uses.max,
per: CONFIG.SW5E.limitedUsePeriods[uses.per] per: CONFIG.SW5E.limitedUsePeriods[uses.per]
}); });
} }
} }
/* -------------------------------------------- */
static _handleSubmit(formData, item) {
}
} }

View file

@ -1,11 +1,10 @@
/** /**
* An application class which provides advanced configuration for special character flags which modify an Actor * An application class which provides advanced configuration for special character flags which modify an Actor
* @implements {BaseEntitySheet} * @implements {DocumentSheet}
*/ */
export default class ActorSheetFlags extends BaseEntitySheet { export default class ActorSheetFlags extends DocumentSheet {
static get defaultOptions() { static get defaultOptions() {
const options = super.defaultOptions; return foundry.utils.mergeObject(super.defaultOptions, {
return mergeObject(options, {
id: "actor-flags", id: "actor-flags",
classes: ["sw5e"], classes: ["sw5e"],
template: "systems/sw5e/templates/apps/actor-flags.html", template: "systems/sw5e/templates/apps/actor-flags.html",
@ -18,7 +17,7 @@ export default class ActorSheetFlags extends BaseEntitySheet {
/** @override */ /** @override */
get title() { get title() {
return `${game.i18n.localize('SW5E.FlagsTitle')}: ${this.object.name}`; return `${game.i18n.localize("SW5E.FlagsTitle")}: ${this.object.name}`;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -27,6 +26,7 @@ export default class ActorSheetFlags extends BaseEntitySheet {
getData() { getData() {
const data = {}; const data = {};
data.actor = this.object; data.actor = this.object;
data.classes = this._getClasses();
data.flags = this._getFlags(); data.flags = this._getFlags();
data.bonuses = this._getBonuses(); data.bonuses = this._getBonuses();
return data; return data;
@ -34,20 +34,38 @@ export default class ActorSheetFlags extends BaseEntitySheet {
/* -------------------------------------------- */ /* -------------------------------------------- */
/**
* Prepare an object of sorted classes.
* @return {object}
* @private
*/
_getClasses() {
const classes = this.object.items.filter((i) => i.type === "class");
return classes
.sort((a, b) => a.name.localeCompare(b.name))
.reduce((obj, i) => {
obj[i.id] = i.name;
return obj;
}, {});
}
/* -------------------------------------------- */
/** /**
* Prepare an object of flags data which groups flags by section * Prepare an object of flags data which groups flags by section
* Add some additional data for rendering * Add some additional data for rendering
* @return {object} * @return {object}
* @private
*/ */
_getFlags() { _getFlags() {
const flags = {}; const flags = {};
const baseData = this.entity._data; const baseData = this.document.toJSON();
for ( let [k, v] of Object.entries(CONFIG.SW5E.characterFlags) ) { for (let [k, v] of Object.entries(CONFIG.SW5E.characterFlags)) {
if ( !flags.hasOwnProperty(v.section) ) flags[v.section] = {}; if (!flags.hasOwnProperty(v.section)) flags[v.section] = {};
let flag = duplicate(v); let flag = foundry.utils.deepClone(v);
flag.type = v.type.name; flag.type = v.type.name;
flag.isCheckbox = v.type === Boolean; flag.isCheckbox = v.type === Boolean;
flag.isSelect = v.hasOwnProperty('choices'); flag.isSelect = v.hasOwnProperty("choices");
flag.value = getProperty(baseData.flags, `sw5e.${k}`); flag.value = getProperty(baseData.flags, `sw5e.${k}`);
flags[v.section][`flags.sw5e.${k}`] = flag; flags[v.section][`flags.sw5e.${k}`] = flag;
} }
@ -80,7 +98,7 @@ export default class ActorSheetFlags extends BaseEntitySheet {
{name: "data.bonuses.power.forceUnivDC", label: "SW5E.BonusForceUnivPowerDC"}, {name: "data.bonuses.power.forceUnivDC", label: "SW5E.BonusForceUnivPowerDC"},
{name: "data.bonuses.power.techDC", label: "SW5E.BonusTechPowerDC"} {name: "data.bonuses.power.techDC", label: "SW5E.BonusTechPowerDC"}
]; ];
for ( let b of bonuses ) { for (let b of bonuses) {
b.value = getProperty(this.object._data, b.name) || ""; b.value = getProperty(this.object._data, b.name) || "";
} }
return bonuses; return bonuses;
@ -97,11 +115,11 @@ export default class ActorSheetFlags extends BaseEntitySheet {
let unset = false; let unset = false;
const flags = updateData.flags.sw5e; const flags = updateData.flags.sw5e;
//clone flags to dnd5e for module compatability //clone flags to dnd5e for module compatability
updateData.flags.dnd5e = updateData.flags.sw5e updateData.flags.dnd5e = updateData.flags.sw5e;
for ( let [k, v] of Object.entries(flags) ) { for (let [k, v] of Object.entries(flags)) {
if ( [undefined, null, "", false, 0].includes(v) ) { if ([undefined, null, "", false, 0].includes(v)) {
delete flags[k]; delete flags[k];
if ( hasProperty(actor._data.flags, `sw5e.${k}`) ) { if (hasProperty(actor._data.flags, `sw5e.${k}`)) {
unset = true; unset = true;
flags[`-=${k}`] = null; flags[`-=${k}`] = null;
} }
@ -109,8 +127,8 @@ export default class ActorSheetFlags extends BaseEntitySheet {
} }
// Clear any bonuses which are whitespace only // Clear any bonuses which are whitespace only
for ( let b of Object.values(updateData.data.bonuses ) ) { for (let b of Object.values(updateData.data.bonuses)) {
for ( let [k, v] of Object.entries(b) ) { for (let [k, v] of Object.entries(b)) {
b[k] = v.trim(); b[k] = v.trim();
} }
} }

111
module/apps/actor-type.js Normal file
View file

@ -0,0 +1,111 @@
import Actor5e from "../actor/entity.js";
/**
* A specialized form used to select from a checklist of attributes, traits, or properties
* @extends {FormApplication}
*/
export default class ActorTypeConfig extends FormApplication {
/** @inheritdoc */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["sw5e", "actor-type", "trait-selector"],
template: "systems/sw5e/templates/apps/actor-type.html",
title: "SW5E.CreatureTypeTitle",
width: 280,
height: "auto",
choices: {},
allowCustom: true,
minimum: 0,
maximum: null
});
}
/* -------------------------------------------- */
/** @override */
get id() {
return `actor-type-${this.object.id}`;
}
/* -------------------------------------------- */
/** @override */
getData(options) {
// Get current value or new default
let attr = foundry.utils.getProperty(this.object.data.data, "details.type");
if (foundry.utils.getType(attr) !== "Object")
attr = {
value: attr in CONFIG.SW5E.creatureTypes ? attr : "humanoid",
subtype: "",
swarm: "",
custom: ""
};
// Populate choices
const types = {};
for (let [k, v] of Object.entries(CONFIG.SW5E.creatureTypes)) {
types[k] = {
label: game.i18n.localize(v),
chosen: attr.value === k
};
}
// Return data for rendering
return {
types: types,
custom: {
value: attr.custom,
label: game.i18n.localize("SW5E.CreatureTypeSelectorCustom"),
chosen: attr.value === "custom"
},
subtype: attr.subtype,
swarm: attr.swarm,
sizes: Array.from(Object.entries(CONFIG.SW5E.actorSizes))
.reverse()
.reduce((obj, e) => {
obj[e[0]] = e[1];
return obj;
}, {}),
preview: Actor5e.formatCreatureType(attr) || ""
};
}
/* -------------------------------------------- */
/** @override */
async _updateObject(event, formData) {
const typeObject = foundry.utils.expandObject(formData);
return this.object.update({"data.details.type": typeObject});
}
/* -------------------------------------------- */
/* Event Listeners and Handlers */
/* -------------------------------------------- */
/** @inheritdoc */
activateListeners(html) {
super.activateListeners(html);
html.find("input[name='custom']").focusin(this._onCustomFieldFocused.bind(this));
}
/* -------------------------------------------- */
/** @inheritdoc */
_onChangeInput(event) {
super._onChangeInput(event);
const typeObject = foundry.utils.expandObject(this._getSubmitData());
this.form["preview"].value = Actor5e.formatCreatureType(typeObject) || "—";
}
/* -------------------------------------------- */
/**
* Select the custom radio button when the custom text field is focused.
* @param {FocusEvent} event The original focusin event
* @private
*/
_onCustomFieldFocused(event) {
this.form.querySelector("input[name='value'][value='custom']").checked = true;
this._onChangeInput(event);
}
}

View file

@ -0,0 +1,92 @@
/**
* A simple form to set actor hit dice amounts
* @implements {DocumentSheet}
*/
export default class ActorHitDiceConfig extends DocumentSheet {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["sw5e", "hd-config", "dialog"],
template: "systems/sw5e/templates/apps/hit-dice-config.html",
width: 360,
height: "auto"
});
}
/* -------------------------------------------- */
/** @override */
get title() {
return `${game.i18n.localize("SW5E.HitDiceConfig")}: ${this.object.name}`;
}
/* -------------------------------------------- */
/** @override */
getData(options) {
return {
classes: this.object.items
.reduce((classes, item) => {
if (item.data.type === "class") {
// Add the appropriate data only if this item is a "class"
classes.push({
classItemId: item.data._id,
name: item.data.name,
diceDenom: item.data.data.hitDice,
currentHitDice: item.data.data.levels - item.data.data.hitDiceUsed,
maxHitDice: item.data.data.levels,
canRoll: item.data.data.levels - item.data.data.hitDiceUsed > 0
});
}
return classes;
}, [])
.sort((a, b) => parseInt(b.diceDenom.slice(1)) - parseInt(a.diceDenom.slice(1)))
};
}
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
// Hook up -/+ buttons to adjust the current value in the form
html.find("button.increment,button.decrement").click((event) => {
const button = event.currentTarget;
const current = button.parentElement.querySelector(".current");
const max = button.parentElement.querySelector(".max");
const direction = button.classList.contains("increment") ? 1 : -1;
current.value = Math.clamped(parseInt(current.value) + direction, 0, parseInt(max.value));
});
html.find("button.roll-hd").click(this._onRollHitDie.bind(this));
}
/* -------------------------------------------- */
/** @override */
async _updateObject(event, formData) {
const actorItems = this.object.items;
const classUpdates = Object.entries(formData).map(([id, hd]) => ({
"_id": id,
"data.hitDiceUsed": actorItems.get(id).data.data.levels - hd
}));
return this.object.updateEmbeddedDocuments("Item", classUpdates);
}
/* -------------------------------------------- */
/**
* Rolls the hit die corresponding with the class row containing the event's target button.
* @param {MouseEvent} event
* @private
*/
async _onRollHitDie(event) {
event.preventDefault();
const button = event.currentTarget;
await this.object.rollHitDie(button.dataset.hdDenom);
// Re-render dialog to reflect changed hit dice quantities
this.render();
}
}

View file

@ -37,30 +37,28 @@ export default class LongRestDialog extends Dialog {
* @param {Actor5e} actor * @param {Actor5e} actor
* @return {Promise} * @return {Promise}
*/ */
static async longRestDialog({ actor } = {}) { static async longRestDialog({actor} = {}) {
return new Promise((resolve, reject) => { return new Promise((resolve, reject) => {
const dlg = new this(actor, { const dlg = new this(actor, {
title: "Long Rest", title: game.i18n.localize("SW5E.LongRest"),
buttons: { buttons: {
rest: { rest: {
icon: '<i class="fas fa-bed"></i>', icon: '<i class="fas fa-bed"></i>',
label: "Rest", label: game.i18n.localize("SW5E.Rest"),
callback: html => { callback: (html) => {
let newDay = false; let newDay = true;
if (game.settings.get("sw5e", "restVariant") === "normal") if (game.settings.get("sw5e", "restVariant") !== "gritty")
newDay = html.find('input[name="newDay"]')[0].checked; newDay = html.find('input[name="newDay"]')[0].checked;
else if(game.settings.get("sw5e", "restVariant") === "gritty")
newDay = true;
resolve(newDay); resolve(newDay);
} }
}, },
cancel: { cancel: {
icon: '<i class="fas fa-times"></i>', icon: '<i class="fas fa-times"></i>',
label: "Cancel", label: game.i18n.localize("Cancel"),
callback: reject callback: reject
} }
}, },
default: 'rest', default: "rest",
close: reject close: reject
}); });
dlg.render(true); dlg.render(true);

View file

@ -1,12 +1,11 @@
/** /**
* A simple form to set actor movement speeds * A simple form to set actor movement speeds
* @implements {BaseEntitySheet} * @extends {DocumentSheet}
*/ */
export default class ActorMovementConfig extends BaseEntitySheet { export default class ActorMovementConfig extends DocumentSheet {
/** @override */ /** @override */
static get defaultOptions() { static get defaultOptions() {
return mergeObject(super.defaultOptions, { return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["sw5e"], classes: ["sw5e"],
template: "systems/sw5e/templates/apps/movement-config.html", template: "systems/sw5e/templates/apps/movement-config.html",
width: 300, width: 300,
@ -18,19 +17,20 @@ export default class ActorMovementConfig extends BaseEntitySheet {
/** @override */ /** @override */
get title() { get title() {
return `${game.i18n.localize("SW5E.MovementConfig")}: ${this.entity.name}`; return `${game.i18n.localize("SW5E.MovementConfig")}: ${this.document.name}`;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */
getData(options) { getData(options) {
const sourceMovement = foundry.utils.getProperty(this.document.data._source, "data.attributes.movement") || {};
const data = { const data = {
movement: duplicate(this.entity._data.data.attributes.movement), movement: foundry.utils.deepClone(sourceMovement),
units: CONFIG.SW5E.movementUnits units: CONFIG.SW5E.movementUnits
} };
for ( let [k, v] of Object.entries(data.movement) ) { for (let [k, v] of Object.entries(data.movement)) {
if ( ["units", "hover"].includes(k) ) continue; if (["units", "hover"].includes(k)) continue;
data.movement[k] = Number.isNumeric(v) ? v.toNearest(0.1) : 0; data.movement[k] = Number.isNumeric(v) ? v.toNearest(0.1) : 0;
} }
return data; return data;

View file

@ -0,0 +1,66 @@
/**
* A Dialog to prompt the user to select from a list of items.
* @type {Dialog}
*/
export default class SelectItemsPrompt extends Dialog {
constructor(items, dialogData = {}, options = {}) {
super(dialogData, options);
this.options.classes = ["sw5e", "dialog", "select-items-prompt", "sheet"];
/**
* Store a reference to the Item entities being used
* @type {Array<Item5e>}
*/
this.items = items;
}
activateListeners(html) {
super.activateListeners(html);
// render the item's sheet if its image is clicked
html.on("click", ".item-image", (event) => {
const item = this.items.find((feature) => feature.id === event.currentTarget.dataset?.itemId);
item?.sheet.render(true);
});
}
/**
* A constructor function which displays the AddItemPrompt app for a given Actor and Item set.
* Returns a Promise which resolves to the dialog FormData once the workflow has been completed.
* @param {Array<Item5e>} items
* @param {Object} options
* @param {string} options.hint - Localized hint to display at the top of the prompt
* @return {Promise<string[]>} - list of item ids which the user has selected
*/
static async create(items, {hint}) {
// Render the ability usage template
const html = await renderTemplate("systems/sw5e/templates/apps/select-items-prompt.html", {items, hint});
return new Promise((resolve) => {
const dlg = new this(items, {
title: game.i18n.localize("SW5E.SelectItemsPromptTitle"),
content: html,
buttons: {
apply: {
icon: `<i class="fas fa-user-plus"></i>`,
label: game.i18n.localize("SW5E.Apply"),
callback: (html) => {
const fd = new FormDataExtended(html[0].querySelector("form")).toObject();
const selectedIds = Object.keys(fd).filter((itemId) => fd[itemId]);
resolve(selectedIds);
}
},
cancel: {
icon: '<i class="fas fa-forward"></i>',
label: game.i18n.localize("SW5E.Skip"),
callback: () => resolve([])
}
},
default: "apply",
close: () => resolve([])
});
dlg.render(true);
});
}
}

View file

@ -1,12 +1,11 @@
/** /**
* A simple form to set actor movement speeds * A simple form to set Actor movement speeds.
* @implements {BaseEntitySheet} * @extends {DocumentSheet}
*/ */
export default class ActorSensesConfig extends BaseEntitySheet { export default class ActorSensesConfig extends DocumentSheet {
/** @inheritdoc */
/** @override */
static get defaultOptions() { static get defaultOptions() {
return mergeObject(super.defaultOptions, { return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["sw5e"], classes: ["sw5e"],
template: "systems/sw5e/templates/apps/senses-config.html", template: "systems/sw5e/templates/apps/senses-config.html",
width: 300, width: 300,
@ -16,27 +15,28 @@ export default class ActorSensesConfig extends BaseEntitySheet {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @inheritdoc */
get title() { get title() {
return `${game.i18n.localize("SW5E.SensesConfig")}: ${this.entity.name}`; return `${game.i18n.localize("SW5E.SensesConfig")}: ${this.document.name}`;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @inheritdoc */
getData(options) { getData(options) {
const senses = this.entity._data.data.attributes?.senses ?? {}; const senses = foundry.utils.getProperty(this.document.data._source, "data.attributes.senses") || {};
const data = { const data = {
senses: {}, senses: {},
special: senses.special ?? "", special: senses.special ?? "",
units: senses.units, movementUnits: CONFIG.SW5E.movementUnits units: senses.units,
movementUnits: CONFIG.SW5E.movementUnits
}; };
for ( let [name, label] of Object.entries(CONFIG.SW5E.senses) ) { for (let [name, label] of Object.entries(CONFIG.SW5E.senses)) {
const v = senses[name]; const v = senses[name];
data.senses[name] = { data.senses[name] = {
label: game.i18n.localize(label), label: game.i18n.localize(label),
value: Number.isNumeric(v) ? v.toNearest(0.1) : 0 value: Number.isNumeric(v) ? v.toNearest(0.1) : 0
} };
} }
return data; return data;
} }

