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152 commits

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
234 changed files with 20950 additions and 12632 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
hs_err_pid*
# Mac-OS file
.DS_Store
# IDE Folders
.idea/
.vs/

View file

@ -1,7 +1,14 @@
{
"printWidth": 120,
"tabWidth": 2,
"tabWidth": 4,
"useTabs": false,
"semi": true,
"singleQuote": false,
"quoteProps": "consistent",
"jsxSingleQuote": false,
"trailingComma": "none",
"bracketSpacing": false,
"arrowParens": "avoid"
"jsxBracketSameLine": false,
"arrowParens": "always",
"endOfLine": "lf"
}

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

View file

@ -1,6 +1,7 @@
{
"ACTOR.TypeCharacter": "Player Character",
"ACTOR.TypeNpc": "Non-Player Character",
"ACTOR.TypeStarship": "Starship",
"ACTOR.TypeVehicle": "Vehicle",
"ITEM.TypeArchetype": "Archetype",
"ITEM.TypeBackground": "Background",
@ -8,6 +9,8 @@
"ITEM.TypeClass": "Class",
"ITEM.TypeClassfeature": "Class Feature",
"ITEM.TypeConsumable": "Consumable",
"ITEM.TypeDeployment": "Deployment",
"ITEM.TypeDeploymentfeature": "Deployment Feature",
"ITEM.TypeEquipment": "Equipment",
"ITEM.TypeFeat": "Feat",
"ITEM.TypeFightingmastery": "Fighting Mastery",
@ -16,7 +19,12 @@
"ITEM.TypeLoot": "Loot",
"ITEM.TypePower": "Power",
"ITEM.TypeSpecies": "Species",
"ITEM.TypeStarshipfeature": "Starship Feature",
"ITEM.TypeStarshipfeaturePl": "Starship Features",
"ITEM.TypeStarshipmod": "Starship Modification",
"ITEM.TypeStarshipmodPl": "Starship Modifications",
"ITEM.TypeTool": "Tool",
"ITEM.TypeVenture": "Venture",
"ITEM.TypeWeapon": "Weapon",
"SETTINGS.5eAllowPolymorphingL": "Allow players to polymorph their own actors.",
"SETTINGS.5eAllowPolymorphingN": "Allow Polymorphing",
@ -35,11 +43,13 @@
"SETTINGS.5eInitTBN": "Initiative Dexterity Tiebreaker",
"SETTINGS.5eNoExpL": "Remove experience bars from character sheets.",
"SETTINGS.5eNoExpN": "Disable Experience Tracking",
"SETTINGS.5eReset": "Reset",
"SETTINGS.5eRestEpic": "Epic Heroism (LR: 1 hour, SR: 1 min)",
"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.5eRestN": "Rest Variant",
"SETTINGS.5eRestPHB": "Player's Handbook (LR: 8 hours, SR: 1 hour)",
"SETTINGS.5eUndoChanges": "Undo Changes",
"SETTINGS.SWColorDark": "Dark Theme",
"SETTINGS.SWColorL": "Set the color theme of the game",
"SETTINGS.SWColorLight": "Light Theme",
@ -70,6 +80,7 @@
"SW5E.AbilityUseCast": "Cast Power",
"SW5E.AbilityUseChargedHint": "This {type} is charged and ready to use!",
"SW5E.AbilityUseChargesLabel": "{value} Charges",
"SW5E.AbilityUseConfig": "Usage Configuration",
"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.AbilityUseConsumableLabel": "{max} per {per}",
@ -96,7 +107,9 @@
"SW5E.ActionUtil": "Utility",
"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.ActorWarningInvalidItem": "{itemType} items cannot be added to a {actorType}.",
"SW5E.Add": "Add",
"SW5E.AddEmbeddedItemPromptHint": "Do you want to add these items to your character sheet?",
"SW5E.AdditionalNotes": "Additional Notes",
"SW5E.Advantage": "Advantage",
"SW5E.Alignment": "Alignment",
@ -110,6 +123,7 @@
"SW5E.AlignmentND": "Neutral Dark",
"SW5E.AlignmentNL": "Neutral Light",
"SW5E.Appearance": "Appearance",
"SW5E.Apply": "Apply",
"SW5E.ArchetypeName": "Archetype Name",
"SW5E.Archetypes": "Archetypes",
"SW5E.ArmorClass": "Armor Class",
@ -179,6 +193,9 @@
"SW5E.BonusSaveForm": "Update Bonuses",
"SW5E.BonusTechPowerDC": "Global Tech Power DC Bonus",
"SW5E.BonusTitle": "Configure Actor Bonuses",
"SW5E.BurnFuel": "Burn",
"SW5E.CapacityMultiplier": "Capacity Multiplier",
"SW5E.CentStorageCapacity": "Central Storage Capacity",
"SW5E.ChallengeRating": "Challenge Rating",
"SW5E.Charged": "Charged",
"SW5E.Charges": "Charges",
@ -188,9 +205,14 @@
"SW5E.ChatContextHealing": "Apply Healing",
"SW5E.ChatFlavor": "Chat Message Flavor",
"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.ClassOriginal": "Original Class",
"SW5E.ClassSaves": "Saving Throws",
"SW5E.ClassSkillsChosen": "Chosen Class Skills",
"SW5E.ClassSkillsNumber": "Number of Starting Skills",
"SW5E.Collapse": "Collapse/Expand",
"SW5E.ComponentMaterial": "Material",
"SW5E.ComponentSomatic": "Somatic",
"SW5E.ComponentVerbal": "Verbal",
@ -249,6 +271,32 @@
"SW5E.CoverHalf": "Half",
"SW5E.CoverThreeQuarters": "Three Quarters",
"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.CriticalHit": "Critical Hit",
"SW5E.Currency": "Currency",
@ -282,8 +330,11 @@
"SW5E.DeathSavingThrow": "Death Saving Throw",
"SW5E.Default": "Default",
"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": "Description",
"SW5E.DestructionSave": "Destruction Saves",
"SW5E.Details": "Details",
"SW5E.Dimensions": "Dimensions",
"SW5E.Disadvantage": "Disadvantage",
@ -292,38 +343,55 @@
"SW5E.DistMi": "Miles",
"SW5E.DistSelf": "Self",
"SW5E.DistTouch": "Touch",
"SW5E.DmgRed": "Damage Reduction",
"SW5E.Duration": "Duration",
"SW5E.EffectsCategoryTemporary": "Temporary Effects",
"SW5E.EffectsCategoryPassive": "Passive Effects",
"SW5E.EffectsCategoryInactive": "Inactive Effects",
"SW5E.EffectCreate": "Create Effect",
"SW5E.EffectDelete": "Delete Effect",
"SW5E.EffectEdit": "Edit Effect",
"SW5E.EffectInactive": "Inactive Effects",
"SW5E.EffectNew": "New Effect",
"SW5E.EffectPassive": "Passive 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.Engine": "Engine",
"SW5E.EnginePl": "Engines",
"SW5E.EquipmentBonus": "Magical Bonus",
"SW5E.EquipmentClothing": "Clothing",
"SW5E.EquipmentHeavy": "Heavy Armor",
"SW5E.EquipmentHyperdrive": "Hyperdrive",
"SW5E.EquipmentLight": "Light Armor",
"SW5E.EquipmentMedium": "Medium Armor",
"SW5E.EquipmentNatural": "Natural Armor",
"SW5E.EquipmentPowerCoupling": "Power Coupling",
"SW5E.EquipmentReactor": "Reactor",
"SW5E.EquipmentShield": "Shield",
"SW5E.EquipmentShieldProficiency": "Shields",
"SW5E.EquipmentStarshipArmor": "Starship Armor",
"SW5E.EquipmentStarshipShield": "Starship Shield",
"SW5E.EquipmentTrinket": "Trinket",
"SW5E.EquipmentVehicle": "Vehicle Equipment",
"SW5E.Equipped": "Equipped",
"SW5E.Exhaustion": "Exhaustion",
"SW5E.Expand": "Expand",
"SW5E.Expertise": "Expertise",
"SW5E.Favorites": "Favoris",
"SW5E.Favorites": "Favorites",
"SW5E.FavoritesAndNotes": "Favorites & Notes",
"SW5E.Feats": "Feats",
"SW5E.FeatureActionRecharge": "Action Recharge",
"SW5E.FeatureActive": "Active Abilities",
"SW5E.FeatureAdd": "Create Feature",
"SW5E.FeatureAttack": "Feature Attack",
"SW5E.FeatureCollapse": "Collapse Feature",
"SW5E.FeatureExpand": "Expand Feature",
"SW5E.FeaturePassive": "Passive Abilities",
"SW5E.FeatureRechargeOn": "Recharge On",
"SW5E.FeatureRechargeResult": "1d6 Result",
"SW5E.Features": "Features",
"SW5E.FeatureType": "Feature Type",
"SW5E.FeatureUsage": "Feature Usage",
"SW5E.FeetAbbr": "ft.",
"SW5E.Filter": "Filter",
@ -453,19 +521,31 @@
"SW5E.Flaws": "Flaws",
"SW5E.ForcePowerbook": "Force Powers",
"SW5E.Formula": "Formula",
"SW5E.FuelCapacity": "Fuel Capacity",
"SW5E.FuelCostPerUnit": "Fuel Cost per Unit",
"SW5E.FuelCostsMod": "Fuel Costs Modifier",
"SW5E.GrantedAbilities": "Granted Abilities",
"SW5E.HalfProficient": "Half Proficient",
"SW5E.HardpointSizeMod": "Hardpoint Size Modifier",
"SW5E.Healing": "Healing",
"SW5E.HealingTemp": "Healing (Temporary)",
"SW5E.Health": "Health",
"SW5E.HealthConditions": "Health Conditions",
"SW5E.HealthFormula": "Health Formula",
"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.HitDiceUsed": "Hit Dice Used",
"SW5E.HitDiceWarn": "{name} has no available {formula} Hit Dice remaining!",
"SW5E.HP": "Health",
"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.Identified": "Identified",
"SW5E.Initiative": "Initiative",
@ -509,6 +589,7 @@
"SW5E.ItemTypeArchetype": "Archetype",
"SW5E.ItemTypeBackground": "Background",
"Sw5E.ItemTypeBackgroundPl": "Backgrounds",
"SW5E.ItemTypeBackpack": "Container",
"SW5E.ItemTypeClass": "Class",
"SW5E.ItemTypeClassFeat": "Class Feature",
"SW5E.ItemTypeClassFeats": "Class Features",
@ -517,6 +598,10 @@
"SW5E.ItemTypeConsumablePl": "Consumables",
"SW5E.ItemTypeContainer": "Container",
"SW5E.ItemTypeContainerPl": "Containers",
"SW5E.ItemTypeDeployment": "Deployment",
"SW5E.ItemTypeDeploymentFeature": "Deployment Feature",
"SW5E.ItemTypeDeploymentFeaturePl": "Deployment Features",
"SW5E.ItemTypeDeploymentPl": "Deployments",
"SW5E.ItemTypeEquipment": "Equipment",
"SW5E.ItemTypeEquipmentPl": "Equipment",
"SW5E.ItemTypeFeat": "Feat",
@ -533,13 +618,19 @@
"SW5E.ItemTypePowerPl": "Powers",
"SW5E.ItemTypeSpecies": "Species",
"SW5E.ItemTypeSpeciesPl": "Species",
"SW5E.ItemTypeStarshipMod": "Starship Modification",
"SW5E.ItemTypeStarshipModPl": "Starship Modifications",
"SW5E.ItemTypeTool": "Tool",
"SW5E.ItemTypeToolPl": "Tools",
"SW5E.ItemTypeVenture": "Venture",
"SW5E.ItemTypeVenturePl": "Ventures",
"SW5E.ItemTypeWeapon": "Weapon",
"SW5E.ItemTypeWeaponPl": "Weapons",
"SW5E.ItemWeaponAttack": "Weapon Attack",
"SW5E.ItemWeaponDetails": "Weapon Details",
"SW5E.ItemWeaponProperties": "Weapon Properties",
"SW5E.ItemWeaponSize": "Starship Weapon Size",
"SW5E.ItemWeaponSizePl": "Starship Weapon Sizes",
"SW5E.ItemWeaponStatus": "Weapon Status",
"SW5E.ItemWeaponType": "Weapon Type",
"SW5E.ItemWeaponUsage": "Weapon Usage",
@ -665,6 +756,7 @@
"SW5E.LongRest": "Long Rest",
"SW5E.LongRestEpic": "Long Rest (1 hour)",
"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.LongRestOvernight": "Long Rest (New Day)",
"SW5E.LongRestResult": "{name} takes a long rest.",
@ -684,18 +776,25 @@
"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.Max": "Max",
"SW5E.ModCap": "Modification Capacity",
"SW5E.Modifier": "Modifier",
"SW5E.Movement": "Movement",
"SW5E.MovementBurrow": "Burrow",
"SW5E.MovementClimb": "Climb",
"SW5E.MovementConfig": "Configure Movement Speed",
"SW5E.MovementConfigHint": "Configure the movement speed and special movement attributes of this creature.",
"SW5E.MovementCrawl": "Crawl",
"SW5E.MovementFly": "Fly",
"SW5E.MovementHover": "Hover",
"SW5E.MovementRoll": "Roll",
"SW5E.MovementSpace": "Space Flight",
"SW5E.MovementSwim": "Swim",
"SW5E.MovementTurn": "Turning",
"SW5E.MovementUnits": "Units",
"SW5E.MovementWalk": "Walk",
"SW5E.Name": "Character Name",
"SW5E.NewDay": "Is New Day?",
"SW5E.NewDayHint": "Recover limited use abilities which recharge \"per day\"?",
"SW5E.NoCharges": "No Charges",
"SW5E.None": "None",
"SW5E.NoPowerLevels": "This character has no powercaster levels, but you may add powers manually.",
@ -748,7 +847,12 @@
"SW5E.PowerCreate": "Create Power",
"SW5E.PowerDC": "Power DC",
"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.PowerfulCritical": "Powerful Critical",
"SW5E.PowerLevel": "Power Level",
"SW5E.PowerLevel0": "At-Will",
"SW5E.PowerLevel1": "1st Level",
@ -778,6 +882,7 @@
"SW5E.PowerProgression": "Power Progression",
"SW5E.PowerProgSct": "Scout",
"SW5E.PowerProgSnt": "Sentinel",
"SW5E.PowerRouting": "Power Routing",
"SW5E.PowerSchool": "Power School",
"SW5E.PowersKnown": "Powers Known",
"SW5E.PowerTarget": "Power Target",
@ -789,21 +894,29 @@
"SW5E.Proficient": "Proficient",
"SW5E.Quantity": "Quantity",
"SW5E.Range": "Range",
"SW5E.Rank": "Rank",
"SW5E.RankPl": "Ranks",
"SW5E.Rarity": "Rarity",
"SW5E.Reaction": "Reaction",
"SW5E.ReactionPl": "Reactions",
"SW5E.Recharge": "Recharge",
"SW5E.Refitting": "Refitting",
"SW5E.Refuel": "Refuel",
"SW5E.RegenerationRateCoefficient": "Regeneration Rate Coefficient",
"SW5E.RequiredMaterials": "Required Materials",
"SW5E.Requirements": "Requirements",
"SW5E.ResourcesAndTraits": "Resources & Traits",
"SW5E.ResourcePrimary": "Resource 1",
"SW5E.ResourcesAndTraits": "Resources & Traits",
"SW5E.ResourceSecondary": "Resource 2",
"SW5E.ResourceTertiary": "Resource 3",
"SW5E.Rest": "Rest",
"SW5E.RestL": "L. Rest",
"SW5E.RestS": "S. Rest",
"SW5E.Ritual": "Ritual",
"SW5E.Role": "Role",
"SW5E.RolePl": "Roles",
"SW5E.Roll": "Roll",
"SW5E.RollExample": "e.g. +1d4",
"SW5E.RollExample": "e.g. 1d4",
"SW5E.RollMode": "Roll Mode",
"SW5E.RollSituationalBonus": "Situational Bonus?",
"SW5E.Save": "Save",
@ -816,6 +929,7 @@
"SW5E.SchoolLgt": "Light",
"SW5E.SchoolTec": "Tech",
"SW5E.SchoolUni": "Universal",
"SW5E.SelectItemsPromptTitle": "Select Items",
"SW5E.SenseBlindsight": "Blindsight",
"SW5E.SenseBS": "Blindsight",
"SW5E.SenseDarkvision": "Darkvision",
@ -834,6 +948,10 @@
"SW5E.SheetClassNPC": "Default NPC Sheet",
"SW5E.SheetClassNPCOld": "Old NPC 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.ShortRestEpic": "Short Rest (5 minutes)",
"SW5E.ShortRestGritty": "Short Rest (8 hours)",
@ -873,6 +991,7 @@
"SW5E.SkillSte": "Stealth",
"SW5E.SkillSur": "Survival",
"SW5E.SkillTec": "Technology",
"SW5E.Skip": "Skip",
"SW5E.Slots": "Slots",
"SW5E.Source": "Source",
"SW5E.Special": "Special",
@ -882,8 +1001,62 @@
"SW5E.SpeciesTraits": "Species Traits",
"SW5E.Speed": "Speed",
"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.SuiteCap": "Suite Capacity",
"SW5E.Supply": "Supply",
"SW5E.SysStorageCapacity": "System Storage Capacity",
"SW5E.SystemDrainage": "System Drainage",
"SW5E.Target": "Target",
"SW5E.TargetAlly": "Ally",
"SW5E.TargetCone": "Cone",
@ -899,6 +1072,7 @@
"SW5E.TargetSpace": "Space",
"SW5E.TargetSphere": "Sphere",
"SW5E.TargetSquare": "Square",
"SW5E.TargetStarship": "Starship",
"SW5E.TargetWall": "Wall",
"SW5E.TargetWeapon": "Weapon",
"SW5E.TargetWidth": "Line Width",
@ -954,7 +1128,8 @@
"SW5E.TraitToolProf": "Tool Proficiencies",
"SW5E.TraitWeaponProf": "Weapon Proficiencies",
"SW5E.Type": "Type",
"SW5E.Unequipped": "Not Equipped",
"SW5E.Uncrewed": "Uncrewed",
"SW5E.Unequipped": "Unequipped",
"SW5E.UniversalPowerDC": "Universal Power DC",
"SW5E.Unlimited": "Unlimited",
"SW5E.Usage": "Usage",
@ -978,50 +1153,85 @@
"SW5E.VersatileDamage": "Versatile Damage",
"SW5E.VsDC": "vs DC.",
"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.WeaponImprovisedProficiency": "Improvised Weapons",
"SW5E.WeaponLightFoilProficiency": "Lightfoil",
"SW5E.WeaponLightRingProficiency": "Light Ring",
"SW5E.WeaponMartialB": "Martial Blaster",
"SW5E.WeaponMartialBlasterProficiency": "Martial Blasters",
"SW5E.WeaponMartialLightweaponProficiency": "Martial Lightweapons",
"SW5E.WeaponMartialLW": "Martial Lightweapon",
"SW5E.WeaponMartialProficiency": "Martial Weapons",
"SW5E.WeaponMartialVibroweaponProficiency": "Martial Vibroweapons",
"SW5E.WeaponMartialVW": "Martial Vibroweapon",
"SW5E.WeaponNatural": "Natural",
"SW5E.WeaponNaturalProficiency": "Natural Weapons",
"SW5E.WeaponPrimarySW": "Primary (Starship)",
"SW5E.WeaponPropertiesAmm": "Ammunition",
"SW5E.WeaponPropertiesAut": "Auto",
"SW5E.WeaponPropertiesBur": "Burst",
"SW5E.WeaponPropertiesCon": "Constitution",
"SW5E.WeaponPropertiesDef": "Defensive",
"SW5E.WeaponPropertiesDex": "Dexterity Rqmt.",
"SW5E.WeaponPropertiesDex": "Dexterity Rqt",
"SW5E.WeaponPropertiesDgd": "Disguised",
"SW5E.WeaponPropertiesDir": "Dire",
"SW5E.WeaponPropertiesDis": "Disintegrate",
"SW5E.WeaponPropertiesDou": "Double",
"SW5E.WeaponPropertiesDpt": "Disruptive",
"SW5E.WeaponPropertiesDrm": "Disarming",
"SW5E.WeaponPropertiesExp": "Explosive",
"SW5E.WeaponPropertiesFin": "Finesse",
"SW5E.WeaponPropertiesFix": "Fixed",
"SW5E.WeaponPropertiesFoc": "Focus",
"SW5E.WeaponPropertiesHid": "Hidden",
"SW5E.WeaponPropertiesHom": "Homing",
"SW5E.WeaponPropertiesHvy": "Heavy",
"SW5E.WeaponPropertiesIon": "Ionizing",
"SW5E.WeaponPropertiesKen": "Keen",
"SW5E.WeaponPropertiesLgt": "Light",
"SW5E.WeaponPropertiesLum": "Luminous",
"SW5E.WeaponPropertiesMig": "Mighty",
"SW5E.WeaponPropertiesMlt": "Melt",
"SW5E.WeaponPropertiesOvr": "Overheat",
"SW5E.WeaponPropertiesPic": "Piercing",
"SW5E.WeaponPropertiesPow": "Power",
"SW5E.WeaponPropertiesRan": "Range",
"SW5E.WeaponPropertiesRap": "Rapid",
"SW5E.WeaponPropertiesRch": "Reach",
"SW5E.WeaponPropertiesRel": "Reload",
"SW5E.WeaponPropertiesRet": "Returning",
"SW5E.WeaponPropertiesSat": "Saturate",
"SW5E.WeaponPropertiesShk": "Shocking",
"SW5E.WeaponPropertiesSil": "Silent",
"SW5E.WeaponPropertiesSpc": "Special",
"SW5E.WeaponPropertiesStr": "Strength Rqmt.",
"SW5E.WeaponPropertiesStr": "Strength Rqt",
"SW5E.WeaponPropertiesThr": "Thrown",
"SW5E.WeaponPropertiesTwo": "Two-Handed",
"SW5E.WeaponPropertiesVer": "Versatile",
"SW5E.WeaponPropertiesVic": "Vicious",
"SW5E.WeaponPropertiesZon": "Zone",
"SW5E.WeaponQuaternarySW": "Quaternary (Starship)",
"SW5E.WeaponSaberWhipProficiency": "Saberwhip",
"SW5E.WeaponSecondarySW": "Secondary (Starship)",
"SW5E.WeaponSiege": "Siege",
"SW5E.WeaponSimpleB": "Simple Blaster",
"SW5E.WeaponSimpleBlasterProficiency": "Simple Blasters",
"SW5E.WeaponSimpleLightweaponProficiency": "Simple Lightweapons",
"SW5E.WeaponSimpleLW": "Simple Lightweapon",
"SW5E.WeaponSimpleProficiency": "Simple Weapons",
"SW5E.WeaponSimpleVibroweaponProficiency": "Simple Vibroweapons",
"SW5E.WeaponSimpleVW": "Simple Vibroweapon",
"SW5E.WeaponSizeAbb": "Size",
"SW5E.WeaponTechbladeProficiency": "Techblades",
"SW5E.WeaponTertiarySW": "Tertiary (Starship)",
"SW5E.WeaponVibrorapierProficiency": "Vibrorapier",
"SW5E.WeaponVibrowhipProficiency": "Vibrowhip",
"SW5E.Weight": "Weight"
}

