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15 commits

Author SHA1 Message Date
supervj
ad6c694d16 Add Cyr's ugly update in to starship
Update entity.js
add failovers to deployment

Update swalt-crew.html
Show important fields
2021-07-16 16:08:54 -04:00
supervj
5fe2740b5a Add Prettier, fix Actor power DC's
See text above
2021-07-16 15:26:24 -04:00
supervj
4952f85df6 Update entity.js
fix item.data.data problem
2021-07-13 21:27:08 -04:00
supervj
657102a9f3 Starship sheet loaded again 2021-07-13 21:20:29 -04:00
supervj
9f1e3c213c Update entity.js
for better rolls compatibility
2021-07-13 13:45:27 -04:00
supervj
d21898a8da Created Starship Deployment on actor drop
This lets actors drop onto ships.  It mostly works data wise.  Tokens are stored separately from characters at this point, need to bring that part in from polymorph.
Actors dropped do not appear on character sheet
2021-07-06 11:11:06 -04:00
supervj
89c7f7d7e7 Attached equipment to starships
calculated attributes based on armor, shields, power coupling, hyperdrive, and reactor.
2021-07-06 11:09:34 -04:00
supervj
3a7eafe267 Connect derived data to starships
another update to connect derived data to starships sheet only based on size so far.
2021-07-06 11:08:50 -04:00
supervj
d7879fad94 Further Updates to starship sheet
With the help of Cyr we made some progress

Connected fuel burn and refuel
connected power die
connected power routing

added debug handlebar helper to help see scope of html pages
2021-07-06 10:55:18 -04:00
supervj
3f4c8119ad Fix Upgrade cost and some Starship actor sheet data
updated data to be inline with new structure, but not seeing it transfer through.  need to figure out why.
2021-07-06 10:55:17 -04:00
supervj
40641aed95 Update Starship Data with new structure
Updated to bring actor data inline with the starship class.  Still need to do derived data for starship
2021-07-06 10:55:17 -04:00
supervj
a3d4bc69b0 Make Starship item type fields visible
getting fields on the form, probably broke starships because I changed names and locations in the template for ease of readability and consistency
2021-07-06 10:54:42 -04:00
supervj
b3007aeecb More work on starship sizes as "classes"
getting there, this seems to be droppable, but doesn't show on sheet yet.
2021-07-06 10:54:42 -04:00
supervj
8b60052f65 Integrate changes from the Prof
Received as-is changes from the Prof.
2021-07-06 10:52:40 -04:00
supervj
ea0a874e38 Flesh out New Dice structure - Not complete
add structure for Hull, Shield, and Power Dice to allow for recharge, refitting, and regeneration.  Not complete.
2021-07-06 10:47:16 -04:00
71 changed files with 10716 additions and 11997 deletions

View file

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

View file

@ -19,6 +19,7 @@
"ITEM.TypeLoot": "Loot", "ITEM.TypeLoot": "Loot",
"ITEM.TypePower": "Power", "ITEM.TypePower": "Power",
"ITEM.TypeSpecies": "Species", "ITEM.TypeSpecies": "Species",
"ITEM.TypeStarship": "Starship",
"ITEM.TypeStarshipfeature": "Starship Feature", "ITEM.TypeStarshipfeature": "Starship Feature",
"ITEM.TypeStarshipfeaturePl": "Starship Features", "ITEM.TypeStarshipfeaturePl": "Starship Features",
"ITEM.TypeStarshipmod": "Starship Modification", "ITEM.TypeStarshipmod": "Starship Modification",
@ -331,7 +332,17 @@
"SW5E.Default": "Default", "SW5E.Default": "Default",
"SW5E.DefaultAbilityCheck": "Default Ability Check", "SW5E.DefaultAbilityCheck": "Default Ability Check",
"SW5E.Deployment": "Deployment", "SW5E.Deployment": "Deployment",
"SW5E.DeploymentAcceptSettings": "Deploy Actor",
"SW5E.DeploymentPl": "Deployments", "SW5E.DeploymentPl": "Deployments",
"SW5E.DeploymentPromptTitle": "Deploying Actor",
"SW5E.DeploymentTypeCoordinator": "Coordinator",
"SW5E.DeploymentTypeCrew": "Crew",
"SW5E.DeploymentTypeGunner": "Gunner",
"SW5E.DeploymentTypeMechanic": "Mechanic",
"SW5E.DeploymentTypeOperator": "Operator",
"SW5E.DeploymentTypePilot": "Pilot",
"SW5E.DeploymentTypePassenger" : "Passenger",
"SW5E.DeploymentTypeTechnician": "Technician",
"SW5E.description": "A comprehensive game system for running games of Star Wars 5th Edition in the Foundry VTT environment.", "SW5E.description": "A comprehensive game system for running games of Star Wars 5th Edition in the Foundry VTT environment.",
"SW5E.Description": "Description", "SW5E.Description": "Description",
"SW5E.DestructionSave": "Destruction Saves", "SW5E.DestructionSave": "Destruction Saves",
@ -522,11 +533,12 @@
"SW5E.ForcePowerbook": "Force Powers", "SW5E.ForcePowerbook": "Force Powers",
"SW5E.Formula": "Formula", "SW5E.Formula": "Formula",
"SW5E.FuelCapacity": "Fuel Capacity", "SW5E.FuelCapacity": "Fuel Capacity",
"SW5E.FuelCostPerUnit": "Fuel Cost per Unit",
"SW5E.FuelCostsMod": "Fuel Costs Modifier", "SW5E.FuelCostsMod": "Fuel Costs Modifier",
"SW5E.FuelCostPerUnit": "Fuel Cost per Unit",
"SW5E.GrantedAbilities": "Granted Abilities", "SW5E.GrantedAbilities": "Granted Abilities",
"SW5E.HalfProficient": "Half Proficient", "SW5E.HalfProficient": "Half Proficient",
"SW5E.HardpointSizeMod": "Hardpoint Size Modifier", "SW5E.HardpointSizeMod": "Hardpoint Size Modifier",
"SW5E.HardpointsPerRound": "Max Hardpoints Fired Per Round",
"SW5E.Healing": "Healing", "SW5E.Healing": "Healing",
"SW5E.HealingTemp": "Healing (Temporary)", "SW5E.HealingTemp": "Healing (Temporary)",
"SW5E.Health": "Health", "SW5E.Health": "Health",
@ -543,6 +555,9 @@
"SW5E.HP": "Health", "SW5E.HP": "Health",
"SW5E.HPFormula": "Health Formula", "SW5E.HPFormula": "Health Formula",
"SW5E.HullDice": "Hull Dice", "SW5E.HullDice": "Hull Dice",
"SW5E.HullDiceRoll": "Roll Hull Dice",
"SW5E.HullDiceUsed": "Hull Dice Used",
"SW5E.HullDiceWarn": "{name} has no available {formula} Hull Dice remaining!",
"SW5E.HullPoints": "Hull Points", "SW5E.HullPoints": "Hull Points",
"SW5E.HullPointsFormula": "Hull Points Formula", "SW5E.HullPointsFormula": "Hull Points Formula",
"SW5E.HyperdriveClass": "Hyperdrive Class", "SW5E.HyperdriveClass": "Hyperdrive Class",
@ -618,6 +633,7 @@
"SW5E.ItemTypePowerPl": "Powers", "SW5E.ItemTypePowerPl": "Powers",
"SW5E.ItemTypeSpecies": "Species", "SW5E.ItemTypeSpecies": "Species",
"SW5E.ItemTypeSpeciesPl": "Species", "SW5E.ItemTypeSpeciesPl": "Species",
"SW5E.ItemTypeStarship": "Starship",
"SW5E.ItemTypeStarshipMod": "Starship Modification", "SW5E.ItemTypeStarshipMod": "Starship Modification",
"SW5E.ItemTypeStarshipModPl": "Starship Modifications", "SW5E.ItemTypeStarshipModPl": "Starship Modifications",
"SW5E.ItemTypeTool": "Tool", "SW5E.ItemTypeTool": "Tool",
@ -847,10 +863,10 @@
"SW5E.PowerCreate": "Create Power", "SW5E.PowerCreate": "Create Power",
"SW5E.PowerDC": "Power DC", "SW5E.PowerDC": "Power DC",
"SW5E.PowerDetails": "Power Details", "SW5E.PowerDetails": "Power Details",
"SW5E.PowerDiceRecovery": "Power Dice Recovery",
"SW5E.PowerDie": "Power Die", "SW5E.PowerDie": "Power Die",
"SW5E.PowerDieAlloc": "Power Die Allocation",
"SW5E.PowerDiePl": "Power Dice", "SW5E.PowerDiePl": "Power Dice",
"SW5E.PowerDieAlloc": "Power Die Allocation",
"SW5E.PowerDiceRecovery": "Power Dice Recovery",
"SW5E.PowerEffects": "Power Effects", "SW5E.PowerEffects": "Power Effects",
"SW5E.PowerfulCritical": "Powerful Critical", "SW5E.PowerfulCritical": "Powerful Critical",
"SW5E.PowerLevel": "Power Level", "SW5E.PowerLevel": "Power Level",
@ -900,7 +916,23 @@
"SW5E.Reaction": "Reaction", "SW5E.Reaction": "Reaction",
"SW5E.ReactionPl": "Reactions", "SW5E.ReactionPl": "Reactions",
"SW5E.Recharge": "Recharge", "SW5E.Recharge": "Recharge",
"SW5E.RechargeRestHint": "Take a recharge rest? On a recharge rest you may spend remaining Hull Dice and recover Shields.",
"SW5E.RechargetRestNoHD": "No Hull Dice remaining",
"SW5E.RechargeRestNormal": "Recharge Rest (1 hour)",
"SW5E.RechargeRestOvernight": "Recharge Rest (New Day)",
"SW5E.RechargeRestResult": "{name} takes a recharge rest spending {dice} Hull Dice to recover {health} Hull Points.",
"SW5E.RechargeRestResultShort": "{name} takes a recharge rest.",
"SW5E.RechargeRestSelect": "Select Dice to Roll",
"SW5E.Refitting": "Refitting", "SW5E.Refitting": "Refitting",
"SW5E.RefittingRest": "Refitting Rest",
"SW5E.RefittingRestEpic": "Refitting Rest (1 hour)",
"SW5E.RefittingRestGritty": "Refitting Rest (7 days)",
"SW5E.RefittingRestNormal": "Refitting Rest (8 hours)",
"SW5E.RefittingRestOvernight": "Refitting Rest (New Day)",
"SW5E.RefittingRestResult": "{name} takes a refitting rest.",
"SW5E.RefittingRestResultHD": "{name} takes a refitting rest and recovers {dice} Hull Dice.",
"SW5E.RefittingRestResultHP": "{name} takes a refitting rest and recovers {health} Hull Points.",
"SW5E.RefittingRestResultHPHD": "{name} takes a refitting rest and recovers {health} Hull Points and {dice} Hull Dice.",
"SW5E.Refuel": "Refuel", "SW5E.Refuel": "Refuel",
"SW5E.RegenerationRateCoefficient": "Regeneration Rate Coefficient", "SW5E.RegenerationRateCoefficient": "Regeneration Rate Coefficient",
"SW5E.RequiredMaterials": "Required Materials", "SW5E.RequiredMaterials": "Required Materials",
@ -949,6 +981,9 @@
"SW5E.SheetClassNPCOld": "Old NPC Sheet", "SW5E.SheetClassNPCOld": "Old NPC Sheet",
"SW5E.SheetClassVehicle": "Default Vehicle Sheet", "SW5E.SheetClassVehicle": "Default Vehicle Sheet",
"SW5E.ShieldDice": "Shield Dice", "SW5E.ShieldDice": "Shield Dice",
"SW5E.ShieldDiceRoll": "Roll Shield Dice",
"SW5E.ShieldDiceUsed": "Shield Dice Used",
"SW5E.ShieldDiceWarn": "{name} has no available {formula} Shield Dice remaining!",
"SW5E.ShieldPoints": "Shield Points", "SW5E.ShieldPoints": "Shield Points",
"SW5E.ShieldPointsFormula": "Shield Points Formula", "SW5E.ShieldPointsFormula": "Shield Points Formula",
"SW5E.ShieldRegen": "Regen", "SW5E.ShieldRegen": "Regen",
@ -1039,7 +1074,7 @@
"SW5E.StarshipSkillDat": "Data", "SW5E.StarshipSkillDat": "Data",
"SW5E.StarshipSkillHid": "Hide", "SW5E.StarshipSkillHid": "Hide",
"SW5E.StarshipSkillImp": "Impress", "SW5E.StarshipSkillImp": "Impress",
"SW5E.StarshipSkillInt": "Interfere", "SW5E.StarshipSkillInf": "Interfere",
"SW5E.StarshipSkillMan": "Maneuvering", "SW5E.StarshipSkillMan": "Maneuvering",
"SW5E.StarshipSkillMen": "Menace", "SW5E.StarshipSkillMen": "Menace",
"SW5E.StarshipSkillPat": "Patch", "SW5E.StarshipSkillPat": "Patch",

View file

@ -671,6 +671,77 @@
.editor { .editor {
padding: 0 8px; padding: 0 8px;
} }
.fuel {
flex: 0 0 12px;
background: #7a7971;
margin: 1px 15px 0 1px;
border: 1px solid #191813;
border-radius: 3px;
position: relative;
.fuel-bar {
position: absolute;
top: 1px;
left: 1px;
background: #6c8aa5;
height: 8px;
border: 1px solid #cde4ff;
border-radius: 2px;
}
.fuel-label {
height: 10px;
padding: 0 5px;
position: absolute;
top: 0;
right: 0;
font-size: 13px;
line-height: 12px;
text-align: right;
color: #EEE;
text-shadow: 0 0 5px #000;
}
.fuel-breakpoint {
display: block;
position: absolute;
}
.fuel-breakpoint.fuel-20 {
left: 20%;
}
.fuel-breakpoint.fuel-40 {
left: 40%;
}
.fuel-breakpoint.fuel-60 {
left: 60%;
}
.fuel-breakpoint.fuel-80 {
left: 80%;
}
.arrow-up {
bottom: 0;
width: 0;
height: 0;
border-left: 4px solid transparent;
border-right: 4px solid transparent;
border-bottom: 4px solid #000;
}
.arrow-down {
top: 0;
width: 0;
height: 0;
border-left: 4px solid transparent;
border-right: 4px solid transparent;
border-top: 4px solid #000;
}
}
.fuel.fueled {
.arrow-up {
border-bottom: 4px solid #fff;
border-bottom: 4px solid #000;
}
.arrow-down {
border-top: 4px solid #fff;
border-top: 4px solid #000;
}
}
} }
#actor-flags { #actor-flags {