View file

@ -5,7 +5,7 @@ import LongRestDialog from "./long-rest.js";
* @extends {Dialog} * @extends {Dialog}
*/ */
export default class ShortRestDialog extends Dialog { export default class ShortRestDialog extends Dialog {
constructor(actor, dialogData={}, options={}) { constructor(actor, dialogData = {}, options = {}) {
super(dialogData, options); super(dialogData, options);
/** /**
@ -39,8 +39,8 @@ export default class ShortRestDialog extends Dialog {
// Determine Hit Dice // Determine Hit Dice
data.availableHD = this.actor.data.items.reduce((hd, item) => { data.availableHD = this.actor.data.items.reduce((hd, item) => {
if ( item.type === "class" ) { if (item.type === "class") {
const d = item.data; const d = item.data.data;
const denom = d.hitDice || "d6"; const denom = d.hitDice || "d6";
const available = parseInt(d.levels || 1) - parseInt(d.hitDiceUsed || 0); const available = parseInt(d.levels || 1) - parseInt(d.hitDiceUsed || 0);
hd[denom] = denom in hd ? hd[denom] + available : available; hd[denom] = denom in hd ? hd[denom] + available : available;
@ -59,7 +59,6 @@ export default class ShortRestDialog extends Dialog {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */
activateListeners(html) { activateListeners(html) {
super.activateListeners(html); super.activateListeners(html);
@ -90,15 +89,15 @@ export default class ShortRestDialog extends Dialog {
* @param {Actor5e} actor * @param {Actor5e} actor
* @return {Promise} * @return {Promise}
*/ */
static async shortRestDialog({actor}={}) { static async shortRestDialog({actor} = {}) {
return new Promise((resolve, reject) => { return new Promise((resolve, reject) => {
const dlg = new this(actor, { const dlg = new this(actor, {
title: "Short Rest", title: game.i18n.localize("SW5E.ShortRest"),
buttons: { buttons: {
rest: { rest: {
icon: '<i class="fas fa-bed"></i>', icon: '<i class="fas fa-bed"></i>',
label: "Rest", label: game.i18n.localize("SW5E.Rest"),
callback: html => { callback: (html) => {
let newDay = false; let newDay = false;
if (game.settings.get("sw5e", "restVariant") === "gritty") if (game.settings.get("sw5e", "restVariant") === "gritty")
newDay = html.find('input[name="newDay"]')[0].checked; newDay = html.find('input[name="newDay"]')[0].checked;
@ -107,7 +106,7 @@ export default class ShortRestDialog extends Dialog {
}, },
cancel: { cancel: {
icon: '<i class="fas fa-times"></i>', icon: '<i class="fas fa-times"></i>',
label: "Cancel", label: game.i18n.localize("Cancel"),
callback: reject callback: reject
} }
}, },
@ -126,8 +125,10 @@ export default class ShortRestDialog extends Dialog {
* @param {Actor5e} actor * @param {Actor5e} actor
* @return {Promise} * @return {Promise}
*/ */
static async longRestDialog({actor}={}) { static async longRestDialog({actor} = {}) {
console.warn("WARNING! ShortRestDialog.longRestDialog has been deprecated, use LongRestDialog.longRestDialog instead."); console.warn(
"WARNING! ShortRestDialog.longRestDialog has been deprecated, use LongRestDialog.longRestDialog instead."
);
return LongRestDialog.longRestDialog(...arguments); return LongRestDialog.longRestDialog(...arguments);
} }
} }

View file

@ -1,14 +1,13 @@
/** /**
* A specialized form used to select from a checklist of attributes, traits, or properties * A specialized form used to select from a checklist of attributes, traits, or properties
* @implements {FormApplication} * @extends {DocumentSheet}
*/ */
export default class TraitSelector extends FormApplication { export default class TraitSelector extends DocumentSheet {
/** @inheritdoc */
/** @override */
static get defaultOptions() { static get defaultOptions() {
return mergeObject(super.defaultOptions, { return foundry.utils.mergeObject(super.defaultOptions, {
id: "trait-selector", id: "trait-selector",
classes: ["sw5e"], classes: ["sw5e", "trait-selector", "subconfig"],
title: "Actor Trait Selection", title: "Actor Trait Selection",
template: "systems/sw5e/templates/apps/trait-selector.html", template: "systems/sw5e/templates/apps/trait-selector.html",
width: 320, width: 320,
@ -16,7 +15,9 @@ export default class TraitSelector extends FormApplication {
choices: {}, choices: {},
allowCustom: true, allowCustom: true,
minimum: 0, minimum: 0,
maximum: null maximum: null,
valueKey: "value",
customKey: "custom"
}); });
} }
@ -24,7 +25,7 @@ export default class TraitSelector extends FormApplication {
/** /**
* Return a reference to the target attribute * Return a reference to the target attribute
* @type {String} * @type {string}
*/ */
get attribute() { get attribute() {
return this.options.name; return this.options.name;
@ -34,52 +35,50 @@ export default class TraitSelector extends FormApplication {
/** @override */ /** @override */
getData() { getData() {
const attr = foundry.utils.getProperty(this.object.data, this.attribute);
// Get current values const o = this.options;
let attr = getProperty(this.object._data, this.attribute); const value = o.valueKey ? attr[o.valueKey] ?? [] : attr;
if ( getType(attr) !== "Object" ) attr = {value: [], custom: ""}; const custom = o.customKey ? attr[o.customKey] ?? "" : "";
// Populate choices // Populate choices
const choices = duplicate(this.options.choices); const choices = Object.entries(o.choices).reduce((obj, e) => {
for ( let [k, v] of Object.entries(choices) ) { let [k, v] = e;
choices[k] = { obj[k] = {label: v, chosen: attr ? value.includes(k) : false};
label: v, return obj;
chosen: attr ? attr.value.includes(k) : false }, {});
}
}
// Return data // Return data
return { return {
allowCustom: this.options.allowCustom, allowCustom: o.allowCustom,
choices: choices, choices: choices,
custom: attr ? attr.custom : "" custom: custom
} };
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */
_updateObject(event, formData) { async _updateObject(event, formData) {
const updateData = {}; const o = this.options;
// Obtain choices // Obtain choices
const chosen = []; const chosen = [];
for ( let [k, v] of Object.entries(formData) ) { for (let [k, v] of Object.entries(formData)) {
if ( (k !== "custom") && v ) chosen.push(k); if (k !== "custom" && v) chosen.push(k);
} }
updateData[`${this.attribute}.value`] = chosen;
// Object including custom data
const updateData = {};
if (o.valueKey) updateData[`${this.attribute}.${o.valueKey}`] = chosen;
else updateData[this.attribute] = chosen;
if (o.allowCustom) updateData[`${this.attribute}.${o.customKey}`] = formData.custom;
// Validate the number chosen // Validate the number chosen
if ( this.options.minimum && (chosen.length < this.options.minimum) ) { if (o.minimum && chosen.length < o.minimum) {
return ui.notifications.error(`You must choose at least ${this.options.minimum} options`); return ui.notifications.error(`You must choose at least ${o.minimum} options`);
} }
if ( this.options.maximum && (chosen.length > this.options.maximum) ) { if (o.maximum && chosen.length > o.maximum) {
return ui.notifications.error(`You may choose no more than ${this.options.maximum} options`); return ui.notifications.error(`You may choose no more than ${o.maximum} options`);
}
// Include custom
if ( this.options.allowCustom ) {
updateData[`${this.attribute}.custom`] = formData.custom;
} }
// Update the object // Update the object

View file

@ -1,6 +1,6 @@
/** @override */ /** @override */
export const measureDistances = function(segments, options={}) { export const measureDistances = function (segments, options = {}) {
if ( !options.gridSpaces ) return BaseGrid.prototype.measureDistances.call(this, segments, options); if (!options.gridSpaces) return BaseGrid.prototype.measureDistances.call(this, segments, options);
// Track the total number of diagonals // Track the total number of diagonals
let nDiagonal = 0; let nDiagonal = 0;
@ -8,7 +8,7 @@ export const measureDistances = function(segments, options={}) {
const d = canvas.dimensions; const d = canvas.dimensions;
// Iterate over measured segments // Iterate over measured segments
return segments.map(s => { return segments.map((s) => {
let r = s.ray; let r = s.ray;
// Determine the total distance traveled // Determine the total distance traveled
@ -23,7 +23,7 @@ export const measureDistances = function(segments, options={}) {
// Alternative DMG Movement // Alternative DMG Movement
if (rule === "5105") { if (rule === "5105") {
let nd10 = Math.floor(nDiagonal / 2) - Math.floor((nDiagonal - nd) / 2); let nd10 = Math.floor(nDiagonal / 2) - Math.floor((nDiagonal - nd) / 2);
let spaces = (nd10 * 2) + (nd - nd10) + ns; let spaces = nd10 * 2 + (nd - nd10) + ns;
return spaces * canvas.dimensions.distance; return spaces * canvas.dimensions.distance;
} }
@ -36,19 +36,3 @@ export const measureDistances = function(segments, options={}) {
else return (ns + nd) * canvas.scene.data.gridDistance; else return (ns + nd) * canvas.scene.data.gridDistance;
}); });
}; };
/* -------------------------------------------- */
/**
* Hijack Token health bar rendering to include temporary and temp-max health in the bar display
* TODO: This should probably be replaced with a formal Token class extension
*/
const _TokenGetBarAttribute = Token.prototype.getBarAttribute;
export const getBarAttribute = function(...args) {
const data = _TokenGetBarAttribute.bind(this)(...args);
if ( data && (data.attribute === "attributes.hp") ) {
data.value += parseInt(getProperty(this.actor.data, "data.attributes.hp.temp") || 0);
data.max += parseInt(getProperty(this.actor.data, "data.attributes.hp.tempmax") || 0);
}
return data;
};

View file

@ -1,52 +1,113 @@
export default class CharacterImporter { export default class CharacterImporter {
// transform JSON from sw5e.com to Foundry friendly format // transform JSON from sw5e.com to Foundry friendly format
// and insert new actor // and insert new actor
static async transform(rawCharacter){ static async transform(rawCharacter) {
const sourceCharacter = JSON.parse(rawCharacter); //source character const sourceCharacter = JSON.parse(rawCharacter); //source character
const details = { const details = {
species: sourceCharacter.attribs.find(e => e.name == "race").current, species: sourceCharacter.attribs.find((e) => e.name == "race").current,
background: sourceCharacter.attribs.find(e => e.name == "background").current, background: sourceCharacter.attribs.find((e) => e.name == "background").current,
alignment: sourceCharacter.attribs.find(e => e.name == "alignment").current alignment: sourceCharacter.attribs.find((e) => e.name == "alignment").current
}
const hp = {
value: sourceCharacter.attribs.find(e => e.name == "hp").current,
min: 0,
max: sourceCharacter.attribs.find(e => e.name == "hp").current,
temp: sourceCharacter.attribs.find(e => e.name == "hp_temp").current
}; };
const ac = { const hp = {
value: sourceCharacter.attribs.find(e => e.name == "ac").current value: sourceCharacter.attribs.find((e) => e.name == "hp").current,
min: 0,
max: sourceCharacter.attribs.find((e) => e.name == "hp").current,
temp: sourceCharacter.attribs.find((e) => e.name == "hp_temp").current
}; };
const abilities = { const abilities = {
str: { str: {
value: sourceCharacter.attribs.find(e => e.name == "strength").current, value: sourceCharacter.attribs.find((e) => e.name == "strength").current,
proficient: sourceCharacter.attribs.find(e => e.name == 'strength_save_prof').current ? 1 : 0 proficient: sourceCharacter.attribs.find((e) => e.name == "strength_save_prof").current ? 1 : 0
}, },
dex: { dex: {
value: sourceCharacter.attribs.find(e => e.name == "dexterity").current, value: sourceCharacter.attribs.find((e) => e.name == "dexterity").current,
proficient: sourceCharacter.attribs.find(e => e.name == 'dexterity_save_prof').current ? 1 : 0 proficient: sourceCharacter.attribs.find((e) => e.name == "dexterity_save_prof").current ? 1 : 0
}, },
con: { con: {
value: sourceCharacter.attribs.find(e => e.name == "constitution").current, value: sourceCharacter.attribs.find((e) => e.name == "constitution").current,
proficient: sourceCharacter.attribs.find(e => e.name == 'constitution_save_prof').current ? 1 : 0 proficient: sourceCharacter.attribs.find((e) => e.name == "constitution_save_prof").current ? 1 : 0
}, },
int: { int: {
value: sourceCharacter.attribs.find(e => e.name == "intelligence").current, value: sourceCharacter.attribs.find((e) => e.name == "intelligence").current,
proficient: sourceCharacter.attribs.find(e => e.name == 'intelligence_save_prof').current ? 1 : 0 proficient: sourceCharacter.attribs.find((e) => e.name == "intelligence_save_prof").current ? 1 : 0
}, },
wis: { wis: {
value: sourceCharacter.attribs.find(e => e.name == "wisdom").current, value: sourceCharacter.attribs.find((e) => e.name == "wisdom").current,
proficient: sourceCharacter.attribs.find(e => e.name == 'wisdom_save_prof').current ? 1 : 0 proficient: sourceCharacter.attribs.find((e) => e.name == "wisdom_save_prof").current ? 1 : 0
}, },
cha: { cha: {
value: sourceCharacter.attribs.find(e => e.name == "charisma").current, value: sourceCharacter.attribs.find((e) => e.name == "charisma").current,
proficient: sourceCharacter.attribs.find(e => e.name == 'charisma_save_prof').current ? 1 : 0 proficient: sourceCharacter.attribs.find((e) => e.name == "charisma_save_prof").current ? 1 : 0
}
};
/* ----------------------------------------------------------------- */
/* character.data.skills.<skill_name>.value is all that matters
/* values can be 0, 0.5, 1 or 2
/* 0 = regular
/* 0.5 = half-proficient
/* 1 = proficient
/* 2 = expertise
/* foundry takes care of calculating the rest
/* ----------------------------------------------------------------- */
const skills = {
acr: {
value: sourceCharacter.attribs.find((e) => e.name == "acrobatics_type").current
}, },
ani: {
value: sourceCharacter.attribs.find((e) => e.name == "animal_handling_type").current
},
ath: {
value: sourceCharacter.attribs.find((e) => e.name == "athletics_type").current
},
dec: {
value: sourceCharacter.attribs.find((e) => e.name == "deception_type").current
},
ins: {
value: sourceCharacter.attribs.find((e) => e.name == "insight_type").current
},
inv: {
value: sourceCharacter.attribs.find((e) => e.name == "investigation_type").current
},
itm: {
value: sourceCharacter.attribs.find((e) => e.name == "intimidation_type").current
},
lor: {
value: sourceCharacter.attribs.find((e) => e.name == "lore_type").current
},
med: {
value: sourceCharacter.attribs.find((e) => e.name == "medicine_type").current
},
nat: {
value: sourceCharacter.attribs.find((e) => e.name == "nature_type").current
},
per: {
value: sourceCharacter.attribs.find((e) => e.name == "persuasion_type").current
},
pil: {
value: sourceCharacter.attribs.find((e) => e.name == "piloting_type").current
},
prc: {
value: sourceCharacter.attribs.find((e) => e.name == "perception_type").current
},
prf: {
value: sourceCharacter.attribs.find((e) => e.name == "performance_type").current
},
slt: {
value: sourceCharacter.attribs.find((e) => e.name == "sleight_of_hand_type").current
},
ste: {
value: sourceCharacter.attribs.find((e) => e.name == "stealth_type").current
},
sur: {
value: sourceCharacter.attribs.find((e) => e.name == "survival_type").current
},
tec: {
value: sourceCharacter.attribs.find((e) => e.name == "technology_type").current
}
}; };
const targetCharacter = { const targetCharacter = {
@ -55,66 +116,210 @@ export default class CharacterImporter {
data: { data: {
abilities: abilities, abilities: abilities,
details: details, details: details,
skills: skills,
attributes: { attributes: {
ac: ac,
hp: hp hp: hp
} }
} }
}; };
let actor = await Actor.create(targetCharacter); let actor = await Actor.create(targetCharacter);
CharacterImporter.addProfessions(sourceCharacter, actor);
const profession = sourceCharacter.attribs.find(e => e.name == "class").current;
let professionLevel = sourceCharacter.attribs.find(e => e.name == "class_display").current;
professionLevel = parseInt( professionLevel.replace(/[^0-9]/g,'') ); //remove a-z, leaving only integers
CharacterImporter.addClasses(profession, professionLevel, actor);
} }
static async addClasses(profession, level, actor){ // Parse all classes and add them to already created actor.
let classes = await game.packs.get('sw5e.classes').getContent(); // "class" is a reserved word, therefore I use profession where I can.
let assignedClass = classes.find( c => c.name === profession ); static async addProfessions(sourceCharacter, actor) {
let result = [];
// parse all class and multiclassX items
// couldn't get Array.filter to work here for some reason
// result = array of objects. each object is a separate class
sourceCharacter.attribs.forEach((e) => {
if (CharacterImporter.classOrMulticlass(e.name)) {
var t = {
profession: CharacterImporter.capitalize(e.current),
type: CharacterImporter.baseOrMulti(e.name),
level: CharacterImporter.getLevel(e, sourceCharacter)
};
result.push(t);
}
});
// pull classes directly from system compendium and add them to current actor
const professionsPack = await game.packs.get("sw5e.classes").getDocuments();
result.forEach((prof) => {
let assignedProfession = professionsPack.find((o) => o.name === prof.profession);
assignedProfession.data.data.levels = prof.level;
actor.createEmbeddedDocuments("Item", [assignedProfession.data], {displaySheet: false});
});
this.addSpecies(sourceCharacter.attribs.find((e) => e.name == "race").current, actor);
this.addPowers(
sourceCharacter.attribs
.filter((e) => e.name.search(/repeating_power.+_powername/g) != -1)
.map((e) => e.current),
actor
);
const discoveredItems = sourceCharacter.attribs.filter(
(e) => e.name.search(/repeating_inventory.+_itemname/g) != -1
);
const items = discoveredItems.map((item) => {
const id = item.name.match(/-\w{19}/g);
return {
name: item.current,
quantity: sourceCharacter.attribs.find((e) => e.name === `repeating_inventory_${id}_itemcount`).current
};
});
this.addItems(items, actor);
}
static async addClasses(profession, level, actor) {
let classes = await game.packs.get("sw5e.classes").getDocuments();
let assignedClass = classes.find((c) => c.name === profession);
assignedClass.data.data.levels = level; assignedClass.data.data.levels = level;
await actor.createEmbeddedEntity("OwnedItem", assignedClass.data, { displaySheet: false }); await actor.createEmbeddedDocuments("Item", [assignedClass.data], {displaySheet: false});
} }
static addImportButton(html){ static classOrMulticlass(name) {
const header = $("#actors").find("header.directory-header"); return name === "class" || (name.includes("multiclass") && name.length <= 12);
const search = $("#actors").children().find("div.header-search"); }
const newImportButtonDiv = $("#actors").children().find("div.header-actions").clone();
const newSearch = search.clone();
search.remove();
newImportButtonDiv.attr('id', 'character-sheet-import');
header.append(newImportButtonDiv);
newImportButtonDiv.children("button").remove();
newImportButtonDiv.append("<button class='create-entity' id='cs-import-button'><i class='fas fa-upload'></i> Import Character</button>");
newSearch.appendTo(header);
let characterImportButton = $("#cs-import-button"); static baseOrMulti(name) {
characterImportButton.click(ev => { if (name === "class") {
let content = '<h1>Saved Character JSON Import</h1> ' return "base_class";
+ '<label for="character-json">Paste character JSON here:</label> ' } else {
+ '</br>' return "multi_class";
+ '<textarea id="character-json" name="character-json" rows="10" cols="50"></textarea>'; }
}
static getLevel(item, sourceCharacter) {
if (item.name === "class") {
let result = sourceCharacter.attribs.find((e) => e.name === "base_level").current;
return parseInt(result);
} else {
let result = sourceCharacter.attribs.find((e) => e.name === `${item.name}_lvl`).current;
return parseInt(result);
}
}
static capitalize(str) {
return str.charAt(0).toUpperCase() + str.slice(1);
}
static async addSpecies(race, actor) {
const species = await game.packs.get("sw5e.species").getDocuments();
const assignedSpecies = species.find((c) => c.name === race);
const activeEffects = [...assignedSpecies.data.effects][0].data.changes;
const actorData = {data: {abilities: {...actor.data.data.abilities}}};
activeEffects.map((effect) => {
switch (effect.key) {
case "data.abilities.str.value":
actorData.data.abilities.str.value -= effect.value;
break;
case "data.abilities.dex.value":
actorData.data.abilities.dex.value -= effect.value;
break;
case "data.abilities.con.value":
actorData.data.abilities.con.value -= effect.value;
break;
case "data.abilities.int.value":
actorData.data.abilities.int.value -= effect.value;
break;
case "data.abilities.wis.value":
actorData.data.abilities.wis.value -= effect.value;
break;
case "data.abilities.cha.value":
actorData.data.abilities.cha.value -= effect.value;
break;
default:
break;
}
});
actor.update(actorData);
await actor.createEmbeddedDocuments("Item", [assignedSpecies.data], {displaySheet: false});
}
static async addPowers(powers, actor) {
const forcePowers = await game.packs.get("sw5e.forcepowers").getDocuments();
const techPowers = await game.packs.get("sw5e.techpowers").getDocuments();
for (const power of powers) {
const createdPower = forcePowers.find((c) => c.name === power) || techPowers.find((c) => c.name === power);
if (createdPower) {
await actor.createEmbeddedDocuments("Item", [createdPower.data], {displaySheet: false});
}
}
}
static async addItems(items, actor) {
const weapons = await game.packs.get("sw5e.weapons").getDocuments();
const armors = await game.packs.get("sw5e.armor").getDocuments();
const adventuringGear = await game.packs.get("sw5e.adventuringgear").getDocuments();
for (const item of items) {
const createdItem =
weapons.find((c) => c.name.toLowerCase() === item.name.toLowerCase()) ||
armors.find((c) => c.name.toLowerCase() === item.name.toLowerCase()) ||
adventuringGear.find((c) => c.name.toLowerCase() === item.name.toLowerCase());
if (createdItem) {
if (item.quantity != 1) {
createdItem.data.data.quantity = item.quantity;
}
await actor.createEmbeddedDocuments("Item", [createdItem.data], {displaySheet: false});
}
}
}
static addImportButton(html) {
const actionButtons = html.find(".header-actions");
actionButtons[0].insertAdjacentHTML(
"afterend",
`<div class="header-actions action-buttons flexrow"><button class="create-entity cs-import-button"><i class="fas fa-upload"></i> Import Character</button></div>`
);
let characterImportButton = $(".cs-import-button");
characterImportButton.click(() => {
let content = `<h1>Saved Character JSON Import</h1>
<label for="character-json">Paste character JSON here:</label>
</br>
<textarea id="character-json" name="character-json" rows="10" cols="50"></textarea>`;
let importDialog = new Dialog({ let importDialog = new Dialog({
title: "Import Character from SW5e.com", title: "Import Character from SW5e.com",
content: content, content: content,
buttons: { buttons: {
"Import": { Import: {
icon: '<i class="fas fa-file-import"></i>', icon: `<i class="fas fa-file-import"></i>`,
label: "Import Character", label: "Import Character",
callback: (e) => { callback: () => {
let characterData = $('#character-json').val(); let characterData = $("#character-json").val();
console.log('Parsing Character JSON'); console.log("Parsing Character JSON");
CharacterImporter.transform(characterData); CharacterImporter.transform(characterData);
} }
}, },
"Cancel": { Cancel: {
icon: '<i class="fas fa-times-circle"></i>', icon: `<i class="fas fa-times-circle"></i>`,
label: "Cancel", label: "Cancel",
callback: () => {}, callback: () => {}
} }
} }
}) });
importDialog.render(true); importDialog.render(true);
}); });
} }