1027
lang/it.json Normal file

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View file

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

View file

@ -10,9 +10,7 @@
.sw5e {
.window-content {
background: @sheetBackground;
font-size: 13px;
color: @colorDark;
}
/* ----------------------------------------- */
@ -44,6 +42,8 @@
select:disabled,
textarea:disabled {
color: @colorOlive;
border: 1px solid transparent !important;
outline: none !important;
&:hover,
&:focus {
box-shadow: none !important;
@ -58,28 +58,6 @@
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-group {
label {
@ -98,11 +76,12 @@
// Stacked Groups
.form-group.stacked {
label {
> label {
flex: 0 0 100%;
margin: 0;
}
label.checkbox {
label.checkbox,
label.radio {
flex: auto;
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 */
/* ----------------------------------------- */
@ -475,7 +482,7 @@
/* Trait Selector
/* ----------------------------------------- */
#trait-selector {
.trait-selector {
.trait-list {
list-style: none;
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
/* ----------------------------------------- */

View file

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

View file

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

View file

@ -30,5 +30,28 @@
.summary {
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;
}
}
}
}

View file

@ -140,6 +140,7 @@
height: auto;
.russoOne(17px);
line-height: 24px;
width: 100%;
}
.proficiency {
@ -184,7 +185,7 @@
display: inline-block;
text-align: right;
padding: 0px 3px;
padding: 0 3px;
&:last-child {
text-align: left;
@ -779,7 +780,7 @@
display: block;
width: 100%;
text-align: right;
padding: 0px 3px;
padding: 0 3px;
&:last-child {
text-align: left;
}
@ -955,7 +956,7 @@
display: block;
width: 100%;
text-align: right;
padding: 0px 3px;
padding: 0 3px;
&:last-child {
text-align: left;
}
@ -1053,10 +1054,35 @@
h1.character-name {
align-self: auto;
}
.npc-size {
.npc-size, .creature-type {
.russoOne(18px);
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 {
grid-template-columns: repeat(3, 1fr);
footer {

View file

@ -408,6 +408,9 @@
&.npc {
.swalt-sheet {
header {
div.creature-type:hover {
border-color: @inputBorderFocus;
}
.experience {
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;
transition: all 0.3s;
&:hover {

View file

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

View file

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

File diff suppressed because it is too large Load diff

2126
module/actor/old_entity.js Normal file

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@ -1,8 +1,10 @@
import Item5e from "../../../item/entity.js";
import TraitSelector from "../../../apps/trait-selector.js";
import ActorSheetFlags from "../../../apps/actor-flags.js";
import ActorHitDiceConfig from "../../../apps/hit-dice-config.js";
import ActorMovementConfig from "../../../apps/movement-config.js";
import ActorSensesConfig from "../../../apps/senses-config.js";
import ActorTypeConfig from "../../../apps/actor-type.js";
import {SW5E} from "../../../config.js";
import {onManageActiveEffect, prepareActiveEffectCategories} from "../../../effects.js";
@ -46,6 +48,14 @@ 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 */
get template() {
if (!game.user.isGM && this.actor.limited)
@ -56,63 +66,75 @@ export default class ActorSheet5e extends ActorSheet {
/* -------------------------------------------- */
/** @override */
getData() {
getData(options) {
// Basic data
let isOwner = this.entity.owner;
let isOwner = this.actor.isOwner;
const data = {
owner: isOwner,
limited: this.entity.limited,
limited: this.actor.limited,
options: this.options,
editable: this.isEditable,
cssClass: isOwner ? "editable" : "locked",
isCharacter: this.entity.data.type === "character",
isNPC: this.entity.data.type === "npc",
isVehicle: this.entity.data.type === "vehicle",
config: CONFIG.SW5E
isCharacter: this.actor.type === "character",
isNPC: this.actor.type === "npc",
isStarship: this.actor.type === "starship",
isVehicle: this.actor.type === "vehicle",
config: CONFIG.SW5E,
rollData: this.actor.getRollData.bind(this.actor)
};
// The Actor and its Items
data.actor = duplicate(this.actor.data);
data.items = this.actor.items.map(i => {
i.data.labels = i.labels;
return i.data;
});
// The Actor's data
const actorData = this.actor.data.toObject(false);
data.actor = actorData;
data.data = actorData.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.data = data.actor.data;
// Labels and filters
data.labels = this.actor.labels || {};
data.filters = this._filters;
// 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.hover = CONFIG.SW5E.proficiencyLevels[abl.proficient];
abl.label = CONFIG.SW5E.abilities[a];
}
// Skills
if (data.actor.data.skills) {
for (let [s, skl] of Object.entries(data.actor.data.skills)) {
if (actorData.data.skills) {
for (let [s, skl] of Object.entries(actorData.data.skills)) {
skl.ability = CONFIG.SW5E.abilityAbbreviations[skl.ability];
skl.icon = this._getProficiencyIcon(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];
}
}
}
// Movement speeds
data.movement = this._getMovementSpeed(data.actor);
data.movement = this._getMovementSpeed(actorData);
// Senses
data.senses = this._getSenses(data.actor);
data.senses = this._getSenses(actorData);
// Update traits
this._prepareTraits(data.actor.data.traits);
this._prepareTraits(actorData.data.traits);
// Prepare owned items
this._prepareItems(data);
// Prepare active effects
data.effects = prepareActiveEffectCategories(this.entity.effects);
data.effects = prepareActiveEffectCategories(this.actor.effects);
// Return data to the sheet
return data;
@ -146,14 +168,14 @@ export default class ActorSheet5e extends ActorSheet {
}
// 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
if (largestPrimary) {
let primary = speeds.shift();
return {
primary: `${primary ? primary[1] : "0"} ${movement.units}`,
special: speeds.map(s => s[1]).join(", ")
special: speeds.map((s) => s[1]).join(", ")
};
}
@ -161,7 +183,7 @@ export default class ActorSheet5e extends ActorSheet {
else {
return {
primary: `${movement.walk || 0} ${movement.units}`,
special: speeds.length ? speeds.map(s => s[1]).join(", ") : ""
special: speeds.length ? speeds.map((s) => s[1]).join(", ") : ""
};
}
}
@ -224,10 +246,11 @@ export default class ActorSheet5e extends ActorSheet {
* Insert a power into the powerbook object when rendering the character sheet
* @param {Object} data The Actor data being prepared
* @param {Array} powers The power data being prepared
* @param {string} school The school of the powerbook being prepared
* @private
*/
_preparePowerbook(data, powers, school) {
const owner = this.actor.owner;
const owner = this.actor.isOwner;
const levels = data.data.powers;
const powerbook = {};
@ -241,7 +264,7 @@ export default class ActorSheet5e extends ActorSheet {
const useLabels = {
"-20": "-",
"-10": "-",
0: "&infin;"
"0": "&infin;"
};
// Format a powerbook entry for a certain indexed level
@ -256,7 +279,12 @@ export default class ActorSheet5e extends ActorSheet {
uses: useLabels[i] || value || 0,
slots: useLabels[i] || max || 0,
override: override || 0,
dataset: {type: "power", level: prepMode in sections ? 1 : i, "preparation.mode": prepMode, school: school},
dataset: {
"type": "power",
"level": prepMode in sections ? 1 : i,
"preparation.mode": prepMode,
"school": school
},
prop: sl
};
};
@ -279,7 +307,7 @@ export default class ActorSheet5e extends ActorSheet {
}
// Iterate over every power item, adding powers to the powerbook by section
powers.forEach(power => {
powers.forEach((power) => {
const mode = power.data.preparation.mode || "prepared";
let s = power.data.level || 0;
const sl = `power${s}`;
@ -322,7 +350,7 @@ export default class ActorSheet5e extends ActorSheet {
* @private
*/
_filterItems(items, filters) {
return items.filter(item => {
return items.filter((item) => {
const data = item.data;
// Action usage
@ -342,6 +370,7 @@ export default class ActorSheet5e extends ActorSheet {
if (filters.has("prepared")) {
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 === "starship") return true;
return data.preparation.prepared;
}
@ -373,10 +402,7 @@ export default class ActorSheet5e extends ActorSheet {
/* Event Listeners and Handlers
/* -------------------------------------------- */
/**
* Activate event listeners using the prepared sheet HTML
* @param html {HTML} The prepared HTML object ready to be rendered into the DOM
*/
/** @inheritdoc */
activateListeners(html) {
// Activate Item Filters
const filterLists = html.find(".filter-list");
@ -384,13 +410,16 @@ export default class ActorSheet5e extends ActorSheet {
filterLists.on("click", ".filter-item", this._onToggleFilter.bind(this));
// 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
if (this.isEditable) {
// Input focus and update
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));
// Ability Proficiency
@ -407,20 +436,21 @@ export default class ActorSheet5e extends ActorSheet {
// Owned Item management
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-uses input")
.click(ev => ev.target.select())
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(".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
html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.entity));
html.find(".effect-control").click((ev) => onManageActiveEffect(ev, this.actor));
}
// Owner Only Listeners
if (this.actor.owner) {
if (this.actor.isOwner) {
// Ability Checks
html.find(".ability-name").click(this._onRollAbilityTest.bind(this));
@ -428,8 +458,8 @@ export default class ActorSheet5e extends ActorSheet {
html.find(".skill-name").click(this._onRollSkillCheck.bind(this));
// Item Rolling
html.find(".item .item-image").click(event => this._onItemRoll(event));
html.find(".item .item-recharge").click(event => this._onItemRecharge(event));
html.find(".item .item-image").click((event) => this._onItemRoll(event));
html.find(".item .item-recharge").click((event) => this._onItemRecharge(event));
}
// Otherwise remove rollable classes
@ -485,17 +515,25 @@ export default class ActorSheet5e extends ActorSheet {
_onConfigMenu(event) {
event.preventDefault();
const button = event.currentTarget;
let app;
switch (button.dataset.action) {
case "hit-dice":
app = new ActorHitDiceConfig(this.object);
break;
case "movement":
new ActorMovementConfig(this.object).render(true);
app = new ActorMovementConfig(this.object);
break;
case "flags":
new ActorSheetFlags(this.object).render(true);
app = new ActorSheetFlags(this.object);
break;
case "senses":
new ActorSensesConfig(this.object).render(true);
app = new ActorSensesConfig(this.object);
break;
case "type":
new ActorTypeConfig(this.object).render(true);
break;
}
app?.render(true);
}
/* -------------------------------------------- */
@ -529,13 +567,13 @@ export default class ActorSheet5e extends ActorSheet {
/** @override */
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;
// Get the target actor
let sourceActor = null;
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);
} else {
sourceActor = game.actors.get(data.id);
@ -543,7 +581,7 @@ export default class ActorSheet5e extends ActorSheet {
if (!sourceActor) return;
// Define a function to record polymorph settings for future use
const rememberOptions = html => {
const rememberOptions = (html) => {
const options = {};
html.find("input").each((i, el) => {
options[el.name] = el.checked;
@ -567,12 +605,12 @@ export default class ActorSheet5e extends ActorSheet {
accept: {
icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize("SW5E.PolymorphAcceptSettings"),
callback: html => this.actor.transformInto(sourceActor, rememberOptions(html))
callback: (html) => this.actor.transformInto(sourceActor, rememberOptions(html))
},
wildshape: {
icon: '<i class="fas fa-paw"></i>',
label: game.i18n.localize("SW5E.PolymorphWildShape"),
callback: html =>
callback: (html) =>
this.actor.transformInto(sourceActor, {
keepBio: true,
keepClass: true,
@ -585,7 +623,7 @@ export default class ActorSheet5e extends ActorSheet {
polymorph: {
icon: '<i class="fas fa-pastafarianism"></i>',
label: game.i18n.localize("SW5E.Polymorph"),
callback: html =>
callback: (html) =>
this.actor.transformInto(sourceActor, {
transformTokens: rememberOptions(html).transformTokens
})
@ -608,15 +646,42 @@ export default class ActorSheet5e extends ActorSheet {
/** @override */
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
if (itemData.type === "power" && this._tabs[0].active === "inventory") {
const scroll = await Item5e.createScrollFromPower(itemData);
itemData = scroll.data;
}
// Ignore certain statuses
if (itemData.data) {
["attunement", "equipped", "proficient", "prepared"].forEach(k => delete itemData.data[k]);
// Ignore certain statuses
["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
@ -657,7 +722,7 @@ export default class ActorSheet5e extends ActorSheet {
async _onUsesChange(event) {
event.preventDefault();
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);
event.target.value = uses;
return item.update({"data.uses.value": uses});
@ -672,7 +737,7 @@ export default class ActorSheet5e extends ActorSheet {
_onItemRoll(event) {
event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.getOwnedItem(itemId);
const item = this.actor.items.get(itemId);
return item.roll();
}
@ -686,7 +751,7 @@ export default class ActorSheet5e extends ActorSheet {
_onItemRecharge(event) {
event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.getOwnedItem(itemId);
const item = this.actor.items.get(itemId);
return item.rollRecharge();
}
@ -699,8 +764,8 @@ export default class ActorSheet5e extends ActorSheet {
_onItemSummary(event) {
event.preventDefault();
let li = $(event.currentTarget).parents(".item"),
item = this.actor.getOwnedItem(li.data("item-id")),
chatData = item.getChatData({secrets: this.actor.owner});
item = this.actor.items.get(li.data("item-id")),
chatData = item.getChatData({secrets: this.actor.isOwner});
// Toggle summary
if (li.hasClass("expanded")) {
@ -709,7 +774,7 @@ export default class ActorSheet5e extends ActorSheet {
} else {
let div = $(`<div class="item-summary">${chatData.description.value}</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">${p}</span>`));
div.append(props);
li.append(div.hide());
div.slideDown(200);
@ -729,12 +794,12 @@ export default class ActorSheet5e extends ActorSheet {
const header = event.currentTarget;
const type = header.dataset.type;
const itemData = {
name: game.i18n.format("SW5E.ItemNew", {type: type.capitalize()}),
name: game.i18n.format("SW5E.ItemNew", {type: game.i18n.localize(`SW5E.ItemType${type.capitalize()}`)}),
type: type,
data: duplicate(header.dataset)
data: foundry.utils.deepClone(header.dataset)
};
delete itemData.data["type"];
return this.actor.createEmbeddedEntity("OwnedItem", itemData);
return this.actor.createEmbeddedDocuments("Item", [itemData]);
}
/* -------------------------------------------- */
@ -747,8 +812,8 @@ export default class ActorSheet5e extends ActorSheet {
_onItemEdit(event) {
event.preventDefault();
const li = event.currentTarget.closest(".item");
const item = this.actor.getOwnedItem(li.dataset.itemId);
item.sheet.render(true);
const item = this.actor.items.get(li.dataset.itemId);
return item.sheet.render(true);
}
/* -------------------------------------------- */
@ -761,7 +826,77 @@ export default class ActorSheet5e extends ActorSheet {
_onItemDelete(event) {
event.preventDefault();
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]);
}
/* -------------------------------------------- */
@ -774,7 +909,7 @@ export default class ActorSheet5e extends ActorSheet {
_onRollAbilityTest(event) {
event.preventDefault();
let ability = event.currentTarget.parentElement.dataset.ability;
this.actor.rollAbility(ability, {event: event});
return this.actor.rollAbility(ability, {event: event});
}
/* -------------------------------------------- */
@ -787,7 +922,7 @@ export default class ActorSheet5e extends ActorSheet {
_onRollSkillCheck(event) {
event.preventDefault();
const skill = event.currentTarget.parentElement.dataset.skill;
this.actor.rollSkill(skill, {event: event});
return this.actor.rollSkill(skill, {event: event});
}
/* -------------------------------------------- */
@ -800,7 +935,7 @@ export default class ActorSheet5e extends ActorSheet {
_onToggleAbilityProficiency(event) {
event.preventDefault();
const field = event.currentTarget.previousElementSibling;
this.actor.update({[field.name]: 1 - parseInt(field.value)});
return this.actor.update({[field.name]: 1 - parseInt(field.value)});
}
/* -------------------------------------------- */
@ -817,7 +952,7 @@ export default class ActorSheet5e extends ActorSheet {
const filter = li.dataset.filter;
if (set.has(filter)) set.delete(filter);
else set.add(filter);
this.render();
return this.render();
}
/* -------------------------------------------- */
@ -833,7 +968,7 @@ export default class ActorSheet5e extends ActorSheet {
const label = a.parentElement.querySelector("label");
const choices = CONFIG.SW5E[a.dataset.options];
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);
}
/* -------------------------------------------- */
@ -841,15 +976,14 @@ export default class ActorSheet5e extends ActorSheet {
/** @override */
_getHeaderButtons() {
let buttons = super._getHeaderButtons();
// Add button to revert polymorph
if (!this.actor.isPolymorphed || this.actor.isToken) return buttons;
if (this.actor.isPolymorphed) {
buttons.unshift({
label: "SW5E.PolymorphRestoreTransformation",
class: "restore-transformation",
icon: "fas fa-backward",
onclick: ev => this.actor.revertOriginalForm()
onclick: () => this.actor.revertOriginalForm()
});
}
return buttons;
}
}