View file

@ -251,6 +251,44 @@
} }
} }
.panel.resources {
.traits {
.fuel-wrapper {
display: grid;
grid-template-columns: 300px 100px;
width: 400px;
justify-self: end;
.fuel-label {
font-size: 12px;
line-height: 14px;
width: 100%;
text-shadow: none;
padding: 0;
margin: 0;
height: auto;
text-align: center;
margin-left: -2px;
border-radius: 0 4px 4px 0;
}
.fuel {
position: relative;
border-radius: 4px;
height: 16px;
margin: 0;
width: 100%;
.fuel-bar {
position: absolute;
top: 0;
left: 0;
height: 100%;
border-radius: 4px;
border: none;
}
}
}
}
}
nav.sheet-navigation { nav.sheet-navigation {
display: grid; display: grid;
grid-template-columns: repeat(7, 1fr); grid-template-columns: repeat(7, 1fr);
@ -1123,4 +1161,44 @@
} }
} }
} }
input[type=range][orient=vertical] {
-webkit-appearance: slider-vertical;
width: 10px;
height: 60px !important;
padding: 0 0 !important;
background-color: #c40f0f !important;
box-sizing: border-box;
&::-webkit-slider-runnable-track {
-webkit-appearance: slider-vertical !important;
height: 60px !important;
width: 10px !important;
line-height: 60px !important;
padding-top: 0 !important;
padding-bottom: 0 !important;
margin-top: 0 0 !important;
border-radius: 3px !important;
background: linear-gradient( to top, #c40f0f 50%, #0dce0d 50% );
}
&::-webkit-slider-thumb {
-webkit-appearance: none !important;
background-color: #c40f0f !important;
margin-right: -4px !important;
margin-top: 0px !important;
cursor: grab !important;
border-radius: 0 0 0 0 !important;
width: 10px !important;
height: 5px !important;
font-size: 10px;
}
}
output {
display: block;
margin: 5px auto;
font-size: 1.75em;
}
input {
.vertslider {
height: 60px;
}
}
} }

View file

@ -35,6 +35,28 @@ body.dark-theme {
box-shadow: @blockquoteShadow; box-shadow: @blockquoteShadow;
} }
.sw5e.sheet.actor {
.swalt-sheet {
.panel.resources {
.traits {
.fuel-wrapper {
.fuel-label {
background: #D6D6D6;
color: #1C1C1C;
border: 1px solid #1C1C1C;
}
.fuel {
background: #c40f0f;
.fuel-bar {
background: #0dce0d;
}
}
}
}
}
}
}
hr { hr {
border-width: 0 0 1px 0; border-width: 0 0 1px 0;
border-bottom: 1px solid @hrColor; border-bottom: 1px solid @hrColor;

View file

@ -35,6 +35,28 @@ body.light-theme {
box-shadow: @blockquoteShadow; box-shadow: @blockquoteShadow;
} }
.sw5e.sheet.actor {
.swalt-sheet {
.panel.resources {
.traits {
.fuel-wrapper {
.fuel-label {
background: #D6D6D6;
color: #1C1C1C;
border: 1px solid #1C1C1C;
}
.fuel {
background: #c40f0f;
.fuel-bar {
background: #0dce0d;
}
}
}
}
}
}
}
hr { hr {
border-width: 0 0 1px 0; border-width: 0 0 1px 0;
border-bottom: 1px solid @hrColor; border-bottom: 1px solid @hrColor;

View file

@ -120,6 +120,9 @@ export default class Actor5e extends Actor {
// Inventory encumbrance // Inventory encumbrance
data.attributes.encumbrance = this._computeEncumbrance(actorData); data.attributes.encumbrance = this._computeEncumbrance(actorData);
// Prepare Starship Data
if (actorData.type === "starship") this._computeStarshipData(actorData, data);
// Prepare skills // Prepare skills
this._prepareSkills(actorData, bonuses, checkBonus, originalSkills); this._prepareSkills(actorData, bonuses, checkBonus, originalSkills);
@ -225,7 +228,11 @@ export default class Actor5e extends Actor {
*/ */
async getClassFeatures({className, archetypeName, level} = {}) { async getClassFeatures({className, archetypeName, level} = {}) {
const existing = new Set(this.items.map((i) => i.name)); const existing = new Set(this.items.map((i) => i.name));
const features = await Actor5e.loadClassFeatures({className, archetypeName, level}); const features = await Actor5e.loadClassFeatures({
className,
archetypeName,
level
});
return features.filter((f) => !existing.has(f.name)) || []; return features.filter((f) => !existing.has(f.name)) || [];
} }
@ -358,15 +365,87 @@ export default class Actor5e extends Actor {
*/ */
_prepareStarshipData(actorData) { _prepareStarshipData(actorData) {
const data = actorData.data; const data = actorData.data;
data.attributes.prof = 0;
// Determine Starship size-based properties based on owned Starship item
const size = actorData.items.filter((i) => i.type === "starship");
if (size.length !== 0) {
const sizeData = size[0].data.data;
const tiers = parseInt(sizeData.tier) || 0;
data.traits.size = sizeData.size; // needs to be the short code
data.details.tier = tiers;
data.attributes.ac.value = 10 + Math.max(tiers - 1, 0);
data.attributes.hull.die = sizeData.hullDice;
data.attributes.hull.dicemax = sizeData.hullDiceStart + tiers;
data.attributes.hull.dice = sizeData.hullDiceStart + tiers - (parseInt(sizeData.hullDiceUsed) || 0);
data.attributes.shld.die = sizeData.shldDice;
data.attributes.shld.dicemax = sizeData.shldDiceStart + tiers;
data.attributes.shld.dice = sizeData.shldDiceStart + tiers - (parseInt(sizeData.shldDiceUsed) || 0);
sizeData.pwrDice = SW5E.powerDieTypes[tiers];
data.attributes.power.die = sizeData.pwrDice;
data.attributes.cost.baseBuild = sizeData.buildBaseCost;
data.attributes.workforce.minBuild = sizeData.buildMinWorkforce;
data.attributes.workforce.max = data.attributes.workforce.minBuild * 5;
data.attributes.cost.baseUpgrade = SW5E.baseUpgradeCost[tiers];
data.attributes.cost.multUpgrade = sizeData.upgrdCostMult;
data.attributes.workforce.minUpgrade = sizeData.upgrdMinWorkforce;
data.attributes.equip.size.crewMinWorkforce = parseInt(sizeData.crewMinWorkforce) || 1;
data.attributes.mods.capLimit = sizeData.modBaseCap;
data.attributes.mods.suites.cap = sizeData.modMaxSuiteCap;
data.attributes.cost.multModification = sizeData.modCostMult;
data.attributes.workforce.minModification = sizeData.modMinWorkforce;
data.attributes.cost.multEquip = sizeData.equipCostMult;
data.attributes.workforce.minEquip = sizeData.equipMinWorkforce;
data.attributes.equip.size.cargoCap = sizeData.cargoCap;
data.attributes.fuel.cost = sizeData.fuelCost;
data.attributes.fuel.cap = sizeData.fuelCap;
data.attributes.equip.size.foodCap = sizeData.foodCap;
}
// Proficiency // Determine Starship armor-based properties based on owned Starship item
data.attributes.prof = Math.floor((Math.max(data.details.tier, 1) + 7) / 4); const armor = actorData.items.filter((i) => i.type === "equipment" && i.data.armor.type === "ssarmor"); // && (i.data.equipped === true)));
if (armor.length !== 0) {
const armorData = armor[0].data;
data.attributes.equip.armor.dr = parseInt(armorData.dmgred.value) || 0;
data.attributes.equip.armor.maxDex = armorData.armor.dex;
data.attributes.equip.armor.stealthDisadv = armorData.stealth;
}
// Link hull to hp and shields to temp hp // Determine Starship hyperdrive-based properties based on owned Starship item
data.attributes.hull.value = data.attributes.hp.value; const hyperdrive = actorData.items.filter((i) => i.type === "equipment" && i.data.armor.type === "hyper"); // && (i.data.equipped === true)));
data.attributes.hull.max = data.attributes.hp.max; if (hyperdrive.length !== 0) {
data.attributes.shld.value = data.attributes.hp.temp; const hdData = hyperdrive[0].data;
data.attributes.shld.max = data.attributes.hp.tempmax; data.attributes.equip.hyperdrive.class = parseFloat(hdData.hdclass.value) || null;
}
// Determine Starship power coupling-based properties based on owned Starship item
const pwrcpl = actorData.items.filter((i) => i.type === "equipment" && i.data.armor.type === "powerc"); // && (i.data.equipped === true)));
if (pwrcpl.length !== 0) {
const pwrcplData = pwrcpl[0].data;
data.attributes.equip.powerCoupling.centralCap = parseInt(pwrcplData.cscap.value) || 0;
data.attributes.equip.powerCoupling.systemCap = parseInt(pwrcplData.sscap.value) || 0;
data.attributes.power.central.max = 0;
data.attributes.power.comms.max = 0;
data.attributes.power.engines.max = 0;
data.attributes.power.shields.max = 0;
data.attributes.power.sensors.max = 0;
data.attributes.power.weapons.max = 0;
}
// Determine Starship reactor-based properties based on owned Starship item
const reactor = actorData.items.filter((i) => i.type === "equipment" && i.data.armor.type === "reactor"); // && (i.data.equipped === true)));
if (reactor.length !== 0) {
const reactorData = reactor[0].data;
data.attributes.equip.reactor.fuelMult = parseFloat(reactorData.fuelcostsmod.value) || 0;
data.attributes.equip.reactor.powerRecDie = reactorData.powdicerec.value;
}
// Determine Starship shield-based properties based on owned Starship item
const shields = actorData.items.filter((i) => i.type === "equipment" && i.data.armor.type === "ssshield"); // && (i.data.equipped === true)));
if (shields.length !== 0) {
const shieldsData = shields[0].data;
data.attributes.equip.shields.capMult = parseFloat(shieldsData.capx.value) || 1;
data.attributes.equip.shields.regenRateMult = parseFloat(shieldsData.regrateco.value) || 1;
}
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -734,10 +813,65 @@ export default class Actor5e extends Actor {
return {value: weight.toNearest(0.1), max, pct, encumbered: pct > 2 / 3}; return {value: weight.toNearest(0.1), max, pct, encumbered: pct > 2 / 3};
} }
_computeStarshipData(actorData, data) {
// Calculate AC
data.attributes.ac.value += Math.min(data.abilities.dex.mod, data.attributes.equip.armor.maxDex);
// Set Power Die Storage
data.attributes.power.central.max += data.attributes.equip.powerCoupling.centralCap;
data.attributes.power.comms.max += data.attributes.equip.powerCoupling.systemCap;
data.attributes.power.engines.max += data.attributes.equip.powerCoupling.systemCap;
data.attributes.power.shields.max += data.attributes.equip.powerCoupling.systemCap;
data.attributes.power.sensors.max += data.attributes.equip.powerCoupling.systemCap;
data.attributes.power.weapons.max += data.attributes.equip.powerCoupling.systemCap;
// Find Size info of Starship
const size = actorData.items.filter((i) => i.type === "starship");
if (size.length === 0) return;
const sizeData = size[0].data.data;
// Prepare Hull Points
data.attributes.hp.max =
sizeData.hullDiceRolled.reduce((a, b) => a + b, 0) + data.abilities.con.mod * data.attributes.hull.dicemax;
if (data.attributes.hp.value === null) data.attributes.hp.value = data.attributes.hp.max;
// Prepare Shield Points
data.attributes.hp.tempmax =
(sizeData.shldDiceRolled.reduce((a, b) => a + b, 0) +
data.abilities.str.mod * data.attributes.shld.dicemax) *
data.attributes.equip.shields.capMult;
if (data.attributes.hp.temp === null) data.attributes.hp.temp = data.attributes.hp.tempmax;
// Prepare Speeds
data.attributes.movement.space =
sizeData.baseSpaceSpeed + 50 * (data.abilities.str.mod - data.abilities.con.mod);
data.attributes.movement.turn = Math.min(
data.attributes.movement.space,
Math.max(50, sizeData.baseTurnSpeed - 50 * (data.abilities.dex.mod - data.abilities.con.mod))
);
// Prepare Max Suites
data.attributes.mods.suites.max =
sizeData.modMaxSuitesBase + sizeData.modMaxSuitesMult * data.abilities.con.mod;
// Prepare Hardpoints
data.attributes.mods.hardpoints.max = sizeData.hardpointMult * Math.max(1, data.abilities.str.mod);
//Prepare Fuel
data.attributes.fuel = this._computeFuel(actorData);
}
/* -------------------------------------------- */ /* -------------------------------------------- */
/* Event Handlers */ /* Event Handlers */
/* -------------------------------------------- */ /* -------------------------------------------- */
_computeFuel(actorData) {
const fuel = actorData.data.attributes.fuel;
// Compute Fuel percentage
const pct = Math.clamped((fuel.value.toNearest(0.1) * 100) / fuel.cap, 0, 100);
return {...fuel, pct, fueled: pct > 0};
}
/** @inheritdoc */ /** @inheritdoc */
async _preCreate(data, options, user) { async _preCreate(data, options, user) {
await super._preCreate(data, options, user); await super._preCreate(data, options, user);
@ -910,7 +1044,9 @@ export default class Actor5e extends Actor {
const label = CONFIG.SW5E.abilities[abilityId]; const label = CONFIG.SW5E.abilities[abilityId];
new Dialog({ new Dialog({
title: game.i18n.format("SW5E.AbilityPromptTitle", {ability: label}), title: game.i18n.format("SW5E.AbilityPromptTitle", {ability: label}),
content: `<p>${game.i18n.format("SW5E.AbilityPromptText", {ability: label})}</p>`, content: `<p>${game.i18n.format("SW5E.AbilityPromptText", {
ability: label
})}</p>`,
buttons: { buttons: {
test: { test: {
label: game.i18n.localize("SW5E.ActionAbil"), label: game.i18n.localize("SW5E.ActionAbil"),