View file

@ -1,28 +1,27 @@
/** /**
* Highlight critical success or failure on d20 rolls * Highlight critical success or failure on d20 rolls
*/ */
export const highlightCriticalSuccessFailure = function(message, html, data) { export const highlightCriticalSuccessFailure = function (message, html, data) {
if ( !message.isRoll || !message.isContentVisible ) return; if (!message.isRoll || !message.isContentVisible) return;
// Highlight rolls where the first part is a d20 roll // Highlight rolls where the first part is a d20 roll
const roll = message.roll; const roll = message.roll;
if ( !roll.dice.length ) return; if (!roll.dice.length) return;
const d = roll.dice[0]; const d = roll.dice[0];
// Ensure it is an un-modified d20 roll // Ensure it is an un-modified d20 roll
const isD20 = (d.faces === 20) && ( d.values.length === 1 ); const isD20 = d.faces === 20 && d.values.length === 1;
if ( !isD20 ) return; if (!isD20) return;
const isModifiedRoll = ("success" in d.results[0]) || d.options.marginSuccess || d.options.marginFailure; const isModifiedRoll = "success" in d.results[0] || d.options.marginSuccess || d.options.marginFailure;
if ( isModifiedRoll ) return; if (isModifiedRoll) return;
// Highlight successes and failures // Highlight successes and failures
const critical = d.options.critical || 20; const critical = d.options.critical || 20;
const fumble = d.options.fumble || 1; const fumble = d.options.fumble || 1;
if ( d.total >= critical ) html.find(".dice-total").addClass("critical"); if (d.total >= critical) html.find(".dice-total").addClass("critical");
else if ( d.total <= fumble ) html.find(".dice-total").addClass("fumble"); else if (d.total <= fumble) html.find(".dice-total").addClass("fumble");
else if ( d.options.target ) { else if (d.options.target) {
if ( roll.total >= d.options.target ) html.find(".dice-total").addClass("success"); if (roll.total >= d.options.target) html.find(".dice-total").addClass("success");
else html.find(".dice-total").addClass("failure"); else html.find(".dice-total").addClass("failure");
} }
}; };
@ -32,22 +31,22 @@ export const highlightCriticalSuccessFailure = function(message, html, data) {
/** /**
* Optionally hide the display of chat card action buttons which cannot be performed by the user * Optionally hide the display of chat card action buttons which cannot be performed by the user
*/ */
export const displayChatActionButtons = function(message, html, data) { export const displayChatActionButtons = function (message, html, data) {
const chatCard = html.find(".sw5e.chat-card"); const chatCard = html.find(".sw5e.chat-card");
if ( chatCard.length > 0 ) { if (chatCard.length > 0) {
const flavor = html.find(".flavor-text"); const flavor = html.find(".flavor-text");
if ( flavor.text() === html.find(".item-name").text() ) flavor.remove(); if (flavor.text() === html.find(".item-name").text()) flavor.remove();
// If the user is the message author or the actor owner, proceed // If the user is the message author or the actor owner, proceed
let actor = game.actors.get(data.message.speaker.actor); let actor = game.actors.get(data.message.speaker.actor);
if ( actor && actor.owner ) return; if (actor && actor.isOwner) return;
else if ( game.user.isGM || (data.author.id === game.user.id)) return; else if (game.user.isGM || data.author.id === game.user.id) return;
// Otherwise conceal action buttons except for saving throw // Otherwise conceal action buttons except for saving throw
const buttons = chatCard.find("button[data-action]"); const buttons = chatCard.find("button[data-action]");
buttons.each((i, btn) => { buttons.each((i, btn) => {
if ( btn.dataset.action === "save" ) return; if (btn.dataset.action === "save") return;
btn.style.display = "none" btn.style.display = "none";
}); });
} }
}; };
@ -63,35 +62,35 @@ export const displayChatActionButtons = function(message, html, data) {
* *
* @return {Array} The extended options Array including new context choices * @return {Array} The extended options Array including new context choices
*/ */
export const addChatMessageContextOptions = function(html, options) { export const addChatMessageContextOptions = function (html, options) {
let canApply = li => { let canApply = (li) => {
const message = game.messages.get(li.data("messageId")); 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( options.push(
{ {
name: game.i18n.localize("SW5E.ChatContextDamage"), name: game.i18n.localize("SW5E.ChatContextDamage"),
icon: '<i class="fas fa-user-minus"></i>', icon: '<i class="fas fa-user-minus"></i>',
condition: canApply, condition: canApply,
callback: li => applyChatCardDamage(li, 1) callback: (li) => applyChatCardDamage(li, 1)
}, },
{ {
name: game.i18n.localize("SW5E.ChatContextHealing"), name: game.i18n.localize("SW5E.ChatContextHealing"),
icon: '<i class="fas fa-user-plus"></i>', icon: '<i class="fas fa-user-plus"></i>',
condition: canApply, condition: canApply,
callback: li => applyChatCardDamage(li, -1) callback: (li) => applyChatCardDamage(li, -1)
}, },
{ {
name: game.i18n.localize("SW5E.ChatContextDoubleDamage"), name: game.i18n.localize("SW5E.ChatContextDoubleDamage"),
icon: '<i class="fas fa-user-injured"></i>', icon: '<i class="fas fa-user-injured"></i>',
condition: canApply, condition: canApply,
callback: li => applyChatCardDamage(li, 2) callback: (li) => applyChatCardDamage(li, 2)
}, },
{ {
name: game.i18n.localize("SW5E.ChatContextHalfDamage"), name: game.i18n.localize("SW5E.ChatContextHalfDamage"),
icon: '<i class="fas fa-user-shield"></i>', icon: '<i class="fas fa-user-shield"></i>',
condition: canApply, condition: canApply,
callback: li => applyChatCardDamage(li, 0.5) callback: (li) => applyChatCardDamage(li, 0.5)
} }
); );
return options; return options;
@ -110,10 +109,12 @@ export const addChatMessageContextOptions = function(html, options) {
function applyChatCardDamage(li, multiplier) { function applyChatCardDamage(li, multiplier) {
const message = game.messages.get(li.data("messageId")); const message = game.messages.get(li.data("messageId"));
const roll = message.roll; const roll = message.roll;
return Promise.all(canvas.tokens.controlled.map(t => { return Promise.all(
canvas.tokens.controlled.map((t) => {
const a = t.actor; const a = t.actor;
return a.applyDamage(roll.total, multiplier); return a.applyDamage(roll.total, multiplier);
})); })
);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */

View file

@ -1,4 +1 @@
export const ClassFeatures = { export const ClassFeatures = {};
};

View file

@ -1,28 +1,31 @@
/** /**
* Override the default Initiative formula to customize special behaviors of the SW5e system. * Override the default Initiative formula to customize special behaviors of the SW5e system.
* Apply advantage, proficiency, or bonuses where appropriate * Apply advantage, proficiency, or bonuses where appropriate
* Apply the dexterity score as a decimal tiebreaker if requested * Apply the dexterity score as a decimal tiebreaker if requested
* See Combat._getInitiativeFormula for more detail. * See Combat._getInitiativeFormula for more detail.
*/ */
export const _getInitiativeFormula = function(combatant) { export const _getInitiativeFormula = function () {
const actor = combatant.actor; const actor = this.actor;
if ( !actor ) return "1d20"; if (!actor) return "1d20";
const init = actor.data.data.attributes.init; const init = actor.data.data.attributes.init;
// Construct initiative formula parts
let nd = 1; let nd = 1;
let mods = ""; let mods = "";
if (actor.getFlag("sw5e", "halflingLucky")) mods += "r1=1"; if (actor.getFlag("sw5e", "halflingLucky")) mods += "r1=1";
if (actor.getFlag("sw5e", "initiativeAdv")) { if (actor.getFlag("sw5e", "initiativeAdv")) {
nd = 2; nd = 2;
mods += "kh"; mods += "kh";
} }
const parts = [
const parts = [`${nd}d20${mods}`, init.mod, (init.prof !== 0) ? init.prof : null, (init.bonus !== 0) ? init.bonus : null]; `${nd}d20${mods}`,
init.mod,
init.prof !== 0 ? init.prof : null,
init.bonus !== 0 ? init.bonus : null
];
// Optionally apply Dexterity tiebreaker // Optionally apply Dexterity tiebreaker
const tiebreaker = game.settings.get("sw5e", "initiativeDexTiebreaker"); const tiebreaker = game.settings.get("sw5e", "initiativeDexTiebreaker");
if ( tiebreaker ) parts.push(actor.data.data.abilities.dex.value / 100); if (tiebreaker) parts.push(actor.data.data.abilities.dex.value / 100);
return parts.filter(p => p !== null).join(" + "); return parts.filter((p) => p !== null).join(" + ");
}; };