View file

@ -56,9 +56,9 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
// Experience Tracking
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 => {
.map((c) => {
return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(" ");
})
.join(", ");
@ -91,6 +91,9 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
techpowers,
feats,
classes,
deployments,
deploymentfeatures,
ventures,
species,
archetypes,
classfeatures,
@ -101,7 +104,7 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
] = data.items.reduce(
(arr, item) => {
// 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.attunement = {
[CONFIG.SW5E.attunementTypes.REQUIRED]: {
@ -118,29 +121,37 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
// Item usage
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.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);
// Item toggle state
this._prepareItemToggleState(item);
// Primary Class
if (item.type === "class")
item.isOriginalClass = item._id === this.actor.data.data.details.originalClass;
// Classify items into types
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 === "feat") arr[3].push(item);
else if (item.type === "class") arr[4].push(item);
else if (item.type === "species") arr[5].push(item);
else if (item.type === "archetype") arr[6].push(item);
else if (item.type === "classfeature") arr[7].push(item);
else if (item.type === "background") arr[8].push(item);
else if (item.type === "fightingstyle") arr[9].push(item);
else if (item.type === "fightingmastery") arr[10].push(item);
else if (item.type === "lightsaberform") arr[11].push(item);
else if (item.type === "deployment") arr[5].push(item);
else if (item.type === "deploymentfeature") arr[6].push(item);
else if (item.type === "venture") arr[7].push(item);
else if (item.type === "species") arr[8].push(item);
else if (item.type === "archetype") arr[9].push(item);
else if (item.type === "classfeature") arr[10].push(item);
else if (item.type === "background") arr[11].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;
},
[[], [], [], [], [], [], [], [], [], [], [], []]
[[], [], [], [], [], [], [], [], [], [], [], [], [], [], []]
);
// Apply active item filters
@ -153,7 +164,7 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
for (let i of items) {
i.data.quantity = i.data.quantity || 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);
}
@ -163,7 +174,13 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
// Organize Features
const features = {
classes: {label: "SW5E.ItemTypeClassPl", items: [], hasActions: false, dataset: {type: "class"}, isClass: true},
classes: {
label: "SW5E.ItemTypeClassPl",
items: [],
hasActions: false,
dataset: {type: "class"},
isClass: true
},
classfeatures: {
label: "SW5E.ItemTypeClassFeats",
items: [],
@ -178,6 +195,27 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
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: [],
@ -217,7 +255,7 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
label: "SW5E.FeatureActive",
items: [],
hasActions: true,
dataset: {type: "feat", "activation.type": "action"}
dataset: {"type": "feat", "activation.type": "action"}
},
passive: {label: "SW5E.FeaturePassive", items: [], hasActions: false, dataset: {type: "feat"}}
};
@ -225,10 +263,13 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
if (f.data.activation.type) features.active.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.classfeatures.items = classfeatures;
features.archetype.items = archetypes;
features.deployments.items = deployments;
features.deploymentfeatures.items = deploymentfeatures;
features.ventures.items = ventures;
features.species.items = species;
features.background.items = backgrounds;
features.fightingstyles.items = fightingstyles;
@ -271,11 +312,11 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
/**
* 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) {
super.activateListeners(html);
if (!this.options.editable) return;
if (!this.isEditable) return;
// Inventory Functions
// html.find(".currency-convert").click(this._onConvertCurrency.bind(this));
@ -291,13 +332,15 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
html.find(".rollable[data-action]").click(this._onSheetAction.bind(this));
// Send Languages to Chat onClick
html.find('[data-options="share-languages"]').click(event => {
html.find('[data-options="share-languages"]').click((event) => {
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;
if (custom) langs += ", " + custom.replace(/;/g, ",");
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">
<img src="${this.actor.data.token.img}" title="" width="36" height="36" style="border: none;"/>
<h3>Known Languages</h3>
@ -307,29 +350,33 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
`;
// Send to Chat
let rollWhisper = null;
let rollBlind = false;
let rollMode = game.settings.get("core", "rollMode");
if (["gmroll", "blindroll"].includes(rollMode)) rollWhisper = ChatMessage.getWhisperIDs("GM");
if (rollMode === "blindroll") rollBlind = true;
ChatMessage.create({
user: game.user._id,
let data = {
user: game.user.data._id,
content: content,
blind: rollBlind,
speaker: {
actor: this.actor._id,
actor: this.actor.data._id,
token: this.actor.token,
alias: this.actor.name
},
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
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 itemId = li.attr("data-item-id");
let item = this.actor.getOwnedItem(itemId);
let item = this.actor.items.get(itemId);
new Dialog({
title: `Deleting ${item.data.name}`,
content: `<p>Are you sure you want to delete ${item.data.name}?</p>`,
@ -337,7 +384,7 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
Yes: {
icon: '<i class="fa fa-check"></i>',
label: "Yes",
callback: dlg => {
callback: (dlg) => {
this.actor.deleteOwnedItem(itemId);
}
},
@ -379,7 +426,7 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
_onToggleItem(event) {
event.preventDefault();
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";
return item.update({[attr]: !getProperty(item.data, attr)});
}
@ -414,9 +461,9 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
/** @override */
async _onDropItemCreate(itemData) {
// Increment the number of class levels a character instead of creating a new item
// Increment the number of class levels of a character instead of creating a new item
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;
if (!!cls) {
const next = Math.min(priorLevel + 1, 20 + priorLevel - this.actor.data.data.details.level);
@ -427,8 +474,21 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
}
}
// 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
super._onDropItemCreate(itemData);
return super._onDropItemCreate(itemData);
}
}
async function addFavorites(app, html, data) {
@ -506,12 +566,12 @@ async function addFavorites(app, html, data) {
isFav ? "Remove from Favourites" : "Add to Favourites"
}"><i class="fas fa-star"></i></a>`
);
favBtn.click(ev => {
app.actor.getOwnedItem(item._id).update({
favBtn.click((ev) => {
app.actor.items.get(item.data._id).update({
"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="${item.data._id}"]`).find(".item-controls").prepend(favBtn);
}
if (isFav) {
@ -521,8 +581,8 @@ async function addFavorites(app, html, data) {
let v = comps.vocal ? "V" : "";
let s = comps.somatic ? "S" : "";
let m = comps.material ? "M" : "";
let c = comps.concentration ? true : false;
let r = comps.ritual ? true : false;
let c = !!comps.concentration;
let r = !!comps.ritual;
item.powerComps = `${v}${s}${m}`;
item.powerCon = c;
item.powerRit = r;
@ -572,31 +632,31 @@ async function addFavorites(app, html, data) {
await loadTemplates(["systems/sw5e/templates/actors/newActor/item.hbs"]);
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) {
favtabHtml.find(".item-image").click(ev => app._onItemRoll(ev));
let handler = ev => app._onDragStart(ev);
favtabHtml.find(".item-image").click((ev) => app._onItemRoll(ev));
let handler = (ev) => app._onDragStart(ev);
favtabHtml.find(".item").each((i, li) => {
if (li.classList.contains("inventory-header")) return;
li.setAttribute("draggable", true);
li.addEventListener("dragstart", handler, false);
});
//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;
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 = $(ev.target).parents(".item")[0].dataset.itemId;
let val = !app.actor.getOwnedItem(itemId).data.flags.favtab.isFavourite;
app.actor.getOwnedItem(itemId).update({
let val = !app.actor.items.get(itemId).data.flags.favtab.isFavourite;
app.actor.items.get(itemId).update({
"flags.favtab.isFavourite": val
});
});
// Sorting
favtabHtml.find(".item").on("drop", ev => {
favtabHtml.find(".item").on("drop", (ev) => {
ev.preventDefault();
ev.stopPropagation();
@ -606,10 +666,10 @@ async function addFavorites(app, html, data) {
let list = null;
if (dropData.data.type === "feat") list = favFeats;
else list = favItems;
let dragSource = list.find(i => i._id === dropData.data._id);
let siblings = list.filter(i => i._id !== dropData.data._id);
let dragSource = list.find((i) => i.data._id === dropData.data._id);
let siblings = list.filter((i) => i.data._id !== dropData.data._id);
let targetId = ev.target.closest(".item").dataset.itemId;
let dragTarget = siblings.find(s => s._id === targetId);
let dragTarget = siblings.find((s) => s.data._id === targetId);
if (dragTarget === undefined) return;
const sortUpdates = SortingHelpers.performIntegerSort(dragSource, {
@ -617,9 +677,9 @@ async function addFavorites(app, html, data) {
siblings: siblings,
sortKey: "flags.favtab.sort"
});
const updateData = sortUpdates.map(u => {
const updateData = sortUpdates.map((u) => {
const update = u.update;
update._id = u.target._id;
update._id = u.target.data._id;
return update;
});
app.actor.updateEmbeddedEntity("OwnedItem", updateData);
@ -660,7 +720,7 @@ async function addSubTabs(app, html, data) {
}
for (const group in data.options.subTabs) {
data.options.subTabs[group].forEach(tab => {
data.options.subTabs[group].forEach((tab) => {
if (tab.active) {
html.find(`[data-subgroup=${group}][data-target=${tab.target}]`).addClass("active");
} else {
@ -669,23 +729,18 @@ async function addSubTabs(app, html, data) {
});
}
html
.find("[data-subgroup-selection]")
html.find("[data-subgroup-selection]")
.children()
.on("click", event => {
.on("click", (event) => {
let subgroup = event.target.closest("[data-subgroup]").getAttribute("data-subgroup");
let target = event.target.closest("[data-target]").getAttribute("data-target");
html.find(`[data-subgroup=${subgroup}]`).removeClass("active");
html.find(`[data-subgroup=${subgroup}][data-target=${target}]`).addClass("active");
let tabId = data.options.subTabs[subgroup].find(tab => {
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;
}
data.options.subTabs[subgroup].map((el) => {
el.active = el.target == target;
return el;
});
});

View file

@ -28,6 +28,11 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e {
/* -------------------------------------------- */
/** @override */
static unsupportedItemTypes = new Set(["class"]);
/* -------------------------------------------- */
/**
* Organize Owned Items for rendering the NPC sheet
* @private
@ -39,13 +44,13 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e {
label: game.i18n.localize("SW5E.AttackPl"),
items: [],
hasActions: true,
dataset: {type: "weapon", "weapon-type": "natural"}
dataset: {"type": "weapon", "weapon-type": "natural"}
},
actions: {
label: game.i18n.localize("SW5E.ActionPl"),
items: [],
hasActions: true,
dataset: {type: "feat", "activation.type": "action"}
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"}}
@ -54,10 +59,11 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e {
// Start by classifying items into groups for rendering
let [forcepowers, techpowers, other] = data.items.reduce(
(arr, item) => {
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.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.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);
@ -94,14 +100,17 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e {
/* -------------------------------------------- */
/** @override */
getData() {
const data = super.getData();
/** @inheritdoc */
getData(options) {
const data = super.getData(options);
// 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;
// Creature Type
data.labels["type"] = this.actor.labels.creatureType;
return data;
}
@ -110,7 +119,7 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e {
/* -------------------------------------------- */
/** @override */
_updateObject(event, formData) {
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";
@ -119,7 +128,7 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e {
if (cr) formData[crv] = cr < 1 ? cr : parseInt(cr);
// Parent ActorSheet update steps
super._updateObject(event, formData);
return super._updateObject(event, formData);
}
/* -------------------------------------------- */

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

@ -20,6 +20,11 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
/* -------------------------------------------- */
/** @override */
static unsupportedItemTypes = new Set(["class"]);
/* -------------------------------------------- */
/**
* Creates a new cargo entry for a vehicle Actor.
*/
@ -134,7 +139,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
label: game.i18n.localize("SW5E.ActionPl"),
items: [],
crewable: true,
dataset: {type: "feat", "activation.type": "crew"},
dataset: {"type": "feat", "activation.type": "crew"},
columns: [
{
label: game.i18n.localize("SW5E.VehicleCrew"),
@ -152,7 +157,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
label: game.i18n.localize("SW5E.ItemTypeEquipment"),
items: [],
crewable: true,
dataset: {type: "equipment", "armor.type": "vehicle"},
dataset: {"type": "equipment", "armor.type": "vehicle"},
columns: equipmentColumns
},
passive: {
@ -163,13 +168,13 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
reactions: {
label: game.i18n.localize("SW5E.ReactionPl"),
items: [],
dataset: {type: "feat", "activation.type": "reaction"}
dataset: {"type": "feat", "activation.type": "reaction"}
},
weapons: {
label: game.i18n.localize("SW5E.ItemTypeWeaponPl"),
items: [],
crewable: true,
dataset: {type: "weapon", "weapon-type": "siege"},
dataset: {"type": "weapon", "weapon-type": "siege"},
columns: equipmentColumns
}
};
@ -218,22 +223,40 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
}
};
// Classify items owned by the vehicle and compute total cargo weight
let totalWeight = 0;
for (const item of data.items) {
this._prepareCrewedItem(item);
if (item.type === "weapon") features.weapons.items.push(item);
else if (item.type === "equipment") features.equipment.items.push(item);
else if (item.type === "loot") {
// Handle cargo explicitly
const isCargo = item.flags.sw5e?.vehicleCargo === true;
if (isCargo) {
totalWeight += (item.data.weight || 0) * item.data.quantity;
cargo.cargo.items.push(item);
} else if (item.type === "feat") {
if (!item.data.activation.type || item.data.activation.type === "none") {
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 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;
cargo.cargo.items.push(item);
}
}
// Update the rendering context data
data.features = Object.values(features);
data.cargo = Object.values(cargo);
data.data.attributes.encumbrance = this._computeEncumbrance(totalWeight, data);
@ -246,22 +269,19 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
/** @override */
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-hp input")
.click(evt => evt.target.select())
html.find(".item-hp input")
.click((evt) => evt.target.select())
.change(this._onHPChange.bind(this));
html
.find(".item:not(.cargo-row) input[data-property]")
.click(evt => evt.target.select())
html.find(".item:not(.cargo-row) input[data-property]")
.click((evt) => evt.target.select())
.change(this._onEditInSheet.bind(this));
html
.find(".cargo-row input")
.click(evt => evt.target.select())
html.find(".cargo-row input")
.click((evt) => evt.target.select())
.change(this._onCargoRowChange.bind(this));
if (this.actor.data.data.attributes.actions.stations) {
@ -285,7 +305,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
const property = row.classList.contains("crew") ? "crew" : "passengers";
// 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];
if (!entry) return null;
@ -339,7 +359,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
const target = event.currentTarget;
const type = target.dataset.type;
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);
return this.actor.update({[`data.cargo.${type}`]: cargo});
}
@ -360,7 +380,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
if (row.classList.contains("cargo-row")) {
const idx = Number(row.dataset.itemId);
const type = row.classList.contains("crew") ? "crew" : "passengers";
const cargo = duplicate(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx);
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx);
return this.actor.update({[`data.cargo.${type}`]: cargo});
}
@ -369,6 +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.
* @param event {Event}