@ -1097,13 +1233,18 @@ export default class Actor5e extends Actor {
} }
// Increment successes // Increment successes
else await this.update({"data.attributes.death.success": Math.clamped(successes, 0, 3)}); else
await this.update({
"data.attributes.death.success": Math.clamped(successes, 0, 3)
});
} }
// Save failure // Save failure
else { else {
let failures = (death.failure || 0) + (d20 === 1 ? 2 : 1); let failures = (death.failure || 0) + (d20 === 1 ? 2 : 1);
await this.update({"data.attributes.death.failure": Math.clamped(failures, 0, 3)}); await this.update({
"data.attributes.death.failure": Math.clamped(failures, 0, 3)
});
if (failures >= 3) { if (failures >= 3) {
// 3 Failures = death // 3 Failures = death
chatString = "SW5E.DeathSaveFailure"; chatString = "SW5E.DeathSaveFailure";
@ -1112,7 +1253,10 @@ export default class Actor5e extends Actor {
// Display success/failure chat message // Display success/failure chat message
if (chatString) { if (chatString) {
let chatData = {content: game.i18n.format(chatString, {name: this.name}), speaker}; let chatData = {
content: game.i18n.format(chatString, {name: this.name}),
speaker
};
ChatMessage.applyRollMode(chatData, roll.options.rollMode); ChatMessage.applyRollMode(chatData, roll.options.rollMode);
await ChatMessage.create(chatData); await ChatMessage.create(chatData);
} }
@ -1149,7 +1293,12 @@ export default class Actor5e extends Actor {
// If no class is available, display an error notification // If no class is available, display an error notification
if (!cls) { if (!cls) {
ui.notifications.error(game.i18n.format("SW5E.HitDiceWarn", {name: this.name, formula: denomination})); ui.notifications.error(
game.i18n.format("SW5E.HitDiceWarn", {
name: this.name,
formula: denomination
})
);
return null; return null;
} }
@ -1184,6 +1333,218 @@ export default class Actor5e extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
/**
* Roll a hull die of the appropriate type, gaining hull points equal to the die roll plus your CON modifier
* @param {string} [denomination] The hit denomination of hull die to roll. Example "d8".
* If no denomination is provided, the first available HD will be used
* @param {string} [numDice] How many damage dice to roll?
* @param {string} [keep] Which dice to keep? Example "kh1".
* @param {boolean} [dialog] Show a dialog prompt for configuring the hull die roll?
* @return {Promise<Roll|null>} The created Roll instance, or null if no hull die was rolled
*/
async rollHullDie(denomination, numDice = "1", keep = "", {dialog = true} = {}) {
// If no denomination was provided, choose the first available
let sship = null;
if (!denomination) {
sship = this.itemTypes.class.find(
(s) => s.data.data.hullDiceUsed < s.data.data.tier + s.data.data.hullDiceStart
);
if (!sship) return null;
denomination = sship.data.data.hullDice;
}
// Otherwise locate a starship (if any) which has an available hit die of the requested denomination
else {
sship = this.items.find((i) => {
const d = i.data.data;
return d.hullDice === denomination && (d.hitDiceUsed || 0) < (d.tier || 0) + d.hullDiceStart;
});
}
// If no class is available, display an error notification
if (!sship) {
ui.notifications.error(
game.i18n.format("SW5E.HullDiceWarn", {
name: this.name,
formula: denomination
})
);
return null;
}
// Prepare roll data
const parts = [`${numDice}${denomination}${keep}`, "@abilities.con.mod"];
const title = game.i18n.localize("SW5E.HullDiceRoll");
const rollData = duplicate(this.data.data);
// Call the roll helper utility
const roll = await damageRoll({
event: new Event("hitDie"),
parts: parts,
data: rollData,
title: title,
speaker: ChatMessage.getSpeaker({actor: this}),
allowcritical: false,
fastForward: !dialog,
dialogOptions: {width: 350},
messageData: {"flags.sw5e.roll": {type: "hullDie"}}
});
if (!roll) return null;
// Adjust actor data
await sship.update({
"data.hullDiceUsed": sship.data.data.hullDiceUsed + 1
});
const hp = this.data.data.attributes.hp;
const dhp = Math.min(hp.max - hp.value, roll.total);
await this.update({"data.attributes.hp.value": hp.value + dhp});
return roll;
}
/* -------------------------------------------- */
/**
* Roll a hull die of the appropriate type, gaining hull points equal to the die roll plus your CON modifier
* @return {Promise<Roll|null>} The created Roll instance, or null if no hull die was rolled
*/
async rollHullDieCheck() {
// If no denomination was provided, choose the first available
let sship = null;
if (!denomination) {
sship = this.itemTypes.class.find(
(s) => s.data.data.hullDiceUsed < s.data.data.tier + s.data.data.hullDiceStart
);
if (!sship) return null;
denomination = sship.data.data.hullDice;
}
// Otherwise locate a starship (if any) which has an available hit die of the requested denomination
else {
sship = this.items.find((i) => {
const d = i.data.data;
return d.hullDice === denomination && (d.hitDiceUsed || 0) < (d.tier || 0) + d.hullDiceStart;
});
}
// If no class is available, display an error notification
if (!sship) {
ui.notifications.error(
game.i18n.format("SW5E.HullDiceWarn", {
name: this.name,
formula: denomination
})
);
return null;
}
// Prepare roll data
const parts = [`${numDice}${denomination}${keep}`, "@abilities.con.mod"];
const title = game.i18n.localize("SW5E.HullDiceRoll");
const rollData = duplicate(this.data.data);
// Call the roll helper utility
const roll = await damageRoll({
event: new Event("hitDie"),
parts: parts,
data: rollData,
title: title,
speaker: ChatMessage.getSpeaker({actor: this}),
allowcritical: false,
fastForward: !dialog,
dialogOptions: {width: 350},
messageData: {"flags.sw5e.roll": {type: "hullDie"}}
});
if (!roll) return null;
// Adjust actor data
await sship.update({
"data.hullDiceUsed": sship.data.data.hullDiceUsed + 1
});
const hp = this.data.data.attributes.hp;
const dhp = Math.min(hp.max - hp.value, roll.total);
await this.update({"data.attributes.hp.value": hp.value + dhp});
return roll;
}
/* -------------------------------------------- */
/**
* Roll a shield die of the appropriate type, gaining shield points equal to the die roll
* multiplied by the shield regeneration coefficient
* @param {string} [denomination] The denomination of shield die to roll. Example "d8".
* If no denomination is provided, the first available SD will be used
* @param {boolean} [natural] Natural ship shield regeneration (true) or user action (false)?
* @param {string} [numDice] How many damage dice to roll?
* @param {string} [keep] Which dice to keep? Example "kh1".
* @param {boolean} [dialog] Show a dialog prompt for configuring the shield die roll?
* @return {Promise<Roll|null>} The created Roll instance, or null if no shield die was rolled
*/
async rollShieldDie(denomination, natural = false, numDice = "1", keep = "", {dialog = true} = {}) {
// If no denomination was provided, choose the first available
let sship = null;
if (!denomination) {
sship = this.itemTypes.class.find(
(s) => s.data.data.shldDiceUsed < s.data.data.tier + s.data.data.shldDiceStart
);
if (!sship) return null;
denomination = sship.data.data.shldDice;
}
// Otherwise locate a starship (if any) which has an available hit die of the requested denomination
else {
sship = this.items.find((i) => {
const d = i.data.data;
return d.shldDice === denomination && (d.shldDiceUsed || 0) < (d.tier || 0) + d.shldDiceStart;
});
}
// If no starship is available, display an error notification
if (!sship) {
ui.notifications.error(
game.i18n.format("SW5E.ShldDiceWarn", {
name: this.name,
formula: denomination
})
);
return null;
}
// if natural regeneration roll max
if (natural) {
numdice = denomination.substring(1);
denomination = "";
keep = "";
}
// Prepare roll data
const parts = [`${numDice}${denomination}${keep} * @attributes.regenRate`];
const title = game.i18n.localize("SW5E.ShieldDiceRoll");
const rollData = duplicate(this.data.data);
// Call the roll helper utility
roll = await damageRoll({
event: new Event("shldDie"),
parts: parts,
data: rollData,
title: title,
speaker: ChatMessage.getSpeaker({actor: this}),
allowcritical: false,
fastForward: !dialog,
dialogOptions: {width: 350},
messageData: {"flags.sw5e.roll": {type: "shldDie"}}
});
if (!roll) return null;
// Adjust actor data
await sship.update({
"data.shldDiceUsed": sship.data.data.shldDiceUsed + 1
});
const hp = this.data.data.attributes.hp;
const dhp = Math.min(hp.tempmax - hp.temp, roll.total);
await this.update({"data.attributes.hp.temp": hp.temp + dhp});
return roll;
}
/** /**
* Results from a rest operation. * Results from a rest operation.
* *
@ -1217,7 +1578,10 @@ export default class Actor5e extends Actor {
// Display a Dialog for rolling hit dice // Display a Dialog for rolling hit dice
if (dialog) { if (dialog) {
try { try {
newDay = await ShortRestDialog.shortRestDialog({actor: this, canRoll: hd0 > 0}); newDay = await ShortRestDialog.shortRestDialog({
actor: this,
canRoll: hd0 > 0
});
} catch (err) { } catch (err) {
return; return;
} }
@ -1314,7 +1678,10 @@ export default class Actor5e extends Actor {
}, },
updateItems: [ updateItems: [
...hitDiceUpdates, ...hitDiceUpdates,
...this._getRestItemUsesRecovery({recoverLongRestUses: longRest, recoverDailyUses: newDay}) ...this._getRestItemUsesRecovery({
recoverLongRestUses: longRest,
recoverDailyUses: newDay
})
], ],
newDay: newDay newDay: newDay
}; };
@ -1537,7 +1904,10 @@ export default class Actor5e extends Actor {
if (hitDiceRecovered < maxHitDice && d.hitDiceUsed > 0) { if (hitDiceRecovered < maxHitDice && d.hitDiceUsed > 0) {
let delta = Math.min(d.hitDiceUsed || 0, maxHitDice - hitDiceRecovered); let delta = Math.min(d.hitDiceUsed || 0, maxHitDice - hitDiceRecovered);
hitDiceRecovered += delta; hitDiceRecovered += delta;
updates.push({"_id": item.id, "data.hitDiceUsed": d.hitDiceUsed - delta}); updates.push({
"_id": item.id,
"data.hitDiceUsed": d.hitDiceUsed - delta
});
} }
} }
@ -1578,6 +1948,96 @@ export default class Actor5e extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
/**
* Deploy an Actor into this one.
*
* @param {Actor} target The Actor to be deployed.
* @param {boolean} [coord] Deploy as Coordinator
* @param {boolean} [gunner] Deploy as Gunner
* @param {boolean} [mech] Deploy as Mechanic
* @param {boolean} [oper] Deploy as Operator
* @param {boolean} [pilot] Deploy as Pilot
* @param {boolean} [tech] Deploy as Technician
* @param {boolean} [crew] Deploy as Crew
* @param {boolean} [pass] Deploy as Passenger
*/
async deployInto(
target,
{
coord = false,
gunner = false,
mech = false,
oper = false,
pilot = false,
tech = false,
crew = false,
pass = false
} = {}
) {
// Get the starship Actor data and the new char data
const sship = duplicate(this.toJSON());
const ssDeploy = sship.data.attributes.deployment;
const char = target;
const charUUID = char.uuid;
const charName = char.data.name;
const charRank = char.data.data.attributes.rank;
let charProf = 0;
if (charRank === undefined || charRank.total > 0) {
charProf = char.data.data.attributes.prof;
}
if (coord) {
ssDeploy.coord.uuid = charUUID;
ssDeploy.coord.name = charName;
ssDeploy.coord.rank = charRank ? charRank.coord : 0;
ssDeploy.coord.prof = charProf;
}
if (gunner) {
ssDeploy.gunner.uuid = charUUID;
ssDeploy.gunner.name = charName;
ssDeploy.gunner.rank = charRank ? charRank.gunner : 0;
ssDeploy.gunner.prof = charProf;
}
if (mech) {
ssDeploy.mechanic.uuid = charUUID;
ssDeploy.mechanic.name = charName;
ssDeploy.mechanic.rank = charRank ? charRank.mechanic : 0;
ssDeploy.mechanic.prof = charProf;
}
if (oper) {
ssDeploy.operator.uuid = charUUID;
ssDeploy.operator.name = charName;
ssDeploy.operator.rank = charRank ? charRank.operator : 0;
ssDeploy.operator.prof = charProf;
}
if (pilot) {
ssDeploy.pilot.uuid = charUUID;
ssDeploy.pilot.name = charName;
ssDeploy.pilot.rank = charRank ? charRank.pilot : 0;
ssDeploy.pilot.prof = charProf;
}
if (tech) {
ssDeploy.technician.uuid = charUUID;
ssDeploy.technician.name = charName;
ssDeploy.technician.rank = charRank ? charRank.technician : 0;
ssDeploy.technician.prof = charProf;
}
if (crew) {
ssDeploy.crew.push({uuid: charUUID, name: charName, rank: charRank, prof: charProf});
}
if (pass) {
ssDeploy.passenger.push({uuid: charUUID, name: charName, rank: charRank, prof: charProf});
}
this.update({"data.attributes.deployment": ssDeploy});
}
/** /**
* Transform this Actor into another one. * Transform this Actor into another one.
* *