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@ -1,3 +1,6 @@
export {default as D20Roll} from "./dice/d20-roll.js";
export {default as DamageRoll} from "./dice/damage-roll.js";
/** /**
* A standardized helper function for simplifying the constant parts of a multipart roll formula * A standardized helper function for simplifying the constant parts of a multipart roll formula
* *
@ -20,14 +23,19 @@ export function simplifyRollFormula(formula, data, {constantFirst = false} = {})
const constantTerms = []; // Terms that are constant, and their associated operators const constantTerms = []; // Terms that are constant, and their associated operators
let operators = []; // Temporary storage for operators before they are moved to one of the above let operators = []; // Temporary storage for operators before they are moved to one of the above
for (let term of terms) { // For each term for (let term of terms) {
if (["+", "-"].includes(term)) operators.push(term); // If the term is an addition/subtraction operator, push the term into the operators array // For each term
else { // Otherwise the term is not an operator if (term instanceof OperatorTerm) operators.push(term);
if (term instanceof DiceTerm) { // If the term is something rollable // If the term is an addition/subtraction operator, push the term into the operators array
else {
// Otherwise the term is not an operator
if (term instanceof DiceTerm) {
// If the term is something rollable
rollableTerms.push(...operators); // Place all the operators into the rollableTerms array rollableTerms.push(...operators); // Place all the operators into the rollableTerms array
rollableTerms.push(term); // Then place this rollable term into it as well rollableTerms.push(term); // Then place this rollable term into it as well
} // } //
else { // Otherwise, this must be a constant else {
// Otherwise, this must be a constant
constantTerms.push(...operators); // Place the operators into the constantTerms array constantTerms.push(...operators); // Place the operators into the constantTerms array
constantTerms.push(term); // Then also add this constant term to that array. constantTerms.push(term); // Then also add this constant term to that array.
} // } //
@ -35,13 +43,21 @@ export function simplifyRollFormula(formula, data, {constantFirst = false} = {})
} }
} }
const constantFormula = Roll.cleanFormula(constantTerms); // Cleans up the constant terms and produces a new formula string const constantFormula = Roll.getFormula(constantTerms); // Cleans up the constant terms and produces a new formula string
const rollableFormula = Roll.cleanFormula(rollableTerms); // Cleans up the non-constant terms and produces a new formula string const rollableFormula = Roll.getFormula(rollableTerms); // Cleans up the non-constant terms and produces a new formula string
const constantPart = roll._safeEval(constantFormula); // Mathematically evaluate the constant formula to produce a single constant term // Mathematically evaluate the constant formula to produce a single constant term
let constantPart = undefined;
if (constantFormula) {
try {
constantPart = Roll.safeEval(constantFormula);
} catch (err) {
console.warn(`Unable to evaluate constant term ${constantFormula} in simplifyRollFormula`);
}
}
const parts = constantFirst ? // Order the rollable and constant terms, either constant first or second depending on the optional argumen // Order the rollable and constant terms, either constant first or second depending on the optional argument
[constantPart, rollableFormula] : [rollableFormula, constantPart]; const parts = constantFirst ? [constantPart, rollableFormula] : [rollableFormula, constantPart];
// Join the parts with a + sign, pass them to `Roll` once again to clean up the formula // Join the parts with a + sign, pass them to `Roll` once again to clean up the formula
return new Roll(parts.filterJoin(" + ")).formula; return new Roll(parts.filterJoin(" + ")).formula;
@ -56,315 +72,242 @@ export function simplifyRollFormula(formula, data, {constantFirst = false} = {})
*/ */
function _isUnsupportedTerm(term) { function _isUnsupportedTerm(term) {
const diceTerm = term instanceof DiceTerm; const diceTerm = term instanceof DiceTerm;
const operator = ["+", "-"].includes(term); const operator = term instanceof OperatorTerm && ["+", "-"].includes(term.operator);
const number = !isNaN(Number(term)); const number = term instanceof NumericTerm;
return !(diceTerm || operator || number); return !(diceTerm || operator || number);
} }
/* -------------------------------------------- */
/* D20 Roll */
/* -------------------------------------------- */ /* -------------------------------------------- */
/** /**
* A standardized helper function for managing core 5e "d20 rolls" * A standardized helper function for managing core 5e d20 rolls.
*
* Holding SHIFT, ALT, or CTRL when the attack is rolled will "fast-forward". * Holding SHIFT, ALT, or CTRL when the attack is rolled will "fast-forward".
* This chooses the default options of a normal attack with no bonus, Advantage, or Disadvantage respectively * This chooses the default options of a normal attack with no bonus, Advantage, or Disadvantage respectively
* *
* @param {Array} parts The dice roll component parts, excluding the initial d20 * @param {string[]} parts The dice roll component parts, excluding the initial d20
* @param {Object} data Actor or item data against which to parse the roll * @param {object} data Actor or item data against which to parse the roll
* @param {Event|object} event The triggering event which initiated the roll
* @param {string} rollMode A specific roll mode to apply as the default for the resulting roll
* @param {string|null} template The HTML template used to render the roll dialog
* @param {string|null} title The dice roll UI window title
* @param {Object} speaker The ChatMessage speaker to pass when creating the chat
* @param {string|null} flavor Flavor text to use in the posted chat message
* @param {Boolean} fastForward Allow fast-forward advantage selection
* @param {Function} onClose Callback for actions to take when the dialog form is closed
* @param {Object} dialogOptions Modal dialog options
* @param {boolean} advantage Apply advantage to the roll (unless otherwise specified)
* @param {boolean} disadvantage Apply disadvantage to the roll (unless otherwise specified)
* @param {number} critical The value of d20 result which represents a critical success
* @param {number} fumble The value of d20 result which represents a critical failure
* @param {number} targetValue Assign a target value against which the result of this roll should be compared
* @param {boolean} elvenAccuracy Allow Elven Accuracy to modify this roll?
* @param {boolean} halflingLucky Allow Halfling Luck to modify this roll?
* @param {boolean} reliableTalent Allow Reliable Talent to modify this roll?
* @param {boolean} chatMessage Automatically create a Chat Message for the result of this roll
* @param {object} messageData Additional data which is applied to the created Chat Message, if any
* *
* @return {Promise} A Promise which resolves once the roll workflow has completed * @param {boolean} [advantage] Apply advantage to the roll (unless otherwise specified)
* @param {boolean} [disadvantage] Apply disadvantage to the roll (unless otherwise specified)
* @param {number} [critical] The value of d20 result which represents a critical success
* @param {number} [fumble] The value of d20 result which represents a critical failure
* @param {number} [targetValue] Assign a target value against which the result of this roll should be compared
* @param {boolean} [elvenAccuracy] Allow Elven Accuracy to modify this roll?
* @param {boolean} [halflingLucky] Allow Halfling Luck to modify this roll?
* @param {boolean} [reliableTalent] Allow Reliable Talent to modify this roll?
* @param {boolean} [chooseModifier=false] Choose the ability modifier that should be used when the roll is made
* @param {boolean} [fastForward=false] Allow fast-forward advantage selection
* @param {Event} [event] The triggering event which initiated the roll
* @param {string} [rollMode] A specific roll mode to apply as the default for the resulting roll
* @param {string} [template] The HTML template used to render the roll dialog
* @param {string} [title] The dialog window title
* @param {Object} [dialogOptions] Modal dialog options
*
* @param {boolean} [chatMessage=true] Automatically create a Chat Message for the result of this roll
* @param {object} [messageData={}] Additional data which is applied to the created Chat Message, if any
* @param {string} [rollMode] A specific roll mode to apply as the default for the resulting roll
* @param {object} [speaker] The ChatMessage speaker to pass when creating the chat
* @param {string} [flavor] Flavor text to use in the posted chat message
*
* @return {Promise<D20Roll|null>} The evaluated D20Roll, or null if the workflow was cancelled
*/ */
export async function d20Roll({parts=[], data={}, event={}, rollMode=null, template=null, title=null, speaker=null, export async function d20Roll({
flavor=null, fastForward=null, dialogOptions, parts = [],
advantage=null, disadvantage=null, critical=20, fumble=1, targetValue=null, data = {}, // Roll creation
elvenAccuracy=false, halflingLucky=false, reliableTalent=false, advantage,
chatMessage=true, messageData={}}={}) { disadvantage,
fumble = 1,
critical = 20,
targetValue,
elvenAccuracy,
halflingLucky,
reliableTalent, // Roll customization
chooseModifier = false,
fastForward = false,
event,
template,
title,
dialogOptions, // Dialog configuration
chatMessage = true,
messageData = {},
rollMode,
speaker,
flavor // Chat Message customization
} = {}) {
// Handle input arguments
const formula = ["1d20"].concat(parts).join(" + ");
const {advantageMode, isFF} = _determineAdvantageMode({advantage, disadvantage, fastForward, event});
const defaultRollMode = rollMode || game.settings.get("core", "rollMode");
if (chooseModifier && !isFF) data["mod"] = "@mod";
// Prepare Message Data // Construct the D20Roll instance
messageData.flavor = flavor || title; const roll = new CONFIG.Dice.D20Roll(formula, data, {
messageData.speaker = speaker || ChatMessage.getSpeaker(); flavor: flavor || title,
const messageOptions = {rollMode: rollMode || game.settings.get("core", "rollMode")}; advantageMode,
parts = parts.concat(["@bonus"]); defaultRollMode,
critical,
fumble,
targetValue,
elvenAccuracy,
halflingLucky,
reliableTalent
});
// Handle fast-forward events // Prompt a Dialog to further configure the D20Roll
let adv = 0; if (!isFF) {
fastForward = fastForward ?? (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey)); const configured = await roll.configureDialog(
if (fastForward) { {
if ( advantage ?? event.altKey ) adv = 1; title,
else if ( disadvantage ?? (event.ctrlKey || event.metaKey) ) adv = -1; chooseModifier,
defaultRollMode: defaultRollMode,
defaultAction: advantageMode,
defaultAbility: data?.item?.ability,
template
},
dialogOptions
);
if (configured === null) return null;
} }
// Define the inner roll function // Evaluate the configured roll
const _roll = (parts, adv, form) => { await roll.evaluate({async: true});
// Determine the d20 roll and modifiers
let nd = 1;
let mods = halflingLucky ? "r1=1" : "";
// Handle advantage
if (adv === 1) {
nd = elvenAccuracy ? 3 : 2;
messageData.flavor += ` (${game.i18n.localize("SW5E.Advantage")})`;
if ( "flags.sw5e.roll" in messageData ) messageData["flags.sw5e.roll"].advantage = true;
mods += "kh";
}
// Handle disadvantage
else if (adv === -1) {
nd = 2;
messageData.flavor += ` (${game.i18n.localize("SW5E.Disadvantage")})`;
if ( "flags.sw5e.roll" in messageData ) messageData["flags.sw5e.roll"].disadvantage = true;
mods += "kl";
}
// Prepend the d20 roll
let formula = `${nd}d20${mods}`;
if (reliableTalent) formula = `{${nd}d20${mods},10}kh`;
parts.unshift(formula);
// Optionally include a situational bonus
if ( form ) {
data['bonus'] = form.bonus.value;
messageOptions.rollMode = form.rollMode.value;
}
if (!data["bonus"]) parts.pop();
// Optionally include an ability score selection (used for tool checks)
const ability = form ? form.ability : null;
if (ability && ability.value) {
data.ability = ability.value;
const abl = data.abilities[data.ability];
if (abl) {
data.mod = abl.mod;
messageData.flavor += ` (${CONFIG.SW5E.abilities[data.ability]})`;
}
}
// Execute the roll
let roll = new Roll(parts.join(" + "), data);
try {
roll.roll();
} catch (err) {
console.error(err);
ui.notifications.error(`Dice roll evaluation failed: ${err.message}`);
return null;
}
// Flag d20 options for any 20-sided dice in the roll
for (let d of roll.dice) {
if (d.faces === 20) {
d.options.critical = critical;
d.options.fumble = fumble;
if ( adv === 1 ) d.options.advantage = true;
else if ( adv === -1 ) d.options.disadvantage = true;
if (targetValue) d.options.target = targetValue;
}
}
// If reliable talent was applied, add it to the flavor text
if (reliableTalent && roll.dice[0].total < 10) {
messageData.flavor += ` (${game.i18n.localize("SW5E.FlagsReliableTalent")})`;
}
return roll;
};
// Create the Roll instance
const roll = fastForward ? _roll(parts, adv) :
await _d20RollDialog({template, title, parts, data, rollMode: messageOptions.rollMode, dialogOptions, roll: _roll});
// Create a Chat Message // Create a Chat Message
if ( roll && chatMessage ) roll.toMessage(messageData, messageOptions); if (speaker) {
console.warn(
`You are passing the speaker argument to the d20Roll function directly which should instead be passed as an internal key of messageData`
);
messageData.speaker = speaker;
}
if (roll && chatMessage) await roll.toMessage(messageData);
return roll; return roll;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** /**
* Present a Dialog form which creates a d20 roll once submitted * Determines whether this d20 roll should be fast-forwarded, and whether advantage or disadvantage should be applied
* @return {Promise<Roll>} * @returns {{isFF: boolean, advantageMode: number}} Whether the roll is fast-forward, and its advantage mode
* @private
*/ */
async function _d20RollDialog({template, title, parts, data, rollMode, dialogOptions, roll}={}) { function _determineAdvantageMode({event, advantage = false, disadvantage = false, fastForward = false} = {}) {
const isFF = fastForward || (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
// Render modal dialog let advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.NORMAL;
template = template || "systems/sw5e/templates/chat/roll-dialog.html"; if (advantage || event?.altKey) advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.ADVANTAGE;
let dialogData = { else if (disadvantage || event?.ctrlKey || event?.metaKey)
formula: parts.join(" + "), advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.DISADVANTAGE;
data: data, return {isFF, advantageMode};
rollMode: rollMode,
rollModes: CONFIG.Dice.rollModes,
config: CONFIG.SW5E
};
const html = await renderTemplate(template, dialogData);
// Create the Dialog window
return new Promise(resolve => {
new Dialog({
title: title,
content: html,
buttons: {
advantage: {
label: game.i18n.localize("SW5E.Advantage"),
callback: html => resolve(roll(parts, 1, html[0].querySelector("form")))
},
normal: {
label: game.i18n.localize("SW5E.Normal"),
callback: html => resolve(roll(parts, 0, html[0].querySelector("form")))
},
disadvantage: {
label: game.i18n.localize("SW5E.Disadvantage"),
callback: html => resolve(roll(parts, -1, html[0].querySelector("form")))
}
},
default: "normal",
close: () => resolve(null)
}, dialogOptions).render(true);
});
} }
/* -------------------------------------------- */
/* Damage Roll */
/* -------------------------------------------- */ /* -------------------------------------------- */
/** /**
* A standardized helper function for managing core 5e "d20 rolls" * A standardized helper function for managing core 5e damage rolls.
* *
* Holding SHIFT, ALT, or CTRL when the attack is rolled will "fast-forward". * Holding SHIFT, ALT, or CTRL when the attack is rolled will "fast-forward".
* This chooses the default options of a normal attack with no bonus, Critical, or no bonus respectively * This chooses the default options of a normal attack with no bonus, Critical, or no bonus respectively
* *
* @param {Array} parts The dice roll component parts, excluding the initial d20 * @param {string[]} parts The dice roll component parts, excluding the initial d20
* @param {Actor} actor The Actor making the damage roll * @param {object} [data] Actor or item data against which to parse the roll
* @param {Object} data Actor or item data against which to parse the roll
* @param {Event|object}[event The triggering event which initiated the roll
* @param {string} rollMode A specific roll mode to apply as the default for the resulting roll
* @param {String} template The HTML template used to render the roll dialog
* @param {String} title The dice roll UI window title
* @param {Object} speaker The ChatMessage speaker to pass when creating the chat
* @param {string} flavor Flavor text to use in the posted chat message
* @param {boolean} allowCritical Allow the opportunity for a critical hit to be rolled
* @param {Boolean} critical Flag this roll as a critical hit for the purposes of fast-forward rolls
* @param {number} criticalBonusDice A number of bonus damage dice that are added for critical hits
* @param {number} criticalMultiplier A critical hit multiplier which is applied to critical hits
* @param {Boolean} fastForward Allow fast-forward advantage selection
* @param {Function} onClose Callback for actions to take when the dialog form is closed
* @param {Object} dialogOptions Modal dialog options
* @param {boolean} chatMessage Automatically create a Chat Message for the result of this roll
* @param {object} messageData Additional data which is applied to the created Chat Message, if any
* *
* @return {Promise} A Promise which resolves once the roll workflow has completed * @param {boolean} [critical=false] Flag this roll as a critical hit for the purposes of fast-forward or default dialog action
* @param {number} [criticalBonusDice=0] A number of bonus damage dice that are added for critical hits
* @param {number} [criticalMultiplier=2] A critical hit multiplier which is applied to critical hits
* @param {boolean} [multiplyNumeric=false] Multiply numeric terms by the critical multiplier
* @param {boolean} [powerfulCritical=false] Apply the "powerful criticals" house rule to critical hits
* @param {boolean} [fastForward=false] Allow fast-forward advantage selection
* @param {Event}[event] The triggering event which initiated the roll
* @param {boolean} [allowCritical=true] Allow the opportunity for a critical hit to be rolled
* @param {string} [template] The HTML template used to render the roll dialog
* @param {string} [title] The dice roll UI window title
* @param {object} [dialogOptions] Configuration dialog options
*
* @param {boolean} [chatMessage=true] Automatically create a Chat Message for the result of this roll
* @param {object} [messageData={}] Additional data which is applied to the created Chat Message, if any
* @param {string} [rollMode] A specific roll mode to apply as the default for the resulting roll
* @param {object} [speaker] The ChatMessage speaker to pass when creating the chat
* @param {string} [flavor] Flavor text to use in the posted chat message
*
* @return {Promise<DamageRoll|null>} The evaluated DamageRoll, or null if the workflow was canceled
*/ */
export async function damageRoll({parts, actor, data, event={}, rollMode=null, template, title, speaker, flavor, export async function damageRoll({
allowCritical=true, critical=false, criticalBonusDice=0, criticalMultiplier=2, fastForward=null, parts = [],
dialogOptions={}, chatMessage=true, messageData={}}={}) { data, // Roll creation
critical = false,
criticalBonusDice,
criticalMultiplier,
multiplyNumeric,
powerfulCritical, // Damage customization
fastForward = false,
event,
allowCritical = true,
template,
title,
dialogOptions, // Dialog configuration
chatMessage = true,
messageData = {},
rollMode,
speaker,
flavor // Chat Message customization
} = {}) {
// Handle input arguments
const defaultRollMode = rollMode || game.settings.get("core", "rollMode");
// Prepare Message Data // Construct the DamageRoll instance
messageData.flavor = flavor || title; const formula = parts.join(" + ");
messageData.speaker = speaker || ChatMessage.getSpeaker(); const {isCritical, isFF} = _determineCriticalMode({critical, fastForward, event});
const messageOptions = {rollMode: rollMode || game.settings.get("core", "rollMode")}; const roll = new CONFIG.Dice.DamageRoll(formula, data, {
parts = parts.concat(["@bonus"]); flavor: flavor || title,
critical: isCritical,
// Define inner roll function criticalBonusDice,
const _roll = function(parts, crit, form) { criticalMultiplier,
multiplyNumeric,
// Optionally include a situational bonus powerfulCritical
if ( form ) {
data['bonus'] = form.bonus.value;
messageOptions.rollMode = form.rollMode.value;
}
if (!data["bonus"]) parts.pop();
// Create the damage roll
let roll = new Roll(parts.join("+"), data);
// Modify the damage formula for critical hits
if ( crit === true ) {
roll.alter(criticalMultiplier, 0); // Multiply all dice
if ( roll.terms[0] instanceof Die ) { // Add bonus dice for only the main dice term
roll.terms[0].alter(1, criticalBonusDice);
roll._formula = roll.formula;
}
messageData.flavor += ` (${game.i18n.localize("SW5E.Critical")})`;
if ( "flags.sw5e.roll" in messageData ) messageData["flags.sw5e.roll"].critical = true;
}
// Execute the roll
try {
roll.evaluate()
if ( crit ) roll.dice.forEach(d => d.options.critical = true); // TODO workaround core bug which wipes Roll#options on roll
return roll;
} catch(err) {
console.error(err);
ui.notifications.error(`Dice roll evaluation failed: ${err.message}`);
return null;
}
};
// Create the Roll instance
const roll = fastForward ? _roll(parts, critical) : await _damageRollDialog({
template, title, parts, data, allowCritical, rollMode: messageOptions.rollMode, dialogOptions, roll: _roll
}); });
// Create a Chat Message // Prompt a Dialog to further configure the DamageRoll
if ( roll && chatMessage ) roll.toMessage(messageData, messageOptions); if (!isFF) {
return roll; const configured = await roll.configureDialog(
{
title,
defaultRollMode: defaultRollMode,
defaultCritical: isCritical,
template,
allowCritical
},
dialogOptions
);
if (configured === null) return null;
}
// Evaluate the configured roll
await roll.evaluate({async: true});
// Create a Chat Message
if (speaker) {
console.warn(
`You are passing the speaker argument to the damageRoll function directly which should instead be passed as an internal key of messageData`
);
messageData.speaker = speaker;
}
if (roll && chatMessage) await roll.toMessage(messageData);
return roll;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** /**
* Present a Dialog form which creates a damage roll once submitted * Determines whether this d20 roll should be fast-forwarded, and whether advantage or disadvantage should be applied
* @return {Promise<Roll>} * @returns {{isFF: boolean, isCritical: boolean}} Whether the roll is fast-forward, and whether it is a critical hit
* @private
*/ */
async function _damageRollDialog({template, title, parts, data, allowCritical, rollMode, dialogOptions, roll}={}) { function _determineCriticalMode({event, critical = false, fastForward = false} = {}) {
const isFF = fastForward || (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
// Render modal dialog if (event?.altKey) critical = true;
template = template || "systems/sw5e/templates/chat/roll-dialog.html"; return {isFF, isCritical: critical};
let dialogData = {
formula: parts.join(" + "),
data: data,
rollMode: rollMode,
rollModes: CONFIG.Dice.rollModes
};
const html = await renderTemplate(template, dialogData);
// Create the Dialog window
return new Promise(resolve => {
new Dialog({
title: title,
content: html,
buttons: {
critical: {
condition: allowCritical,
label: game.i18n.localize("SW5E.CriticalHit"),
callback: html => resolve(roll(parts, true, html[0].querySelector("form")))
},
normal: {
label: game.i18n.localize(allowCritical ? "SW5E.Normal" : "SW5E.Roll"),
callback: html => resolve(roll(parts, false, html[0].querySelector("form")))
},
},
default: "normal",
close: () => resolve(null)
}, dialogOptions).render(true);
});
} }