View file

@ -1,8 +1,10 @@
import Item5e from "../../../item/entity.js";
import TraitSelector from "../../../apps/trait-selector.js";
import ActorSheetFlags from "../../../apps/actor-flags.js";
import ActorHitDiceConfig from "../../../apps/hit-dice-config.js";
import ActorMovementConfig from "../../../apps/movement-config.js";
import ActorSensesConfig from "../../../apps/senses-config.js";
import ActorTypeConfig from "../../../apps/actor-type.js";
import {SW5E} from "../../../config.js";
import {onManageActiveEffect, prepareActiveEffectCategories} from "../../../effects.js";
@ -44,6 +46,14 @@ 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 */
get template() {
if (!game.user.isGM && this.actor.limited) return "systems/sw5e/templates/actors/oldActor/limited-sheet.html";
@ -53,42 +63,50 @@ export default class ActorSheet5e extends ActorSheet {
/* -------------------------------------------- */
/** @override */
getData() {
getData(options) {
// Basic data
let isOwner = this.entity.owner;
let isOwner = this.actor.isOwner;
const data = {
owner: isOwner,
limited: this.entity.limited,
limited: this.actor.limited,
options: this.options,
editable: this.isEditable,
cssClass: isOwner ? "editable" : "locked",
isCharacter: this.entity.data.type === "character",
isNPC: this.entity.data.type === "npc",
isVehicle: this.entity.data.type === "vehicle",
config: CONFIG.SW5E
isCharacter: this.actor.type === "character",
isNPC: this.actor.type === "npc",
isStarship: this.actor.type === "starship",
isVehicle: this.actor.type === "vehicle",
config: CONFIG.SW5E,
rollData: this.actor.getRollData.bind(this.actor)
};
// The Actor and its Items
data.actor = duplicate(this.actor.data);
data.items = this.actor.items.map(i => {
i.data.labels = i.labels;
return i.data;
});
// The Actor's data
const actorData = this.actor.data.toObject(false);
data.actor = actorData;
data.data = actorData.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.data = data.actor.data;
// Labels and filters
data.labels = this.actor.labels || {};
data.filters = this._filters;
// 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.hover = CONFIG.SW5E.proficiencyLevels[abl.proficient];
abl.label = CONFIG.SW5E.abilities[a];
}
// Skills
if (data.actor.data.skills) {
for (let [s, skl] of Object.entries(data.actor.data.skills)) {
if (actorData.data.skills) {
for (let [s, skl] of Object.entries(actorData.data.skills)) {
skl.ability = CONFIG.SW5E.abilityAbbreviations[skl.ability];
skl.icon = this._getProficiencyIcon(skl.value);
skl.hover = CONFIG.SW5E.proficiencyLevels[skl.value];
@ -97,19 +115,19 @@ export default class ActorSheet5e extends ActorSheet {
}
// Movement speeds
data.movement = this._getMovementSpeed(data.actor);
data.movement = this._getMovementSpeed(actorData);
// Senses
data.senses = this._getSenses(data.actor);
data.senses = this._getSenses(actorData);
// Update traits
this._prepareTraits(data.actor.data.traits);
this._prepareTraits(actorData.data.traits);
// Prepare owned items
this._prepareItems(data);
// Prepare active effects
data.effects = prepareActiveEffectCategories(this.entity.effects);
data.effects = prepareActiveEffectCategories(this.actor.effects);
// Return data to the sheet
return data;
@ -143,14 +161,14 @@ export default class ActorSheet5e extends ActorSheet {
}
// 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
if (largestPrimary) {
let primary = speeds.shift();
return {
primary: `${primary ? primary[1] : "0"} ${movement.units}`,
special: speeds.map(s => s[1]).join(", ")
special: speeds.map((s) => s[1]).join(", ")
};
}
@ -158,7 +176,7 @@ export default class ActorSheet5e extends ActorSheet {
else {
return {
primary: `${movement.walk || 0} ${movement.units}`,
special: speeds.length ? speeds.map(s => s[1]).join(", ") : ""
special: speeds.length ? speeds.map((s) => s[1]).join(", ") : ""
};
}
}
@ -224,7 +242,7 @@ export default class ActorSheet5e extends ActorSheet {
* @private
*/
_preparePowerbook(data, powers) {
const owner = this.actor.owner;
const owner = this.actor.isOwner;
const levels = data.data.powers;
const powerbook = {};
@ -239,7 +257,7 @@ export default class ActorSheet5e extends ActorSheet {
const useLabels = {
"-20": "-",
"-10": "-",
0: "&infin;"
"0": "&infin;"
};
// Format a powerbook entry for a certain indexed level
@ -254,7 +272,7 @@ export default class ActorSheet5e extends ActorSheet {
uses: useLabels[i] || value || 0,
slots: useLabels[i] || max || 0,
override: override || 0,
dataset: {type: "power", level: prepMode in sections ? 1 : i, "preparation.mode": prepMode},
dataset: {"type": "power", "level": prepMode in sections ? 1 : i, "preparation.mode": prepMode},
prop: sl
};
};
@ -277,11 +295,14 @@ export default class ActorSheet5e extends ActorSheet {
}
// Pact magic users have cantrips and a pact magic section
// TODO: Check if this is needed, we've removed pacts everywhere else
if (levels.pact && levels.pact.max) {
if (!powerbook["0"]) registerSection("power0", 0, CONFIG.SW5E.powerLevels[0]);
const l = levels.pact;
const config = CONFIG.SW5E.powerPreparationModes.pact;
registerSection("pact", sections.pact, config, {
const level = game.i18n.localize(`SW5E.PowerLevel${levels.pact.level}`);
const label = `${config}${level}`;
registerSection("pact", sections.pact, label, {
prepMode: "pact",
value: l.value,
max: l.max,
@ -290,7 +311,7 @@ export default class ActorSheet5e extends ActorSheet {
}
// 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";
let s = power.data.level || 0;
const sl = `power${s}`;
@ -333,7 +354,7 @@ export default class ActorSheet5e extends ActorSheet {
* @private
*/
_filterItems(items, filters) {
return items.filter(item => {
return items.filter((item) => {
const data = item.data;
// Action usage
@ -384,10 +405,7 @@ export default class ActorSheet5e extends ActorSheet {
/* Event Listeners and Handlers
/* -------------------------------------------- */
/**
* Activate event listeners using the prepared sheet HTML
* @param html {HTML} The prepared HTML object ready to be rendered into the DOM
*/
/** @inheritdoc */
activateListeners(html) {
// Activate Item Filters
const filterLists = html.find(".filter-list");
@ -395,13 +413,16 @@ export default class ActorSheet5e extends ActorSheet {
filterLists.on("click", ".filter-item", this._onToggleFilter.bind(this));
// 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
if (this.isEditable) {
// Input focus and update
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));
// Ability Proficiency
@ -418,20 +439,18 @@ export default class ActorSheet5e extends ActorSheet {
// Owned Item management
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-uses input")
.click(ev => ev.target.select())
html.find(".item-uses input")
.click((ev) => ev.target.select())
.change(this._onUsesChange.bind(this));
html.find(".slot-max-override").click(this._onPowerSlotOverride.bind(this));
// 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
if (this.actor.owner) {
if (this.actor.isOwner) {
// Ability Checks
html.find(".ability-name").click(this._onRollAbilityTest.bind(this));
@ -439,8 +458,8 @@ export default class ActorSheet5e extends ActorSheet {
html.find(".skill-name").click(this._onRollSkillCheck.bind(this));
// Item Rolling
html.find(".item .item-image").click(event => this._onItemRoll(event));
html.find(".item .item-recharge").click(event => this._onItemRecharge(event));
html.find(".item .item-image").click((event) => this._onItemRoll(event));
html.find(".item .item-recharge").click((event) => this._onItemRecharge(event));
}
// Otherwise remove rollable classes
@ -496,17 +515,25 @@ export default class ActorSheet5e extends ActorSheet {
_onConfigMenu(event) {
event.preventDefault();
const button = event.currentTarget;
let app;
switch (button.dataset.action) {
case "hit-dice":
app = new ActorHitDiceConfig(this.object);
break;
case "movement":
new ActorMovementConfig(this.object).render(true);
app = new ActorMovementConfig(this.object);
break;
case "flags":
new ActorSheetFlags(this.object).render(true);
app = new ActorSheetFlags(this.object);
break;
case "senses":
new ActorSensesConfig(this.object).render(true);
app = new ActorSensesConfig(this.object);
break;
case "type":
new ActorTypeConfig(this.object).render(true);
break;
}
app?.render(true);
}
/* -------------------------------------------- */
@ -540,13 +567,13 @@ export default class ActorSheet5e extends ActorSheet {
/** @override */
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;
// Get the target actor
let sourceActor = null;
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);
} else {
sourceActor = game.actors.get(data.id);
@ -554,7 +581,7 @@ export default class ActorSheet5e extends ActorSheet {
if (!sourceActor) return;
// Define a function to record polymorph settings for future use
const rememberOptions = html => {
const rememberOptions = (html) => {
const options = {};
html.find("input").each((i, el) => {
options[el.name] = el.checked;
@ -578,12 +605,12 @@ export default class ActorSheet5e extends ActorSheet {
accept: {
icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize("SW5E.PolymorphAcceptSettings"),
callback: html => this.actor.transformInto(sourceActor, rememberOptions(html))
callback: (html) => this.actor.transformInto(sourceActor, rememberOptions(html))
},
wildshape: {
icon: '<i class="fas fa-paw"></i>',
label: game.i18n.localize("SW5E.PolymorphWildShape"),
callback: html =>
callback: (html) =>
this.actor.transformInto(sourceActor, {
keepBio: true,
keepClass: true,
@ -596,7 +623,7 @@ export default class ActorSheet5e extends ActorSheet {
polymorph: {
icon: '<i class="fas fa-pastafarianism"></i>',
label: game.i18n.localize("SW5E.Polymorph"),
callback: html =>
callback: (html) =>
this.actor.transformInto(sourceActor, {
transformTokens: rememberOptions(html).transformTokens
})
@ -619,15 +646,42 @@ export default class ActorSheet5e extends ActorSheet {
/** @override */
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
// 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);
itemData = scroll.data;
}
// Ignore certain statuses
if (itemData.data) {
["attunement", "equipped", "proficient", "prepared"].forEach(k => delete itemData.data[k]);
// Ignore certain statuses
["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
@ -668,7 +722,7 @@ export default class ActorSheet5e extends ActorSheet {
async _onUsesChange(event) {
event.preventDefault();
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);
event.target.value = uses;
return item.update({"data.uses.value": uses});
@ -683,7 +737,7 @@ export default class ActorSheet5e extends ActorSheet {
_onItemRoll(event) {
event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.getOwnedItem(itemId);
const item = this.actor.items.get(itemId);
return item.roll();
}
@ -697,7 +751,7 @@ export default class ActorSheet5e extends ActorSheet {
_onItemRecharge(event) {
event.preventDefault();
const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.getOwnedItem(itemId);
const item = this.actor.items.get(itemId);
return item.rollRecharge();
}
@ -710,8 +764,8 @@ export default class ActorSheet5e extends ActorSheet {
_onItemSummary(event) {
event.preventDefault();
let li = $(event.currentTarget).parents(".item"),
item = this.actor.getOwnedItem(li.data("item-id")),
chatData = item.getChatData({secrets: this.actor.owner});
item = this.actor.items.get(li.data("item-id")),
chatData = item.getChatData({secrets: this.actor.isOwner});
// Toggle summary
if (li.hasClass("expanded")) {
@ -720,7 +774,7 @@ export default class ActorSheet5e extends ActorSheet {
} else {
let div = $(`<div class="item-summary">${chatData.description.value}</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">${p}</span>`));
div.append(props);
li.append(div.hide());
div.slideDown(200);
@ -740,12 +794,12 @@ export default class ActorSheet5e extends ActorSheet {
const header = event.currentTarget;
const type = header.dataset.type;
const itemData = {
name: game.i18n.format("SW5E.ItemNew", {type: type.capitalize()}),
name: game.i18n.format("SW5E.ItemNew", {type: game.i18n.localize(`SW5E.ItemType${type.capitalize()}`)}),
type: type,
data: duplicate(header.dataset)
data: foundry.utils.deepClone(header.dataset)
};
delete itemData.data["type"];
return this.actor.createEmbeddedEntity("OwnedItem", itemData);
return this.actor.createEmbeddedDocuments("Item", [itemData]);
}
/* -------------------------------------------- */
@ -758,8 +812,8 @@ export default class ActorSheet5e extends ActorSheet {
_onItemEdit(event) {
event.preventDefault();
const li = event.currentTarget.closest(".item");
const item = this.actor.getOwnedItem(li.dataset.itemId);
item.sheet.render(true);
const item = this.actor.items.get(li.dataset.itemId);
return item.sheet.render(true);
}
/* -------------------------------------------- */
@ -772,7 +826,8 @@ export default class ActorSheet5e extends ActorSheet {
_onItemDelete(event) {
event.preventDefault();
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();
}
/* -------------------------------------------- */
@ -785,7 +840,7 @@ export default class ActorSheet5e extends ActorSheet {
_onRollAbilityTest(event) {
event.preventDefault();
let ability = event.currentTarget.parentElement.dataset.ability;
this.actor.rollAbility(ability, {event: event});
return this.actor.rollAbility(ability, {event: event});
}
/* -------------------------------------------- */
@ -798,7 +853,7 @@ export default class ActorSheet5e extends ActorSheet {
_onRollSkillCheck(event) {
event.preventDefault();
const skill = event.currentTarget.parentElement.dataset.skill;
this.actor.rollSkill(skill, {event: event});
return this.actor.rollSkill(skill, {event: event});
}
/* -------------------------------------------- */
@ -811,7 +866,7 @@ export default class ActorSheet5e extends ActorSheet {
_onToggleAbilityProficiency(event) {
event.preventDefault();
const field = event.currentTarget.previousElementSibling;
this.actor.update({[field.name]: 1 - parseInt(field.value)});
return this.actor.update({[field.name]: 1 - parseInt(field.value)});
}
/* -------------------------------------------- */
@ -828,7 +883,7 @@ export default class ActorSheet5e extends ActorSheet {
const filter = li.dataset.filter;
if (set.has(filter)) set.delete(filter);
else set.add(filter);
this.render();
return this.render();
}
/* -------------------------------------------- */
@ -844,7 +899,7 @@ export default class ActorSheet5e extends ActorSheet {
const label = a.parentElement.querySelector("label");
const choices = CONFIG.SW5E[a.dataset.options];
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);
}
/* -------------------------------------------- */
@ -852,15 +907,14 @@ export default class ActorSheet5e extends ActorSheet {
/** @override */
_getHeaderButtons() {
let buttons = super._getHeaderButtons();
// Add button to revert polymorph
if (!this.actor.isPolymorphed || this.actor.isToken) return buttons;
if (this.actor.isPolymorphed) {
buttons.unshift({
label: "SW5E.PolymorphRestoreTransformation",
class: "restore-transformation",
icon: "fas fa-backward",
onclick: ev => this.actor.revertOriginalForm()
onclick: () => this.actor.revertOriginalForm()
});
}
return buttons;
}
}

View file

@ -44,9 +44,9 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
// Experience Tracking
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 => {
.map((c) => {
return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(" ");
})
.join(", ");
@ -88,7 +88,7 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
] = data.items.reduce(
(arr, item) => {
// 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.attunement = {
[CONFIG.SW5E.attunementTypes.REQUIRED]: {
@ -105,13 +105,18 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
// Item usage
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.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);
// Item toggle state
this._prepareItemToggleState(item);
// Primary Class
if (item.type === "class")
item.isOriginalClass = item._id === this.actor.data.data.details.originalClass;
// Classify items into types
if (item.type === "power") arr[1].push(item);
else if (item.type === "feat") arr[2].push(item);
@ -144,13 +149,19 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
// Organize Powerbook and count the number of prepared powers (excluding always, at will, etc...)
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;
}).length;
// Organize Features
const features = {
classes: {label: "SW5E.ItemTypeClassPl", items: [], hasActions: false, dataset: {type: "class"}, isClass: true},
classes: {
label: "SW5E.ItemTypeClassPl",
items: [],
hasActions: false,
dataset: {type: "class"},
isClass: true
},
classfeatures: {
label: "SW5E.ItemTypeClassFeats",
items: [],
@ -204,7 +215,7 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
label: "SW5E.FeatureActive",
items: [],
hasActions: true,
dataset: {type: "feat", "activation.type": "action"}
dataset: {"type": "feat", "activation.type": "action"}
},
passive: {label: "SW5E.FeaturePassive", items: [], hasActions: false, dataset: {type: "feat"}}
};
@ -212,7 +223,7 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
if (f.data.activation.type) features.active.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.classfeatures.items = classfeatures;
features.archetype.items = archetypes;
@ -258,11 +269,11 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
/**
* 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) {
super.activateListeners(html);
if (!this.options.editable) return;
if (!this.isEditable) return;
// Item State Toggling
html.find(".item-toggle").click(this._onToggleItem.bind(this));
@ -303,7 +314,7 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
_onToggleItem(event) {
event.preventDefault();
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";
return item.update({[attr]: !getProperty(item.data, attr)});
}
@ -340,7 +351,7 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
async _onDropItemCreate(itemData) {
// Increment the number of class levels a character instead of creating a new item
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;
if (!!cls) {
const next = Math.min(priorLevel + 1, 20 + priorLevel - this.actor.data.data.details.level);
@ -352,6 +363,6 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
}
// Default drop handling if levels were not added
super._onDropItemCreate(itemData);
return super._onDropItemCreate(itemData);
}
}

View file

@ -17,6 +17,11 @@ export default class ActorSheet5eNPC extends ActorSheet5e {
/* -------------------------------------------- */
/** @override */
static unsupportedItemTypes = new Set(["class"]);
/* -------------------------------------------- */
/**
* Organize Owned Items for rendering the NPC sheet
* @private
@ -28,13 +33,13 @@ export default class ActorSheet5eNPC extends ActorSheet5e {
label: game.i18n.localize("SW5E.AttackPl"),
items: [],
hasActions: true,
dataset: {type: "weapon", "weapon-type": "natural"}
dataset: {"type": "weapon", "weapon-type": "natural"}
},
actions: {
label: game.i18n.localize("SW5E.ActionPl"),
items: [],
hasActions: true,
dataset: {type: "feat", "activation.type": "action"}
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"}}
@ -43,10 +48,11 @@ export default class ActorSheet5eNPC extends ActorSheet5e {
// Start by classifying items into groups for rendering
let [powers, other] = data.items.reduce(
(arr, item) => {
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.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.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") arr[0].push(item);
@ -79,14 +85,17 @@ export default class ActorSheet5eNPC extends ActorSheet5e {
/* -------------------------------------------- */
/** @override */
getData() {
const data = super.getData();
/** @inheritdoc */
getData(options) {
const data = super.getData(options);
// 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;
// Creature Type
data.labels["type"] = this.actor.labels.creatureType;
return data;
}
@ -95,7 +104,7 @@ export default class ActorSheet5eNPC extends ActorSheet5e {
/* -------------------------------------------- */
/** @override */
_updateObject(event, formData) {
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";
@ -104,7 +113,7 @@ export default class ActorSheet5eNPC extends ActorSheet5e {
if (cr) formData[crv] = cr < 1 ? cr : parseInt(cr);
// Parent ActorSheet update steps
super._updateObject(event, formData);
return super._updateObject(event, formData);
}
/* -------------------------------------------- */

View file

@ -20,6 +20,11 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
/* -------------------------------------------- */
/** @override */
static unsupportedItemTypes = new Set(["class"]);
/* -------------------------------------------- */
/**
* Creates a new cargo entry for a vehicle Actor.
*/
@ -134,7 +139,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
label: game.i18n.localize("SW5E.ActionPl"),
items: [],
crewable: true,
dataset: {type: "feat", "activation.type": "crew"},
dataset: {"type": "feat", "activation.type": "crew"},
columns: [
{
label: game.i18n.localize("SW5E.VehicleCrew"),
@ -152,7 +157,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
label: game.i18n.localize("SW5E.ItemTypeEquipment"),
items: [],
crewable: true,
dataset: {type: "equipment", "armor.type": "vehicle"},
dataset: {"type": "equipment", "armor.type": "vehicle"},
columns: equipmentColumns
},
passive: {
@ -163,13 +168,13 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
reactions: {
label: game.i18n.localize("SW5E.ReactionPl"),
items: [],
dataset: {type: "feat", "activation.type": "reaction"}
dataset: {"type": "feat", "activation.type": "reaction"}
},
weapons: {
label: game.i18n.localize("SW5E.ItemTypeWeaponPl"),
items: [],
crewable: true,
dataset: {type: "weapon", "weapon-type": "siege"},
dataset: {"type": "weapon", "weapon-type": "siege"},
columns: equipmentColumns
}
};
@ -218,22 +223,40 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
}
};
// Classify items owned by the vehicle and compute total cargo weight
let totalWeight = 0;
for (const item of data.items) {
this._prepareCrewedItem(item);
if (item.type === "weapon") features.weapons.items.push(item);
else if (item.type === "equipment") features.equipment.items.push(item);
else if (item.type === "loot") {
// Handle cargo explicitly
const isCargo = item.flags.sw5e?.vehicleCargo === true;
if (isCargo) {
totalWeight += (item.data.weight || 0) * item.data.quantity;
cargo.cargo.items.push(item);
} else if (item.type === "feat") {
if (!item.data.activation.type || item.data.activation.type === "none") {
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 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;
cargo.cargo.items.push(item);
}
}
// Update the rendering context data
data.features = Object.values(features);
data.cargo = Object.values(cargo);
data.data.attributes.encumbrance = this._computeEncumbrance(totalWeight, data);
@ -246,22 +269,19 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
/** @override */
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-hp input")
.click(evt => evt.target.select())
html.find(".item-hp input")
.click((evt) => evt.target.select())
.change(this._onHPChange.bind(this));
html
.find(".item:not(.cargo-row) input[data-property]")
.click(evt => evt.target.select())
html.find(".item:not(.cargo-row) input[data-property]")
.click((evt) => evt.target.select())
.change(this._onEditInSheet.bind(this));
html
.find(".cargo-row input")
.click(evt => evt.target.select())
html.find(".cargo-row input")
.click((evt) => evt.target.select())
.change(this._onCargoRowChange.bind(this));
if (this.actor.data.data.attributes.actions.stations) {
@ -285,7 +305,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
const property = row.classList.contains("crew") ? "crew" : "passengers";
// 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];
if (!entry) return null;
@ -339,7 +359,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
const target = event.currentTarget;
const type = target.dataset.type;
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);
return this.actor.update({[`data.cargo.${type}`]: cargo});
}
@ -360,7 +380,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
if (row.classList.contains("cargo-row")) {
const idx = Number(row.dataset.itemId);
const type = row.classList.contains("crew") ? "crew" : "passengers";
const cargo = duplicate(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx);
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx);
return this.actor.update({[`data.cargo.${type}`]: cargo});
}
@ -369,6 +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.
* @param event {Event}