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@ -5,7 +5,7 @@ import ActorHitDiceConfig from "../../../apps/hit-dice-config.js";
import ActorMovementConfig from "../../../apps/movement-config.js"; import ActorMovementConfig from "../../../apps/movement-config.js";
import ActorSensesConfig from "../../../apps/senses-config.js"; import ActorSensesConfig from "../../../apps/senses-config.js";
import ActorTypeConfig from "../../../apps/actor-type.js"; import ActorTypeConfig from "../../../apps/actor-type.js";
import {SW5E} from "../../../config.js"; import {SW5E} from '../../../config.js';
import {onManageActiveEffect, prepareActiveEffectCategories} from "../../../effects.js"; import {onManageActiveEffect, prepareActiveEffectCategories} from "../../../effects.js";
/** /**
@ -58,8 +58,7 @@ export default class ActorSheet5e extends ActorSheet {
/** @override */ /** @override */
get template() { get template() {
if (!game.user.isGM && this.actor.limited) if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/newActor/expanded-limited-sheet.html";
return "systems/sw5e/templates/actors/newActor/expanded-limited-sheet.html";
return `systems/sw5e/templates/actors/newActor/${this.actor.data.type}-sheet.html`; return `systems/sw5e/templates/actors/newActor/${this.actor.data.type}-sheet.html`;
} }
@ -67,6 +66,7 @@ export default class ActorSheet5e extends ActorSheet {
/** @override */ /** @override */
getData(options) { getData(options) {
// Basic data // Basic data
let isOwner = this.actor.isOwner; let isOwner = this.actor.isOwner;
const data = { const data = {
@ -78,7 +78,7 @@ export default class ActorSheet5e extends ActorSheet {
isCharacter: this.actor.type === "character", isCharacter: this.actor.type === "character",
isNPC: this.actor.type === "npc", isNPC: this.actor.type === "npc",
isStarship: this.actor.type === "starship", isStarship: this.actor.type === "starship",
isVehicle: this.actor.type === "vehicle", isVehicle: this.actor.type === 'vehicle',
config: CONFIG.SW5E, config: CONFIG.SW5E,
rollData: this.actor.getRollData.bind(this.actor) rollData: this.actor.getRollData.bind(this.actor)
}; };
@ -90,7 +90,7 @@ export default class ActorSheet5e extends ActorSheet {
// Owned Items // Owned Items
data.items = actorData.items; data.items = actorData.items;
for (let i of data.items) { for ( let i of data.items ) {
const item = this.actor.items.get(i._id); const item = this.actor.items.get(i._id);
i.labels = item.labels; i.labels = item.labels;
} }
@ -101,7 +101,7 @@ export default class ActorSheet5e extends ActorSheet {
data.filters = this._filters; data.filters = this._filters;
// Ability Scores // Ability Scores
for (let [a, abl] of Object.entries(actorData.data.abilities)) { for ( let [a, abl] of Object.entries(actorData.data.abilities)) {
abl.icon = this._getProficiencyIcon(abl.proficient); abl.icon = this._getProficiencyIcon(abl.proficient);
abl.hover = CONFIG.SW5E.proficiencyLevels[abl.proficient]; abl.hover = CONFIG.SW5E.proficiencyLevels[abl.proficient];
abl.label = CONFIG.SW5E.abilities[a]; abl.label = CONFIG.SW5E.abilities[a];
@ -115,7 +115,7 @@ export default class ActorSheet5e extends ActorSheet {
skl.hover = CONFIG.SW5E.proficiencyLevels[skl.value]; skl.hover = CONFIG.SW5E.proficiencyLevels[skl.value];
if (data.actor.type === "starship") { if (data.actor.type === "starship") {
skl.label = CONFIG.SW5E.starshipSkills[s]; skl.label = CONFIG.SW5E.starshipSkills[s];
} else { }else{
skl.label = CONFIG.SW5E.skills[s]; skl.label = CONFIG.SW5E.skills[s];
} }
} }
@ -137,7 +137,7 @@ export default class ActorSheet5e extends ActorSheet {
data.effects = prepareActiveEffectCategories(this.actor.effects); data.effects = prepareActiveEffectCategories(this.actor.effects);
// Return data to the sheet // Return data to the sheet
return data; return data
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -149,42 +149,38 @@ export default class ActorSheet5e extends ActorSheet {
* @returns {{primary: string, special: string}} * @returns {{primary: string, special: string}}
* @private * @private
*/ */
_getMovementSpeed(actorData, largestPrimary = false) { _getMovementSpeed(actorData, largestPrimary=false) {
const movement = actorData.data.attributes.movement || {}; const movement = actorData.data.attributes.movement || {};
// Prepare an array of available movement speeds // Prepare an array of available movement speeds
let speeds = [ let speeds = [
[movement.burrow, `${game.i18n.localize("SW5E.MovementBurrow")} ${movement.burrow}`], [movement.burrow, `${game.i18n.localize("SW5E.MovementBurrow")} ${movement.burrow}`],
[movement.climb, `${game.i18n.localize("SW5E.MovementClimb")} ${movement.climb}`], [movement.climb, `${game.i18n.localize("SW5E.MovementClimb")} ${movement.climb}`],
[ [movement.fly, `${game.i18n.localize("SW5E.MovementFly")} ${movement.fly}` + (movement.hover ? ` (${game.i18n.localize("SW5E.MovementHover")})` : "")],
movement.fly,
`${game.i18n.localize("SW5E.MovementFly")} ${movement.fly}` +
(movement.hover ? ` (${game.i18n.localize("SW5E.MovementHover")})` : "")
],
[movement.swim, `${game.i18n.localize("SW5E.MovementSwim")} ${movement.swim}`] [movement.swim, `${game.i18n.localize("SW5E.MovementSwim")} ${movement.swim}`]
]; ]
if (largestPrimary) { if ( largestPrimary ) {
speeds.push([movement.walk, `${game.i18n.localize("SW5E.MovementWalk")} ${movement.walk}`]); speeds.push([movement.walk, `${game.i18n.localize("SW5E.MovementWalk")} ${movement.walk}`]);
} }
// Filter and sort speeds on their values // Filter and sort speeds on their values
speeds = speeds.filter((s) => !!s[0]).sort((a, b) => b[0] - a[0]); speeds = speeds.filter(s => !!s[0]).sort((a, b) => b[0] - a[0]);
// Case 1: Largest as primary // Case 1: Largest as primary
if (largestPrimary) { if ( largestPrimary ) {
let primary = speeds.shift(); let primary = speeds.shift();
return { return {
primary: `${primary ? primary[1] : "0"} ${movement.units}`, primary: `${primary ? primary[1] : "0"} ${movement.units}`,
special: speeds.map((s) => s[1]).join(", ") special: speeds.map(s => s[1]).join(", ")
}; }
} }
// Case 2: Walk as primary // Case 2: Walk as primary
else { else {
return { return {
primary: `${movement.walk || 0} ${movement.units}`, primary: `${movement.walk || 0} ${movement.units}`,
special: speeds.length ? speeds.map((s) => s[1]).join(", ") : "" special: speeds.length ? speeds.map(s => s[1]).join(", ") : ""
}; }
} }
} }
@ -193,12 +189,12 @@ export default class ActorSheet5e extends ActorSheet {
_getSenses(actorData) { _getSenses(actorData) {
const senses = actorData.data.attributes.senses || {}; const senses = actorData.data.attributes.senses || {};
const tags = {}; const tags = {};
for (let [k, label] of Object.entries(CONFIG.SW5E.senses)) { for ( let [k, label] of Object.entries(CONFIG.SW5E.senses) ) {
const v = senses[k] ?? 0; const v = senses[k] ?? 0
if (v === 0) continue; if ( v === 0 ) continue;
tags[k] = `${game.i18n.localize(label)} ${v} ${senses.units}`; tags[k] = `${game.i18n.localize(label)} ${v} ${senses.units}`;
} }
if (!!senses.special) tags["special"] = senses.special; if ( !!senses.special ) tags["special"] = senses.special;
return tags; return tags;
} }
@ -211,20 +207,20 @@ export default class ActorSheet5e extends ActorSheet {
*/ */
_prepareTraits(traits) { _prepareTraits(traits) {
const map = { const map = {
dr: CONFIG.SW5E.damageResistanceTypes, "dr": CONFIG.SW5E.damageResistanceTypes,
di: CONFIG.SW5E.damageResistanceTypes, "di": CONFIG.SW5E.damageResistanceTypes,
dv: CONFIG.SW5E.damageResistanceTypes, "dv": CONFIG.SW5E.damageResistanceTypes,
ci: CONFIG.SW5E.conditionTypes, "ci": CONFIG.SW5E.conditionTypes,
languages: CONFIG.SW5E.languages, "languages": CONFIG.SW5E.languages,
armorProf: CONFIG.SW5E.armorProficiencies, "armorProf": CONFIG.SW5E.armorProficiencies,
weaponProf: CONFIG.SW5E.weaponProficiencies, "weaponProf": CONFIG.SW5E.weaponProficiencies,
toolProf: CONFIG.SW5E.toolProficiencies "toolProf": CONFIG.SW5E.toolProficiencies
}; };
for (let [t, choices] of Object.entries(map)) { for ( let [t, choices] of Object.entries(map) ) {
const trait = traits[t]; const trait = traits[t];
if (!trait) continue; if ( !trait ) continue;
let values = []; let values = [];
if (trait.value) { if ( trait.value ) {
values = trait.value instanceof Array ? trait.value : [trait.value]; values = trait.value instanceof Array ? trait.value : [trait.value];
} }
trait.selected = values.reduce((obj, t) => { trait.selected = values.reduce((obj, t) => {
@ -233,8 +229,8 @@ export default class ActorSheet5e extends ActorSheet {
}, {}); }, {});
// Add custom entry // Add custom entry
if (trait.custom) { if ( trait.custom ) {
trait.custom.split(";").forEach((c, i) => (trait.selected[`custom${i + 1}`] = c.trim())); trait.custom.split(";").forEach((c, i) => trait.selected[`custom${i+1}`] = c.trim());
} }
trait.cssClass = !isObjectEmpty(trait.selected) ? "" : "inactive"; trait.cssClass = !isObjectEmpty(trait.selected) ? "" : "inactive";
} }
@ -256,8 +252,8 @@ export default class ActorSheet5e extends ActorSheet {
// Define some mappings // Define some mappings
const sections = { const sections = {
atwill: -20, "atwill": -20,
innate: -10 "innate": -10,
}; };
// Label power slot uses headers // Label power slot uses headers
@ -268,37 +264,32 @@ export default class ActorSheet5e extends ActorSheet {
}; };
// Format a powerbook entry for a certain indexed level // Format a powerbook entry for a certain indexed level
const registerSection = (sl, i, label, {prepMode = "prepared", value, max, override} = {}) => { const registerSection = (sl, i, label, {prepMode="prepared", value, max, override}={}) => {
powerbook[i] = { powerbook[i] = {
order: i, order: i,
label: label, label: label,
usesSlots: i > 0, usesSlots: i > 0,
canCreate: owner, canCreate: owner,
canPrepare: data.actor.type === "character" && i >= 1, canPrepare: (data.actor.type === "character") && (i >= 1),
powers: [], powers: [],
uses: useLabels[i] || value || 0, uses: useLabels[i] || value || 0,
slots: useLabels[i] || max || 0, slots: useLabels[i] || max || 0,
override: override || 0, override: override || 0,
dataset: { dataset: {"type": "power", "level": prepMode in sections ? 1 : i, "preparation.mode": prepMode, "school": school},
"type": "power",
"level": prepMode in sections ? 1 : i,
"preparation.mode": prepMode,
"school": school
},
prop: sl prop: sl
}; };
}; };
// Determine the maximum power level which has a slot // Determine the maximum power level which has a slot
const maxLevel = Array.fromRange(10).reduce((max, i) => { const maxLevel = Array.fromRange(10).reduce((max, i) => {
if (i === 0) return max; if ( i === 0 ) return max;
const level = levels[`power${i}`]; const level = levels[`power${i}`];
if ((level.max || level.override) && i > max) max = i; if ( (level.max || level.override ) && ( i > max ) ) max = i;
return max; return max;
}, 0); }, 0);
// Level-based powercasters have cantrips and leveled slots // Level-based powercasters have cantrips and leveled slots
if (maxLevel > 0) { if ( maxLevel > 0 ) {
registerSection("power0", 0, CONFIG.SW5E.powerLevels[0]); registerSection("power0", 0, CONFIG.SW5E.powerLevels[0]);
for (let lvl = 1; lvl <= maxLevel; lvl++) { for (let lvl = 1; lvl <= maxLevel; lvl++) {
const sl = `power${lvl}`; const sl = `power${lvl}`;
@ -307,15 +298,15 @@ export default class ActorSheet5e extends ActorSheet {
} }
// Iterate over every power item, adding powers to the powerbook by section // Iterate over every power item, adding powers to the powerbook by section
powers.forEach((power) => { powers.forEach(power => {
const mode = power.data.preparation.mode || "prepared"; const mode = power.data.preparation.mode || "prepared";
let s = power.data.level || 0; let s = power.data.level || 0;
const sl = `power${s}`; const sl = `power${s}`;
// Specialized powercasting modes (if they exist) // Specialized powercasting modes (if they exist)
if (mode in sections) { if ( mode in sections ) {
s = sections[mode]; s = sections[mode];
if (!powerbook[s]) { if ( !powerbook[s] ){
const l = levels[mode] || {}; const l = levels[mode] || {};
const config = CONFIG.SW5E.powerPreparationModes[mode]; const config = CONFIG.SW5E.powerPreparationModes[mode];
registerSection(mode, s, config, { registerSection(mode, s, config, {
@ -328,7 +319,7 @@ export default class ActorSheet5e extends ActorSheet {
} }
// Sections for higher-level powers which the caster "should not" have, but power items exist for // Sections for higher-level powers which the caster "should not" have, but power items exist for
else if (!powerbook[s]) { else if ( !powerbook[s] ) {
registerSection(sl, s, CONFIG.SW5E.powerLevels[s], {levels: levels[sl]}); registerSection(sl, s, CONFIG.SW5E.powerLevels[s], {levels: levels[sl]});
} }
@ -350,33 +341,33 @@ export default class ActorSheet5e extends ActorSheet {
* @private * @private
*/ */
_filterItems(items, filters) { _filterItems(items, filters) {
return items.filter((item) => { return items.filter(item => {
const data = item.data; const data = item.data;
// Action usage // Action usage
for (let f of ["action", "bonus", "reaction"]) { for ( let f of ["action", "bonus", "reaction"] ) {
if (filters.has(f)) { if ( filters.has(f) ) {
if (data.activation && data.activation.type !== f) return false; if ((data.activation && (data.activation.type !== f))) return false;
} }
} }
// Power-specific filters // Power-specific filters
if (filters.has("ritual")) { if ( filters.has("ritual") ) {
if (data.components.ritual !== true) return false; if (data.components.ritual !== true) return false;
} }
if (filters.has("concentration")) { if ( filters.has("concentration") ) {
if (data.components.concentration !== true) return false; if (data.components.concentration !== true) return false;
} }
if (filters.has("prepared")) { if ( filters.has("prepared") ) {
if (data.level === 0 || ["innate", "always"].includes(data.preparation.mode)) return true; if ( data.level === 0 || ["innate", "always"].includes(data.preparation.mode) ) return true;
if (this.actor.data.type === "npc") return true; if ( this.actor.data.type === "npc" ) return true;
if (this.actor.data.type === "starship") return true; if ( this.actor.data.type === "starship" ) return true;
return data.preparation.prepared; return data.preparation.prepared;
} }
// Equipment-specific filters // Equipment-specific filters
if (filters.has("equipped")) { if ( filters.has("equipped") ) {
if (data.equipped !== true) return false; if ( data.equipped !== true ) return false;
} }
return true; return true;
}); });
@ -404,62 +395,64 @@ export default class ActorSheet5e extends ActorSheet {
/** @inheritdoc */ /** @inheritdoc */
activateListeners(html) { activateListeners(html) {
// Activate Item Filters // Activate Item Filters
const filterLists = html.find(".filter-list"); const filterLists = html.find(".filter-list");
filterLists.each(this._initializeFilterItemList.bind(this)); filterLists.each(this._initializeFilterItemList.bind(this));
filterLists.on("click", ".filter-item", this._onToggleFilter.bind(this)); filterLists.on("click", ".filter-item", this._onToggleFilter.bind(this));
// Item summaries // Item summaries
html.find(".item .item-name.rollable h4").click((event) => this._onItemSummary(event)); html.find('.item .item-name.rollable h4').click(event => this._onItemSummary(event));
// View Item Sheets // View Item Sheets
html.find(".item-edit").click(this._onItemEdit.bind(this)); html.find('.item-edit').click(this._onItemEdit.bind(this));
// Editable Only Listeners // Editable Only Listeners
if (this.isEditable) { if ( this.isEditable ) {
// Input focus and update // Input focus and update
const inputs = html.find("input"); const inputs = html.find("input");
inputs.focus((ev) => ev.currentTarget.select()); inputs.focus(ev => ev.currentTarget.select());
inputs.addBack().find('[data-dtype="Number"]').change(this._onChangeInputDelta.bind(this)); inputs.addBack().find('[data-dtype="Number"]').change(this._onChangeInputDelta.bind(this));
// Ability Proficiency // Ability Proficiency
html.find(".ability-proficiency").click(this._onToggleAbilityProficiency.bind(this)); html.find('.ability-proficiency').click(this._onToggleAbilityProficiency.bind(this));
// Toggle Skill Proficiency // Toggle Skill Proficiency
html.find(".skill-proficiency").on("click contextmenu", this._onCycleSkillProficiency.bind(this)); html.find('.skill-proficiency').on("click contextmenu", this._onCycleSkillProficiency.bind(this));
// Trait Selector // Trait Selector
html.find(".trait-selector").click(this._onTraitSelector.bind(this)); html.find('.trait-selector').click(this._onTraitSelector.bind(this));
// Configure Special Flags // Configure Special Flags
html.find(".config-button").click(this._onConfigMenu.bind(this)); html.find('.config-button').click(this._onConfigMenu.bind(this));
// Owned Item management // Owned Item management
html.find(".item-create").click(this._onItemCreate.bind(this)); html.find('.item-create').click(this._onItemCreate.bind(this));
html.find(".item-delete").click(this._onItemDelete.bind(this)); html.find('.item-delete').click(this._onItemDelete.bind(this));
html.find(".item-collapse").click(this._onItemCollapse.bind(this)); html.find('.item-collapse').click(this._onItemCollapse.bind(this));
html.find(".item-uses input") html.find('.item-uses input').click(ev => ev.target.select()).change(this._onUsesChange.bind(this));
.click((ev) => ev.target.select()) html.find('.slot-max-override').click(this._onPowerSlotOverride.bind(this));
.change(this._onUsesChange.bind(this)); html.find('.increment-class-level').click(this._onIncrementClassLevel.bind(this));
html.find(".slot-max-override").click(this._onPowerSlotOverride.bind(this)); html.find('.decrement-class-level').click(this._onDecrementClassLevel.bind(this));
html.find(".increment-class-level").click(this._onIncrementClassLevel.bind(this));
html.find(".decrement-class-level").click(this._onDecrementClassLevel.bind(this));
// Active Effect management // Active Effect management
html.find(".effect-control").click((ev) => onManageActiveEffect(ev, this.actor)); html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.actor));
} }
// Owner Only Listeners // Owner Only Listeners