230
module/dice/d20-roll.js Normal file
View file

@ -0,0 +1,230 @@
/**
* A type of Roll specific to a d20-based check, save, or attack roll in the 5e system.
* @param {string} formula The string formula to parse
* @param {object} data The data object against which to parse attributes within the formula
* @param {object} [options={}] Extra optional arguments which describe or modify the D20Roll
* @param {number} [options.advantageMode] What advantage modifier to apply to the roll (none, advantage, disadvantage)
* @param {number} [options.critical] The value of d20 result which represents a critical success
* @param {number} [options.fumble] The value of d20 result which represents a critical failure
* @param {(number)} [options.targetValue] Assign a target value against which the result of this roll should be compared
* @param {boolean} [options.elvenAccuracy=false] Allow Elven Accuracy to modify this roll?
* @param {boolean} [options.halflingLucky=false] Allow Halfling Luck to modify this roll?
* @param {boolean} [options.reliableTalent=false] Allow Reliable Talent to modify this roll?
*/
// TODO: Check elven accuracy, halfling lucky, and reliable talent are required
// Elven Accuracy is Supreme accuracy feat, Reliable Talent is operative's Reliable Talent Class Feat
export default class D20Roll extends Roll {
constructor(formula, data, options) {
super(formula, data, options);
if (!(this.terms[0] instanceof Die && this.terms[0].faces === 20)) {
throw new Error(`Invalid D20Roll formula provided ${this._formula}`);
}
this.configureModifiers();
}
/* -------------------------------------------- */
/**
* Advantage mode of a 5e d20 roll
* @enum {number}
*/
static ADV_MODE = {
NORMAL: 0,
ADVANTAGE: 1,
DISADVANTAGE: -1
};
/**
* The HTML template path used to configure evaluation of this Roll
* @type {string}
*/
static EVALUATION_TEMPLATE = "systems/sw5e/templates/chat/roll-dialog.html";
/* -------------------------------------------- */
/**
* A convenience reference for whether this D20Roll has advantage
* @type {boolean}
*/
get hasAdvantage() {
return this.options.advantageMode === D20Roll.ADV_MODE.ADVANTAGE;
}
/**
* A convenience reference for whether this D20Roll has disadvantage
* @type {boolean}
*/
get hasDisadvantage() {
return this.options.advantageMode === D20Roll.ADV_MODE.DISADVANTAGE;
}
/* -------------------------------------------- */
/* D20 Roll Methods */
/* -------------------------------------------- */
/**
* Apply optional modifiers which customize the behavior of the d20term
* @private
*/
configureModifiers() {
const d20 = this.terms[0];
d20.modifiers = [];
// Halfling Lucky
if (this.options.halflingLucky) d20.modifiers.push("r1=1");
// Reliable Talent
if (this.options.reliableTalent) d20.modifiers.push("min10");
// Handle Advantage or Disadvantage
if (this.hasAdvantage) {
d20.number = this.options.elvenAccuracy ? 3 : 2;
d20.modifiers.push("kh");
d20.options.advantage = true;
} else if (this.hasDisadvantage) {
d20.number = 2;
d20.modifiers.push("kl");
d20.options.disadvantage = true;
} else d20.number = 1;
// Assign critical and fumble thresholds
if (this.options.critical) d20.options.critical = this.options.critical;
if (this.options.fumble) d20.options.fumble = this.options.fumble;
if (this.options.targetValue) d20.options.target = this.options.targetValue;
// Re-compile the underlying formula
this._formula = this.constructor.getFormula(this.terms);
}
/* -------------------------------------------- */
/** @inheritdoc */
async toMessage(messageData = {}, options = {}) {
// Evaluate the roll now so we have the results available to determine whether reliable talent came into play
if (!this._evaluated) await this.evaluate({async: true});
// Add appropriate advantage mode message flavor and sw5e roll flags
messageData.flavor = messageData.flavor || this.options.flavor;
if (this.hasAdvantage) messageData.flavor += ` (${game.i18n.localize("SW5E.Advantage")})`;
else if (this.hasDisadvantage) messageData.flavor += ` (${game.i18n.localize("SW5E.Disadvantage")})`;
// Add reliable talent to the d20-term flavor text if it applied
if (this.options.reliableTalent) {
const d20 = this.dice[0];
const isRT = d20.results.every((r) => !r.active || r.result < 10);
const label = `(${game.i18n.localize("SW5E.FlagsReliableTalent")})`;
if (isRT) d20.options.flavor = d20.options.flavor ? `${d20.options.flavor} (${label})` : label;
}
// Record the preferred rollMode
options.rollMode = options.rollMode ?? this.options.rollMode;
return super.toMessage(messageData, options);
}
/* -------------------------------------------- */
/* Configuration Dialog */
/* -------------------------------------------- */
/**
* Create a Dialog prompt used to configure evaluation of an existing D20Roll instance.
* @param {object} data Dialog configuration data
* @param {string} [data.title] The title of the shown dialog window
* @param {number} [data.defaultRollMode] The roll mode that the roll mode select element should default to
* @param {number} [data.defaultAction] The button marked as default
* @param {boolean} [data.chooseModifier] Choose which ability modifier should be applied to the roll?
* @param {string} [data.defaultAbility] For tool rolls, the default ability modifier applied to the roll
* @param {string} [data.template] A custom path to an HTML template to use instead of the default
* @param {object} options Additional Dialog customization options
* @returns {Promise<D20Roll|null>} A resulting D20Roll object constructed with the dialog, or null if the dialog was closed
*/
async configureDialog(
{
title,
defaultRollMode,
defaultAction = D20Roll.ADV_MODE.NORMAL,
chooseModifier = false,
defaultAbility,
template
} = {},
options = {}
) {
// Render the Dialog inner HTML
const content = await renderTemplate(template ?? this.constructor.EVALUATION_TEMPLATE, {
formula: `${this.formula} + @bonus`,
defaultRollMode,
rollModes: CONFIG.Dice.rollModes,
chooseModifier,
defaultAbility,
abilities: CONFIG.SW5E.abilities
});
let defaultButton = "normal";
switch (defaultAction) {
case D20Roll.ADV_MODE.ADVANTAGE:
defaultButton = "advantage";
break;
case D20Roll.ADV_MODE.DISADVANTAGE:
defaultButton = "disadvantage";
break;
}
// Create the Dialog window and await submission of the form
return new Promise((resolve) => {
new Dialog(
{
title,
content,
buttons: {
advantage: {
label: game.i18n.localize("SW5E.Advantage"),
callback: (html) => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.ADVANTAGE))
},
normal: {
label: game.i18n.localize("SW5E.Normal"),
callback: (html) => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.NORMAL))
},
disadvantage: {
label: game.i18n.localize("SW5E.Disadvantage"),
callback: (html) => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.DISADVANTAGE))
}
},
default: defaultButton,
close: () => resolve(null)
},
options
).render(true);
});
}
/* -------------------------------------------- */
/**
* Handle submission of the Roll evaluation configuration Dialog
* @param {jQuery} html The submitted dialog content
* @param {number} advantageMode The chosen advantage mode
* @private
*/
_onDialogSubmit(html, advantageMode) {
const form = html[0].querySelector("form");
// Append a situational bonus term
if (form.bonus.value) {
const bonus = new Roll(form.bonus.value, this.data);
if (!(bonus.terms[0] instanceof OperatorTerm)) this.terms.push(new OperatorTerm({operator: "+"}));
this.terms = this.terms.concat(bonus.terms);
}
// Customize the modifier
if (form.ability?.value) {
const abl = this.data.abilities[form.ability.value];
this.terms.findSplice((t) => t.term === "@mod", new NumericTerm({number: abl.mod}));
this.options.flavor += ` (${CONFIG.SW5E.abilities[form.ability.value]})`;
}
// Apply advantage or disadvantage
this.options.advantageMode = advantageMode;
this.options.rollMode = form.rollMode.value;
this.configureModifiers();
return this;
}
}

186
module/dice/damage-roll.js Normal file
View file

@ -0,0 +1,186 @@
/**
* A type of Roll specific to a damage (or healing) roll in the 5e system.
* @param {string} formula The string formula to parse
* @param {object} data The data object against which to parse attributes within the formula
* @param {object} [options={}] Extra optional arguments which describe or modify the DamageRoll
* @param {number} [options.criticalBonusDice=0] A number of bonus damage dice that are added for critical hits
* @param {number} [options.criticalMultiplier=2] A critical hit multiplier which is applied to critical hits
* @param {boolean} [options.multiplyNumeric=false] Multiply numeric terms by the critical multiplier
* @param {boolean} [options.powerfulCritical=false] Apply the "powerful criticals" house rule to critical hits
*
*/
export default class DamageRoll extends Roll {
constructor(formula, data, options) {
super(formula, data, options);
// For backwards compatibility, skip rolls which do not have the "critical" option defined
if (this.options.critical !== undefined) this.configureDamage();
}
/**
* The HTML template path used to configure evaluation of this Roll
* @type {string}
*/
static EVALUATION_TEMPLATE = "systems/sw5e/templates/chat/roll-dialog.html";
/* -------------------------------------------- */
/**
* A convenience reference for whether this DamageRoll is a critical hit
* @type {boolean}
*/
get isCritical() {
return this.options.critical;
}
/* -------------------------------------------- */
/* Damage Roll Methods */
/* -------------------------------------------- */
/**
* Apply optional modifiers which customize the behavior of the d20term
* @private
*/
configureDamage() {
let flatBonus = 0;
for (let [i, term] of this.terms.entries()) {
// Multiply dice terms
if (term instanceof DiceTerm) {
term.options.baseNumber = term.options.baseNumber ?? term.number; // Reset back
term.number = term.options.baseNumber;
if (this.isCritical) {
let cm = this.options.criticalMultiplier ?? 2;
// Powerful critical - maximize damage and reduce the multiplier by 1
if (this.options.powerfulCritical) {
flatBonus += term.number * term.faces;
cm = Math.max(1, cm - 1);
}
// Alter the damage term
let cb = this.options.criticalBonusDice && i === 0 ? this.options.criticalBonusDice : 0;
term.alter(cm, cb);
term.options.critical = true;
}
}
// Multiply numeric terms
else if (this.options.multiplyNumeric && term instanceof NumericTerm) {
term.options.baseNumber = term.options.baseNumber ?? term.number; // Reset back
term.number = term.options.baseNumber;
if (this.isCritical) {
term.number *= this.options.criticalMultiplier ?? 2;
term.options.critical = true;
}
}
}
// Add powerful critical bonus
if (this.options.powerfulCritical && flatBonus > 0) {
this.terms.push(new OperatorTerm({operator: "+"}));
this.terms.push(
new NumericTerm({number: flatBonus}, {flavor: game.i18n.localize("SW5E.PowerfulCritical")})
);
}
// Re-compile the underlying formula
this._formula = this.constructor.getFormula(this.terms);
}
/* -------------------------------------------- */
/** @inheritdoc */
toMessage(messageData = {}, options = {}) {
messageData.flavor = messageData.flavor || this.options.flavor;
if (this.isCritical) {
const label = game.i18n.localize("SW5E.CriticalHit");
messageData.flavor = messageData.flavor ? `${messageData.flavor} (${label})` : label;
}
options.rollMode = options.rollMode ?? this.options.rollMode;
return super.toMessage(messageData, options);
}
/* -------------------------------------------- */
/* Configuration Dialog */
/* -------------------------------------------- */
/**
* Create a Dialog prompt used to configure evaluation of an existing D20Roll instance.
* @param {object} data Dialog configuration data
* @param {string} [data.title] The title of the shown dialog window
* @param {number} [data.defaultRollMode] The roll mode that the roll mode select element should default to
* @param {string} [data.defaultCritical] Should critical be selected as default
* @param {string} [data.template] A custom path to an HTML template to use instead of the default
* @param {boolean} [data.allowCritical=true] Allow critical hit to be chosen as a possible damage mode
* @param {object} options Additional Dialog customization options
* @returns {Promise<D20Roll|null>} A resulting D20Roll object constructed with the dialog, or null if the dialog was closed
*/
async configureDialog(
{title, defaultRollMode, defaultCritical = false, template, allowCritical = true} = {},
options = {}
) {
// Render the Dialog inner HTML
const content = await renderTemplate(template ?? this.constructor.EVALUATION_TEMPLATE, {
formula: `${this.formula} + @bonus`,
defaultRollMode,
rollModes: CONFIG.Dice.rollModes
});
// Create the Dialog window and await submission of the form
return new Promise((resolve) => {
new Dialog(
{
title,
content,
buttons: {
critical: {
condition: allowCritical,
label: game.i18n.localize("SW5E.CriticalHit"),
callback: (html) => resolve(this._onDialogSubmit(html, true))
},
normal: {
label: game.i18n.localize(allowCritical ? "SW5E.Normal" : "SW5E.Roll"),
callback: (html) => resolve(this._onDialogSubmit(html, false))
}
},
default: defaultCritical ? "critical" : "normal",
close: () => resolve(null)
},
options
).render(true);
});
}
/* -------------------------------------------- */
/**
* Handle submission of the Roll evaluation configuration Dialog
* @param {jQuery} html The submitted dialog content
* @param {boolean} isCritical Is the damage a critical hit?
* @private
*/
_onDialogSubmit(html, isCritical) {
const form = html[0].querySelector("form");
// Append a situational bonus term
if (form.bonus.value) {
const bonus = new Roll(form.bonus.value, this.data);
if (!(bonus.terms[0] instanceof OperatorTerm)) this.terms.push(new OperatorTerm({operator: "+"}));
this.terms = this.terms.concat(bonus.terms);
}
// Apply advantage or disadvantage
this.options.critical = isCritical;
this.options.rollMode = form.rollMode.value;
this.configureDamage();
return this;
}
/* -------------------------------------------- */
/** @inheritdoc */
static fromData(data) {
const roll = super.fromData(data);
roll._formula = this.getFormula(roll.terms);
return roll;
}
}

View file

@ -0,0 +1,15 @@
/**
* @deprecated since 1.3.0
* @ignore
*/
async function d20Dialog(data, options) {
throw new Error(`The d20Dialog helper method is deprecated in favor of D20Roll#configureDialog`);
}
/**
* @deprecated since 1.3.0
* @ignore
*/
async function damageDialog(data, options) {
throw new Error(`The damageDialog helper method is deprecated in favor of DamageRoll#configureDialog`);
}

29
module/effects.js vendored
View file

@ -8,15 +8,17 @@ export function onManageActiveEffect(event, owner) {
const a = event.currentTarget; const a = event.currentTarget;
const li = a.closest("li"); const li = a.closest("li");
const effect = li.dataset.effectId ? owner.effects.get(li.dataset.effectId) : null; const effect = li.dataset.effectId ? owner.effects.get(li.dataset.effectId) : null;
switch ( a.dataset.action ) { switch (a.dataset.action) {
case "create": case "create":
return ActiveEffect.create({ return owner.createEmbeddedDocuments("ActiveEffect", [
label: "New Effect", {
icon: "icons/svg/aura.svg", "label": game.i18n.localize("SW5E.EffectNew"),
origin: owner.uuid, "icon": "icons/svg/aura.svg",
"origin": owner.uuid,
"duration.rounds": li.dataset.effectType === "temporary" ? 1 : undefined, "duration.rounds": li.dataset.effectType === "temporary" ? 1 : undefined,
disabled: li.dataset.effectType === "inactive" "disabled": li.dataset.effectType === "inactive"
}, owner).create(); }
]);
case "edit": case "edit":
return effect.sheet.render(true); return effect.sheet.render(true);
case "delete": case "delete":
@ -32,31 +34,30 @@ export function onManageActiveEffect(event, owner) {
* @return {object} Data for rendering * @return {object} Data for rendering
*/ */
export function prepareActiveEffectCategories(effects) { export function prepareActiveEffectCategories(effects) {
// Define effect header categories // Define effect header categories
const categories = { const categories = {
temporary: { temporary: {
type: "temporary", type: "temporary",
label: "SW5E.EffectsCategoryTemporary", label: game.i18n.localize("SW5E.EffectTemporary"),
effects: [] effects: []
}, },
passive: { passive: {
type: "passive", type: "passive",
label: "SW5E.EffectsCategoryPassive", label: game.i18n.localize("SW5E.EffectPassive"),
effects: [] effects: []
}, },
inactive: { inactive: {
type: "inactive", type: "inactive",
label: "SW5E.EffectsCategoryInactive", label: game.i18n.localize("SW5E.EffectInactive"),
effects: [] effects: []
} }
}; };
// Iterate over active effects, classifying them into categories // Iterate over active effects, classifying them into categories
for ( let e of effects ) { for (let e of effects) {
e._getSourceName(); // Trigger a lookup for the source name e._getSourceName(); // Trigger a lookup for the source name
if ( e.data.disabled ) categories.inactive.effects.push(e); if (e.data.disabled) categories.inactive.effects.push(e);
else if ( e.isTemporary ) categories.temporary.effects.push(e); else if (e.isTemporary) categories.temporary.effects.push(e);
else categories.passive.effects.push(e); else categories.passive.effects.push(e);
} }
return categories; return categories;