View file

@ -39,12 +39,15 @@ export default class AbilityUseDialog extends Dialog {
// Prepare dialog form data
const data = {
item: item.data,
title: game.i18n.format("SW5E.AbilityUseHint", item.data),
title: game.i18n.format("SW5E.AbilityUseHint", {
type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`),
name: item.name
}),
note: this._getAbilityUseNote(item.data, uses, recharge),
consumePowerSlot: false,
consumeRecharge: recharges,
consumeResource: !!itemData.consume.target,
consumeUses: uses.max,
consumeUses: uses.per && uses.max > 0,
canUse: recharges ? recharge.charged : sufficientUses,
createTemplate: game.user.can("TEMPLATE_CREATE") && item.hasAreaTarget,
errors: []
@ -57,15 +60,15 @@ export default class AbilityUseDialog extends Dialog {
// Create the Dialog and return data as a Promise
const icon = data.isPower ? "fa-magic" : "fa-fist-raised";
const label = game.i18n.localize("SW5E.AbilityUse" + (data.isPower ? "Cast" : "Use"));
return new Promise(resolve => {
return new Promise((resolve) => {
const dlg = new this(item, {
title: `${item.name}: Usage Configuration`,
title: `${item.name}: ${game.i18n.localize("SW5E.AbilityUseConfig")}`,
content: html,
buttons: {
use: {
icon: `<i class="fas ${icon}"></i>`,
label: label,
callback: html => {
callback: (html) => {
const fd = new FormDataExtended(html[0].querySelector("form"));
resolve(fd.toObject());
}
@ -139,7 +142,7 @@ export default class AbilityUseDialog extends Dialog {
}
return arr;
}, [])
.filter(sl => sl.level <= lmax);
.filter((sl) => sl.level <= lmax);
} else if (powerType === "tech") {
powerLevels = Array.fromRange(10)
.reduce((arr, i) => {
@ -159,10 +162,10 @@ export default class AbilityUseDialog extends Dialog {
}
return arr;
}, [])
.filter(sl => sl.level <= lmax);
.filter((sl) => sl.level <= lmax);
}
const canCast = powerLevels.some(l => l.hasSlots);
const canCast = powerLevels.some((l) => l.hasSlots);
if (!canCast)
data.errors.push(
game.i18n.format("SW5E.PowerCastNoSlots", {
@ -172,7 +175,7 @@ export default class AbilityUseDialog extends Dialog {
);
// Merge power casting data
return mergeObject(data, {isPower: true, consumePowerSlot, powerLevels});
return foundry.utils.mergeObject(data, {isPower: true, consumePowerSlot, powerLevels});
}
/* -------------------------------------------- */
@ -189,7 +192,7 @@ export default class AbilityUseDialog extends Dialog {
// Abilities which use Recharge
if (!!recharge.value) {
return game.i18n.format(recharge.charged ? "SW5E.AbilityUseChargedHint" : "SW5E.AbilityUseRechargeHint", {
type: item.type
type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`)
});
}
@ -203,7 +206,7 @@ export default class AbilityUseDialog extends Dialog {
else if (item.data.quantity === 1 && uses.autoDestroy) str = "SW5E.AbilityUseConsumableDestroyHint";
else if (item.data.quantity > 1) str = "SW5E.AbilityUseConsumableQuantityHint";
return game.i18n.format(str, {
type: item.data.consumableType,
type: game.i18n.localize(`SW5E.Consumable${item.data.consumableType.capitalize()}`),
value: uses.value,
quantity: item.data.quantity,
max: uses.max,
@ -214,15 +217,11 @@ export default class AbilityUseDialog extends Dialog {
// Other Items
else {
return game.i18n.format("SW5E.AbilityUseNormalHint", {
type: item.type,
type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`),
value: uses.value,
max: uses.max,
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
* @implements {BaseEntitySheet}
* @implements {DocumentSheet}
*/
export default class ActorSheetFlags extends BaseEntitySheet {
export default class ActorSheetFlags extends DocumentSheet {
static get defaultOptions() {
const options = super.defaultOptions;
return mergeObject(options, {
return foundry.utils.mergeObject(super.defaultOptions, {
id: "actor-flags",
classes: ["sw5e"],
template: "systems/sw5e/templates/apps/actor-flags.html",
@ -27,6 +26,7 @@ export default class ActorSheetFlags extends BaseEntitySheet {
getData() {
const data = {};
data.actor = this.object;
data.classes = this._getClasses();
data.flags = this._getFlags();
data.bonuses = this._getBonuses();
return data;
@ -34,17 +34,35 @@ 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
* Add some additional data for rendering
* @return {object}
* @private
*/
_getFlags() {
const flags = {};
const baseData = this.entity._data;
const baseData = this.document.toJSON();
for (let [k, v] of Object.entries(CONFIG.SW5E.characterFlags)) {
if (!flags.hasOwnProperty(v.section)) flags[v.section] = {};
let flag = duplicate(v);
let flag = foundry.utils.deepClone(v);
flag.type = v.type.name;
flag.isCheckbox = v.type === Boolean;
flag.isSelect = v.hasOwnProperty("choices");

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

@ -40,22 +40,21 @@ export default class LongRestDialog extends Dialog {
static async longRestDialog({actor} = {}) {
return new Promise((resolve, reject) => {
const dlg = new this(actor, {
title: "Long Rest",
title: game.i18n.localize("SW5E.LongRest"),
buttons: {
rest: {
icon: '<i class="fas fa-bed"></i>',
label: "Rest",
callback: html => {
let newDay = false;
if (game.settings.get("sw5e", "restVariant") === "normal")
label: game.i18n.localize("SW5E.Rest"),
callback: (html) => {
let newDay = true;
if (game.settings.get("sw5e", "restVariant") !== "gritty")
newDay = html.find('input[name="newDay"]')[0].checked;
else if (game.settings.get("sw5e", "restVariant") === "gritty") newDay = true;
resolve(newDay);
}
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: "Cancel",
label: game.i18n.localize("Cancel"),
callback: reject
}
},

View file

@ -1,11 +1,11 @@
/**
* 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 */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["sw5e"],
template: "systems/sw5e/templates/apps/movement-config.html",
width: 300,
@ -17,15 +17,16 @@ export default class ActorMovementConfig extends BaseEntitySheet {
/** @override */
get title() {
return `${game.i18n.localize("SW5E.MovementConfig")}: ${this.entity.name}`;
return `${game.i18n.localize("SW5E.MovementConfig")}: ${this.document.name}`;
}
/* -------------------------------------------- */
/** @override */
getData(options) {
const sourceMovement = foundry.utils.getProperty(this.document.data._source, "data.attributes.movement") || {};
const data = {
movement: duplicate(this.entity._data.data.attributes.movement),
movement: foundry.utils.deepClone(sourceMovement),
units: CONFIG.SW5E.movementUnits
};
for (let [k, v] of Object.entries(data.movement)) {

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

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

View file

@ -40,7 +40,7 @@ export default class ShortRestDialog extends Dialog {
// Determine Hit Dice
data.availableHD = this.actor.data.items.reduce((hd, item) => {
if (item.type === "class") {
const d = item.data;
const d = item.data.data;
const denom = d.hitDice || "d6";
const available = parseInt(d.levels || 1) - parseInt(d.hitDiceUsed || 0);
hd[denom] = denom in hd ? hd[denom] + available : available;
@ -92,12 +92,12 @@ export default class ShortRestDialog extends Dialog {
static async shortRestDialog({actor} = {}) {
return new Promise((resolve, reject) => {
const dlg = new this(actor, {
title: "Short Rest",
title: game.i18n.localize("SW5E.ShortRest"),
buttons: {
rest: {
icon: '<i class="fas fa-bed"></i>',
label: "Rest",
callback: html => {
label: game.i18n.localize("SW5E.Rest"),
callback: (html) => {
let newDay = false;
if (game.settings.get("sw5e", "restVariant") === "gritty")
newDay = html.find('input[name="newDay"]')[0].checked;
@ -106,7 +106,7 @@ export default class ShortRestDialog extends Dialog {
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: "Cancel",
label: game.i18n.localize("Cancel"),
callback: reject
}
},

View file

@ -1,13 +1,13 @@
/**
* A specialized form used to select from a checklist of attributes, traits, or properties
* @implements {FormApplication}
* @extends {DocumentSheet}
*/
export default class TraitSelector extends FormApplication {
/** @override */
export default class TraitSelector extends DocumentSheet {
/** @inheritdoc */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
return foundry.utils.mergeObject(super.defaultOptions, {
id: "trait-selector",
classes: ["sw5e"],
classes: ["sw5e", "trait-selector", "subconfig"],
title: "Actor Trait Selection",
template: "systems/sw5e/templates/apps/trait-selector.html",
width: 320,
@ -15,7 +15,9 @@ export default class TraitSelector extends FormApplication {
choices: {},
allowCustom: true,
minimum: 0,
maximum: null
maximum: null,
valueKey: "value",
customKey: "custom"
});
}
@ -23,7 +25,7 @@ export default class TraitSelector extends FormApplication {
/**
* Return a reference to the target attribute
* @type {String}
* @type {string}
*/
get attribute() {
return this.options.name;
@ -33,51 +35,50 @@ export default class TraitSelector extends FormApplication {
/** @override */
getData() {
// Get current values
let attr = getProperty(this.object._data, this.attribute);
if (getType(attr) !== "Object") attr = {value: [], custom: ""};
const attr = foundry.utils.getProperty(this.object.data, this.attribute);
const o = this.options;
const value = o.valueKey ? attr[o.valueKey] ?? [] : attr;
const custom = o.customKey ? attr[o.customKey] ?? "" : "";
// Populate choices
const choices = duplicate(this.options.choices);
for (let [k, v] of Object.entries(choices)) {
choices[k] = {
label: v,
chosen: attr ? attr.value.includes(k) : false
};
}
const choices = Object.entries(o.choices).reduce((obj, e) => {
let [k, v] = e;
obj[k] = {label: v, chosen: attr ? value.includes(k) : false};
return obj;
}, {});
// Return data
return {
allowCustom: this.options.allowCustom,
allowCustom: o.allowCustom,
choices: choices,
custom: attr ? attr.custom : ""
custom: custom
};
}
/* -------------------------------------------- */
/** @override */
_updateObject(event, formData) {
const updateData = {};
async _updateObject(event, formData) {
const o = this.options;
// Obtain choices
const chosen = [];
for (let [k, v] of Object.entries(formData)) {
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
if (this.options.minimum && chosen.length < this.options.minimum) {
return ui.notifications.error(`You must choose at least ${this.options.minimum} options`);
if (o.minimum && chosen.length < o.minimum) {
return ui.notifications.error(`You must choose at least ${o.minimum} options`);
}
if (this.options.maximum && chosen.length > this.options.maximum) {
return ui.notifications.error(`You may choose no more than ${this.options.maximum} options`);
}
// Include custom
if (this.options.allowCustom) {
updateData[`${this.attribute}.custom`] = formData.custom;
if (o.maximum && chosen.length > o.maximum) {
return ui.notifications.error(`You may choose no more than ${o.maximum} options`);
}
// Update the object

View file

@ -8,7 +8,7 @@ export const measureDistances = function (segments, options = {}) {
const d = canvas.dimensions;
// Iterate over measured segments
return segments.map(s => {
return segments.map((s) => {
let r = s.ray;
// Determine the total distance traveled
@ -36,19 +36,3 @@ export const measureDistances = function (segments, options = {}) {
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

@ -5,46 +5,108 @@ export default class CharacterImporter {
const sourceCharacter = JSON.parse(rawCharacter); //source character
const details = {
species: sourceCharacter.attribs.find(e => e.name == "race").current,
background: sourceCharacter.attribs.find(e => e.name == "background").current,
alignment: sourceCharacter.attribs.find(e => e.name == "alignment").current
species: sourceCharacter.attribs.find((e) => e.name == "race").current,
background: sourceCharacter.attribs.find((e) => e.name == "background").current,
alignment: sourceCharacter.attribs.find((e) => e.name == "alignment").current
};
const hp = {
value: sourceCharacter.attribs.find(e => e.name == "hp").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 ac = {
value: sourceCharacter.attribs.find(e => e.name == "ac").current
max: sourceCharacter.attribs.find((e) => e.name == "hp").current,
temp: sourceCharacter.attribs.find((e) => e.name == "hp_temp").current
};
const abilities = {
str: {
value: sourceCharacter.attribs.find(e => e.name == "strength").current,
proficient: sourceCharacter.attribs.find(e => e.name == "strength_save_prof").current ? 1 : 0
value: sourceCharacter.attribs.find((e) => e.name == "strength").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "strength_save_prof").current ? 1 : 0
},
dex: {
value: sourceCharacter.attribs.find(e => e.name == "dexterity").current,
proficient: sourceCharacter.attribs.find(e => e.name == "dexterity_save_prof").current ? 1 : 0
value: sourceCharacter.attribs.find((e) => e.name == "dexterity").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "dexterity_save_prof").current ? 1 : 0
},
con: {
value: sourceCharacter.attribs.find(e => e.name == "constitution").current,
proficient: sourceCharacter.attribs.find(e => e.name == "constitution_save_prof").current ? 1 : 0
value: sourceCharacter.attribs.find((e) => e.name == "constitution").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "constitution_save_prof").current ? 1 : 0
},
int: {
value: sourceCharacter.attribs.find(e => e.name == "intelligence").current,
proficient: sourceCharacter.attribs.find(e => e.name == "intelligence_save_prof").current ? 1 : 0
value: sourceCharacter.attribs.find((e) => e.name == "intelligence").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "intelligence_save_prof").current ? 1 : 0
},
wis: {
value: sourceCharacter.attribs.find(e => e.name == "wisdom").current,
proficient: sourceCharacter.attribs.find(e => e.name == "wisdom_save_prof").current ? 1 : 0
value: sourceCharacter.attribs.find((e) => e.name == "wisdom").current,
proficient: sourceCharacter.attribs.find((e) => e.name == "wisdom_save_prof").current ? 1 : 0
},
cha: {
value: sourceCharacter.attribs.find(e => e.name == "charisma").current,
proficient: sourceCharacter.attribs.find(e => e.name == "charisma_save_prof").current ? 1 : 0
value: sourceCharacter.attribs.find((e) => e.name == "charisma").current,
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
}
};
@ -54,64 +116,205 @@ export default class CharacterImporter {
data: {
abilities: abilities,
details: details,
skills: skills,
attributes: {
ac: ac,
hp: hp
}
}
};
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);
// Parse all classes and add them to already created actor.
// "class" is a reserved word, therefore I use profession where I can.
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_${id}_itemcount`).current
};
});
this.addItems(items, actor);
}
static async addClasses(profession, level, actor) {
let classes = await game.packs.get("sw5e.classes").getContent();
let assignedClass = classes.find(c => c.name === profession);
let classes = await game.packs.get("sw5e.classes").getDocuments();
let assignedClass = classes.find((c) => c.name === profession);
assignedClass.data.data.levels = level;
await actor.createEmbeddedEntity("OwnedItem", assignedClass.data, {displaySheet: false});
await actor.createEmbeddedDocuments("Item", [assignedClass.data], {displaySheet: false});
}
static classOrMulticlass(name) {
return name === "class" || (name.includes("multiclass") && name.length <= 12);
}
static baseOrMulti(name) {
if (name === "class") {
return "base_class";
} else {
return "multi_class";
}
}
static getLevel(item, sourceCharacter) {
if (item.name === "class") {
let result = sourceCharacter.attribs.find((e) => e.name === "base_level").current;
return parseInt(result);
} else {
let result = sourceCharacter.attribs.find((e) => e.name === `${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 header = $("#actors").find("header.directory-header");
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>"
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>`
);
newSearch.appendTo(header);
let characterImportButton = $("#cs-import-button");
characterImportButton.click(ev => {
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 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({
title: "Import Character from SW5e.com",
content: content,
buttons: {
Import: {
icon: '<i class="fas fa-file-import"></i>',
icon: `<i class="fas fa-file-import"></i>`,
label: "Import Character",
callback: e => {
callback: () => {
let characterData = $("#character-json").val();
console.log("Parsing Character JSON");
CharacterImporter.transform(characterData);
}
},
Cancel: {
icon: '<i class="fas fa-times-circle"></i>',
icon: `<i class="fas fa-times-circle"></i>`,
label: "Cancel",
callback: () => {}
}

View file

@ -39,7 +39,7 @@ export const displayChatActionButtons = function (message, html, data) {
// If the user is the message author or the actor owner, proceed
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;
// Otherwise conceal action buttons except for saving throw
@ -63,34 +63,34 @@ export const displayChatActionButtons = function (message, html, data) {
* @return {Array} The extended options Array including new context choices
*/
export const addChatMessageContextOptions = function (html, options) {
let canApply = li => {
let canApply = (li) => {
const message = game.messages.get(li.data("messageId"));
return message?.isRoll && message?.isContentVisible && canvas?.tokens.controlled.length;
return message?.isRoll && message?.isContentVisible && canvas.tokens?.controlled.length;
};
options.push(
{
name: game.i18n.localize("SW5E.ChatContextDamage"),
icon: '<i class="fas fa-user-minus"></i>',
condition: canApply,
callback: li => applyChatCardDamage(li, 1)
callback: (li) => applyChatCardDamage(li, 1)
},
{
name: game.i18n.localize("SW5E.ChatContextHealing"),
icon: '<i class="fas fa-user-plus"></i>',
condition: canApply,
callback: li => applyChatCardDamage(li, -1)
callback: (li) => applyChatCardDamage(li, -1)
},
{
name: game.i18n.localize("SW5E.ChatContextDoubleDamage"),
icon: '<i class="fas fa-user-injured"></i>',
condition: canApply,
callback: li => applyChatCardDamage(li, 2)
callback: (li) => applyChatCardDamage(li, 2)
},
{
name: game.i18n.localize("SW5E.ChatContextHalfDamage"),
icon: '<i class="fas fa-user-shield"></i>',
condition: canApply,
callback: li => applyChatCardDamage(li, 0.5)
callback: (li) => applyChatCardDamage(li, 0.5)
}
);
return options;
@ -110,7 +110,7 @@ function applyChatCardDamage(li, multiplier) {
const message = game.messages.get(li.data("messageId"));
const roll = message.roll;
return Promise.all(
canvas.tokens.controlled.map(t => {
canvas.tokens.controlled.map((t) => {
const a = t.actor;
return a.applyDamage(roll.total, multiplier);
})

View file

@ -4,24 +4,28 @@
* Apply the dexterity score as a decimal tiebreaker if requested
* See Combat._getInitiativeFormula for more detail.
*/
export const _getInitiativeFormula = function (combatant) {
const actor = combatant.actor;
export const _getInitiativeFormula = function () {
const actor = this.actor;
if (!actor) return "1d20";
const init = actor.data.data.attributes.init;
// Construct initiative formula parts
let nd = 1;
let mods = "";
if (actor.getFlag("sw5e", "halflingLucky")) mods += "r1=1";
if (actor.getFlag("sw5e", "initiativeAdv")) {
nd = 2;
mods += "kh";
}
const parts = [`${nd}d20${mods}`, init.mod, init.prof !== 0 ? init.prof : null, init.bonus !== 0 ? init.bonus : null];
const parts = [
`${nd}d20${mods}`,
init.mod,
init.prof !== 0 ? init.prof : null,
init.bonus !== 0 ? init.bonus : null
];
// Optionally apply Dexterity tiebreaker
const tiebreaker = game.settings.get("sw5e", "initiativeDexTiebreaker");
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(" + ");
};