if (this.actor.isOwner) { if ( this.actor.isOwner ) {
// Ability Checks // Ability Checks
html.find(".ability-name").click(this._onRollAbilityTest.bind(this)); html.find('.ability-name').click(this._onRollAbilityTest.bind(this));
// Roll Skill Checks // Roll Skill Checks
html.find(".skill-name").click(this._onRollSkillCheck.bind(this)); html.find('.skill-name').click(this._onRollSkillCheck.bind(this));
// Item Rolling // Item Rolling
html.find(".item .item-image").click((event) => this._onItemRoll(event)); html.find('.item .item-image').click(event => this._onItemRoll(event));
html.find(".item .item-recharge").click((event) => this._onItemRecharge(event)); html.find('.item .item-recharge').click(event => this._onItemRecharge(event));
} }
// Otherwise remove rollable classes // Otherwise remove rollable classes
@ -480,8 +473,8 @@ export default class ActorSheet5e extends ActorSheet {
_initializeFilterItemList(i, ul) { _initializeFilterItemList(i, ul) {
const set = this._filters[ul.dataset.filter]; const set = this._filters[ul.dataset.filter];
const filters = ul.querySelectorAll(".filter-item"); const filters = ul.querySelectorAll(".filter-item");
for (let li of filters) { for ( let li of filters ) {
if (set.has(li.dataset.filter)) li.classList.add("active"); if ( set.has(li.dataset.filter) ) li.classList.add("active");
} }
} }
@ -497,10 +490,10 @@ export default class ActorSheet5e extends ActorSheet {
_onChangeInputDelta(event) { _onChangeInputDelta(event) {
const input = event.target; const input = event.target;
const value = input.value; const value = input.value;
if (["+", "-"].includes(value[0])) { if ( ["+", "-"].includes(value[0]) ) {
let delta = parseFloat(value); let delta = parseFloat(value);
input.value = getProperty(this.actor.data, input.name) + delta; input.value = getProperty(this.actor.data, input.name) + delta;
} else if (value[0] === "=") { } else if ( value[0] === "=" ) {
input.value = value.slice(1); input.value = value.slice(1);
} }
} }
@ -516,7 +509,7 @@ export default class ActorSheet5e extends ActorSheet {
event.preventDefault(); event.preventDefault();
const button = event.currentTarget; const button = event.currentTarget;
let app; let app;
switch (button.dataset.action) { switch ( button.dataset.action ) {
case "hit-dice": case "hit-dice":
app = new ActorHitDiceConfig(this.object); app = new ActorHitDiceConfig(this.object);
break; break;
@ -553,10 +546,10 @@ export default class ActorSheet5e extends ActorSheet {
let idx = levels.indexOf(level); let idx = levels.indexOf(level);
// Toggle next level - forward on click, backwards on right // Toggle next level - forward on click, backwards on right
if (event.type === "click") { if ( event.type === "click" ) {
field.val(levels[idx === levels.length - 1 ? 0 : idx + 1]); field.val(levels[(idx === levels.length - 1) ? 0 : idx + 1]);
} else if (event.type === "contextmenu") { } else if ( event.type === "contextmenu" ) {
field.val(levels[idx === 0 ? levels.length - 1 : idx - 1]); field.val(levels[(idx === 0) ? levels.length - 1 : idx - 1]);
} }
// Update the field value and save the form // Update the field value and save the form
@ -567,51 +560,75 @@ export default class ActorSheet5e extends ActorSheet {
/** @override */ /** @override */
async _onDropActor(event, data) { async _onDropActor(event, data) {
const canPolymorph = game.user.isGM || (this.actor.isOwner && game.settings.get("sw5e", "allowPolymorphing")); const canPolymorph = game.user.isGM || (this.actor.data.type === "starship") || (this.actor.owner && game.settings.get('sw5e', 'allowPolymorphing'));
if (!canPolymorph) return false; if ( !canPolymorph ) return false;
// Get the target actor // Get the target actor
let sourceActor = null; let sourceActor = null;
if (data.pack) { if (data.pack) {
const pack = game.packs.find((p) => p.collection === data.pack); const pack = game.packs.find(p => p.collection === data.pack);
sourceActor = await pack.getEntity(data.id); sourceActor = await pack.getEntity(data.id);
} else { } else {
sourceActor = game.actors.get(data.id); sourceActor = game.actors.get(data.id);
} }
if (!sourceActor) return; if ( !sourceActor ) return;
// Define a function to record polymorph settings for future use // Define a function to record polymorph settings for future use
const rememberOptions = (html) => { const rememberOptions = html => {
const options = {}; const options = {};
html.find("input").each((i, el) => { html.find('input').each((i, el) => {
options[el.name] = el.checked; options[el.name] = el.checked;
}); });
const settings = mergeObject(game.settings.get("sw5e", "polymorphSettings") || {}, options); const settings = mergeObject(game.settings.get('sw5e', 'polymorphSettings') || {}, options);
game.settings.set("sw5e", "polymorphSettings", settings); game.settings.set('sw5e', 'polymorphSettings', settings);
return settings; return settings;
}; };
// Create and render the Dialog // Create and render the Dialog
return new Dialog(
{ if (this.actor.data.type === "starship") {
title: game.i18n.localize("SW5E.PolymorphPromptTitle"), return new Dialog({
title: game.i18n.localize('SW5E.DeploymentPromptTitle') + " " + sourceActor.data.name + " into " + this.actor.data.name,
content: { content: {
options: game.settings.get("sw5e", "polymorphSettings"), i18n: SW5E.deploymentTypes,
isToken: this.actor.isToken
},
default: 'accept',
buttons: {
deploy: {
icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize('SW5E.DeploymentAcceptSettings'),
callback: html => this.actor.deployInto(sourceActor, rememberOptions(html))
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: game.i18n.localize('Cancel')
}
}
}, {
classes: ['dialog', 'sw5e'],
width: 600,
template: 'systems/sw5e/templates/apps/deployment-prompt.html'
}).render(true);
} else {
return new Dialog({
title: game.i18n.localize('SW5E.PolymorphPromptTitle'),
content: {
options: game.settings.get('sw5e', 'polymorphSettings'),
i18n: SW5E.polymorphSettings, i18n: SW5E.polymorphSettings,
isToken: this.actor.isToken isToken: this.actor.isToken
}, },
default: "accept", default: 'accept',
buttons: { buttons: {
accept: { accept: {
icon: '<i class="fas fa-check"></i>', icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize("SW5E.PolymorphAcceptSettings"), label: game.i18n.localize('SW5E.PolymorphAcceptSettings'),
callback: (html) => this.actor.transformInto(sourceActor, rememberOptions(html)) callback: html => this.actor.transformInto(sourceActor, rememberOptions(html))
}, },
wildshape: { wildshape: {
icon: '<i class="fas fa-paw"></i>', icon: '<i class="fas fa-paw"></i>',
label: game.i18n.localize("SW5E.PolymorphWildShape"), label: game.i18n.localize('SW5E.PolymorphWildShape'),
callback: (html) => callback: html => this.actor.transformInto(sourceActor, {
this.actor.transformInto(sourceActor, {
keepBio: true, keepBio: true,
keepClass: true, keepClass: true,
keepMental: true, keepMental: true,
@ -622,64 +639,61 @@ export default class ActorSheet5e extends ActorSheet {
}, },
polymorph: { polymorph: {
icon: '<i class="fas fa-pastafarianism"></i>', icon: '<i class="fas fa-pastafarianism"></i>',
label: game.i18n.localize("SW5E.Polymorph"), label: game.i18n.localize('SW5E.Polymorph'),
callback: (html) => callback: html => this.actor.transformInto(sourceActor, {
this.actor.transformInto(sourceActor, {
transformTokens: rememberOptions(html).transformTokens transformTokens: rememberOptions(html).transformTokens
}) })
}, },
cancel: { cancel: {
icon: '<i class="fas fa-times"></i>', icon: '<i class="fas fa-times"></i>',
label: game.i18n.localize("Cancel") label: game.i18n.localize('Cancel')
} }
} }
}, }, {
{ classes: ['dialog', 'sw5e'],
classes: ["dialog", "sw5e"],
width: 600, width: 600,
template: "systems/sw5e/templates/apps/polymorph-prompt.html" template: 'systems/sw5e/templates/apps/polymorph-prompt.html'
}).render(true);
} }
).render(true);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */
async _onDropItemCreate(itemData) { async _onDropItemCreate(itemData) {
// Check to make sure items of this type are allowed on this actor // Check to make sure items of this type are allowed on this actor
if (this.constructor.unsupportedItemTypes.has(itemData.type)) { if ( this.constructor.unsupportedItemTypes.has(itemData.type) ) {
return ui.notifications.warn( return ui.notifications.warn(game.i18n.format("SW5E.ActorWarningInvalidItem", {
game.i18n.format("SW5E.ActorWarningInvalidItem", {
itemType: game.i18n.localize(CONFIG.Item.typeLabels[itemData.type]), itemType: game.i18n.localize(CONFIG.Item.typeLabels[itemData.type]),
actorType: game.i18n.localize(CONFIG.Actor.typeLabels[this.actor.type]) actorType: game.i18n.localize(CONFIG.Actor.typeLabels[this.actor.type])
}) }));
);
} }
// Create a Consumable power scroll on the Inventory tab // Create a Consumable power scroll on the Inventory tab
if (itemData.type === "power" && this._tabs[0].active === "inventory") { if ( (itemData.type === "power") && (this._tabs[0].active === "inventory") ) {
const scroll = await Item5e.createScrollFromPower(itemData); const scroll = await Item5e.createScrollFromPower(itemData);
itemData = scroll.data; itemData = scroll.data;
} }
if (itemData.data) { if ( itemData.data ) {
// Ignore certain statuses // Ignore certain statuses
["equipped", "proficient", "prepared"].forEach((k) => delete itemData.data[k]); ["equipped", "proficient", "prepared"].forEach(k => delete itemData.data[k]);
// Downgrade ATTUNED to REQUIRED // Downgrade ATTUNED to REQUIRED
itemData.data.attunement = Math.min(itemData.data.attunement, CONFIG.SW5E.attunementTypes.REQUIRED); itemData.data.attunement = Math.min(itemData.data.attunement, CONFIG.SW5E.attunementTypes.REQUIRED);
} }
// Stack identical consumables // Stack identical consumables
if (itemData.type === "consumable" && itemData.flags.core?.sourceId) { if ( itemData.type === "consumable" && itemData.flags.core?.sourceId ) {
const similarItem = this.actor.items.find((i) => { const similarItem = this.actor.items.find(i => {
const sourceId = i.getFlag("core", "sourceId"); const sourceId = i.getFlag("core", "sourceId");
return sourceId && sourceId === itemData.flags.core?.sourceId && i.type === "consumable"; return sourceId && (sourceId === itemData.flags.core?.sourceId) &&
(i.type === "consumable");
}); });
if (similarItem && itemData.name !== "Power Cell") { if ( similarItem && itemData.name !== "Power Cell" ) { // Always create a new powercell instead of increasing quantity
// Always create a new powercell instead of increasing quantity
return similarItem.update({ return similarItem.update({
"data.quantity": similarItem.data.data.quantity + Math.max(itemData.data.quantity, 1) 'data.quantity': similarItem.data.data.quantity + Math.max(itemData.data.quantity, 1)
}); });
} }
} }
@ -695,7 +709,7 @@ export default class ActorSheet5e extends ActorSheet {
* @param {MouseEvent} event The originating click event * @param {MouseEvent} event The originating click event
* @private * @private
*/ */
async _onPowerSlotOverride(event) { async _onPowerSlotOverride (event) {
const span = event.currentTarget.parentElement; const span = event.currentTarget.parentElement;
const level = span.dataset.level; const level = span.dataset.level;
const override = this.actor.data.data.powers[level].override || span.dataset.slots; const override = this.actor.data.data.powers[level].override || span.dataset.slots;
@ -725,7 +739,7 @@ export default class ActorSheet5e extends ActorSheet {
const item = this.actor.items.get(itemId); const item = this.actor.items.get(itemId);
const uses = Math.clamped(0, parseInt(event.target.value), item.data.data.uses.max); const uses = Math.clamped(0, parseInt(event.target.value), item.data.data.uses.max);
event.target.value = uses; event.target.value = uses;
return item.update({"data.uses.value": uses}); return item.update({ 'data.uses.value': uses });
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -753,7 +767,7 @@ export default class ActorSheet5e extends ActorSheet {
const itemId = event.currentTarget.closest(".item").dataset.itemId; const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemId); const item = this.actor.items.get(itemId);
return item.rollRecharge(); return item.rollRecharge();
} };
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -768,13 +782,13 @@ export default class ActorSheet5e extends ActorSheet {
chatData = item.getChatData({secrets: this.actor.isOwner}); chatData = item.getChatData({secrets: this.actor.isOwner});
// Toggle summary // Toggle summary
if (li.hasClass("expanded")) { if ( li.hasClass("expanded") ) {
let summary = li.children(".item-summary"); let summary = li.children(".item-summary");
summary.slideUp(200, () => summary.remove()); summary.slideUp(200, () => summary.remove());
} else { } else {
let div = $(`<div class="item-summary">${chatData.description.value}</div>`); let div = $(`<div class="item-summary">${chatData.description.value}</div>`);
let props = $(`<div class="item-properties"></div>`); let props = $(`<div class="item-properties"></div>`);
chatData.properties.forEach((p) => props.append(`<span class="tag">${p}</span>`)); chatData.properties.forEach(p => props.append(`<span class="tag">${p}</span>`));
div.append(props); div.append(props);
li.append(div.hide()); li.append(div.hide());
div.slideDown(200); div.slideDown(200);
@ -827,7 +841,7 @@ export default class ActorSheet5e extends ActorSheet {
event.preventDefault(); event.preventDefault();
const li = event.currentTarget.closest(".item"); const li = event.currentTarget.closest(".item");
const item = this.actor.items.get(li.dataset.itemId); const item = this.actor.items.get(li.dataset.itemId);
if (item) return item.delete(); if ( item ) return item.delete();
} }
/** /**
@ -836,7 +850,7 @@ export default class ActorSheet5e extends ActorSheet {
* @private * @private
*/ */
_onItemCollapse(event) { _onItemCollapse(event) {
event.preventDefault(); event.preventDefault();
event.currentTarget.classList.toggle("active"); event.currentTarget.classList.toggle("active");
@ -851,7 +865,7 @@ export default class ActorSheet5e extends ActorSheet {
} }
} }
/** /**
* Handle incrementing class level on the actor sheet * Handle incrementing class level on the actor sheet
* @param {Event} event The originating click event * @param {Event} event The originating click event
* @private * @private
@ -860,7 +874,7 @@ export default class ActorSheet5e extends ActorSheet {
_onIncrementClassLevel(event) { _onIncrementClassLevel(event) {
event.preventDefault(); event.preventDefault();
const div = event.currentTarget.closest(".character"); const div = event.currentTarget.closest(".character")
const li = event.currentTarget.closest("li"); const li = event.currentTarget.closest("li");
const actorId = div.id.split("-")[1]; const actorId = div.id.split("-")[1];
@ -870,12 +884,12 @@ export default class ActorSheet5e extends ActorSheet {
const item = actor.items.get(itemId); const item = actor.items.get(itemId);
let levels = item.data.data.levels; let levels = item.data.data.levels;
const update = {_id: item.data._id, data: {levels: levels + 1}}; const update = {_id: item.data._id, data: {levels: (levels + 1) }};
actor.updateEmbeddedDocuments("Item", [update]); actor.updateEmbeddedDocuments("Item", [update]);
} }
/** /**
* Handle decrementing class level on the actor sheet * Handle decrementing class level on the actor sheet
* @param {Event} event The originating click event * @param {Event} event The originating click event
* @private * @private
@ -884,7 +898,7 @@ export default class ActorSheet5e extends ActorSheet {
_onDecrementClassLevel(event) { _onDecrementClassLevel(event) {
event.preventDefault(); event.preventDefault();
const div = event.currentTarget.closest(".character"); const div = event.currentTarget.closest(".character")
const li = event.currentTarget.closest("li"); const li = event.currentTarget.closest("li");
const actorId = div.id.split("-")[1]; const actorId = div.id.split("-")[1];
@ -894,10 +908,10 @@ export default class ActorSheet5e extends ActorSheet {
const item = actor.items.get(itemId); const item = actor.items.get(itemId);
let levels = item.data.data.levels; let levels = item.data.data.levels;
const update = {_id: item.data._id, data: {levels: levels - 1}}; const update = {_id: item.data._id, data: {levels: (levels - 1) }};
actor.updateEmbeddedDocuments("Item", [update]); actor.updateEmbeddedDocuments("Item", [update]);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -950,7 +964,7 @@ export default class ActorSheet5e extends ActorSheet {
const li = event.currentTarget; const li = event.currentTarget;
const set = this._filters[li.parentElement.dataset.filter]; const set = this._filters[li.parentElement.dataset.filter];
const filter = li.dataset.filter; const filter = li.dataset.filter;
if (set.has(filter)) set.delete(filter); if ( set.has(filter) ) set.delete(filter);
else set.add(filter); else set.add(filter);
return this.render(); return this.render();
} }
@ -967,8 +981,8 @@ export default class ActorSheet5e extends ActorSheet {
const a = event.currentTarget; const a = event.currentTarget;
const label = a.parentElement.querySelector("label"); const label = a.parentElement.querySelector("label");
const choices = CONFIG.SW5E[a.dataset.options]; const choices = CONFIG.SW5E[a.dataset.options];
const options = {name: a.dataset.target, title: label.innerText, choices}; const options = { name: a.dataset.target, title: label.innerText, choices };
return new TraitSelector(this.actor, options).render(true); return new TraitSelector(this.actor, options).render(true)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -978,7 +992,7 @@ export default class ActorSheet5e extends ActorSheet {
let buttons = super._getHeaderButtons(); let buttons = super._getHeaderButtons();
if (this.actor.isPolymorphed) { if (this.actor.isPolymorphed) {
buttons.unshift({ buttons.unshift({
label: "SW5E.PolymorphRestoreTransformation", label: 'SW5E.PolymorphRestoreTransformation',
class: "restore-transformation", class: "restore-transformation",
icon: "fas fa-backward", icon: "fas fa-backward",
onclick: () => this.actor.revertOriginalForm() onclick: () => this.actor.revertOriginalForm()