File diff suppressed because it is too large Load diff

View file

@ -1,5 +1,5 @@
import TraitSelector from "../apps/trait-selector.js"; import TraitSelector from "../apps/trait-selector.js";
import { onManageActiveEffect, prepareActiveEffectCategories } from "../effects.js"; import {onManageActiveEffect, prepareActiveEffectCategories} from "../effects.js";
/** /**
* Override and extend the core ItemSheet implementation to handle specific item types * Override and extend the core ItemSheet implementation to handle specific item types
@ -18,21 +18,21 @@ export default class ItemSheet5e extends ItemSheet {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @inheritdoc */
static get defaultOptions() { static get defaultOptions() {
return mergeObject(super.defaultOptions, { return foundry.utils.mergeObject(super.defaultOptions, {
width: 560, width: 560,
height: 400, height: 400,
classes: ["sw5e", "sheet", "item"], classes: ["sw5e", "sheet", "item"],
resizable: true, resizable: true,
scrollY: [".tab.details"], scrollY: [".tab.details"],
tabs: [{ navSelector: ".tabs", contentSelector: ".sheet-body", initial: "description" }] tabs: [{navSelector: ".tabs", contentSelector: ".sheet-body", initial: "description"}]
}); });
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @inheritdoc */
get template() { get template() {
const path = "systems/sw5e/templates/items/"; const path = "systems/sw5e/templates/items/";
return `${path}/${this.item.data.type}.html`; return `${path}/${this.item.data.type}.html`;
@ -43,33 +43,39 @@ export default class ItemSheet5e extends ItemSheet {
/** @override */ /** @override */
async getData(options) { async getData(options) {
const data = super.getData(options); const data = super.getData(options);
const itemData = data.data;
data.labels = this.item.labels; data.labels = this.item.labels;
data.config = CONFIG.SW5E; data.config = CONFIG.SW5E;
// Item Type, Status, and Details // Item Type, Status, and Details
data.itemType = game.i18n.localize(`ITEM.Type${data.item.type.titleCase()}`); data.itemType = game.i18n.localize(`ITEM.Type${data.item.type.titleCase()}`);
data.itemStatus = this._getItemStatus(data.item); data.itemStatus = this._getItemStatus(itemData);
data.itemProperties = this._getItemProperties(data.item); data.itemProperties = this._getItemProperties(itemData);
data.isPhysical = data.item.data.hasOwnProperty("quantity"); data.isPhysical = itemData.data.hasOwnProperty("quantity");
// Potential consumption targets // Potential consumption targets
data.abilityConsumptionTargets = this._getItemConsumptionTargets(data.item); data.abilityConsumptionTargets = this._getItemConsumptionTargets(itemData);
// Action Detail // Action Details
data.hasAttackRoll = this.item.hasAttack; data.hasAttackRoll = this.item.hasAttack;
data.isHealing = data.item.data.actionType === "heal"; data.isHealing = itemData.data.actionType === "heal";
data.isFlatDC = getProperty(data.item.data, "save.scaling") === "flat"; data.isFlatDC = getProperty(itemData, "data.save.scaling") === "flat";
data.isLine = ["line", "wall"].includes(data.item.data.target?.type); data.isLine = ["line", "wall"].includes(itemData.data.target?.type);
// Original maximum uses formula // Original maximum uses formula
if (this.item._data.data?.uses?.max) data.data.uses.max = this.item._data.data.uses.max; const sourceMax = foundry.utils.getProperty(this.item.data._source, "data.uses.max");
if (sourceMax) itemData.data.uses.max = sourceMax;
// Vehicles // Vehicles
data.isCrewed = data.item.data.activation?.type === "crew"; data.isCrewed = itemData.data.activation?.type === "crew";
data.isMountable = this._isItemMountable(data.item); data.isMountable = this._isItemMountable(itemData);
// Prepare Active Effects // Prepare Active Effects
data.effects = prepareActiveEffectCategories(this.entity.effects); data.effects = prepareActiveEffectCategories(this.item.effects);
// Re-define the template data references (backwards compatible)
data.item = itemData;
data.data = itemData.data;
return data; return data;
} }
@ -96,15 +102,17 @@ export default class ItemSheet5e extends ItemSheet {
} }
return ammo; return ammo;
}, },
{ [item._id]: `${item.name} (${item.data.quantity})` } {[item._id]: `${item.name} (${item.data.quantity})`}
); );
} }
// Attributes // Attributes
else if (consume.type === "attribute") { else if (consume.type === "attribute") {
const attributes = Object.values(CombatTrackerConfig.prototype.getAttributeChoices())[0]; // Bit of a hack const attributes = TokenDocument.getTrackedAttributes(actor.data.data);
return attributes.reduce((obj, a) => { attributes.bar.forEach((a) => a.push("value"));
obj[a] = a; return attributes.bar.concat(attributes.value).reduce((obj, a) => {
let k = a.join(".");
obj[k] = k;
return obj; return obj;
}, {}); }, {});
} }
@ -127,8 +135,11 @@ export default class ItemSheet5e extends ItemSheet {
if (uses.per && uses.max) { if (uses.per && uses.max) {
const label = const label =
uses.per === "charges" uses.per === "charges"
? ` (${game.i18n.format("SW5E.AbilityUseChargesLabel", { value: uses.value })})` ? ` (${game.i18n.format("SW5E.AbilityUseChargesLabel", {value: uses.value})})`
: ` (${game.i18n.format("SW5E.AbilityUseConsumableLabel", { max: uses.max, per: uses.per })})`; : ` (${game.i18n.format("SW5E.AbilityUseConsumableLabel", {
max: uses.max,
per: uses.per
})})`;
obj[i.id] = i.name + label; obj[i.id] = i.name + label;
} }
@ -176,7 +187,6 @@ export default class ItemSheet5e extends ItemSheet {
); );
} else if (item.type === "power") { } else if (item.type === "power") {
props.push( props.push(
labels.components,
labels.materials, labels.materials,
item.data.components.concentration ? game.i18n.localize("SW5E.Concentration") : null, item.data.components.concentration ? game.i18n.localize("SW5E.Concentration") : null,
item.data.components.ritual ? game.i18n.localize("SW5E.Ritual") : null item.data.components.ritual ? game.i18n.localize("SW5E.Ritual") : null
@ -186,6 +196,7 @@ export default class ItemSheet5e extends ItemSheet {
props.push(labels.armor); props.push(labels.armor);
} else if (item.type === "feat") { } else if (item.type === "feat") {
props.push(labels.featType); props.push(labels.featType);
//TODO: Work out these
} else if (item.type === "species") { } else if (item.type === "species") {
//props.push(labels.species); //props.push(labels.species);
} else if (item.type === "archetype") { } else if (item.type === "archetype") {
@ -194,6 +205,10 @@ export default class ItemSheet5e extends ItemSheet {
//props.push(labels.background); //props.push(labels.background);
} else if (item.type === "classfeature") { } else if (item.type === "classfeature") {
//props.push(labels.classfeature); //props.push(labels.classfeature);
} else if (item.type === "deployment") {
//props.push(labels.deployment);
} else if (item.type === "venture") {
//props.push(labels.venture);
} else if (item.type === "fightingmastery") { } else if (item.type === "fightingmastery") {
//props.push(labels.fightingmastery); //props.push(labels.fightingmastery);
} else if (item.type === "fightingstyle") { } else if (item.type === "fightingstyle") {
@ -234,7 +249,7 @@ export default class ItemSheet5e extends ItemSheet {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @inheritdoc */
setPosition(position = {}) { setPosition(position = {}) {
if (!(this._minimized || position.height)) { if (!(this._minimized || position.height)) {
position.height = this._tabs[0].active === "details" ? "auto" : this.options.height; position.height = this._tabs[0].active === "details" ? "auto" : this.options.height;
@ -246,10 +261,10 @@ export default class ItemSheet5e extends ItemSheet {
/* Form Submission */ /* Form Submission */
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @inheritdoc */
_getSubmitData(updateData = {}) { _getSubmitData(updateData = {}) {
// Create the expanded update data object // Create the expanded update data object
const fd = new FormDataExtended(this.form, { editors: this.editors }); const fd = new FormDataExtended(this.form, {editors: this.editors});
let data = fd.toObject(); let data = fd.toObject();
if (updateData) data = mergeObject(data, updateData); if (updateData) data = mergeObject(data, updateData);
else data = expandObject(data); else data = expandObject(data);
@ -264,12 +279,12 @@ export default class ItemSheet5e extends ItemSheet {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @inheritdoc */
activateListeners(html) { activateListeners(html) {
super.activateListeners(html); super.activateListeners(html);
if (this.isEditable) { if (this.isEditable) {
html.find(".damage-control").click(this._onDamageControl.bind(this)); html.find(".damage-control").click(this._onDamageControl.bind(this));
html.find(".trait-selector.class-skills").click(this._onConfigureClassSkills.bind(this)); html.find(".trait-selector.class-skills").click(this._onConfigureTraits.bind(this));
html.find(".effect-control").click((ev) => { html.find(".effect-control").click((ev) => {
if (this.item.isOwned) if (this.item.isOwned)
return ui.notifications.warn( return ui.notifications.warn(
@ -296,49 +311,58 @@ export default class ItemSheet5e extends ItemSheet {
if (a.classList.contains("add-damage")) { if (a.classList.contains("add-damage")) {
await this._onSubmit(event); // Submit any unsaved changes await this._onSubmit(event); // Submit any unsaved changes
const damage = this.item.data.data.damage; const damage = this.item.data.data.damage;
return this.item.update({ "data.damage.parts": damage.parts.concat([["", ""]]) }); return this.item.update({"data.damage.parts": damage.parts.concat([["", ""]])});
} }
// Remove a damage component // Remove a damage component
if (a.classList.contains("delete-damage")) { if (a.classList.contains("delete-damage")) {
await this._onSubmit(event); // Submit any unsaved changes await this._onSubmit(event); // Submit any unsaved changes
const li = a.closest(".damage-part"); const li = a.closest(".damage-part");
const damage = duplicate(this.item.data.data.damage); const damage = foundry.utils.deepClone(this.item.data.data.damage);
damage.parts.splice(Number(li.dataset.damagePart), 1); damage.parts.splice(Number(li.dataset.damagePart), 1);
return this.item.update({ "data.damage.parts": damage.parts }); return this.item.update({"data.damage.parts": damage.parts});
} }
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** /**
* Handle spawning the TraitSelector application which allows a checkbox of multiple trait options * Handle spawning the TraitSelector application for selection various options.
* @param {Event} event The click event which originated the selection * @param {Event} event The click event which originated the selection
* @private * @private
*/ */
_onConfigureClassSkills(event) { _onConfigureTraits(event) {
event.preventDefault(); event.preventDefault();
const skills = this.item.data.data.skills;
const choices = skills.choices && skills.choices.length ? skills.choices : Object.keys(CONFIG.SW5E.skills);
const a = event.currentTarget; const a = event.currentTarget;
const label = a.parentElement;
// Render the Trait Selector dialog const options = {
new TraitSelector(this.item, {
name: a.dataset.target, name: a.dataset.target,
title: label.innerText, title: a.parentElement.innerText,
choices: Object.entries(CONFIG.SW5E.skills).reduce((obj, e) => { choices: [],
if (choices.includes(e[0])) obj[e[0]] = e[1]; allowCustom: false
return obj; };
}, {}),
minimum: skills.number, switch (a.dataset.options) {
maximum: skills.number case "saves":
}).render(true); options.choices = CONFIG.SW5E.abilities;
options.valueKey = null;
break;
case "skills":
const skills = this.item.data.data.skills;
const choiceSet =
skills.choices && skills.choices.length ? skills.choices : Object.keys(CONFIG.SW5E.skills);
options.choices = Object.fromEntries(
Object.entries(CONFIG.SW5E.skills).filter((skill) => choiceSet.includes(skill[0]))
);
options.maximum = skills.number;
break;
}
new TraitSelector(this.item, options).render(true);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @inheritdoc */
async _onSubmit(...args) { async _onSubmit(...args) {
if (this._tabs[0].active === "details") this.position.height = "auto"; if (this._tabs[0].active === "details") this.position.height = "auto";
await super._onSubmit(...args); await super._onSubmit(...args);

View file

@ -1,4 +1,3 @@
/* -------------------------------------------- */ /* -------------------------------------------- */
/* Hotbar Macros */ /* Hotbar Macros */
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -11,14 +10,14 @@
* @returns {Promise} * @returns {Promise}
*/ */
export async function create5eMacro(data, slot) { export async function create5eMacro(data, slot) {
if ( data.type !== "Item" ) return; if (data.type !== "Item") return;
if (!( "data" in data ) ) return ui.notifications.warn("You can only create macro buttons for owned Items"); if (!("data" in data)) return ui.notifications.warn("You can only create macro buttons for owned Items");
const item = data.data; const item = data.data;
// Create the macro command // Create the macro command
const command = `game.sw5e.rollItemMacro("${item.name}");`; const command = `game.sw5e.rollItemMacro("${item.name}");`;
let macro = game.macros.entities.find(m => (m.name === item.name) && (m.command === command)); let macro = game.macros.entities.find((m) => m.name === item.name && m.command === command);
if ( !macro ) { if (!macro) {
macro = await Macro.create({ macro = await Macro.create({
name: item.name, name: item.name,
type: "script", type: "script",
@ -42,14 +41,16 @@ export async function create5eMacro(data, slot) {
export function rollItemMacro(itemName) { export function rollItemMacro(itemName) {
const speaker = ChatMessage.getSpeaker(); const speaker = ChatMessage.getSpeaker();
let actor; let actor;
if ( speaker.token ) actor = game.actors.tokens[speaker.token]; if (speaker.token) actor = game.actors.tokens[speaker.token];
if ( !actor ) actor = game.actors.get(speaker.actor); if (!actor) actor = game.actors.get(speaker.actor);
// Get matching items // Get matching items
const items = actor ? actor.items.filter(i => i.name === itemName) : []; const items = actor ? actor.items.filter((i) => i.name === itemName) : [];
if ( items.length > 1 ) { if (items.length > 1) {
ui.notifications.warn(`Your controlled Actor ${actor.name} has more than one Item with name ${itemName}. The first matched item will be chosen.`); ui.notifications.warn(
} else if ( items.length === 0 ) { `Your controlled Actor ${actor.name} has more than one Item with name ${itemName}. The first matched item will be chosen.`
);
} else if (items.length === 0) {
return ui.notifications.warn(`Your controlled Actor does not have an item named ${itemName}`); return ui.notifications.warn(`Your controlled Actor does not have an item named ${itemName}`);
} }
const item = items[0]; const item = items[0];