File diff suppressed because it is too large Load diff

View file

@ -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
*
@ -22,7 +25,7 @@ export function simplifyRollFormula(formula, data, {constantFirst = false} = {})
for (let term of terms) {
// For each term
if (["+", "-"].includes(term)) operators.push(term);
if (term instanceof OperatorTerm) operators.push(term);
// If the term is an addition/subtraction operator, push the term into the operators array
else {
// Otherwise the term is not an operator
@ -40,14 +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 rollableFormula = Roll.cleanFormula(rollableTerms); // Cleans up the non-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.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
? [constantPart, rollableFormula]
: [rollableFormula, constantPart];
// Order the rollable and constant terms, either constant first or second depending on the optional argument
const parts = constantFirst ? [constantPart, rollableFormula] : [rollableFormula, constantPart];
// Join the parts with a + sign, pass them to `Roll` once again to clean up the formula
return new Roll(parts.filterJoin(" + ")).formula;
@ -62,366 +72,242 @@ export function simplifyRollFormula(formula, data, {constantFirst = false} = {})
*/
function _isUnsupportedTerm(term) {
const diceTerm = term instanceof DiceTerm;
const operator = ["+", "-"].includes(term);
const number = !isNaN(Number(term));
const operator = term instanceof OperatorTerm && ["+", "-"].includes(term.operator);
const number = term instanceof NumericTerm;
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".
* 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 {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
* @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
*
* @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,
flavor = null,
fastForward = null,
dialogOptions,
advantage = null,
disadvantage = null,
critical = 20,
data = {}, // Roll creation
advantage,
disadvantage,
fumble = 1,
targetValue = null,
elvenAccuracy = false,
halflingLucky = false,
reliableTalent = false,
chatMessage = true,
messageData = {}
} = {}) {
// Prepare Message Data
messageData.flavor = flavor || title;
messageData.speaker = speaker || ChatMessage.getSpeaker();
const messageOptions = {rollMode: rollMode || game.settings.get("core", "rollMode")};
parts = parts.concat(["@bonus"]);
// Handle fast-forward events
let adv = 0;
fastForward = fastForward ?? (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
if (fastForward) {
if (advantage ?? event.altKey) adv = 1;
else if (disadvantage ?? (event.ctrlKey || event.metaKey)) adv = -1;
}
// Define the inner roll function
const _roll = (parts, adv, form) => {
// 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({
critical = 20,
targetValue,
elvenAccuracy,
halflingLucky,
reliableTalent, // Roll customization
chooseModifier = false,
fastForward = false,
event,
template,
title,
parts,
data,
rollMode: messageOptions.rollMode,
dialogOptions,
roll: _roll
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";
// Construct the D20Roll instance
const roll = new CONFIG.Dice.D20Roll(formula, data, {
flavor: flavor || title,
advantageMode,
defaultRollMode,
critical,
fumble,
targetValue,
elvenAccuracy,
halflingLucky,
reliableTalent
});
// Prompt a Dialog to further configure the D20Roll
if (!isFF) {
const configured = await roll.configureDialog(
{
title,
chooseModifier,
defaultRollMode: defaultRollMode,
defaultAction: advantageMode,
defaultAbility: data?.item?.ability,
template
},
dialogOptions
);
if (configured === null) return null;
}
// Evaluate the configured roll
await roll.evaluate({async: true});
// 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;
}
/* -------------------------------------------- */
/**
* Present a Dialog form which creates a d20 roll once submitted
* @return {Promise<Roll>}
* @private
* Determines whether this d20 roll should be fast-forwarded, and whether advantage or disadvantage should be applied
* @returns {{isFF: boolean, advantageMode: number}} Whether the roll is fast-forward, and its advantage mode
*/
async function _d20RollDialog({template, title, parts, data, rollMode, dialogOptions, roll} = {}) {
// Render modal dialog
template = template || "systems/sw5e/templates/chat/roll-dialog.html";
let dialogData = {
formula: parts.join(" + "),
data: data,
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);
});
function _determineAdvantageMode({event, advantage = false, disadvantage = false, fastForward = false} = {}) {
const isFF = fastForward || (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
let advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.NORMAL;
if (advantage || event?.altKey) advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.ADVANTAGE;
else if (disadvantage || event?.ctrlKey || event?.metaKey)
advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.DISADVANTAGE;
return {isFF, advantageMode};
}
/* -------------------------------------------- */
/* 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".
* 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 {Actor} actor The Actor making the damage 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
* @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
*
* @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,
allowCritical = true,
parts = [],
data, // Roll creation
critical = false,
criticalBonusDice = 0,
criticalMultiplier = 2,
fastForward = null,
dialogOptions = {},
chatMessage = true,
messageData = {}
} = {}) {
// Prepare Message Data
messageData.flavor = flavor || title;
messageData.speaker = speaker || ChatMessage.getSpeaker();
const messageOptions = {rollMode: rollMode || game.settings.get("core", "rollMode")};
parts = parts.concat(["@bonus"]);
// Define inner roll function
const _roll = function (parts, crit, form) {
// Optionally include a situational bonus
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({
criticalBonusDice,
criticalMultiplier,
multiplyNumeric,
powerfulCritical, // Damage customization
fastForward = false,
event,
allowCritical = true,
template,
title,
parts,
data,
allowCritical,
rollMode: messageOptions.rollMode,
dialogOptions,
roll: _roll
dialogOptions, // Dialog configuration
chatMessage = true,
messageData = {},
rollMode,
speaker,
flavor // Chat Message customization
} = {}) {
// Handle input arguments
const defaultRollMode = rollMode || game.settings.get("core", "rollMode");
// Construct the DamageRoll instance
const formula = parts.join(" + ");
const {isCritical, isFF} = _determineCriticalMode({critical, fastForward, event});
const roll = new CONFIG.Dice.DamageRoll(formula, data, {
flavor: flavor || title,
critical: isCritical,
criticalBonusDice,
criticalMultiplier,
multiplyNumeric,
powerfulCritical
});
// Prompt a Dialog to further configure the DamageRoll
if (!isFF) {
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 (roll && chatMessage) roll.toMessage(messageData, messageOptions);
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
* @return {Promise<Roll>}
* @private
* Determines whether this d20 roll should be fast-forwarded, and whether advantage or disadvantage should be applied
* @returns {{isFF: boolean, isCritical: boolean}} Whether the roll is fast-forward, and whether it is a critical hit
*/
async function _damageRollDialog({template, title, parts, data, allowCritical, rollMode, dialogOptions, roll} = {}) {
// Render modal dialog
template = template || "systems/sw5e/templates/chat/roll-dialog.html";
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);
});
function _determineCriticalMode({event, critical = false, fastForward = false} = {}) {
const isFF = fastForward || (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
if (event?.altKey) critical = true;
return {isFF, isCritical: critical};
}

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module/dice/d20-roll.js Normal file
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/**
* 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`);
}

21
module/effects.js vendored
View file

@ -10,16 +10,15 @@ export function onManageActiveEffect(event, owner) {
const effect = li.dataset.effectId ? owner.effects.get(li.dataset.effectId) : null;
switch (a.dataset.action) {
case "create":
return ActiveEffect.create(
return owner.createEmbeddedDocuments("ActiveEffect", [
{
label: "New Effect",
icon: "icons/svg/aura.svg",
origin: owner.uuid,
"label": game.i18n.localize("SW5E.EffectNew"),
"icon": "icons/svg/aura.svg",
"origin": owner.uuid,
"duration.rounds": li.dataset.effectType === "temporary" ? 1 : undefined,
disabled: li.dataset.effectType === "inactive"
},
owner
).create();
"disabled": li.dataset.effectType === "inactive"
}
]);
case "edit":
return effect.sheet.render(true);
case "delete":
@ -39,17 +38,17 @@ export function prepareActiveEffectCategories(effects) {
const categories = {
temporary: {
type: "temporary",
label: "SW5E.EffectsCategoryTemporary",
label: game.i18n.localize("SW5E.EffectTemporary"),
effects: []
},
passive: {
type: "passive",
label: "SW5E.EffectsCategoryPassive",
label: game.i18n.localize("SW5E.EffectPassive"),
effects: []
},
inactive: {
type: "inactive",
label: "SW5E.EffectsCategoryInactive",
label: game.i18n.localize("SW5E.EffectInactive"),
effects: []
}
};