View file

@ -7,6 +7,7 @@ import Actor5e from "../../entity.js";
* @type {ActorSheet5e} * @type {ActorSheet5e}
*/ */
export default class ActorSheet5eCharacterNew extends ActorSheet5e { export default class ActorSheet5eCharacterNew extends ActorSheet5e {
get template() { get template() {
if (!game.user.isGM && this.actor.limited) return "systems/sw5e/templates/actors/newActor/limited-sheet.html"; if (!game.user.isGM && this.actor.limited) return "systems/sw5e/templates/actors/newActor/limited-sheet.html";
return "systems/sw5e/templates/actors/newActor/character-sheet.html"; return "systems/sw5e/templates/actors/newActor/character-sheet.html";
@ -16,18 +17,17 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
* @return {Object} * @return {Object}
*/ */
static get defaultOptions() { static get defaultOptions() {
return mergeObject(super.defaultOptions, { return mergeObject(super.defaultOptions, {
classes: ["swalt", "sw5e", "sheet", "actor", "character"], classes: ["swalt", "sw5e", "sheet", "actor", "character"],
blockFavTab: true, blockFavTab: true,
subTabs: null, subTabs: null,
width: 800, width: 800,
tabs: [ tabs: [{
{
navSelector: ".root-tabs", navSelector: ".root-tabs",
contentSelector: ".sheet-body", contentSelector: ".sheet-body",
initial: "attributes" initial: "attributes"
} }],
]
}); });
} }
@ -48,7 +48,7 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
sheetData["resources"] = ["primary", "secondary", "tertiary"].reduce((arr, r) => { sheetData["resources"] = ["primary", "secondary", "tertiary"].reduce((arr, r) => {
const res = sheetData.data.resources[r] || {}; const res = sheetData.data.resources[r] || {};
res.name = r; res.name = r;
res.placeholder = game.i18n.localize("SW5E.Resource" + r.titleCase()); res.placeholder = game.i18n.localize("SW5E.Resource"+r.titleCase());
if (res && res.value === 0) delete res.value; if (res && res.value === 0) delete res.value;
if (res && res.max === 0) delete res.max; if (res && res.max === 0) delete res.max;
return arr.concat([res]); return arr.concat([res]);
@ -56,12 +56,10 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
// Experience Tracking // Experience Tracking
sheetData["disableExperience"] = game.settings.get("sw5e", "disableExperienceTracking"); sheetData["disableExperience"] = game.settings.get("sw5e", "disableExperienceTracking");
sheetData["classLabels"] = this.actor.itemTypes.class.map((c) => c.name).join(", "); sheetData["classLabels"] = this.actor.itemTypes.class.map(c => c.name).join(", ");
sheetData["multiclassLabels"] = this.actor.itemTypes.class sheetData["multiclassLabels"] = this.actor.itemTypes.class.map(c => {
.map((c) => { return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(' ')
return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(" "); }).join(', ');
})
.join(", ");
// Return data for rendering // Return data for rendering
return sheetData; return sheetData;
@ -74,38 +72,23 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
* @private * @private
*/ */
_prepareItems(data) { _prepareItems(data) {
// Categorize items as inventory, powerbook, features, and classes // Categorize items as inventory, powerbook, features, and classes
const inventory = { const inventory = {
weapon: {label: "SW5E.ItemTypeWeaponPl", items: [], dataset: {type: "weapon"}}, weapon: { label: "SW5E.ItemTypeWeaponPl", items: [], dataset: {type: "weapon"} },
equipment: {label: "SW5E.ItemTypeEquipmentPl", items: [], dataset: {type: "equipment"}}, equipment: { label: "SW5E.ItemTypeEquipmentPl", items: [], dataset: {type: "equipment"} },
consumable: {label: "SW5E.ItemTypeConsumablePl", items: [], dataset: {type: "consumable"}}, consumable: { label: "SW5E.ItemTypeConsumablePl", items: [], dataset: {type: "consumable"} },
tool: {label: "SW5E.ItemTypeToolPl", items: [], dataset: {type: "tool"}}, tool: { label: "SW5E.ItemTypeToolPl", items: [], dataset: {type: "tool"} },
backpack: {label: "SW5E.ItemTypeContainerPl", items: [], dataset: {type: "backpack"}}, backpack: { label: "SW5E.ItemTypeContainerPl", items: [], dataset: {type: "backpack"} },
loot: {label: "SW5E.ItemTypeLootPl", items: [], dataset: {type: "loot"}} loot: { label: "SW5E.ItemTypeLootPl", items: [], dataset: {type: "loot"} }
}; };
// Partition items by category // Partition items by category
let [ let [items, forcepowers, techpowers, feats, classes, deployments, deploymentfeatures, ventures, species, archetypes, classfeatures, backgrounds, fightingstyles, fightingmasteries, lightsaberforms] = data.items.reduce((arr, item) => {
items,
forcepowers,
techpowers,
feats,
classes,
deployments,
deploymentfeatures,
ventures,
species,
archetypes,
classfeatures,
backgrounds,
fightingstyles,
fightingmasteries,
lightsaberforms
] = data.items.reduce(
(arr, item) => {
// Item details // Item details
item.img = item.img || CONST.DEFAULT_TOKEN; item.img = item.img || CONST.DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && item.data.quantity !== 1; item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
item.attunement = { item.attunement = {
[CONFIG.SW5E.attunementTypes.REQUIRED]: { [CONFIG.SW5E.attunementTypes.REQUIRED]: {
icon: "fa-sun", icon: "fa-sun",
@ -120,39 +103,35 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
}[item.data.attunement]; }[item.data.attunement];
// Item usage // Item usage
item.hasUses = item.data.uses && item.data.uses.max > 0; item.hasUses = item.data.uses && (item.data.uses.max > 0);
item.isOnCooldown = item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false);
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.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0; item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type));
item.hasTarget = !!item.data.target && !["none", ""].includes(item.data.target.type);
// Item toggle state // Item toggle state
this._prepareItemToggleState(item); this._prepareItemToggleState(item);
// Primary Class // Primary Class
if (item.type === "class") if ( item.type === "class" ) item.isOriginalClass = ( item._id === this.actor.data.data.details.originalClass );
item.isOriginalClass = item._id === this.actor.data.data.details.originalClass;
// Classify items into types // Classify items into types
if (item.type === "power" && ["lgt", "drk", "uni"].includes(item.data.school)) arr[1].push(item); if ( item.type === "power" && ["lgt", "drk", "uni"].includes(item.data.school) ) arr[1].push(item);
else if (item.type === "power" && ["tec"].includes(item.data.school)) arr[2].push(item); else if ( item.type === "power" && ["tec"].includes(item.data.school) ) arr[2].push(item);
else if (item.type === "feat") arr[3].push(item); else if ( item.type === "feat" ) arr[3].push(item);
else if (item.type === "class") arr[4].push(item); else if ( item.type === "class" ) arr[4].push(item);
else if (item.type === "deployment") arr[5].push(item); else if ( item.type === "deployment" ) arr[5].push(item);
else if (item.type === "deploymentfeature") arr[6].push(item); else if ( item.type === "deploymentfeature" ) arr[6].push(item);
else if (item.type === "venture") arr[7].push(item); else if ( item.type === "venture" ) arr[7].push(item);
else if (item.type === "species") arr[8].push(item); else if ( item.type === "species" ) arr[8].push(item);
else if (item.type === "archetype") arr[9].push(item); else if ( item.type === "archetype" ) arr[9].push(item);
else if (item.type === "classfeature") arr[10].push(item); else if ( item.type === "classfeature" ) arr[10].push(item);
else if (item.type === "background") arr[11].push(item); else if ( item.type === "background" ) arr[11].push(item);
else if (item.type === "fightingstyle") arr[12].push(item); else if ( item.type === "fightingstyle" ) arr[12].push(item);
else if (item.type === "fightingmastery") arr[13].push(item); else if ( item.type === "fightingmastery" ) arr[13].push(item);
else if (item.type === "lightsaberform") arr[14].push(item); else if ( item.type === "lightsaberform" ) arr[14].push(item);
else if (Object.keys(inventory).includes(item.type)) arr[0].push(item); else if ( Object.keys(inventory).includes(item.type ) ) arr[0].push(item);
return arr; return arr;
}, }, [[], [], [], [], [], [], [], [], [], [], [], [], [], [], []]);
[[], [], [], [], [], [], [], [], [], [], [], [], [], [], []]
);
// Apply active item filters // Apply active item filters
items = this._filterItems(items, this._filters.inventory); items = this._filterItems(items, this._filters.inventory);
@ -161,7 +140,7 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
feats = this._filterItems(feats, this._filters.features); feats = this._filterItems(feats, this._filters.features);
// Organize items // Organize items
for (let i of items) { for ( let i of items ) {
i.data.quantity = i.data.quantity || 0; i.data.quantity = i.data.quantity || 0;
i.data.weight = i.data.weight || 0; i.data.weight = i.data.weight || 0;
i.totalWeight = (i.data.quantity * i.data.weight).toNearest(0.1); i.totalWeight = (i.data.quantity * i.data.weight).toNearest(0.1);
@ -174,93 +153,22 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
// Organize Features // Organize Features
const features = { const features = {
classes: { classes: { label: "SW5E.ItemTypeClassPl", items: [], hasActions: false, dataset: {type: "class"}, isClass: true },
label: "SW5E.ItemTypeClassPl", classfeatures: { label: "SW5E.ItemTypeClassFeats", items: [], hasActions: true, dataset: {type: "classfeature"}, isClassfeature: true },
items: [], archetype: { label: "SW5E.ItemTypeArchetype", items: [], hasActions: false, dataset: {type: "archetype"}, isArchetype: true },
hasActions: false, deployments: { label: "SW5E.ItemTypeDeploymentPl", items: [], hasActions: false, dataset: {type: "deployment"}, isDeployment: true },
dataset: {type: "class"}, deploymentfeatures: { label: "SW5E.ItemTypeDeploymentFeaturePl", items: [], hasActions: true, dataset: {type: "deploymentfeature"}, isDeploymentfeature: true },
isClass: true ventures: { label: "SW5E.ItemTypeVenturePl", items: [], hasActions: false, dataset: {type: "venture"}, isVenture: true },
}, species: { label: "SW5E.ItemTypeSpecies", items: [], hasActions: false, dataset: {type: "species"}, isSpecies: true },
classfeatures: { background: { label: "SW5E.ItemTypeBackground", items: [], hasActions: false, dataset: {type: "background"}, isBackground: true },
label: "SW5E.ItemTypeClassFeats", fightingstyles: { label: "SW5E.ItemTypeFightingStylePl", items: [], hasActions: false, dataset: {type: "fightingstyle"}, isFightingstyle: true },
items: [], fightingmasteries: { label: "SW5E.ItemTypeFightingMasteryPl", items: [], hasActions: false, dataset: {type: "fightingmastery"}, isFightingmastery: true },
hasActions: true, lightsaberforms: { label: "SW5E.ItemTypeLightsaberFormPl", items: [], hasActions: false, dataset: {type: "lightsaberform"}, isLightsaberform: true },
dataset: {type: "classfeature"}, active: { label: "SW5E.FeatureActive", items: [], hasActions: true, dataset: {type: "feat", "activation.type": "action"} },
isClassfeature: true passive: { label: "SW5E.FeaturePassive", items: [], hasActions: false, dataset: {type: "feat"} }
},
archetype: {
label: "SW5E.ItemTypeArchetype",
items: [],
hasActions: false,
dataset: {type: "archetype"},
isArchetype: true
},
deployments: {
label: "SW5E.ItemTypeDeploymentPl",
items: [],
hasActions: false,
dataset: {type: "deployment"},
isDeployment: true
},
deploymentfeatures: {
label: "SW5E.ItemTypeDeploymentFeaturePl",
items: [],
hasActions: true,
dataset: {type: "deploymentfeature"},
isDeploymentfeature: true
},
ventures: {
label: "SW5E.ItemTypeVenturePl",
items: [],
hasActions: false,
dataset: {type: "venture"},
isVenture: true
},
species: {
label: "SW5E.ItemTypeSpecies",
items: [],
hasActions: false,
dataset: {type: "species"},
isSpecies: true
},
background: {
label: "SW5E.ItemTypeBackground",
items: [],
hasActions: false,
dataset: {type: "background"},
isBackground: true
},
fightingstyles: {
label: "SW5E.ItemTypeFightingStylePl",
items: [],
hasActions: false,
dataset: {type: "fightingstyle"},
isFightingstyle: true
},
fightingmasteries: {
label: "SW5E.ItemTypeFightingMasteryPl",
items: [],
hasActions: false,
dataset: {type: "fightingmastery"},
isFightingmastery: true
},
lightsaberforms: {
label: "SW5E.ItemTypeLightsaberFormPl",
items: [],
hasActions: false,
dataset: {type: "lightsaberform"},
isLightsaberform: true
},
active: {
label: "SW5E.FeatureActive",
items: [],
hasActions: true,
dataset: {"type": "feat", "activation.type": "action"}
},
passive: {label: "SW5E.FeaturePassive", items: [], hasActions: false, dataset: {type: "feat"}}
}; };
for (let f of feats) { for ( let f of feats ) {
if (f.data.activation.type) features.active.items.push(f); if ( f.data.activation.type ) features.active.items.push(f);
else features.passive.items.push(f); else features.passive.items.push(f);
} }
classes.sort((a, b) => b.data.levels - a.data.levels); classes.sort((a, b) => b.data.levels - a.data.levels);
@ -295,11 +203,12 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
const isAlways = getProperty(item.data, "preparation.mode") === "always"; const isAlways = getProperty(item.data, "preparation.mode") === "always";
const isPrepared = getProperty(item.data, "preparation.prepared"); const isPrepared = getProperty(item.data, "preparation.prepared");
item.toggleClass = isPrepared ? "active" : ""; item.toggleClass = isPrepared ? "active" : "";
if (isAlways) item.toggleClass = "fixed"; if ( isAlways ) item.toggleClass = "fixed";
if (isAlways) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.always; if ( isAlways ) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.always;
else if (isPrepared) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.prepared; else if ( isPrepared ) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.prepared;
else item.toggleTitle = game.i18n.localize("SW5E.PowerUnprepared"); else item.toggleTitle = game.i18n.localize("SW5E.PowerUnprepared");
} else { }
else {
const isActive = getProperty(item.data, "equipped"); const isActive = getProperty(item.data, "equipped");
item.toggleClass = isActive ? "active" : ""; item.toggleClass = isActive ? "active" : "";
item.toggleTitle = game.i18n.localize(isActive ? "SW5E.Equipped" : "SW5E.Unequipped"); item.toggleTitle = game.i18n.localize(isActive ? "SW5E.Equipped" : "SW5E.Unequipped");
@ -316,27 +225,25 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
*/ */
activateListeners(html) { activateListeners(html) {
super.activateListeners(html); super.activateListeners(html);
if (!this.isEditable) return; if ( !this.isEditable ) return;
// Inventory Functions // Inventory Functions
// html.find(".currency-convert").click(this._onConvertCurrency.bind(this)); // html.find(".currency-convert").click(this._onConvertCurrency.bind(this));
// Item State Toggling // Item State Toggling
html.find(".item-toggle").click(this._onToggleItem.bind(this)); html.find('.item-toggle').click(this._onToggleItem.bind(this));
// Short and Long Rest // Short and Long Rest
html.find(".short-rest").click(this._onShortRest.bind(this)); html.find('.short-rest').click(this._onShortRest.bind(this));
html.find(".long-rest").click(this._onLongRest.bind(this)); html.find('.long-rest').click(this._onLongRest.bind(this));