View file

@ -2,56 +2,62 @@
* Perform a system migration for the entire World, applying migrations for Actors, Items, and Compendium packs * Perform a system migration for the entire World, applying migrations for Actors, Items, and Compendium packs
* @return {Promise} A Promise which resolves once the migration is completed * @return {Promise} A Promise which resolves once the migration is completed
*/ */
export const migrateWorld = async function() { export const migrateWorld = async function () {
ui.notifications.info(`Applying SW5e System Migration for version ${game.system.data.version}. Please be patient and do not close your game or shut down your server.`, {permanent: true}); ui.notifications.info(
`Applying SW5e System Migration for version ${game.system.data.version}. Please be patient and do not close your game or shut down your server.`,
{permanent: true}
);
// Migrate World Actors // Migrate World Actors
for await ( let a of game.actors.entities ) { for await (let a of game.actors.contents) {
try { try {
console.log(`Checking Actor entity ${a.name} for migration needs`); console.log(`Checking Actor entity ${a.name} for migration needs`);
const updateData = await migrateActorData(a.data); const updateData = await migrateActorData(a.data);
if ( !isObjectEmpty(updateData) ) { if (!foundry.utils.isObjectEmpty(updateData)) {
console.log(`Migrating Actor entity ${a.name}`); console.log(`Migrating Actor entity ${a.name}`);
await a.update(updateData, {enforceTypes: false}); await a.update(updateData, {enforceTypes: false});
} }
} catch(err) { } catch (err) {
err.message = `Failed sw5e system migration for Actor ${a.name}: ${err.message}`; err.message = `Failed sw5e system migration for Actor ${a.name}: ${err.message}`;
console.error(err); console.error(err);
} }
} }
// Migrate World Items // Migrate World Items
for ( let i of game.items.entities ) { for (let i of game.items.contents) {
try { try {
const updateData = migrateItemData(i.data); const updateData = migrateItemData(i.toObject());
if ( !isObjectEmpty(updateData) ) { if (!foundry.utils.isObjectEmpty(updateData)) {
console.log(`Migrating Item entity ${i.name}`); console.log(`Migrating Item entity ${i.name}`);
await i.update(updateData, {enforceTypes: false}); await i.update(updateData, {enforceTypes: false});
} }
} catch(err) { } catch (err) {
err.message = `Failed sw5e system migration for Item ${i.name}: ${err.message}`; err.message = `Failed sw5e system migration for Item ${i.name}: ${err.message}`;
console.error(err); console.error(err);
} }
} }
// Migrate Actor Override Tokens // Migrate Actor Override Tokens
for ( let s of game.scenes.entities ) { for (let s of game.scenes.contents) {
try { try {
const updateData = await migrateSceneData(s.data); const updateData = await migrateSceneData(s.data);
if ( !isObjectEmpty(updateData) ) { if (!foundry.utils.isObjectEmpty(updateData)) {
console.log(`Migrating Scene entity ${s.name}`); console.log(`Migrating Scene entity ${s.name}`);
await s.update(updateData, {enforceTypes: false}); await s.update(updateData, {enforceTypes: false});
// If we do not do this, then synthetic token actors remain in cache
// with the un-updated actorData.
s.tokens.contents.forEach((t) => (t._actor = null));
} }
} catch(err) { } catch (err) {
err.message = `Failed sw5e system migration for Scene ${s.name}: ${err.message}`; err.message = `Failed sw5e system migration for Scene ${s.name}: ${err.message}`;
console.error(err); console.error(err);
} }
} }
// Migrate World Compendium Packs // Migrate World Compendium Packs
for ( let p of game.packs ) { for (let p of game.packs) {
if ( p.metadata.package !== "world" ) continue; if (p.metadata.package !== "world") continue;
if ( !["Actor", "Item", "Scene"].includes(p.metadata.entity) ) continue; if (!["Actor", "Item", "Scene"].includes(p.metadata.entity)) continue;
await migrateCompendium(p); await migrateCompendium(p);
} }
@ -67,9 +73,9 @@ export const migrateWorld = async function() {
* @param pack * @param pack
* @return {Promise} * @return {Promise}
*/ */
export const migrateCompendium = async function(pack) { export const migrateCompendium = async function (pack) {
const entity = pack.metadata.entity; const entity = pack.metadata.entity;
if ( !["Actor", "Item", "Scene"].includes(entity) ) return; if (!["Actor", "Item", "Scene"].includes(entity)) return;
// Unlock the pack for editing // Unlock the pack for editing
const wasLocked = pack.locked; const wasLocked = pack.locked;
@ -77,40 +83,37 @@ export const migrateCompendium = async function(pack) {
// Begin by requesting server-side data model migration and get the migrated content // Begin by requesting server-side data model migration and get the migrated content
await pack.migrate(); await pack.migrate();
const content = await pack.getContent(); const documents = await pack.getDocuments();
// Iterate over compendium entries - applying fine-tuned migration functions // Iterate over compendium entries - applying fine-tuned migration functions
for await ( let ent of content ) { for await (let doc of documents) {
let updateData = {}; let updateData = {};
try { try {
switch (entity) { switch (entity) {
case "Actor": case "Actor":
updateData = await migrateActorData(ent.data); updateData = await migrateActorData(doc.data);
break; break;
case "Item": case "Item":
updateData = migrateItemData(ent.data); updateData = migrateItemData(doc.toObject());
break; break;
case "Scene": case "Scene":
updateData = await migrateSceneData(ent.data); updateData = await migrateSceneData(doc.data);
break; break;
} }
if ( isObjectEmpty(updateData) ) continue; if (foundry.utils.isObjectEmpty(updateData)) continue;
// Save the entry, if data was changed // Save the entry, if data was changed
updateData["_id"] = ent._id; await doc.update(updateData);
await pack.updateEntity(updateData); console.log(`Migrated ${entity} entity ${doc.name} in Compendium ${pack.collection}`);
console.log(`Migrated ${entity} entity ${ent.name} in Compendium ${pack.collection}`); } catch (err) {
}
// Handle migration failures // Handle migration failures
catch(err) { err.message = `Failed sw5e system migration for entity ${doc.name} in pack ${pack.collection}: ${err.message}`;
err.message = `Failed sw5e system migration for entity ${ent.name} in pack ${pack.collection}: ${err.message}`;
console.error(err); console.error(err);
} }
} }
// Apply the original locked status for the pack // Apply the original locked status for the pack
pack.configure({locked: wasLocked}); await pack.configure({locked: wasLocked});
console.log(`Migrated all ${entity} entities from Compendium ${pack.collection}`); console.log(`Migrated all ${entity} entities from Compendium ${pack.collection}`);
}; };
@ -124,38 +127,44 @@ export const migrateCompendium = async function(pack) {
* @param {object} actor The actor data object to update * @param {object} actor The actor data object to update
* @return {Object} The updateData to apply * @return {Object} The updateData to apply
*/ */
export const migrateActorData = async function(actor) { export const migrateActorData = async function (actor) {
const updateData = {}; const updateData = {};
// Actor Data Updates // Actor Data Updates
if (actor.data) {
_migrateActorMovement(actor, updateData); _migrateActorMovement(actor, updateData);
_migrateActorSenses(actor, updateData); _migrateActorSenses(actor, updateData);
_migrateActorType(actor, updateData);
}
// Migrate Owned Items // Migrate Owned Items
if ( !!actor.items ) { if (!!actor.items) {
let hasItemUpdates = false;
const items = await actor.items.reduce(async (memo, i) => { const items = await actor.items.reduce(async (memo, i) => {
const results = await memo; const results = await memo;
// Migrate the Owned Item // Migrate the Owned Item
let itemUpdate = await migrateActorItemData(i, actor); const itemData = i instanceof CONFIG.Item.documentClass ? i.toObject() : i;
let itemUpdate = await migrateActorItemData(itemData, actor);
// Prepared, Equipped, and Proficient for NPC actors // Prepared, Equipped, and Proficient for NPC actors
if ( actor.type === "npc" ) { if (actor.type === "npc") {
if (getProperty(i.data, "preparation.prepared") === false) itemUpdate["data.preparation.prepared"] = true; if (getProperty(itemData.data, "preparation.prepared") === false)
if (getProperty(i.data, "equipped") === false) itemUpdate["data.equipped"] = true; itemUpdate["data.preparation.prepared"] = true;
if (getProperty(i.data, "proficient") === false) itemUpdate["data.proficient"] = true; if (getProperty(itemData.data, "equipped") === false) itemUpdate["data.equipped"] = true;
if (getProperty(itemData.data, "proficient") === false) itemUpdate["data.proficient"] = true;
} }
// Update the Owned Item // Update the Owned Item
if ( !isObjectEmpty(itemUpdate) ) { if (!isObjectEmpty(itemUpdate)) {
hasItemUpdates = true; itemUpdate._id = itemData._id;
console.log(`Migrating Actor ${actor.name}'s ${i.name}`); console.log(`Migrating Actor ${actor.name}'s ${i.name}`);
return [...results, mergeObject(i, itemUpdate, {enforceTypes: false, inplace: false})]; results.push(expandObject(itemUpdate));
} else return [...results, i]; }
return results;
}, []); }, []);
if ( hasItemUpdates ) updateData.items = items; if (items.length > 0) updateData.items = items;
} }
// Update NPC data with new datamodel information // Update NPC data with new datamodel information
@ -171,14 +180,12 @@ export const migrateActorData = async function(actor) {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** /**
* Scrub an Actor's system data, removing all keys which are not explicitly defined in the system template * Scrub an Actor's system data, removing all keys which are not explicitly defined in the system template
* @param {Object} actorData The data object for an Actor * @param {Object} actorData The data object for an Actor
* @return {Object} The scrubbed Actor data * @return {Object} The scrubbed Actor data
*/ */
function cleanActorData(actorData) { function cleanActorData(actorData) {
// Scrub system data // Scrub system data
const model = game.system.model.Actor[actorData.type]; const model = game.system.model.Actor[actorData.type];
actorData.data = filterObject(actorData.data, model); actorData.data = filterObject(actorData.data, model);
@ -188,7 +195,7 @@ function cleanActorData(actorData) {
obj[f] = null; obj[f] = null;
return obj; return obj;
}, {}); }, {});
if ( actorData.flags.sw5e ) { if (actorData.flags.sw5e) {
actorData.flags.sw5e = filterObject(actorData.flags.sw5e, allowedFlags); actorData.flags.sw5e = filterObject(actorData.flags.sw5e, allowedFlags);
} }
@ -196,14 +203,15 @@ function cleanActorData(actorData) {
return actorData; return actorData;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** /**
* Migrate a single Item entity to incorporate latest data model changes * Migrate a single Item entity to incorporate latest data model changes
* @param item *
* @param {object} item Item data to migrate
* @return {object} The updateData to apply
*/ */
export const migrateItemData = function(item) { export const migrateItemData = function (item) {
const updateData = {}; const updateData = {};
_migrateItemClassPowerCasting(item, updateData); _migrateItemClassPowerCasting(item, updateData);
_migrateItemAttunement(item, updateData); _migrateItemAttunement(item, updateData);
@ -217,7 +225,7 @@ export const migrateItemData = function(item) {
* @param item * @param item
* @param actor * @param actor
*/ */
export const migrateActorItemData = async function(item, actor) { export const migrateActorItemData = async function (item, actor) {
const updateData = {}; const updateData = {};
_migrateItemClassPowerCasting(item, updateData); _migrateItemClassPowerCasting(item, updateData);
_migrateItemAttunement(item, updateData); _migrateItemAttunement(item, updateData);
@ -233,25 +241,35 @@ export const migrateActorItemData = async function(item, actor) {
* @param {Object} scene The Scene data to Update * @param {Object} scene The Scene data to Update
* @return {Object} The updateData to apply * @return {Object} The updateData to apply
*/ */
export const migrateSceneData = async function(scene) { export const migrateSceneData = async function (scene) {
const tokens = duplicate(scene.tokens); const tokens = await Promise.all(
return { scene.tokens.map(async (token) => {
tokens: await Promise.all(tokens.map(async (t) => { const t = token.toJSON();
if (!t.actorId || t.actorLink || !t.actorData.data) { if (!t.actorId || t.actorLink) {
t.actorData = {}; t.actorData = {};
return t; } else if (!game.actors.has(t.actorId)) {
}
const token = new Token(t);
if ( !token.actor ) {
t.actorId = null; t.actorId = null;
t.actorData = {}; t.actorData = {};
} else if ( !t.actorLink ) { } else if (!t.actorLink) {
const updateData = await migrateActorData(token.data.actorData); const actorData = duplicate(t.actorData);
t.actorData = mergeObject(token.data.actorData, updateData); actorData.type = token.actor?.type;
const update = migrateActorData(actorData);
["items", "effects"].forEach((embeddedName) => {
if (!update[embeddedName]?.length) return;
const updates = new Map(update[embeddedName].map((u) => [u._id, u]));
t.actorData[embeddedName].forEach((original) => {
const update = updates.get(original._id);
if (update) mergeObject(original, update);
});
delete update[embeddedName];
});
mergeObject(t.actorData, update);
} }
return t; return t;
})) })
}; );
return {tokens};
}; };
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -266,7 +284,6 @@ export const migrateActorItemData = async function(item, actor) {
* @return {Object} The updated Actor * @return {Object} The updated Actor
*/ */
function _updateNPCData(actor) { function _updateNPCData(actor) {
let actorData = actor.data; let actorData = actor.data;
const updateData = {}; const updateData = {};
// check for flag.core, if not there is no compendium monster so exit // check for flag.core, if not there is no compendium monster so exit
@ -274,13 +291,20 @@ function _updateNPCData(actor) {
if (!hasSource) return actor; if (!hasSource) return actor;
// shortcut out if dataVersion flag is set to 1.2.4 or higher // shortcut out if dataVersion flag is set to 1.2.4 or higher
const hasDataVersion = actor?.flags?.sw5e?.dataVersion !== undefined; const hasDataVersion = actor?.flags?.sw5e?.dataVersion !== undefined;
if (hasDataVersion && (actor.flags.sw5e.dataVersion === "1.2.4" || isNewerVersion("1.2.4", actor.flags.sw5e.dataVersion))) return actor; if (
hasDataVersion &&
(actor.flags.sw5e.dataVersion === "1.2.4" || isNewerVersion("1.2.4", actor.flags.sw5e.dataVersion))
)
return actor;
// Check to see what the source of NPC is // Check to see what the source of NPC is
const sourceId = actor.flags.core.sourceId; const sourceId = actor.flags.core.sourceId;
const coreSource = sourceId.substr(0,sourceId.length-17); const coreSource = sourceId.substr(0, sourceId.length - 17);
const core_id = sourceId.substr(sourceId.length-16,16); const core_id = sourceId.substr(sourceId.length - 16, 16);
if (coreSource === "Compendium.sw5e.monsters"){ if (coreSource === "Compendium.sw5e.monsters") {
game.packs.get("sw5e.monsters").getEntity(core_id).then(monster => { game.packs
.get("sw5e.monsters")
.getEntity(core_id)
.then((monster) => {
const monsterData = monster.data.data; const monsterData = monster.data.data;
// copy movement[], senses[], powercasting, force[], tech[], powerForceLevel, powerTechLevel // copy movement[], senses[], powercasting, force[], tech[], powerForceLevel, powerTechLevel
updateData["data.attributes.movement"] = monsterData.attributes.movement; updateData["data.attributes.movement"] = monsterData.attributes.movement;
@ -292,11 +316,13 @@ function _updateNPCData(actor) {
updateData["data.details.powerTechLevel"] = monsterData.details.powerTechLevel; updateData["data.details.powerTechLevel"] = monsterData.details.powerTechLevel;
// push missing powers onto actor // push missing powers onto actor
let newPowers = []; let newPowers = [];
for ( let i of monster.items ) { for (let i of monster.items) {
const itemData = i.data; const itemData = i.data;
if ( itemData.type === "power" ) { if (itemData.type === "power") {
const itemCompendium_id = itemData.flags?.core?.sourceId.split(".").slice(-1)[0]; const itemCompendium_id = itemData.flags?.core?.sourceId.split(".").slice(-1)[0];
let hasPower = !!actor.items.find(item => item.flags?.core?.sourceId.split(".").slice(-1)[0] === itemCompendium_id); let hasPower = !!actor.items.find(
(item) => item.flags?.core?.sourceId.split(".").slice(-1)[0] === itemCompendium_id
);
if (!hasPower) { if (!hasPower) {
// Clone power to new object. Don't know if it is technically needed, but seems to prevent some weirdness. // Clone power to new object. Don't know if it is technically needed, but seems to prevent some weirdness.
const newPower = JSON.parse(JSON.stringify(itemData)); const newPower = JSON.parse(JSON.stringify(itemData));
@ -313,17 +339,15 @@ function _updateNPCData(actor) {
// set flag to check to see if migration has been done so we don't do it again. // set flag to check to see if migration has been done so we don't do it again.
liveActor.setFlag("sw5e", "dataVersion", "1.2.4"); liveActor.setFlag("sw5e", "dataVersion", "1.2.4");
}) });
} }
//merge object //merge object
actorData = mergeObject(actorData, updateData); actorData = mergeObject(actorData, updateData);
// Return the scrubbed data // Return the scrubbed data
return actor; return actor;
} }
/** /**
* Migrate the actor speed string to movement object * Migrate the actor speed string to movement object
* @private * @private
@ -332,21 +356,21 @@ function _migrateActorMovement(actorData, updateData) {
const ad = actorData.data; const ad = actorData.data;
// Work is needed if old data is present // Work is needed if old data is present
const old = actorData.type === 'vehicle' ? ad?.attributes?.speed : ad?.attributes?.speed?.value; const old = actorData.type === "vehicle" ? ad?.attributes?.speed : ad?.attributes?.speed?.value;
const hasOld = old !== undefined; const hasOld = old !== undefined;
if ( hasOld ) { if (hasOld) {
// If new data is not present, migrate the old data // If new data is not present, migrate the old data
const hasNew = ad?.attributes?.movement?.walk !== undefined; const hasNew = ad?.attributes?.movement?.walk !== undefined;
if ( !hasNew && (typeof old === "string") ) { if (!hasNew && typeof old === "string") {
const s = (old || "").split(" "); const s = (old || "").split(" ");
if ( s.length > 0 ) updateData["data.attributes.movement.walk"] = Number.isNumeric(s[0]) ? parseInt(s[0]) : null; if (s.length > 0)
updateData["data.attributes.movement.walk"] = Number.isNumeric(s[0]) ? parseInt(s[0]) : null;
} }
// Remove the old attribute // Remove the old attribute
updateData["data.attributes.-=speed"] = null; updateData["data.attributes.-=speed"] = null;
} }
return updateData return updateData;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -360,7 +384,7 @@ function _migrateActorPowers(actorData, updateData) {
// If new Force & Tech data is not present, create it // If new Force & Tech data is not present, create it
let hasNewAttrib = ad?.attributes?.force?.level !== undefined; let hasNewAttrib = ad?.attributes?.force?.level !== undefined;
if ( !hasNewAttrib ) { if (!hasNewAttrib) {
updateData["data.attributes.force.known.value"] = 0; updateData["data.attributes.force.known.value"] = 0;
updateData["data.attributes.force.known.max"] = 0; updateData["data.attributes.force.known.max"] = 0;
updateData["data.attributes.force.points.value"] = 0; updateData["data.attributes.force.points.value"] = 0;
@ -381,14 +405,14 @@ function _migrateActorPowers(actorData, updateData) {
// If new Power F/T split data is not present, create it // If new Power F/T split data is not present, create it
const hasNewLimit = ad?.powers?.power1?.foverride !== undefined; const hasNewLimit = ad?.powers?.power1?.foverride !== undefined;
if ( !hasNewLimit ) { if (!hasNewLimit) {
for (let i = 1; i <= 9; i++) { for (let i = 1; i <= 9; i++) {
// add new // add new
updateData["data.powers.power" + i + ".fvalue"] = getProperty(ad.powers,"power" + i + ".value"); updateData["data.powers.power" + i + ".fvalue"] = getProperty(ad.powers, "power" + i + ".value");
updateData["data.powers.power" + i + ".fmax"] = getProperty(ad.powers,"power" + i + ".max"); updateData["data.powers.power" + i + ".fmax"] = getProperty(ad.powers, "power" + i + ".max");
updateData["data.powers.power" + i + ".foverride"] = null; updateData["data.powers.power" + i + ".foverride"] = null;
updateData["data.powers.power" + i + ".tvalue"] = getProperty(ad.powers,"power" + i + ".value"); updateData["data.powers.power" + i + ".tvalue"] = getProperty(ad.powers, "power" + i + ".value");
updateData["data.powers.power" + i + ".tmax"] = getProperty(ad.powers,"power" + i + ".max"); updateData["data.powers.power" + i + ".tmax"] = getProperty(ad.powers, "power" + i + ".max");
updateData["data.powers.power" + i + ".toverride"] = null; updateData["data.powers.power" + i + ".toverride"] = null;
//remove old //remove old
updateData["data.powers.power" + i + ".-=value"] = null; updateData["data.powers.power" + i + ".-=value"] = null;
@ -397,7 +421,7 @@ function _migrateActorPowers(actorData, updateData) {
} }
// If new Bonus Power DC data is not present, create it // If new Bonus Power DC data is not present, create it
const hasNewBonus = ad?.bonuses?.power?.forceLightDC !== undefined; const hasNewBonus = ad?.bonuses?.power?.forceLightDC !== undefined;
if ( !hasNewBonus ) { if (!hasNewBonus) {
updateData["data.bonuses.power.forceLightDC"] = ""; updateData["data.bonuses.power.forceLightDC"] = "";
updateData["data.bonuses.power.forceDarkDC"] = ""; updateData["data.bonuses.power.forceDarkDC"] = "";
updateData["data.bonuses.power.forceUnivDC"] = ""; updateData["data.bonuses.power.forceUnivDC"] = "";
@ -407,7 +431,7 @@ function _migrateActorPowers(actorData, updateData) {
// Remove the Power DC Bonus // Remove the Power DC Bonus
updateData["data.bonuses.power.-=dc"] = null; updateData["data.bonuses.power.-=dc"] = null;
return updateData return updateData;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -418,27 +442,28 @@ function _migrateActorPowers(actorData, updateData) {
*/ */
function _migrateActorSenses(actor, updateData) { function _migrateActorSenses(actor, updateData) {
const ad = actor.data; const ad = actor.data;
if ( ad?.traits?.senses === undefined ) return; if (ad?.traits?.senses === undefined) return;
const original = ad.traits.senses || ""; const original = ad.traits.senses || "";
if (typeof original !== "string") return;
// Try to match old senses with the format like "Darkvision 60 ft, Blindsight 30 ft" // Try to match old senses with the format like "Darkvision 60 ft, Blindsight 30 ft"
const pattern = /([A-z]+)\s?([0-9]+)\s?([A-z]+)?/; const pattern = /([A-z]+)\s?([0-9]+)\s?([A-z]+)?/;
let wasMatched = false; let wasMatched = false;
// Match each comma-separated term // Match each comma-separated term
for ( let s of original.split(",") ) { for (let s of original.split(",")) {
s = s.trim(); s = s.trim();
const match = s.match(pattern); const match = s.match(pattern);
if ( !match ) continue; if (!match) continue;
const type = match[1].toLowerCase(); const type = match[1].toLowerCase();
if ( type in CONFIG.SW5E.senses ) { if (type in CONFIG.SW5E.senses) {
updateData[`data.attributes.senses.${type}`] = Number(match[2]).toNearest(0.5); updateData[`data.attributes.senses.${type}`] = Number(match[2]).toNearest(0.5);
wasMatched = true; wasMatched = true;
} }
} }
// If nothing was matched, but there was an old string - put the whole thing in "special" // If nothing was matched, but there was an old string - put the whole thing in "special"
if ( !wasMatched && !!original ) { if (!wasMatched && !!original) {
updateData["data.attributes.senses.special"] = original; updateData["data.attributes.senses.special"] = original;
} }
@ -449,26 +474,121 @@ function _migrateActorSenses(actor, updateData) {
/* -------------------------------------------- */ /* -------------------------------------------- */
/**
* Migrate the actor details.type string to object
* @private
*/
function _migrateActorType(actor, updateData) {
const ad = actor.data;
const original = ad.details?.type;
if (typeof original !== "string") return;
// New default data structure
let data = {
value: "",
subtype: "",
swarm: "",
custom: ""
};
// Specifics
// (Some of these have weird names, these need to be addressed individually)
if (original === "force entity") {
data.value = "force";
data.subtype = "storm";
} else if (original === "human") {
data.value = "humanoid";
data.subtype = "human";
} else if (["humanoid (any)", "humanoid (Villainous"].includes(original)) {
data.value = "humanoid";
} else if (original === "tree") {
data.value = "plant";
data.subtype = "tree";
} else if (original === "(humanoid) or Large (beast) force entity") {
data.value = "force";
} else if (original === "droid (appears human)") {
data.value = "droid";
} else {
// Match the existing string
const pattern = /^(?:swarm of (?<size>[\w\-]+) )?(?<type>[^(]+?)(?:\((?<subtype>[^)]+)\))?$/i;
const match = original.trim().match(pattern);
if (match) {
// Match a known creature type
const typeLc = match.groups.type.trim().toLowerCase();
const typeMatch = Object.entries(CONFIG.SW5E.creatureTypes).find(([k, v]) => {
return (
typeLc === k ||
typeLc === game.i18n.localize(v).toLowerCase() ||
typeLc === game.i18n.localize(`${v}Pl`).toLowerCase()
);
});
if (typeMatch) data.value = typeMatch[0];
else {
data.value = "custom";
data.custom = match.groups.type.trim().titleCase();
}
data.subtype = match.groups.subtype?.trim().titleCase() || "";
// Match a swarm
const isNamedSwarm = actor.name.startsWith(game.i18n.localize("SW5E.CreatureSwarm"));
if (match.groups.size || isNamedSwarm) {
const sizeLc = match.groups.size ? match.groups.size.trim().toLowerCase() : "tiny";
const sizeMatch = Object.entries(CONFIG.SW5E.actorSizes).find(([k, v]) => {
return sizeLc === k || sizeLc === game.i18n.localize(v).toLowerCase();
});
data.swarm = sizeMatch ? sizeMatch[0] : "tiny";
} else data.swarm = "";
}
// No match found
else {
data.value = "custom";
data.custom = original;
}
}
// Update the actor data
updateData["data.details.type"] = data;
return updateData;
}
/* -------------------------------------------- */
/** /**
* @private * @private
*/ */
function _migrateItemClassPowerCasting(item, updateData) { function _migrateItemClassPowerCasting(item, updateData) {
if (item.type === "class"){ if (item.type === "class") {
switch (item.name){ switch (item.name) {
case "Consular": case "Consular":
updateData["data.powercasting"] = "consular"; updateData["data.powercasting"] = {
progression: "consular",
ability: ""
};
break; break;
case "Engineer": case "Engineer":
updateData["data.powercasting"] = "engineer"; updateData["data.powercasting"] = {
progression: "engineer",
ability: ""
};
break; break;
case "Guardian": case "Guardian":
updateData["data.powercasting"] = "guardian"; updateData["data.powercasting"] = {
progression: "guardian",
ability: ""
};
break; break;
case "Scout": case "Scout":
updateData["data.powercasting"] = "scout"; updateData["data.powercasting"] = {
progression: "scout",
ability: ""
};
break; break;
case "Sentinel": case "Sentinel":
updateData["data.powercasting"] = "sentinel"; updateData["data.powercasting"] = {
progression: "sentinel",
ability: ""
};
break; break;
} }
} }
@ -494,7 +614,11 @@ async function _migrateItemPower(item, actor, updateData) {
// shortcut out if dataVersion flag is set to 1.2.4 or higher // shortcut out if dataVersion flag is set to 1.2.4 or higher
const hasDataVersion = item?.flags?.sw5e?.dataVersion !== undefined; const hasDataVersion = item?.flags?.sw5e?.dataVersion !== undefined;
if (hasDataVersion && (item.flags.sw5e.dataVersion === "1.2.4" || isNewerVersion("1.2.4", item.flags.sw5e.dataVersion))) return updateData; if (
hasDataVersion &&
(item.flags.sw5e.dataVersion === "1.2.4" || isNewerVersion("1.2.4", item.flags.sw5e.dataVersion))
)
return updateData;
// Check to see what the source of Power is // Check to see what the source of Power is
const sourceId = item.flags.core.sourceId; const sourceId = item.flags.core.sourceId;
@ -512,11 +636,10 @@ async function _migrateItemPower(item, actor, updateData) {
const corePowerData = corePower.data; const corePowerData = corePower.data;
// copy Core Power Data over original Power // copy Core Power Data over original Power
updateData["data"] = corePowerData; updateData["data"] = corePowerData;
updateData["flags"] = {"sw5e": {"dataVersion": "1.2.4"}}; updateData["flags"] = {sw5e: {dataVersion: "1.2.4"}};
return updateData; return updateData;
//game.packs.get(powerType).getEntity(core_id).then(corePower => { //game.packs.get(powerType).getEntity(core_id).then(corePower => {
//}) //})
@ -526,10 +649,14 @@ async function _migrateItemPower(item, actor, updateData) {
/** /**
* Delete the old data.attuned boolean * Delete the old data.attuned boolean
*
* @param {object} item Item data to migrate
* @param {object} updateData Existing update to expand upon
* @return {object} The updateData to apply
* @private * @private
*/ */
function _migrateItemAttunement(item, updateData) { function _migrateItemAttunement(item, updateData) {
if ( item.data.attuned === undefined ) return; if (item.data?.attuned === undefined) return updateData;
updateData["data.attunement"] = CONFIG.SW5E.attunementTypes.NONE; updateData["data.attunement"] = CONFIG.SW5E.attunementTypes.NONE;
updateData["data.-=attuned"] = null; updateData["data.-=attuned"] = null;
return updateData; return updateData;
@ -549,13 +676,13 @@ export async function purgeFlags(pack) {
}; };
await pack.configure({locked: false}); await pack.configure({locked: false});
const content = await pack.getContent(); const content = await pack.getContent();
for ( let entity of content ) { for (let entity of content) {
const update = {_id: entity.id, flags: cleanFlags(entity.data.flags)}; const update = {_id: entity.id, flags: cleanFlags(entity.data.flags)};
if ( pack.entity === "Actor" ) { if (pack.entity === "Actor") {
update.items = entity.data.items.map(i => { update.items = entity.data.items.map((i) => {
i.flags = cleanFlags(i.flags); i.flags = cleanFlags(i.flags);
return i; return i;
}) });
} }
await pack.updateEntity(update, {recursive: false}); await pack.updateEntity(update, {recursive: false});
console.log(`Purged flags from ${entity.name}`); console.log(`Purged flags from ${entity.name}`);
@ -565,20 +692,18 @@ export async function purgeFlags(pack) {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** /**
* Purge the data model of any inner objects which have been flagged as _deprecated. * Purge the data model of any inner objects which have been flagged as _deprecated.
* @param {object} data The data to clean * @param {object} data The data to clean
* @private * @private
*/ */
export function removeDeprecatedObjects(data) { export function removeDeprecatedObjects(data) {
for ( let [k, v] of Object.entries(data) ) { for (let [k, v] of Object.entries(data)) {
if ( getType(v) === "Object" ) { if (getType(v) === "Object") {
if (v._deprecated === true) { if (v._deprecated === true) {
console.log(`Deleting deprecated object key ${k}`); console.log(`Deleting deprecated object key ${k}`);
delete data[k]; delete data[k];
} } else removeDeprecatedObjects(v);
else removeDeprecatedObjects(v);
} }
} }
return data; return data;