View file

@ -2,7 +2,8 @@ import {simplifyRollFormula, d20Roll, damageRoll} from "../dice.js";
import AbilityUseDialog from "../apps/ability-use-dialog.js";
/**
* Override and extend the basic :class:`Item` implementation
* Override and extend the basic Item implementation
* @extends {Item}
*/
export default class Item5e extends Item {
/* -------------------------------------------- */
@ -44,13 +45,15 @@ export default class Item5e extends Item {
else if (this.data.type === "weapon") {
const wt = itemData.weaponType;
// Melee weapons - Str or Dex if Finesse (PHB pg. 147)
if (["simpleVW", "martialVW", "simpleLW", "martialLW"].includes(wt)) {
if (itemData.properties.fin === true) {
// Finesse weapons
return actorData.abilities["dex"].mod >= actorData.abilities["str"].mod ? "dex" : "str";
// Weapons using the powercasting modifier
// No current SW5e weapons use this, but it's worth checking just in case
if (["mpak", "rpak"].includes(itemData.actionType)) {
return actorData.attributes.powercasting || "int";
}
return "str";
// Finesse weapons - Str or Dex (PHB pg. 147)
else if (itemData.properties.fin === true) {
return actorData.abilities["dex"].mod >= actorData.abilities["str"].mod ? "dex" : "str";
}
// Ranged weapons - Dex (PH p.194)
@ -145,7 +148,7 @@ export default class Item5e extends Item {
get hasLimitedUses() {
let chg = this.data.data.recharge || {};
let uses = this.data.data.uses || {};
return !!chg.value || (!!uses.per && uses.max > 0);
return !!chg.value || (uses.per && uses.max > 0);
}
/* -------------------------------------------- */
@ -155,8 +158,8 @@ export default class Item5e extends Item {
/**
* Augment the basic Item data model with additional dynamic data.
*/
prepareData() {
super.prepareData();
prepareDerivedData() {
super.prepareDerivedData();
// Get the Item's data
const itemData = this.data;
@ -194,6 +197,7 @@ export default class Item5e extends Item {
else labels.featType = game.i18n.localize("SW5E.Passive");
}
// TODO: Something with all this
// Species Items
else if (itemData.type === "species") {
// labels.species = C.species[data.species];
@ -210,6 +214,14 @@ export default class Item5e extends Item {
else if (itemData.type === "classfeature") {
// labels.classFeature = C.classFeature[data.classFeature];
}
// Deployment Items
else if (itemData.type === "deployment") {
// labels.deployment = C.deployment[data.deployment];
}
// Venture Items
else if (itemData.type === "venture") {
// labels.venture = C.venture[data.venture];
}
// Fighting Style Items
else if (itemData.type === "fightingstyle") {
// labels.fightingstyle = C.fightingstyle[data.fightingstyle];
@ -245,7 +257,7 @@ export default class Item5e extends Item {
// Range Label
let rng = data.range || {};
if (["none", "touch", "self"].includes(rng.units) || rng.value === 0) {
if (["none", "touch", "self"].includes(rng.units)) {
rng.value = null;
rng.long = null;
}
@ -258,40 +270,72 @@ export default class Item5e extends Item {
// Recharge Label
let chg = data.recharge || {};
labels.recharge = `${game.i18n.localize("SW5E.Recharge")} [${chg.value}${parseInt(chg.value) < 6 ? "+" : ""}]`;
labels.recharge = `${game.i18n.localize("SW5E.Recharge")} [${chg.value}${
parseInt(chg.value) < 6 ? "+" : ""
}]`;
}
// Item Actions
if (data.hasOwnProperty("actionType")) {
// if this item is owned, we populate the label and saving throw during actor init
if (!this.isOwned) {
// Damage
let dam = data.damage || {};
if (dam.parts) {
labels.damage = dam.parts
.map((d) => d[0])
.join(" + ")
.replace(/\+ -/g, "- ");
labels.damageTypes = dam.parts.map((d) => C.damageTypes[d[1]]).join(", ");
}
}
// if this item is owned, we prepareFinalAttributes() at the end of actor init
if (!this.isOwned) this.prepareFinalAttributes();
}
/* -------------------------------------------- */
/**
* Compute item attributes which might depend on prepared actor data.
*/
prepareFinalAttributes() {
if (this.data.data.hasOwnProperty("actionType")) {
// Saving throws
this.getSaveDC();
// To Hit
this.getAttackToHit();
}
// Damage
let dam = data.damage || {};
if (dam.parts) {
labels.damage = dam.parts
.map(d => d[0])
.join(" + ")
.replace(/\+ -/g, "- ");
labels.damageTypes = dam.parts.map(d => C.damageTypes[d[1]]).join(", ");
}
// Limited Uses
if (this.isOwned && !!data.uses?.max) {
let max = data.uses.max;
if (!Number.isNumeric(max)) {
max = Roll.replaceFormulaData(max, this.actor.getRollData());
if (Roll.MATH_PROXY.safeEval) max = Roll.MATH_PROXY.safeEval(max);
}
data.uses.max = Number(max);
this.prepareMaxUses();
// Damage Label
this.getDerivedDamageLabel();
}
}
/* -------------------------------------------- */
/**
* Populate a label with the compiled and simplified damage formula
* based on owned item actor data. This is only used for display
* purposes and is not related to Item5e#rollDamage
*
* @returns {Array} array of objects with `formula` and `damageType`
*/
getDerivedDamageLabel() {
const itemData = this.data.data;
if (!this.hasDamage || !itemData || !this.isOwned) return [];
const rollData = this.getRollData();
const derivedDamage = itemData.damage?.parts?.map((damagePart) => ({
formula: simplifyRollFormula(damagePart[0], rollData, {constantFirst: false}),
damageType: damagePart[1]
}));
this.labels.derivedDamage = derivedDamage;
return derivedDamage;
}
/* -------------------------------------------- */
@ -386,7 +430,8 @@ export default class Item5e extends Item {
const ammoItemQuantity = ammoItemData.data.quantity;
const ammoCanBeConsumed = ammoItemQuantity && ammoItemQuantity - (itemData.consume.amount ?? 0) >= 0;
const ammoItemAttackBonus = ammoItemData.data.attackBonus;
const ammoIsTypeConsumable = ammoItemData.type === "consumable" && ammoItemData.data.consumableType === "ammo";
const ammoIsTypeConsumable =
ammoItemData.type === "consumable" && ammoItemData.data.consumableType === "ammo";
if (ammoCanBeConsumed && ammoItemAttackBonus && ammoIsTypeConsumable) {
parts.push("@ammo");
rollData["ammo"] = ammoItemAttackBonus;
@ -407,6 +452,31 @@ export default class Item5e extends Item {
/* -------------------------------------------- */
/**
* Populates the max uses of an item.
* If the item is an owned item and the `max` is not numeric, calculate based on actor data.
*/
prepareMaxUses() {
const data = this.data.data;
if (!data.uses?.max) return;
let max = data.uses.max;
// if this is an owned item and the max is not numeric, we need to calculate it
if (this.isOwned && !Number.isNumeric(max)) {
if (this.actor.data === undefined) return;
try {
max = Roll.replaceFormulaData(max, this.actor.getRollData(), {missing: 0, warn: true});
max = Roll.safeEval(max);
} catch (e) {
console.error("Problem preparing Max uses for", this.data.name, e);
return;
}
}
data.uses.max = Number(max);
}
/* -------------------------------------------- */
/**
* Roll the item to Chat, creating a chat card which contains follow up attack or damage roll options
* @param {boolean} [configureDialog] Display a configuration dialog for the item roll, if applicable?
@ -417,30 +487,37 @@ export default class Item5e extends Item {
*/
async roll({configureDialog = true, rollMode, createMessage = true} = {}) {
let item = this;
const id = this.data.data; // Item system data
const actor = this.actor;
const ad = actor.data.data; // Actor system data
// Reference aspects of the item data necessary for usage
const id = this.data.data; // Item data
const hasArea = this.hasAreaTarget; // Is the ability usage an AoE?
const resource = id.consume || {}; // Resource consumption
const recharge = id.recharge || {}; // Recharge mechanic
const uses = id?.uses ?? {}; // Limited uses
const isPower = this.type === "power"; // Does the item require a power slot?
// TODO: Possibly Mod this to not consume slots based on class?
// We could use this for feats and architypes that let a character cast one slot every rest or so
const requirePowerSlot = isPower && id.level > 0 && CONFIG.SW5E.powerUpcastModes.includes(id.preparation.mode);
// Define follow-up actions resulting from the item usage
let createMeasuredTemplate = hasArea; // Trigger a template creation
let consumeRecharge = !!recharge.value; // Consume recharge
let consumeResource =
!!resource.target && resource.type !== "ammo" && !["simpleB", "martialB"].includes(id.weaponType); // Consume a linked (non-ammo) resource, ignore if use is from a blaster
let consumeResource = !!resource.target && resource.type !== "ammo"; // Consume a linked (non-ammo) resource
let consumePowerSlot = requirePowerSlot; // Consume a power slot
let consumeUsage = !!uses.per; // Consume limited uses
let consumeQuantity = uses.autoDestroy; // Consume quantity of the item in lieu of uses
let consumePowerLevel = null; // Consume a specific category of power slot
if (requirePowerSlot) consumePowerLevel = id.preparation.mode === "pact" ? "pact" : `power${id.level}`;
// Display a configuration dialog to customize the usage
const needsConfiguration =
createMeasuredTemplate || consumeRecharge || consumeResource || consumePowerSlot || consumeUsage;
createMeasuredTemplate ||
consumeRecharge ||
(consumeResource && !["simpleB", "martialB"].includes(id.weaponType)) ||
consumePowerSlot ||
(consumeUsage && !["simpleB", "martialB"].includes(id.weaponType));
if (configureDialog && needsConfiguration) {
const configuration = await AbilityUseDialog.create(this);
if (!configuration) return;
@ -454,14 +531,14 @@ export default class Item5e extends Item {
// Handle power upcasting
if (requirePowerSlot) {
const slotLevel = configuration.level;
const powerLevel = parseInt(slotLevel);
if (powerLevel !== id.level) {
const upcastData = mergeObject(this.data, {"data.level": powerLevel}, {inplace: false});
item = this.constructor.createOwned(upcastData, actor); // Replace the item with an upcast version
consumePowerLevel = `power${configuration.level}`;
if (consumePowerSlot === false) consumePowerLevel = null;
const upcastLevel = parseInt(configuration.level);
if (upcastLevel !== id.level) {
item = this.clone({"data.level": upcastLevel}, {keepId: true});
item.data.update({_id: this.id}); // Retain the original ID (needed until 0.8.2+)
item.prepareFinalAttributes(); // Power save DC, etc...
}
if (consumePowerSlot) consumePowerSlot = `power${powerLevel}`;
}
}
@ -469,7 +546,7 @@ export default class Item5e extends Item {
const usage = item._getUsageUpdates({
consumeRecharge,
consumeResource,
consumePowerSlot,
consumePowerLevel,
consumeUsage,
consumeQuantity
});
@ -478,10 +555,10 @@ export default class Item5e extends Item {
const {actorUpdates, itemUpdates, resourceUpdates} = usage;
// Commit pending data updates
if (!isObjectEmpty(itemUpdates)) await item.update(itemUpdates);
if (!foundry.utils.isObjectEmpty(itemUpdates)) await item.update(itemUpdates);
if (consumeQuantity && item.data.data.quantity === 0) await item.delete();
if (!isObjectEmpty(actorUpdates)) await actor.update(actorUpdates);
if (!isObjectEmpty(resourceUpdates)) {
if (!foundry.utils.isObjectEmpty(actorUpdates)) await actor.update(actorUpdates);
if (!foundry.utils.isObjectEmpty(resourceUpdates)) {
const resource = actor.items.get(id.consume?.target);
if (resource) await resource.update(resourceUpdates);
}
@ -504,18 +581,12 @@ export default class Item5e extends Item {
* @param {boolean} consumeQuantity Consume quantity of the item if other consumption modes are not available?
* @param {boolean} consumeRecharge Whether the item consumes the recharge mechanic
* @param {boolean} consumeResource Whether the item consumes a limited resource
* @param {string|boolean} consumePowerSlot A level of power slot consumed, or false
* @param {string|null} consumePowerLevel The category of power slot to consume, or null
* @param {boolean} consumeUsage Whether the item consumes a limited usage
* @returns {object|boolean} A set of data changes to apply when the item is used, or false
* @private
*/
_getUsageUpdates({
consumeQuantity = false,
consumeRecharge = false,
consumeResource = false,
consumePowerSlot = false,
consumeUsage = false
}) {
_getUsageUpdates({consumeQuantity, consumeRecharge, consumeResource, consumePowerLevel, consumeUsage}) {
// Reference item data
const id = this.data.data;
const actorUpdates = {};
@ -539,8 +610,9 @@ export default class Item5e extends Item {
}
// Consume Power Slots and Force/Tech Points
if (consumePowerSlot) {
const level = this.actor?.data.data.powers[consumePowerSlot];
if (consumePowerLevel) {
if (Number.isNumeric(consumePowerLevel)) consumePowerLevel = `power${consumePowerLevel}`;
const level = this.actor?.data.data.powers[consumePowerLevel];
const fp = this.actor.data.data.attributes.force.points;
const tp = this.actor.data.data.attributes.tech.points;
const powerCost = id.level + 1;
@ -553,10 +625,12 @@ export default class Item5e extends Item {
const powers = Number(level?.fvalue ?? 0);
if (powers === 0) {
const label = game.i18n.localize(`SW5E.PowerLevel${id.level}`);
ui.notifications.warn(game.i18n.format("SW5E.PowerCastNoSlots", {name: this.name, level: label}));
ui.notifications.warn(
game.i18n.format("SW5E.PowerCastNoSlots", {name: this.name, level: label})
);
return false;
}
actorUpdates[`data.powers.${consumePowerSlot}.fvalue`] = Math.max(powers - 1, 0);
actorUpdates[`data.powers.${consumePowerLevel}.fvalue`] = Math.max(powers - 1, 0);
if (fp.temp >= powerCost) {
actorUpdates["data.attributes.force.points.temp"] = fp.temp - powerCost;
} else {
@ -569,10 +643,12 @@ export default class Item5e extends Item {
const powers = Number(level?.tvalue ?? 0);
if (powers === 0) {
const label = game.i18n.localize(`SW5E.PowerLevel${id.level}`);
ui.notifications.warn(game.i18n.format("SW5E.PowerCastNoSlots", {name: this.name, level: label}));
ui.notifications.warn(
game.i18n.format("SW5E.PowerCastNoSlots", {name: this.name, level: label})
);
return false;
}
actorUpdates[`data.powers.${consumePowerSlot}.tvalue`] = Math.max(powers - 1, 0);
actorUpdates[`data.powers.${consumePowerLevel}.tvalue`] = Math.max(powers - 1, 0);
if (tp.temp >= powerCost) {
actorUpdates["data.attributes.tech.points.temp"] = tp.temp - powerCost;
} else {
@ -638,7 +714,9 @@ export default class Item5e extends Item {
// No consumed target
const typeLabel = CONFIG.SW5E.abilityConsumptionTypes[consume.type];
if (!consume.target) {
ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoResource", {name: this.name, type: typeLabel}));
ui.notifications.warn(
game.i18n.format("SW5E.ConsumeWarningNoResource", {name: this.name, type: typeLabel})
);
return false;
}
@ -677,7 +755,9 @@ export default class Item5e extends Item {
// Verify that the required quantity is available
let remaining = quantity - amount;
if (remaining < 0) {
ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoQuantity", {name: this.name, type: typeLabel}));
ui.notifications.warn(
game.i18n.format("SW5E.ConsumeWarningNoQuantity", {name: this.name, type: typeLabel})
);
return false;
}
@ -709,11 +789,11 @@ export default class Item5e extends Item {
* the prepared message data (if false)
*/
async displayCard({rollMode, createMessage = true} = {}) {
// Basic template rendering data
// Render the chat card template
const token = this.actor.token;
const templateData = {
actor: this.actor,
tokenId: token ? `${token.scene._id}.${token.id}` : null,
tokenId: token?.uuid || null,
item: this.data,
data: this.getChatData(),
labels: this.labels,
@ -723,17 +803,14 @@ export default class Item5e extends Item {
isVersatile: this.isVersatile,
isPower: this.data.type === "power",
hasSave: this.hasSave,
hasAreaTarget: this.hasAreaTarget
hasAreaTarget: this.hasAreaTarget,
isTool: this.data.type === "tool"
};
// Render the chat card template
const templateType = ["tool"].includes(this.data.type) ? this.data.type : "item";
const template = `systems/sw5e/templates/chat/${templateType}-card.html`;
const html = await renderTemplate(template, templateData);
const html = await renderTemplate("systems/sw5e/templates/chat/item-card.html", templateData);
// Create the ChatMessage data object
const chatData = {
user: game.user._id,
user: game.user.data._id,
type: CONST.CHAT_MESSAGE_TYPES.OTHER,
content: html,
flavor: this.data.data.chatFlavor || this.name,
@ -763,7 +840,7 @@ export default class Item5e extends Item {
* @return {Object} An object of chat data to render
*/
getChatData(htmlOptions = {}) {
const data = duplicate(this.data.data);
const data = foundry.utils.deepClone(this.data.data);
const labels = this.labels;
// Rich text description
@ -795,7 +872,7 @@ export default class Item5e extends Item {
}
// Filter properties and return
data.properties = props.filter(p => !!p);
data.properties = props.filter((p) => !!p);
return data;
}
@ -953,11 +1030,9 @@ export default class Item5e extends Item {
}
// Elven Accuracy
if (["weapon", "power"].includes(this.data.type)) {
if (flags.elvenAccuracy && ["dex", "int", "wis", "cha"].includes(this.abilityMod)) {
rollConfig.elvenAccuracy = true;
}
}
// Apply Halfling Lucky
if (flags.halflingLucky) rollConfig.halflingLucky = true;
@ -990,7 +1065,7 @@ export default class Item5e extends Item {
const messageData = {"flags.sw5e.roll": {type: "damage", itemId: this.id}};
// Get roll data
const parts = itemData.damage.parts.map(d => d[0]);
const parts = itemData.damage.parts.map((d) => d[0]);
const rollData = this.getRollData();
if (powerLevel) rollData.item.level = powerLevel;
@ -1024,7 +1099,8 @@ export default class Item5e extends Item {
// Scale damage from up-casting powers
if (this.data.type === "power") {
if (itemData.scaling.mode === "atwill") {
const level = this.actor.data.type === "character" ? actorData.details.level : actorData.details.powerLevel;
const level =
this.actor.data.type === "character" ? actorData.details.level : actorData.details.powerLevel;
this._scaleAtWillDamage(parts, itemData.scaling.formula, level, rollData);
} else if (powerLevel && itemData.scaling.mode === "level" && itemData.scaling.formula) {
const scaling = itemData.scaling.formula;
@ -1044,7 +1120,7 @@ export default class Item5e extends Item {
// only add the ammunition damage if the ammution is a consumable with type 'ammo'
if (this._ammo && ammoData.type === "consumable" && ammoData.data.consumableType === "ammo") {
parts.push("@ammo");
rollData["ammo"] = ammoData.data.damage.parts.map(p => p[0]).join("+");
rollData["ammo"] = ammoData.data.damage.parts.map((p) => p[0]).join("+");
rollConfig.flavor += ` [${this._ammo.name}]`;
delete this._ammo;
}
@ -1196,12 +1272,18 @@ export default class Item5e extends Item {
const parts = [`@mod`, "@prof"];
const title = `${this.name} - ${game.i18n.localize("SW5E.ToolCheck")}`;
// Add global actor bonus
const bonuses = getProperty(this.actor.data.data, "bonuses.abilities") || {};
if (bonuses.check) {
parts.push("@checkBonus");
rollData.checkBonus = bonuses.check;
}
// Compose the roll data
const rollConfig = mergeObject(
{
parts: parts,
data: rollData,
template: "systems/sw5e/templates/chat/tool-roll-dialog.html",
title: title,
speaker: ChatMessage.getSpeaker({actor: this.actor}),
flavor: title,
@ -1210,6 +1292,7 @@ export default class Item5e extends Item {
top: options.event ? options.event.clientY - 80 : null,
left: window.innerWidth - 710
},
chooseModifier: true,
halflingLucky: this.actor.getFlag("sw5e", "halflingLucky") || false,
reliableTalent: this.data.data.proficient >= 1 && this.actor.getFlag("sw5e", "reliableTalent"),
messageData: {"flags.sw5e.roll": {type: "tool", itemId: this.id}}
@ -1231,13 +1314,18 @@ export default class Item5e extends Item {
getRollData() {
if (!this.actor) return null;
const rollData = this.actor.getRollData();
rollData.item = duplicate(this.data.data);
rollData.item = foundry.utils.deepClone(this.data.data);
// Include an ability score modifier if one exists
const abl = this.abilityMod;
if (abl) {
const ability = rollData.abilities[abl];
rollData["mod"] = ability.mod || 0;
if (!ability) {
console.warn(
`Item ${this.name} in Actor ${this.actor.name} has an invalid item ability modifier of ${abl} defined`
);
}
rollData["mod"] = ability?.mod || 0;
}
// Include a proficiency score
@ -1279,12 +1367,12 @@ export default class Item5e extends Item {
if (!(isTargetted || game.user.isGM || message.isAuthor)) return;
// Recover the actor for the chat card
const actor = this._getChatCardActor(card);
const actor = await this._getChatCardActor(card);
if (!actor) return;
// Get the Item from stored flag data or by the item ID on the Actor
const storedData = message.getFlag("sw5e", "itemData");
const item = storedData ? this.createOwned(storedData, actor) : actor.getOwnedItem(card.dataset.itemId);
const item = storedData ? new this(storedData, {parent: actor}) : actor.items.get(card.dataset.itemId);
if (!item) {
return ui.notifications.error(
game.i18n.format("SW5E.ActionWarningNoItem", {item: card.dataset.itemId, name: actor.name})
@ -1352,16 +1440,11 @@ export default class Item5e extends Item {
* @return {Actor|null} The Actor entity or null
* @private
*/
static _getChatCardActor(card) {
static async _getChatCardActor(card) {
// Case 1 - a synthetic actor from a Token
const tokenKey = card.dataset.tokenId;
if (tokenKey) {
const [sceneId, tokenId] = tokenKey.split(".");
const scene = game.scenes.get(sceneId);
if (!scene) return null;
const tokenData = scene.getEmbeddedEntity("Token", tokenId);
if (!tokenData) return null;
const token = new Token(tokenData);
if (card.dataset.tokenId) {
const token = await fromUuid(card.dataset.tokenId);
if (!token) return null;
return token.actor;
}
@ -1375,33 +1458,183 @@ export default class Item5e extends Item {
/**
* Get the Actor which is the author of a chat card
* @param {HTMLElement} card The chat card being used
* @return {Array.<Actor>} An Array of Actor entities, if any
* @return {Actor[]} An Array of Actor entities, if any
* @private
*/
static _getChatCardTargets(card) {
let targets = canvas.tokens.controlled.filter(t => !!t.actor);
let targets = canvas.tokens.controlled.filter((t) => !!t.actor);
if (!targets.length && game.user.character) targets = targets.concat(game.user.character.getActiveTokens());
if (!targets.length) ui.notifications.warn(game.i18n.localize("SW5E.ActionWarningNoToken"));
return targets;
}
/* -------------------------------------------- */
/* Factory Methods */
/* Event Handlers */
/* -------------------------------------------- */
/** @inheritdoc */
async _preCreate(data, options, user) {
await super._preCreate(data, options, user);
if (!this.isEmbedded || this.parent.type === "vehicle") return;
const actorData = this.parent.data;
const isNPC = this.parent.type === "npc";
let updates;
switch (data.type) {
case "equipment":
updates = this._onCreateOwnedEquipment(data, actorData, isNPC);
break;
case "weapon":
updates = this._onCreateOwnedWeapon(data, actorData, isNPC);
break;
case "power":
updates = this._onCreateOwnedPower(data, actorData, isNPC);
break;
}
if (updates) return this.data.update(updates);
}
/* -------------------------------------------- */
/** @inheritdoc */
_onCreate(data, options, userId) {
super._onCreate(data, options, userId);
// The below options are only needed for character classes
if (userId !== game.user.id) return;
const isCharacterClass = this.parent && this.parent.type !== "vehicle" && this.type === "class";
if (!isCharacterClass) return;
// Assign a new primary class
const pc = this.parent.items.get(this.parent.data.data.details.originalClass);
if (!pc) this.parent._assignPrimaryClass();
// Prompt to add new class features
if (options.addFeatures === false) return;
this.parent
.getClassFeatures({
className: this.name,
archetypeName: this.data.data.archetype,
level: this.data.data.levels
})
.then((features) => {
return this.parent.addEmbeddedItems(features, options.promptAddFeatures);
});
}
/* -------------------------------------------- */
/** @inheritdoc */
_onUpdate(changed, options, userId) {
super._onUpdate(changed, options, userId);
// The below options are only needed for character classes
if (userId !== game.user.id) return;
const isCharacterClass = this.parent && this.parent.type !== "vehicle" && this.type === "class";
if (!isCharacterClass) return;
// Prompt to add new class features
const addFeatures = changed["name"] || (changed.data && ["archetype", "levels"].some((k) => k in changed.data));
if (!addFeatures || options.addFeatures === false) return;
this.parent
.getClassFeatures({
className: changed.name || this.name,
archetypeName: changed.data?.archetype || this.data.data.archetype,
level: changed.data?.levels || this.data.data.levels
})
.then((features) => {
return this.parent.addEmbeddedItems(features, options.promptAddFeatures);
});
}
/* -------------------------------------------- */
/** @inheritdoc */
_onDelete(options, userId) {
super._onDelete(options, userId);
// Assign a new primary class
if (this.parent && this.type === "class" && userId === game.user.id) {
if (this.id !== this.parent.data.data.details.originalClass) return;
this.parent._assignPrimaryClass();
}
}
/* -------------------------------------------- */
/**
* Pre-creation logic for the automatic configuration of owned equipment type Items
* @private
*/
_onCreateOwnedEquipment(data, actorData, isNPC) {
const updates = {};
if (foundry.utils.getProperty(data, "data.equipped") === undefined) {
updates["data.equipped"] = isNPC; // NPCs automatically equip equipment
}
if (foundry.utils.getProperty(data, "data.proficient") === undefined) {
if (isNPC) {
updates["data.proficient"] = true; // NPCs automatically have equipment proficiency
} else {
const armorProf = CONFIG.SW5E.armorProficienciesMap[data.data?.armor?.type]; // Player characters check proficiency
const actorArmorProfs = actorData.data.traits?.armorProf?.value || [];
updates["data.proficient"] = armorProf === true || actorArmorProfs.includes(armorProf);
}
}
return updates;
}
/* -------------------------------------------- */
/**
* Pre-creation logic for the automatic configuration of owned power type Items
* @private
*/
_onCreateOwnedPower(data, actorData, isNPC) {
const updates = {};
updates["data.preparation.prepared"] = true; // Automatically prepare powers for everyone
return updates;
}
/* -------------------------------------------- */
/**
* Pre-creation logic for the automatic configuration of owned weapon type Items
* @private
*/
_onCreateOwnedWeapon(data, actorData, isNPC) {
const updates = {};
if (foundry.utils.getProperty(data, "data.equipped") === undefined) {
updates["data.equipped"] = isNPC; // NPCs automatically equip weapons
}
if (foundry.utils.getProperty(data, "data.proficient") === undefined) {
if (isNPC) {
updates["data.proficient"] = true; // NPCs automatically have equipment proficiency
} else {
// TODO: With the changes to make weapon proficiencies more verbose, this may need revising
const weaponProf = CONFIG.SW5E.weaponProficienciesMap[data.data?.weaponType]; // Player characters check proficiency
const actorWeaponProfs = actorData.data.traits?.weaponProf?.value || [];
updates["data.proficient"] = weaponProf === true || actorWeaponProfs.includes(weaponProf);
}
}
return updates;
}
/* -------------------------------------------- */
/* Factory Methods */
/* -------------------------------------------- */
// TODO: Make work properly
/**
* Create a consumable power scroll Item from a power Item.
* @param {Item5e} power The power to be made into a scroll
* @return {Item5e} The created scroll consumable item
* @private
*/
static async createScrollFromPower(power) {
// Get power data
const itemData = power instanceof Item5e ? power.data : power;
const {actionType, description, source, activation, duration, target, range, damage, save, level} = itemData.data;
const {actionType, description, source, activation, duration, target, range, damage, save, level} =
itemData.data;
// Get scroll data
const scrollUuid = CONFIG.SW5E.powerScrollIds[level];
const scrollUuid = `Compendium.${CONFIG.SW5E.sourcePacks.ITEMS}.${CONFIG.SW5E.powerScrollIds[level]}`;
const scrollItem = await fromUuid(scrollUuid);
const scrollData = scrollItem.data;
delete scrollData._id;