// Rollable sheet actions // Rollable sheet actions
html.find(".rollable[data-action]").click(this._onSheetAction.bind(this)); html.find(".rollable[data-action]").click(this._onSheetAction.bind(this));
// Send Languages to Chat onClick // Send Languages to Chat onClick
html.find('[data-options="share-languages"]').click((event) => { html.find('[data-options="share-languages"]').click(event => {
event.preventDefault(); event.preventDefault();
let langs = this.actor.data.data.traits.languages.value let langs = this.actor.data.data.traits.languages.value.map(l => CONFIG.SW5E.languages[l] || l).join(", ");
.map((l) => CONFIG.SW5E.languages[l] || l)
.join(", ");
let custom = this.actor.data.data.traits.languages.custom; let custom = this.actor.data.data.traits.languages.custom;
if (custom) langs += ", " + custom.replace(/;/g, ","); if (custom) langs += ", " + custom.replace(/;/g, ",");
let content = ` let content = `
@ -372,9 +279,9 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
}); });
// Item Delete Confirmation // Item Delete Confirmation
html.find(".item-delete").off("click"); html.find('.item-delete').off("click");
html.find(".item-delete").click((event) => { html.find('.item-delete').click(event => {
let li = $(event.currentTarget).parents(".item"); let li = $(event.currentTarget).parents('.item');
let itemId = li.attr("data-item-id"); let itemId = li.attr("data-item-id");
let item = this.actor.items.get(itemId); let item = this.actor.items.get(itemId);
new Dialog({ new Dialog({
@ -383,17 +290,17 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
buttons: { buttons: {
Yes: { Yes: {
icon: '<i class="fa fa-check"></i>', icon: '<i class="fa fa-check"></i>',
label: "Yes", label: 'Yes',
callback: (dlg) => { callback: dlg => {
this.actor.deleteOwnedItem(itemId); this.actor.deleteOwnedItem(itemId);
} }
}, },
cancel: { cancel: {
icon: '<i class="fas fa-times"></i>', icon: '<i class="fas fa-times"></i>',
label: "No" label: 'No'
}
}, },
default: "cancel" },
default: 'cancel'
}).render(true); }).render(true);
}); });
} }
@ -408,7 +315,7 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
_onSheetAction(event) { _onSheetAction(event) {
event.preventDefault(); event.preventDefault();
const button = event.currentTarget; const button = event.currentTarget;
switch (button.dataset.action) { switch( button.dataset.action ) {
case "rollDeathSave": case "rollDeathSave":
return this.actor.rollDeathSave({event: event}); return this.actor.rollDeathSave({event: event});
case "rollInitiative": case "rollInitiative":
@ -418,6 +325,7 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** /**
* Handle toggling the state of an Owned Item within the Actor * Handle toggling the state of an Owned Item within the Actor
* @param {Event} event The triggering click event * @param {Event} event The triggering click event
@ -461,13 +369,14 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
/** @override */ /** @override */
async _onDropItemCreate(itemData) { async _onDropItemCreate(itemData) {
// Increment the number of class levels of a character instead of creating a new item // Increment the number of class levels of a character instead of creating a new item
if (itemData.type === "class") { if ( itemData.type === "class" ) {
const cls = this.actor.itemTypes.class.find((c) => c.name === itemData.name); const cls = this.actor.itemTypes.class.find(c => c.name === itemData.name);
let priorLevel = cls?.data.data.levels ?? 0; let priorLevel = cls?.data.data.levels ?? 0;
if (!!cls) { if ( !!cls ) {
const next = Math.min(priorLevel + 1, 20 + priorLevel - this.actor.data.data.details.level); const next = Math.min(priorLevel + 1, 20 + priorLevel - this.actor.data.data.details.level);
if (next > priorLevel) { if ( next > priorLevel ) {
itemData.levels = next; itemData.levels = next;
return cls.update({"data.levels": next}); return cls.update({"data.levels": next});
} }
@ -548,9 +457,9 @@ async function addFavorites(app, html, data) {
value: data.actor.data.powers.power9.value, value: data.actor.data.powers.power9.value,
max: data.actor.data.powers.power9.max max: data.actor.data.powers.power9.max
} }
}; }
let powerCount = 0; let powerCount = 0
let items = data.actor.items; let items = data.actor.items;
for (let item of items) { for (let item of items) {
if (item.type == "class") continue; if (item.type == "class") continue;
@ -561,28 +470,24 @@ async function addFavorites(app, html, data) {
} }
let isFav = item.flags.favtab.isFavourite; let isFav = item.flags.favtab.isFavourite;
if (app.options.editable) { if (app.options.editable) {
let favBtn = $( let favBtn = $(`<a class="item-control item-toggle item-fav ${isFav ? "active" : ""}" data-fav="${isFav}" title="${isFav ? "Remove from Favourites" : "Add to Favourites"}"><i class="fas fa-star"></i></a>`);
`<a class="item-control item-toggle item-fav ${isFav ? "active" : ""}" data-fav="${isFav}" title="${ favBtn.click(ev => {
isFav ? "Remove from Favourites" : "Add to Favourites"
}"><i class="fas fa-star"></i></a>`
);
favBtn.click((ev) => {
app.actor.items.get(item.data._id).update({ app.actor.items.get(item.data._id).update({
"flags.favtab.isFavourite": !item.flags.favtab.isFavourite "flags.favtab.isFavourite": !item.flags.favtab.isFavourite
}); });
}); });
html.find(`.item[data-item-id="${item.data._id}"]`).find(".item-controls").prepend(favBtn); html.find(`.item[data-item-id="${item.data._id}"]`).find('.item-controls').prepend(favBtn);
} }
if (isFav) { if (isFav) {
item.powerComps = ""; item.powerComps = "";
if (item.data.components) { if (item.data.components) {
let comps = item.data.components; let comps = item.data.components;
let v = comps.vocal ? "V" : ""; let v = (comps.vocal) ? "V" : "";
let s = comps.somatic ? "S" : ""; let s = (comps.somatic) ? "S" : "";
let m = comps.material ? "M" : ""; let m = (comps.material) ? "M" : "";
let c = !!comps.concentration; let c = !!(comps.concentration);
let r = !!comps.ritual; let r = !!(comps.ritual);
item.powerComps = `${v}${s}${m}`; item.powerComps = `${v}${s}${m}`;
item.powerCon = c; item.powerCon = c;
item.powerRit = r; item.powerRit = r;
@ -590,15 +495,15 @@ async function addFavorites(app, html, data) {
item.editable = app.options.editable; item.editable = app.options.editable;
switch (item.type) { switch (item.type) {
case "feat": case 'feat':
if (item.flags.favtab.sort === undefined) { if (item.flags.favtab.sort === undefined) {
item.flags.favtab.sort = (favFeats.count + 1) * 100000; // initial sort key if not present item.flags.favtab.sort = (favFeats.count + 1) * 100000; // initial sort key if not present
} }
favFeats.push(item); favFeats.push(item);
break; break;
case "power": case 'power':
if (item.data.preparation.mode) { if (item.data.preparation.mode) {
item.powerPrepMode = ` (${CONFIG.SW5E.powerPreparationModes[item.data.preparation.mode]})`; item.powerPrepMode = ` (${CONFIG.SW5E.powerPreparationModes[item.data.preparation.mode]})`
} }
if (item.data.level) { if (item.data.level) {
favPowers[item.data.level].powers.push(item); favPowers[item.data.level].powers.push(item);
@ -624,60 +529,60 @@ async function addFavorites(app, html, data) {
// html.find('.favourite .item-controls').css('flex', '0 0 22px'); // html.find('.favourite .item-controls').css('flex', '0 0 22px');
// } // }
let tabContainer = html.find(".favtabtarget"); let tabContainer = html.find('.favtabtarget');
data.favItems = favItems.length > 0 ? favItems.sort((a, b) => a.flags.favtab.sort - b.flags.favtab.sort) : false; data.favItems = favItems.length > 0 ? favItems.sort((a, b) => (a.flags.favtab.sort) - (b.flags.favtab.sort)) : false;
data.favFeats = favFeats.length > 0 ? favFeats.sort((a, b) => a.flags.favtab.sort - b.flags.favtab.sort) : false; data.favFeats = favFeats.length > 0 ? favFeats.sort((a, b) => (a.flags.favtab.sort) - (b.flags.favtab.sort)) : false;
data.favPowers = powerCount > 0 ? favPowers : false; data.favPowers = powerCount > 0 ? favPowers : false;
data.editable = app.options.editable; data.editable = app.options.editable;
await loadTemplates(["systems/sw5e/templates/actors/newActor/item.hbs"]); await loadTemplates(['systems/sw5e/templates/actors/newActor/item.hbs']);
let favtabHtml = $(await renderTemplate("systems/sw5e/templates/actors/newActor/template.hbs", data)); let favtabHtml = $(await renderTemplate('systems/sw5e/templates/actors/newActor/template.hbs', data));
favtabHtml.find(".item-name h4").click((event) => app._onItemSummary(event)); favtabHtml.find('.item-name h4').click(event => app._onItemSummary(event));
if (app.options.editable) { if (app.options.editable) {
favtabHtml.find(".item-image").click((ev) => app._onItemRoll(ev)); favtabHtml.find('.item-image').click(ev => app._onItemRoll(ev));
let handler = (ev) => app._onDragStart(ev); let handler = ev => app._onDragStart(ev);
favtabHtml.find(".item").each((i, li) => { favtabHtml.find('.item').each((i, li) => {
if (li.classList.contains("inventory-header")) return; if (li.classList.contains("inventory-header")) return;
li.setAttribute("draggable", true); li.setAttribute("draggable", true);
li.addEventListener("dragstart", handler, false); li.addEventListener("dragstart", handler, false);
}); });
//favtabHtml.find('.item-toggle').click(event => app._onToggleItem(event)); //favtabHtml.find('.item-toggle').click(event => app._onToggleItem(event));
favtabHtml.find(".item-edit").click((ev) => { favtabHtml.find('.item-edit').click(ev => {
let itemId = $(ev.target).parents(".item")[0].dataset.itemId; let itemId = $(ev.target).parents('.item')[0].dataset.itemId;
app.actor.items.get(itemId).sheet.render(true); app.actor.items.get(itemId).sheet.render(true);
}); });
favtabHtml.find(".item-fav").click((ev) => { favtabHtml.find('.item-fav').click(ev => {
let itemId = $(ev.target).parents(".item")[0].dataset.itemId; let itemId = $(ev.target).parents('.item')[0].dataset.itemId;
let val = !app.actor.items.get(itemId).data.flags.favtab.isFavourite; let val = !app.actor.items.get(itemId).data.flags.favtab.isFavourite
app.actor.items.get(itemId).update({ app.actor.items.get(itemId).update({
"flags.favtab.isFavourite": val "flags.favtab.isFavourite": val
}); });
}); });
// Sorting // Sorting
favtabHtml.find(".item").on("drop", (ev) => { favtabHtml.find('.item').on('drop', ev => {
ev.preventDefault(); ev.preventDefault();
ev.stopPropagation(); ev.stopPropagation();
let dropData = JSON.parse(ev.originalEvent.dataTransfer.getData("text/plain")); let dropData = JSON.parse(ev.originalEvent.dataTransfer.getData('text/plain'));
// if (dropData.actorId !== app.actor.id || dropData.data.type === 'power') return; // if (dropData.actorId !== app.actor.id || dropData.data.type === 'power') return;
if (dropData.actorId !== app.actor.id) return; if (dropData.actorId !== app.actor.id) return;
let list = null; let list = null;
if (dropData.data.type === "feat") list = favFeats; if (dropData.data.type === 'feat') list = favFeats;
else list = favItems; else list = favItems;
let dragSource = list.find((i) => i.data._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 siblings = list.filter(i => i.data._id !== dropData.data._id);
let targetId = ev.target.closest(".item").dataset.itemId; let targetId = ev.target.closest('.item').dataset.itemId;
let dragTarget = siblings.find((s) => s.data._id === targetId); let dragTarget = siblings.find(s => s.data._id === targetId);
if (dragTarget === undefined) return; if (dragTarget === undefined) return;
const sortUpdates = SortingHelpers.performIntegerSort(dragSource, { const sortUpdates = SortingHelpers.performIntegerSort(dragSource, {
target: dragTarget, target: dragTarget,
siblings: siblings, siblings: siblings,
sortKey: "flags.favtab.sort" sortKey: 'flags.favtab.sort'
}); });
const updateData = sortUpdates.map((u) => { const updateData = sortUpdates.map(u => {
const update = u.update; const update = u.update;
update._id = u.target.data._id; update._id = u.target.data._id;
return update; return update;
@ -703,47 +608,49 @@ async function addFavorites(app, html, data) {
Hooks.callAll("renderedSwaltSheet", app, html, data); Hooks.callAll("renderedSwaltSheet", app, html, data);
} }
async function addSubTabs(app, html, data) { async function addSubTabs(app, html, data) {
if (data.options.subTabs == null) { if(data.options.subTabs == null) {
//let subTabs = []; //{subgroup: '', target: '', active: false} //let subTabs = []; //{subgroup: '', target: '', active: false}
data.options.subTabs = {}; data.options.subTabs = {};
html.find("[data-subgroup-selection] [data-subgroup]").each((idx, el) => { html.find('[data-subgroup-selection] [data-subgroup]').each((idx, el) => {
let subgroup = el.getAttribute("data-subgroup"); let subgroup = el.getAttribute('data-subgroup');
let target = el.getAttribute("data-target"); let target = el.getAttribute('data-target');
let targetObj = {target: target, active: el.classList.contains("active")}; let targetObj = {target: target, active: el.classList.contains("active")}
if (data.options.subTabs.hasOwnProperty(subgroup)) { if(data.options.subTabs.hasOwnProperty(subgroup)) {
data.options.subTabs[subgroup].push(targetObj); data.options.subTabs[subgroup].push(targetObj);
} else { } else {
data.options.subTabs[subgroup] = []; data.options.subTabs[subgroup] = [];
data.options.subTabs[subgroup].push(targetObj); data.options.subTabs[subgroup].push(targetObj);
} }
}); })
} }
for (const group in data.options.subTabs) { for(const group in data.options.subTabs) {
data.options.subTabs[group].forEach((tab) => { data.options.subTabs[group].forEach(tab => {
if (tab.active) { if(tab.active) {
html.find(`[data-subgroup=${group}][data-target=${tab.target}]`).addClass("active"); html.find(`[data-subgroup=${group}][data-target=${tab.target}]`).addClass('active');
} else { } else {
html.find(`[data-subgroup=${group}][data-target=${tab.target}]`).removeClass("active"); html.find(`[data-subgroup=${group}][data-target=${tab.target}]`).removeClass('active');
} }
}); })
} }
html.find("[data-subgroup-selection]") html.find('[data-subgroup-selection]').children().on('click', event => {
.children() let subgroup = event.target.closest('[data-subgroup]').getAttribute('data-subgroup');
.on("click", (event) => { let target = event.target.closest('[data-target]').getAttribute('data-target');
let subgroup = event.target.closest("[data-subgroup]").getAttribute("data-subgroup"); html.find(`[data-subgroup=${subgroup}]`).removeClass('active');
let target = event.target.closest("[data-target]").getAttribute("data-target"); html.find(`[data-subgroup=${subgroup}][data-target=${target}]`).addClass('active');
html.find(`[data-subgroup=${subgroup}]`).removeClass("active"); let tabId = data.options.subTabs[subgroup].find(tab => {
html.find(`[data-subgroup=${subgroup}][data-target=${target}]`).addClass("active"); return tab.target == target
let tabId = data.options.subTabs[subgroup].find((tab) => {
return tab.target == target;
}); });
data.options.subTabs[subgroup].map((el) => { data.options.subTabs[subgroup].map(el => {
el.active = el.target == target; el.active = el.target == target;
return el; return el;
}); })
});
})
} }
Hooks.on("renderActorSheet5eCharacterNew", (app, html, data) => { Hooks.on("renderActorSheet5eCharacterNew", (app, html, data) => {