View file

@ -1,11 +1,10 @@
import { SW5E } from "../config.js"; import {SW5E} from "../config.js";
/** /**
* A helper class for building MeasuredTemplates for 5e powers and abilities * A helper class for building MeasuredTemplates for 5e powers and abilities
* @extends {MeasuredTemplate} * @extends {MeasuredTemplate}
*/ */
export default class AbilityTemplate extends MeasuredTemplate { export default class AbilityTemplate extends MeasuredTemplate {
/** /**
* A factory method to create an AbilityTemplate instance using provided data from an Item5e instance * A factory method to create an AbilityTemplate instance using provided data from an Item5e instance
* @param {Item5e} item The Item object for which to construct the template * @param {Item5e} item The Item object for which to construct the template
@ -14,12 +13,12 @@ export default class AbilityTemplate extends MeasuredTemplate {
static fromItem(item) { static fromItem(item) {
const target = getProperty(item.data, "data.target") || {}; const target = getProperty(item.data, "data.target") || {};
const templateShape = SW5E.areaTargetTypes[target.type]; const templateShape = SW5E.areaTargetTypes[target.type];
if ( !templateShape ) return null; if (!templateShape) return null;
// Prepare template data // Prepare template data
const templateData = { const templateData = {
t: templateShape, t: templateShape,
user: game.user._id, user: game.user.data._id,
distance: target.value, distance: target.value,
direction: 0, direction: 0,
x: 0, x: 0,
@ -28,7 +27,7 @@ export default class AbilityTemplate extends MeasuredTemplate {
}; };
// Additional type-specific data // Additional type-specific data
switch ( templateShape ) { switch (templateShape) {
case "cone": case "cone":
templateData.angle = CONFIG.MeasuredTemplate.defaults.angle; templateData.angle = CONFIG.MeasuredTemplate.defaults.angle;
break; break;
@ -45,10 +44,12 @@ export default class AbilityTemplate extends MeasuredTemplate {
} }
// Return the template constructed from the item data // Return the template constructed from the item data
const template = new this(templateData); const cls = CONFIG.MeasuredTemplate.documentClass;
template.item = item; const template = new cls(templateData, {parent: canvas.scene});
template.actorSheet = item.actor?.sheet || null; const object = new this(template);
return template; object.item = item;
object.actorSheet = item.actor?.sheet || null;
return object;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -65,7 +66,7 @@ export default class AbilityTemplate extends MeasuredTemplate {
this.layer.preview.addChild(this); this.layer.preview.addChild(this);
// Hide the sheet that originated the preview // Hide the sheet that originated the preview
if ( this.actorSheet ) this.actorSheet.minimize(); if (this.actorSheet) this.actorSheet.minimize();
// Activate interactivity // Activate interactivity
this.activatePreviewListeners(initialLayer); this.activatePreviewListeners(initialLayer);
@ -82,20 +83,19 @@ export default class AbilityTemplate extends MeasuredTemplate {
let moveTime = 0; let moveTime = 0;
// Update placement (mouse-move) // Update placement (mouse-move)
handlers.mm = event => { handlers.mm = (event) => {
event.stopPropagation(); event.stopPropagation();
let now = Date.now(); // Apply a 20ms throttle let now = Date.now(); // Apply a 20ms throttle
if ( now - moveTime <= 20 ) return; if (now - moveTime <= 20) return;
const center = event.data.getLocalPosition(this.layer); const center = event.data.getLocalPosition(this.layer);
const snapped = canvas.grid.getSnappedPosition(center.x, center.y, 2); const snapped = canvas.grid.getSnappedPosition(center.x, center.y, 2);
this.data.x = snapped.x; this.data.update({x: snapped.x, y: snapped.y});
this.data.y = snapped.y;
this.refresh(); this.refresh();
moveTime = now; moveTime = now;
}; };
// Cancel the workflow (right-click) // Cancel the workflow (right-click)
handlers.rc = event => { handlers.rc = (event) => {
this.layer.preview.removeChildren(); this.layer.preview.removeChildren();
canvas.stage.off("mousemove", handlers.mm); canvas.stage.off("mousemove", handlers.mm);
canvas.stage.off("mousedown", handlers.lc); canvas.stage.off("mousedown", handlers.lc);
@ -106,25 +106,20 @@ export default class AbilityTemplate extends MeasuredTemplate {
}; };
// Confirm the workflow (left-click) // Confirm the workflow (left-click)
handlers.lc = event => { handlers.lc = (event) => {
handlers.rc(event); handlers.rc(event);
const destination = canvas.grid.getSnappedPosition(this.data.x, this.data.y, 2);
// Confirm final snapped position this.data.update(destination);
const destination = canvas.grid.getSnappedPosition(this.x, this.y, 2); canvas.scene.createEmbeddedDocuments("MeasuredTemplate", [this.data]);
this.data.x = destination.x;
this.data.y = destination.y;
// Create the template
canvas.scene.createEmbeddedEntity("MeasuredTemplate", this.data);
}; };
// Rotate the template by 3 degree increments (mouse-wheel) // Rotate the template by 3 degree increments (mouse-wheel)
handlers.mw = event => { handlers.mw = (event) => {
if ( event.ctrlKey ) event.preventDefault(); // Avoid zooming the browser window if (event.ctrlKey) event.preventDefault(); // Avoid zooming the browser window
event.stopPropagation(); event.stopPropagation();
let delta = canvas.grid.type > CONST.GRID_TYPES.SQUARE ? 30 : 15; let delta = canvas.grid.type > CONST.GRID_TYPES.SQUARE ? 30 : 15;
let snap = event.shiftKey ? delta : 5; let snap = event.shiftKey ? delta : 5;
this.data.direction += (snap * Math.sign(event.deltaY)); this.data.update({direction: this.data.direction + snap * Math.sign(event.deltaY)});
this.refresh(); this.refresh();
}; };

View file

@ -1,5 +1,4 @@
export const registerSystemSettings = function() { export const registerSystemSettings = function () {
/** /**
* Track the system version upon which point a migration was last applied * Track the system version upon which point a migration was last applied
*/ */
@ -8,7 +7,7 @@ export const registerSystemSettings = function() {
scope: "world", scope: "world",
config: false, config: false,
type: String, type: String,
default: "" default: game.system.data.version
}); });
/** /**
@ -22,9 +21,9 @@ export const registerSystemSettings = function() {
default: "normal", default: "normal",
type: String, type: String,
choices: { choices: {
"normal": "SETTINGS.5eRestPHB", normal: "SETTINGS.5eRestPHB",
"gritty": "SETTINGS.5eRestGritty", gritty: "SETTINGS.5eRestGritty",
"epic": "SETTINGS.5eRestEpic", epic: "SETTINGS.5eRestEpic"
} }
}); });
@ -39,11 +38,11 @@ export const registerSystemSettings = function() {
default: "555", default: "555",
type: String, type: String,
choices: { choices: {
"555": "SETTINGS.5eDiagPHB", 555: "SETTINGS.5eDiagPHB",
"5105": "SETTINGS.5eDiagDMG", 5105: "SETTINGS.5eDiagDMG",
"EUCL": "SETTINGS.5eDiagEuclidean", EUCL: "SETTINGS.5eDiagEuclidean"
}, },
onChange: rule => canvas.grid.diagonalRule = rule onChange: (rule) => (canvas.grid.diagonalRule = rule)
}); });
/** /**
@ -79,7 +78,7 @@ export const registerSystemSettings = function() {
scope: "world", scope: "world",
config: true, config: true,
default: false, default: false,
type: Boolean, type: Boolean
}); });
/** /**
@ -92,7 +91,7 @@ export const registerSystemSettings = function() {
config: true, config: true,
default: false, default: false,
type: Boolean, type: Boolean,
onChange: s => { onChange: (s) => {
ui.chat.render(); ui.chat.render();
} }
}); });
@ -100,10 +99,10 @@ export const registerSystemSettings = function() {
/** /**
* Option to allow GMs to restrict polymorphing to GMs only. * Option to allow GMs to restrict polymorphing to GMs only.
*/ */
game.settings.register('sw5e', 'allowPolymorphing', { game.settings.register("sw5e", "allowPolymorphing", {
name: 'SETTINGS.5eAllowPolymorphingN', name: "SETTINGS.5eAllowPolymorphingN",
hint: 'SETTINGS.5eAllowPolymorphingL', hint: "SETTINGS.5eAllowPolymorphingL",
scope: 'world', scope: "world",
config: true, config: true,
default: false, default: false,
type: Boolean type: Boolean
@ -112,8 +111,8 @@ export const registerSystemSettings = function() {
/** /**
* Remember last-used polymorph settings. * Remember last-used polymorph settings.
*/ */
game.settings.register('sw5e', 'polymorphSettings', { game.settings.register("sw5e", "polymorphSettings", {
scope: 'client', scope: "client",
default: { default: {
keepPhysical: false, keepPhysical: false,
keepMental: false, keepMental: false,
@ -138,8 +137,8 @@ export const registerSystemSettings = function() {
default: "light", default: "light",
type: String, type: String,
choices: { choices: {
"light": "SETTINGS.SWColorLight", light: "SETTINGS.SWColorLight",
"dark": "SETTINGS.SWColorDark" dark: "SETTINGS.SWColorDark"
} }
}); });
}; };

View file

@ -3,9 +3,8 @@
* Pre-loaded templates are compiled and cached for fast access when rendering * Pre-loaded templates are compiled and cached for fast access when rendering
* @return {Promise} * @return {Promise}
*/ */
export const preloadHandlebarsTemplates = async function() { export const preloadHandlebarsTemplates = async function () {
return loadTemplates([ return loadTemplates([
// Shared Partials // Shared Partials
"systems/sw5e/templates/actors/parts/active-effects.html", "systems/sw5e/templates/actors/parts/active-effects.html",
@ -18,6 +17,7 @@ export const preloadHandlebarsTemplates = async function() {
"systems/sw5e/templates/actors/newActor/parts/swalt-biography.html", "systems/sw5e/templates/actors/newActor/parts/swalt-biography.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-core.html", "systems/sw5e/templates/actors/newActor/parts/swalt-core.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-crew.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-active-effects.html", "systems/sw5e/templates/actors/newActor/parts/swalt-active-effects.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-features.html", "systems/sw5e/templates/actors/newActor/parts/swalt-features.html",
"systems/sw5e/templates/actors/newActor/parts/swalt-inventory.html", "systems/sw5e/templates/actors/newActor/parts/swalt-inventory.html",

102
module/token.js Normal file
View file

@ -0,0 +1,102 @@
/**
* Extend the base TokenDocument class to implement system-specific HP bar logic.
* @extends {TokenDocument}
*/
export class TokenDocument5e extends TokenDocument {
/** @inheritdoc */
getBarAttribute(...args) {
const data = super.getBarAttribute(...args);
if (data && data.attribute === "attributes.hp") {
data.value += parseInt(getProperty(this.actor.data, "data.attributes.hp.temp") || 0);
data.max += parseInt(getProperty(this.actor.data, "data.attributes.hp.tempmax") || 0);
}
return data;
}
}
/* -------------------------------------------- */
/**
* Extend the base Token class to implement additional system-specific logic.
* @extends {Token}
*/
export class Token5e extends Token {
/** @inheritdoc */
_drawBar(number, bar, data) {
if (data.attribute === "attributes.hp") return this._drawHPBar(number, bar, data);
return super._drawBar(number, bar, data);
}
/* -------------------------------------------- */
/**
* Specialized drawing function for HP bars.
* @param {number} number The Bar number
* @param {PIXI.Graphics} bar The Bar container
* @param {object} data Resource data for this bar
* @private
*/
_drawHPBar(number, bar, data) {
// Extract health data
let {value, max, temp, tempmax} = this.document.actor.data.data.attributes.hp;
temp = Number(temp || 0);
tempmax = Number(tempmax || 0);
// Differentiate between effective maximum and displayed maximum
const effectiveMax = Math.max(0, max + tempmax);
let displayMax = max + (tempmax > 0 ? tempmax : 0);
// Allocate percentages of the total
const tempPct = Math.clamped(temp, 0, displayMax) / displayMax;
const valuePct = Math.clamped(value, 0, effectiveMax) / displayMax;
const colorPct = Math.clamped(value, 0, effectiveMax) / displayMax;
// Determine colors to use
const blk = 0x000000;
const hpColor = PIXI.utils.rgb2hex([1 - colorPct / 2, colorPct, 0]);
const c = CONFIG.SW5E.tokenHPColors;
// Determine the container size (logic borrowed from core)
const w = this.w;
let h = Math.max(canvas.dimensions.size / 12, 8);
if (this.data.height >= 2) h *= 1.6;
const bs = Math.clamped(h / 8, 1, 2);
const bs1 = bs + 1;
// Overall bar container
bar.clear();
bar.beginFill(blk, 0.5).lineStyle(bs, blk, 1.0).drawRoundedRect(0, 0, w, h, 3);
// Temporary maximum HP
if (tempmax > 0) {
const pct = max / effectiveMax;
bar.beginFill(c.tempmax, 1.0)
.lineStyle(1, blk, 1.0)
.drawRoundedRect(pct * w, 0, (1 - pct) * w, h, 2);
}
// Maximum HP penalty
else if (tempmax < 0) {
const pct = (max + tempmax) / max;
bar.beginFill(c.negmax, 1.0)
.lineStyle(1, blk, 1.0)
.drawRoundedRect(pct * w, 0, (1 - pct) * w, h, 2);
}
// Health bar
bar.beginFill(hpColor, 1.0)
.lineStyle(bs, blk, 1.0)
.drawRoundedRect(0, 0, valuePct * w, h, 2);
// Temporary hit points
if (temp > 0) {
bar.beginFill(c.temp, 1.0)
.lineStyle(0)
.drawRoundedRect(bs1, bs1, tempPct * w - 2 * bs1, h - 2 * bs1, 1);
}
// Set position
let posY = number === 0 ? this.h - h : 0;
bar.position.set(0, posY);
}
}

12
package-lock.json generated
View file

@ -1266,9 +1266,9 @@
} }
}, },
"hosted-git-info": { "hosted-git-info": {
"version": "2.8.8", "version": "2.8.9",
"resolved": "https://registry.npmjs.org/hosted-git-info/-/hosted-git-info-2.8.8.tgz", "resolved": "https://registry.npmjs.org/hosted-git-info/-/hosted-git-info-2.8.9.tgz",
"integrity": "sha512-f/wzC2QaWBs7t9IYqB4T3sR1xviIViXJRJTWBlx2Gf3g0Xi5vI7Yy4koXQ1c9OYDGHN9sBy1DQ2AB8fqZBWhUg==" "integrity": "sha512-mxIDAb9Lsm6DoOJ7xH+5+X4y1LU/4Hi50L9C5sIswK3JzULS4bwk1FvjdBgvYR4bzT4tuUQiC15FE2f5HbLvYw=="
}, },
"image-size": { "image-size": {
"version": "0.5.5", "version": "0.5.5",
@ -3068,9 +3068,9 @@
"integrity": "sha512-LKYU1iAXJXUgAXn9URjiu+MWhyUXHsvfp7mcuYm9dSUKK0/CjtrUwFAxD82/mCWbtLsGjFIad0wIsod4zrTAEQ==" "integrity": "sha512-LKYU1iAXJXUgAXn9URjiu+MWhyUXHsvfp7mcuYm9dSUKK0/CjtrUwFAxD82/mCWbtLsGjFIad0wIsod4zrTAEQ=="
}, },
"y18n": { "y18n": {
"version": "3.2.1", "version": "3.2.2",
"resolved": "https://registry.npmjs.org/y18n/-/y18n-3.2.1.tgz", "resolved": "https://registry.npmjs.org/y18n/-/y18n-3.2.2.tgz",
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