View file

@ -18,9 +18,9 @@ export default class ItemSheet5e extends ItemSheet {
/* -------------------------------------------- */
/** @override */
/** @inheritdoc */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
return foundry.utils.mergeObject(super.defaultOptions, {
width: 560,
height: 400,
classes: ["sw5e", "sheet", "item"],
@ -32,7 +32,7 @@ export default class ItemSheet5e extends ItemSheet {
/* -------------------------------------------- */
/** @override */
/** @inheritdoc */
get template() {
const path = "systems/sw5e/templates/items/";
return `${path}/${this.item.data.type}.html`;
@ -43,33 +43,39 @@ export default class ItemSheet5e extends ItemSheet {
/** @override */
async getData(options) {
const data = super.getData(options);
const itemData = data.data;
data.labels = this.item.labels;
data.config = CONFIG.SW5E;
// Item Type, Status, and Details
data.itemType = game.i18n.localize(`ITEM.Type${data.item.type.titleCase()}`);
data.itemStatus = this._getItemStatus(data.item);
data.itemProperties = this._getItemProperties(data.item);
data.isPhysical = data.item.data.hasOwnProperty("quantity");
data.itemStatus = this._getItemStatus(itemData);
data.itemProperties = this._getItemProperties(itemData);
data.isPhysical = itemData.data.hasOwnProperty("quantity");
// Potential consumption targets
data.abilityConsumptionTargets = this._getItemConsumptionTargets(data.item);
data.abilityConsumptionTargets = this._getItemConsumptionTargets(itemData);
// Action Detail
// Action Details
data.hasAttackRoll = this.item.hasAttack;
data.isHealing = data.item.data.actionType === "heal";
data.isFlatDC = getProperty(data.item.data, "save.scaling") === "flat";
data.isLine = ["line", "wall"].includes(data.item.data.target?.type);
data.isHealing = itemData.data.actionType === "heal";
data.isFlatDC = getProperty(itemData, "data.save.scaling") === "flat";
data.isLine = ["line", "wall"].includes(itemData.data.target?.type);
// 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
data.isCrewed = data.item.data.activation?.type === "crew";
data.isMountable = this._isItemMountable(data.item);
data.isCrewed = itemData.data.activation?.type === "crew";
data.isMountable = this._isItemMountable(itemData);
// 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;
}
@ -102,9 +108,11 @@ export default class ItemSheet5e extends ItemSheet {
// Attributes
else if (consume.type === "attribute") {
const attributes = Object.values(CombatTrackerConfig.prototype.getAttributeChoices())[0]; // Bit of a hack
return attributes.reduce((obj, a) => {
obj[a] = a;
const attributes = TokenDocument.getTrackedAttributes(actor.data.data);
attributes.bar.forEach((a) => a.push("value"));
return attributes.bar.concat(attributes.value).reduce((obj, a) => {
let k = a.join(".");
obj[k] = k;
return obj;
}, {});
}
@ -128,7 +136,10 @@ export default class ItemSheet5e extends ItemSheet {
const label =
uses.per === "charges"
? ` (${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;
}
@ -171,12 +182,11 @@ export default class ItemSheet5e extends ItemSheet {
if (item.type === "weapon") {
props.push(
...Object.entries(item.data.properties)
.filter(e => e[1] === true)
.map(e => CONFIG.SW5E.weaponProperties[e[0]])
.filter((e) => e[1] === true)
.map((e) => CONFIG.SW5E.weaponProperties[e[0]])
);
} else if (item.type === "power") {
props.push(
labels.components,
labels.materials,
item.data.components.concentration ? game.i18n.localize("SW5E.Concentration") : 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);
} else if (item.type === "feat") {
props.push(labels.featType);
//TODO: Work out these
} else if (item.type === "species") {
//props.push(labels.species);
} else if (item.type === "archetype") {
@ -194,6 +205,10 @@ export default class ItemSheet5e extends ItemSheet {
//props.push(labels.background);
} else if (item.type === "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") {
//props.push(labels.fightingmastery);
} else if (item.type === "fightingstyle") {
@ -211,7 +226,7 @@ export default class ItemSheet5e extends ItemSheet {
if (item.type !== "weapon" && item.data.activation && !isObjectEmpty(item.data.activation)) {
props.push(labels.activation, labels.range, labels.target, labels.duration);
}
return props.filter(p => !!p);
return props.filter((p) => !!p);
}
/* -------------------------------------------- */
@ -234,7 +249,7 @@ export default class ItemSheet5e extends ItemSheet {
/* -------------------------------------------- */
/** @override */
/** @inheritdoc */
setPosition(position = {}) {
if (!(this._minimized || position.height)) {
position.height = this._tabs[0].active === "details" ? "auto" : this.options.height;
@ -246,7 +261,7 @@ export default class ItemSheet5e extends ItemSheet {
/* Form Submission */
/* -------------------------------------------- */
/** @override */
/** @inheritdoc */
_getSubmitData(updateData = {}) {
// Create the expanded update data object
const fd = new FormDataExtended(this.form, {editors: this.editors});
@ -256,7 +271,7 @@ export default class ItemSheet5e extends ItemSheet {
// Handle Damage array
const damage = data.data?.damage;
if (damage) damage.parts = Object.values(damage?.parts || {}).map(d => [d[0] || "", d[1] || ""]);
if (damage) damage.parts = Object.values(damage?.parts || {}).map((d) => [d[0] || "", d[1] || ""]);
// Return the flattened submission data
return flattenObject(data);
@ -264,13 +279,13 @@ export default class ItemSheet5e extends ItemSheet {
/* -------------------------------------------- */
/** @override */
/** @inheritdoc */
activateListeners(html) {
super.activateListeners(html);
if (this.isEditable) {
html.find(".damage-control").click(this._onDamageControl.bind(this));
html.find(".trait-selector.class-skills").click(this._onConfigureClassSkills.bind(this));
html.find(".effect-control").click(ev => {
html.find(".trait-selector.class-skills").click(this._onConfigureTraits.bind(this));
html.find(".effect-control").click((ev) => {
if (this.item.isOwned)
return ui.notifications.warn(
"Managing Active Effects within an Owned Item is not currently supported and will be added in a subsequent update."
@ -303,7 +318,7 @@ export default class ItemSheet5e extends ItemSheet {
if (a.classList.contains("delete-damage")) {
await this._onSubmit(event); // Submit any unsaved changes
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);
return this.item.update({"data.damage.parts": damage.parts});
}
@ -312,33 +327,42 @@ export default class ItemSheet5e extends ItemSheet {
/* -------------------------------------------- */
/**
* 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
* @private
*/
_onConfigureClassSkills(event) {
_onConfigureTraits(event) {
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 label = a.parentElement;
// Render the Trait Selector dialog
new TraitSelector(this.item, {
const options = {
name: a.dataset.target,
title: label.innerText,
choices: Object.entries(CONFIG.SW5E.skills).reduce((obj, e) => {
if (choices.includes(e[0])) obj[e[0]] = e[1];
return obj;
}, {}),
minimum: skills.number,
maximum: skills.number
}).render(true);
title: a.parentElement.innerText,
choices: [],
allowCustom: false
};
switch (a.dataset.options) {
case "saves":
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) {
if (this._tabs[0].active === "details") this.position.height = "auto";
await super._onSubmit(...args);

View file

@ -16,7 +16,7 @@ export async function create5eMacro(data, slot) {
// Create the macro command
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) {
macro = await Macro.create({
name: item.name,
@ -45,7 +45,7 @@ export function rollItemMacro(itemName) {
if (!actor) actor = game.actors.get(speaker.actor);
// 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) {
ui.notifications.warn(
`Your controlled Actor ${actor.name} has more than one Item with name ${itemName}. The first matched item will be chosen.`

View file

@ -9,11 +9,11 @@ export const migrateWorld = async function () {
);
// Migrate World Actors
for await (let a of game.actors.entities) {
for await (let a of game.actors.contents) {
try {
console.log(`Checking Actor entity ${a.name} for migration needs`);
const updateData = await migrateActorData(a.data);
if (!isObjectEmpty(updateData)) {
if (!foundry.utils.isObjectEmpty(updateData)) {
console.log(`Migrating Actor entity ${a.name}`);
await a.update(updateData, {enforceTypes: false});
}
@ -24,10 +24,10 @@ export const migrateWorld = async function () {
}
// Migrate World Items
for (let i of game.items.entities) {
for (let i of game.items.contents) {
try {
const updateData = migrateItemData(i.data);
if (!isObjectEmpty(updateData)) {
const updateData = migrateItemData(i.toObject());
if (!foundry.utils.isObjectEmpty(updateData)) {
console.log(`Migrating Item entity ${i.name}`);
await i.update(updateData, {enforceTypes: false});
}
@ -38,12 +38,15 @@ export const migrateWorld = async function () {
}
// Migrate Actor Override Tokens
for (let s of game.scenes.entities) {
for (let s of game.scenes.contents) {
try {
const updateData = await migrateSceneData(s.data);
if (!isObjectEmpty(updateData)) {
if (!foundry.utils.isObjectEmpty(updateData)) {
console.log(`Migrating Scene entity ${s.name}`);
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) {
err.message = `Failed sw5e system migration for Scene ${s.name}: ${err.message}`;
@ -80,38 +83,37 @@ export const migrateCompendium = async function (pack) {
// Begin by requesting server-side data model migration and get the migrated content
await pack.migrate();
const content = await pack.getContent();
const documents = await pack.getDocuments();
// Iterate over compendium entries - applying fine-tuned migration functions
for await (let ent of content) {
for await (let doc of documents) {
let updateData = {};
try {
switch (entity) {
case "Actor":
updateData = await migrateActorData(ent.data);
updateData = await migrateActorData(doc.data);
break;
case "Item":
updateData = migrateItemData(ent.data);
updateData = migrateItemData(doc.toObject());
break;
case "Scene":
updateData = await migrateSceneData(ent.data);
updateData = await migrateSceneData(doc.data);
break;
}
if (isObjectEmpty(updateData)) continue;
if (foundry.utils.isObjectEmpty(updateData)) continue;
// Save the entry, if data was changed
updateData["_id"] = ent._id;
await pack.updateEntity(updateData);
console.log(`Migrated ${entity} entity ${ent.name} in Compendium ${pack.collection}`);
await doc.update(updateData);
console.log(`Migrated ${entity} entity ${doc.name} in Compendium ${pack.collection}`);
} catch (err) {
// Handle migration failures
err.message = `Failed sw5e system migration for entity ${ent.name} in pack ${pack.collection}: ${err.message}`;
err.message = `Failed sw5e system migration for entity ${doc.name} in pack ${pack.collection}: ${err.message}`;
console.error(err);
}
}
// 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}`);
};
@ -129,34 +131,40 @@ export const migrateActorData = async function (actor) {
const updateData = {};
// Actor Data Updates
if (actor.data) {
_migrateActorMovement(actor, updateData);
_migrateActorSenses(actor, updateData);
_migrateActorType(actor, updateData);
}
// Migrate Owned Items
if (!!actor.items) {
let hasItemUpdates = false;
const items = await actor.items.reduce(async (memo, i) => {
const results = await memo;
// 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
if (actor.type === "npc") {
if (getProperty(i.data, "preparation.prepared") === false) itemUpdate["data.preparation.prepared"] = true;
if (getProperty(i.data, "equipped") === false) itemUpdate["data.equipped"] = true;
if (getProperty(i.data, "proficient") === false) itemUpdate["data.proficient"] = true;
if (getProperty(itemData.data, "preparation.prepared") === false)
itemUpdate["data.preparation.prepared"] = 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
if (!isObjectEmpty(itemUpdate)) {
hasItemUpdates = true;
itemUpdate._id = itemData._id;
console.log(`Migrating Actor ${actor.name}'s ${i.name}`);
return [...results, mergeObject(i, itemUpdate, {enforceTypes: false, inplace: false})];
} else return [...results, i];
results.push(expandObject(itemUpdate));
}
return results;
}, []);
if (hasItemUpdates) updateData.items = items;
if (items.length > 0) updateData.items = items;
}
// Update NPC data with new datamodel information
@ -199,7 +207,9 @@ function cleanActorData(actorData) {
/**
* 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) {
const updateData = {};
@ -232,26 +242,34 @@ export const migrateActorItemData = async function (item, actor) {
* @return {Object} The updateData to apply
*/
export const migrateSceneData = async function (scene) {
const tokens = duplicate(scene.tokens);
return {
tokens: await Promise.all(
tokens.map(async t => {
if (!t.actorId || t.actorLink || !t.actorData.data) {
const tokens = await Promise.all(
scene.tokens.map(async (token) => {
const t = token.toJSON();
if (!t.actorId || t.actorLink) {
t.actorData = {};
return t;
}
const token = new Token(t);
if (!token.actor) {
} else if (!game.actors.has(t.actorId)) {
t.actorId = null;
t.actorData = {};
} else if (!t.actorLink) {
const updateData = await migrateActorData(token.data.actorData);
t.actorData = mergeObject(token.data.actorData, updateData);
const actorData = duplicate(t.actorData);
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 {tokens};
};
/* -------------------------------------------- */
@ -286,7 +304,7 @@ function _updateNPCData(actor) {
game.packs
.get("sw5e.monsters")
.getEntity(core_id)
.then(monster => {
.then((monster) => {
const monsterData = monster.data.data;
// copy movement[], senses[], powercasting, force[], tech[], powerForceLevel, powerTechLevel
updateData["data.attributes.movement"] = monsterData.attributes.movement;
@ -303,7 +321,7 @@ function _updateNPCData(actor) {
if (itemData.type === "power") {
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
(item) => item.flags?.core?.sourceId.split(".").slice(-1)[0] === itemCompendium_id
);
if (!hasPower) {
// Clone power to new object. Don't know if it is technically needed, but seems to prevent some weirdness.
@ -345,7 +363,8 @@ function _migrateActorMovement(actorData, updateData) {
const hasNew = ad?.attributes?.movement?.walk !== undefined;
if (!hasNew && typeof old === "string") {
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
@ -425,6 +444,7 @@ function _migrateActorSenses(actor, updateData) {
const ad = actor.data;
if (ad?.traits?.senses === undefined) return;
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"
const pattern = /([A-z]+)\s?([0-9]+)\s?([A-z]+)?/;
@ -454,6 +474,86 @@ 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
*/
@ -461,19 +561,34 @@ function _migrateItemClassPowerCasting(item, updateData) {
if (item.type === "class") {
switch (item.name) {
case "Consular":
updateData["data.powercasting"] = "consular";
updateData["data.powercasting"] = {
progression: "consular",
ability: ""
};
break;
case "Engineer":
updateData["data.powercasting"] = "engineer";
updateData["data.powercasting"] = {
progression: "engineer",
ability: ""
};
break;
case "Guardian":
updateData["data.powercasting"] = "guardian";
updateData["data.powercasting"] = {
progression: "guardian",
ability: ""
};
break;
case "Scout":
updateData["data.powercasting"] = "scout";
updateData["data.powercasting"] = {
progression: "scout",
ability: ""
};
break;
case "Sentinel":
updateData["data.powercasting"] = "sentinel";
updateData["data.powercasting"] = {
progression: "sentinel",
ability: ""
};
break;
}
}
@ -534,10 +649,14 @@ async function _migrateItemPower(item, actor, updateData) {
/**
* 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
*/
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.-=attuned"] = null;
return updateData;
@ -551,7 +670,7 @@ function _migrateItemAttunement(item, updateData) {
* @private
*/
export async function purgeFlags(pack) {
const cleanFlags = flags => {
const cleanFlags = (flags) => {
const flags5e = flags.sw5e || null;
return flags5e ? {sw5e: flags5e} : {};
};
@ -560,7 +679,7 @@ export async function purgeFlags(pack) {
for (let entity of content) {
const update = {_id: entity.id, flags: cleanFlags(entity.data.flags)};
if (pack.entity === "Actor") {
update.items = entity.data.items.map(i => {
update.items = entity.data.items.map((i) => {
i.flags = cleanFlags(i.flags);
return i;
});

View file

@ -18,7 +18,7 @@ export default class AbilityTemplate extends MeasuredTemplate {
// Prepare template data
const templateData = {
t: templateShape,
user: game.user._id,
user: game.user.data._id,
distance: target.value,
direction: 0,
x: 0,
@ -44,10 +44,12 @@ export default class AbilityTemplate extends MeasuredTemplate {
}
// Return the template constructed from the item data
const template = new this(templateData);
template.item = item;
template.actorSheet = item.actor?.sheet || null;
return template;
const cls = CONFIG.MeasuredTemplate.documentClass;
const template = new cls(templateData, {parent: canvas.scene});
const object = new this(template);
object.item = item;
object.actorSheet = item.actor?.sheet || null;
return object;
}
/* -------------------------------------------- */
@ -81,20 +83,19 @@ export default class AbilityTemplate extends MeasuredTemplate {
let moveTime = 0;
// Update placement (mouse-move)
handlers.mm = event => {
handlers.mm = (event) => {
event.stopPropagation();
let now = Date.now(); // Apply a 20ms throttle
if (now - moveTime <= 20) return;
const center = event.data.getLocalPosition(this.layer);
const snapped = canvas.grid.getSnappedPosition(center.x, center.y, 2);
this.data.x = snapped.x;
this.data.y = snapped.y;
this.data.update({x: snapped.x, y: snapped.y});
this.refresh();
moveTime = now;
};
// Cancel the workflow (right-click)
handlers.rc = event => {
handlers.rc = (event) => {
this.layer.preview.removeChildren();
canvas.stage.off("mousemove", handlers.mm);
canvas.stage.off("mousedown", handlers.lc);
@ -105,25 +106,20 @@ export default class AbilityTemplate extends MeasuredTemplate {
};
// Confirm the workflow (left-click)
handlers.lc = event => {
handlers.lc = (event) => {
handlers.rc(event);
// Confirm final snapped position
const destination = canvas.grid.getSnappedPosition(this.x, this.y, 2);
this.data.x = destination.x;
this.data.y = destination.y;
// Create the template
canvas.scene.createEmbeddedEntity("MeasuredTemplate", this.data);
const destination = canvas.grid.getSnappedPosition(this.data.x, this.data.y, 2);
this.data.update(destination);
canvas.scene.createEmbeddedDocuments("MeasuredTemplate", [this.data]);
};
// 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
event.stopPropagation();
let delta = canvas.grid.type > CONST.GRID_TYPES.SQUARE ? 30 : 15;
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();
};

View file

@ -7,7 +7,7 @@ export const registerSystemSettings = function () {
scope: "world",
config: false,
type: String,
default: ""
default: game.system.data.version
});
/**
@ -42,7 +42,7 @@ export const registerSystemSettings = function () {
5105: "SETTINGS.5eDiagDMG",
EUCL: "SETTINGS.5eDiagEuclidean"
},
onChange: rule => (canvas.grid.diagonalRule = rule)
onChange: (rule) => (canvas.grid.diagonalRule = rule)
});
/**
@ -91,7 +91,7 @@ export const registerSystemSettings = function () {
config: true,
default: false,
type: Boolean,
onChange: s => {
onChange: (s) => {
ui.chat.render();
}
});

View file

@ -17,6 +17,7 @@ export const preloadHandlebarsTemplates = async function () {
"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-crew.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-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": {
"version": "2.8.8",
"resolved": "https://registry.npmjs.org/hosted-git-info/-/hosted-git-info-2.8.8.tgz",
"integrity": "sha512-f/wzC2QaWBs7t9IYqB4T3sR1xviIViXJRJTWBlx2Gf3g0Xi5vI7Yy4koXQ1c9OYDGHN9sBy1DQ2AB8fqZBWhUg=="
"version": "2.8.9",
"resolved": "https://registry.npmjs.org/hosted-git-info/-/hosted-git-info-2.8.9.tgz",
"integrity": "sha512-mxIDAb9Lsm6DoOJ7xH+5+X4y1LU/4Hi50L9C5sIswK3JzULS4bwk1FvjdBgvYR4bzT4tuUQiC15FE2f5HbLvYw=="
},
"image-size": {
"version": "0.5.5",
@ -3068,9 +3068,9 @@
"integrity": "sha512-LKYU1iAXJXUgAXn9URjiu+MWhyUXHsvfp7mcuYm9dSUKK0/CjtrUwFAxD82/mCWbtLsGjFIad0wIsod4zrTAEQ=="
},
"y18n": {
"version": "3.2.1",
"resolved": "https://registry.npmjs.org/y18n/-/y18n-3.2.1.tgz",
"integrity": "sha1-bRX7qITAhnnA136I53WegR4H+kE="
"version": "3.2.2",
"resolved": "https://registry.npmjs.org/y18n/-/y18n-3.2.2.tgz",
"integrity": "sha512-uGZHXkHnhF0XeeAPgnKfPv1bgKAYyVvmNL1xlKsPYZPaIHxGti2hHqvOCQv71XMsLxu1QjergkqogUnms5D3YQ=="
},
"yargs": {
"version": "7.1.1",

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