View file

@ -6,9 +6,10 @@ import ActorSheet5e from "./base.js";
* @extends {ActorSheet5e} * @extends {ActorSheet5e}
*/ */
export default class ActorSheet5eNPCNew extends ActorSheet5e { export default class ActorSheet5eNPCNew extends ActorSheet5e {
/** @override */ /** @override */
get template() { get template() {
if (!game.user.isGM && this.actor.limited) return "systems/sw5e/templates/actors/newActor/limited-sheet.html"; if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/newActor/limited-sheet.html";
return `systems/sw5e/templates/actors/newActor/npc-sheet.html`; return `systems/sw5e/templates/actors/newActor/npc-sheet.html`;
} }
/** @override */ /** @override */
@ -16,13 +17,11 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e {
return mergeObject(super.defaultOptions, { return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "npc"], classes: ["sw5e", "sheet", "actor", "npc"],
width: 800, width: 800,
tabs: [ tabs: [{
{
navSelector: ".root-tabs", navSelector: ".root-tabs",
contentSelector: ".sheet-body", contentSelector: ".sheet-body",
initial: "attributes" initial: "attributes"
} }],
]
}); });
} }
@ -38,41 +37,28 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e {
* @private * @private
*/ */
_prepareItems(data) { _prepareItems(data) {
// Categorize Items as Features and Powers // Categorize Items as Features and Powers
const features = { const features = {
weapons: { weapons: { label: game.i18n.localize("SW5E.AttackPl"), items: [] , hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} },
label: game.i18n.localize("SW5E.AttackPl"), actions: { label: game.i18n.localize("SW5E.ActionPl"), items: [] , hasActions: true, dataset: {type: "feat", "activation.type": "action"} },
items: [], passive: { label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"} },
hasActions: true, equipment: { label: game.i18n.localize("SW5E.Inventory"), items: [], dataset: {type: "loot"}}
dataset: {"type": "weapon", "weapon-type": "natural"}
},
actions: {
label: game.i18n.localize("SW5E.ActionPl"),
items: [],
hasActions: true,
dataset: {"type": "feat", "activation.type": "action"}
},
passive: {label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"}},
equipment: {label: game.i18n.localize("SW5E.Inventory"), items: [], dataset: {type: "loot"}}
}; };
// Start by classifying items into groups for rendering // Start by classifying items into groups for rendering
let [forcepowers, techpowers, other] = data.items.reduce( let [forcepowers, techpowers, other] = data.items.reduce((arr, item) => {
(arr, item) => {
item.img = item.img || CONST.DEFAULT_TOKEN; item.img = item.img || CONST.DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && item.data.quantity !== 1; item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
item.hasUses = item.data.uses && item.data.uses.max > 0; item.hasUses = item.data.uses && (item.data.uses.max > 0);
item.isOnCooldown = item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false);
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.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0; item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type));
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);
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 if (item.type === "power" && ["tec"].includes(item.data.school)) arr[1].push(item);
else arr[2].push(item); else arr[2].push(item);
return arr; return arr;
}, }, [[], [], []]);
[[], [], []]
);
// Apply item filters // Apply item filters
forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook); forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook);
@ -84,12 +70,13 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e {
const techPowerbook = this._preparePowerbook(data, techpowers, "tec"); const techPowerbook = this._preparePowerbook(data, techpowers, "tec");
// Organize Features // Organize Features
for (let item of other) { for ( let item of other ) {
if (item.type === "weapon") features.weapons.items.push(item); if ( item.type === "weapon" ) features.weapons.items.push(item);
else if (item.type === "feat") { else if ( item.type === "feat" ) {
if (item.data.activation.type) features.actions.items.push(item); if ( item.data.activation.type ) features.actions.items.push(item);
else features.passive.items.push(item); else features.passive.items.push(item);
} else features.equipment.items.push(item); }
else features.equipment.items.push(item);
} }
// Assign and return // Assign and return
@ -120,12 +107,13 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e {
/** @override */ /** @override */
async _updateObject(event, formData) { async _updateObject(event, formData) {
// Format NPC Challenge Rating // Format NPC Challenge Rating
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5}; const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
let crv = "data.details.cr"; let crv = "data.details.cr";
let cr = formData[crv]; let cr = formData[crv];
cr = crs[cr] || parseFloat(cr); cr = crs[cr] || parseFloat(cr);
if (cr) formData[crv] = cr < 1 ? cr : parseInt(cr); if ( cr ) formData[crv] = cr < 1 ? cr : parseInt(cr);
// Parent ActorSheet update steps // Parent ActorSheet update steps
return super._updateObject(event, formData); return super._updateObject(event, formData);
@ -151,9 +139,10 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e {
_onRollHPFormula(event) { _onRollHPFormula(event) {
event.preventDefault(); event.preventDefault();
const formula = this.actor.data.data.attributes.hp.formula; const formula = this.actor.data.data.attributes.hp.formula;
if (!formula) return; if ( !formula ) return;
const hp = new Roll(formula).roll().total; const hp = new Roll(formula).roll().total;
AudioHelper.play({src: CONFIG.sounds.dice}); AudioHelper.play({src: CONFIG.sounds.dice});
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp}); this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});
} }
} }

View file

@ -6,9 +6,10 @@ import ActorSheet5e from "./base.js";
* @extends {ActorSheet5e} * @extends {ActorSheet5e}
*/ */
export default class ActorSheet5eStarship extends ActorSheet5e { export default class ActorSheet5eStarship extends ActorSheet5e {
/** @override */ /** @override */
get template() { get template() {
if (!game.user.isGM && this.actor.limited) return "systems/sw5e/templates/actors/newActor/limited-sheet.html"; if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/newActor/limited-sheet.html";
return `systems/sw5e/templates/actors/newActor/starship.html`; return `systems/sw5e/templates/actors/newActor/starship.html`;
} }
/** @override */ /** @override */
@ -16,13 +17,12 @@ export default class ActorSheet5eStarship extends ActorSheet5e {
return mergeObject(super.defaultOptions, { return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "starship"], classes: ["sw5e", "sheet", "actor", "starship"],
width: 800, width: 800,
tabs: [ height: 775,
{ tabs: [{
navSelector: ".root-tabs", navSelector: ".root-tabs",
contentSelector: ".sheet-body", contentSelector: ".sheet-body",
initial: "attributes" initial: "attributes"
} }],
]
}); });
} }
@ -33,47 +33,29 @@ export default class ActorSheet5eStarship extends ActorSheet5e {
* @private * @private
*/ */
_prepareItems(data) { _prepareItems(data) {
// Categorize Items as Features and Powers // Categorize Items as Features and Powers
const features = { const features = {
weapons: { weapons: { label: game.i18n.localize("SW5E.ItemTypeWeaponPl"), items: [], hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} },
label: game.i18n.localize("SW5E.ItemTypeWeaponPl"), passive: { label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"} },
items: [], equipment: { label: game.i18n.localize("SW5E.StarshipEquipment"), items: [], dataset: {type: "equipment"}},
hasActions: true, starshipfeatures: { label: game.i18n.localize("SW5E.StarshipfeaturePl"), items: [], hasActions: true, dataset: {type: "starshipfeature"} },
dataset: {"type": "weapon", "weapon-type": "natural"} starshipmods: { label: game.i18n.localize("SW5E.StarshipmodPl"), items: [], hasActions: false, dataset: {type: "starshipmod"} }
},
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 // Start by classifying items into groups for rendering
let [forcepowers, techpowers, other] = data.items.reduce( let [forcepowers, techpowers, other] = data.items.reduce((arr, item) => {
(arr, item) => {
item.img = item.img || CONST.DEFAULT_TOKEN; item.img = item.img || CONST.DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && item.data.quantity !== 1; item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
item.hasUses = item.data.uses && item.data.uses.max > 0; item.hasUses = item.data.uses && (item.data.uses.max > 0);
item.isOnCooldown = item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false);
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.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0; item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type));
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);
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 if (item.type === "power" && ["tec"].includes(item.data.school)) arr[1].push(item);
else arr[2].push(item); else arr[2].push(item);
return arr; return arr;
}, }, [[], [], []]);
[[], [], []]
);
// Apply item filters // Apply item filters
forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook); forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook);
@ -81,28 +63,32 @@ export default class ActorSheet5eStarship extends ActorSheet5e {
other = this._filterItems(other, this._filters.features); other = this._filterItems(other, this._filters.features);
// Organize Powerbook // Organize Powerbook
// const forcePowerbook = this._preparePowerbook(data, forcepowers, "uni"); // const forcePowerbook = this._preparePowerbook(data, forcepowers, "uni");
// const techPowerbook = this._preparePowerbook(data, techpowers, "tec"); // const techPowerbook = this._preparePowerbook(data, techpowers, "tec");
// Organize Features // Organize Features
for (let item of other) { for ( let item of other ) {
if (item.type === "weapon") features.weapons.items.push(item); if ( item.type === "weapon" ) features.weapons.items.push(item);
else if (item.type === "feat") { else if ( item.type === "feat" ) {
if (item.data.activation.type) features.actions.items.push(item); if ( item.data.activation.type ) features.actions.items.push(item);
else features.passive.items.push(item); else features.passive.items.push(item);
} else if (item.type === "starshipfeature") { }
else if ( item.type === "starshipfeature" ) {
features.starshipfeatures.items.push(item); features.starshipfeatures.items.push(item);
} else if (item.type === "starshipmod") { }
else if ( item.type === "starshipmod" ) {
features.starshipmods.items.push(item); features.starshipmods.items.push(item);
} else features.equipment.items.push(item); }
else features.equipment.items.push(item);
} }
// Assign and return // Assign and return
data.features = Object.values(features); data.features = Object.values(features);
// data.forcePowerbook = forcePowerbook; // data.forcePowerbook = forcePowerbook;
// data.techPowerbook = techPowerbook; // data.techPowerbook = techPowerbook;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */
@ -130,12 +116,13 @@ export default class ActorSheet5eStarship extends ActorSheet5e {
/** @override */ /** @override */
async _updateObject(event, formData) { async _updateObject(event, formData) {
// Format NPC Challenge Rating // Format NPC Challenge Rating
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5}; const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
let crv = "data.details.cr"; let crv = "data.details.cr";
let cr = formData[crv]; let cr = formData[crv];
cr = crs[cr] || parseFloat(cr); cr = crs[cr] || parseFloat(cr);
if (cr) formData[crv] = cr < 1 ? cr : parseInt(cr); if ( cr ) formData[crv] = cr < 1 ? cr : parseInt(cr);
// Parent ActorSheet update steps // Parent ActorSheet update steps
return super._updateObject(event, formData); return super._updateObject(event, formData);
@ -149,6 +136,11 @@ export default class ActorSheet5eStarship extends ActorSheet5e {
activateListeners(html) { activateListeners(html) {
super.activateListeners(html); super.activateListeners(html);
html.find(".health .rollable").click(this._onRollHPFormula.bind(this)); html.find(".health .rollable").click(this._onRollHPFormula.bind(this));
html.find('.refuel').click(this._onIncrementFuelLevel.bind(this));
html.find('.burnfuel').click(this._onDecrementFuelLevel.bind(this));
html.find('#engineslidervalue')[0].addEventListener('input', this._engineSliderUpdate.bind(this));
html.find('#shieldslidervalue')[0].addEventListener('input', this._shieldSliderUpdate.bind(this));
html.find('#weaponslidervalue')[0].addEventListener('input', this._weaponSliderUpdate.bind(this));
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -161,9 +153,101 @@ export default class ActorSheet5eStarship extends ActorSheet5e {
_onRollHPFormula(event) { _onRollHPFormula(event) {
event.preventDefault(); event.preventDefault();
const formula = this.actor.data.data.attributes.hp.formula; const formula = this.actor.data.data.attributes.hp.formula;
if (!formula) return; if ( !formula ) return;
const hp = new Roll(formula).roll().total; const hp = new Roll(formula).roll().total;
AudioHelper.play({src: CONFIG.sounds.dice}); AudioHelper.play({src: CONFIG.sounds.dice});
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp}); this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});
} }
/* -------------------------------------------- */
/**
* Handle refueling a starship
* @param {Event} event The original click event
* @private
*/
_onIncrementFuelLevel(event) {
// event.preventDefault();
// const fuelcaparray = this.actor.data.effects.changes;
// var fuelcappos = fuelcaparray.indexOf('fuel.cap');
// const refuel = this.actor.data.effect.changes[fuelcappos].value;
this.actor.update({"data.attributes.fuel.value": this.actor.data.data.attributes.fuel.cap});
}
/* -------------------------------------------- */
/**
* Handle a starship burning fuel
* @param {Event} event The original click event
* @private
*/
_onDecrementFuelLevel(event) {
// event.preventDefault();
// const fuelcaparray = this.actor.data.effects.changes;
// var fuelcappos = fuelcaparray.indexOf('fuel.cap');
// const refuel = this.actor.data.effect.changes[fuelcappos].value;
this.actor.update({"data.attributes.fuel.value": this.actor.data.data.attributes.fuel.value - 1});
}
_engineSliderUpdate(input) {
var symbol;
var coefficient;
switch(input.target.value) {
case "0":
symbol = "↓";
coefficient = 0.5;
break;
case "1":
symbol = "=";
coefficient = 1;
break;
case "2":
symbol = "↑";
coefficient = 2;
};
let slideroutput = symbol;
document.querySelector('#engineslideroutput').value = slideroutput;
this.actor.update({"data.attributes.power.routing.engines": coefficient});
}
_shieldSliderUpdate(input) {
var symbol;
var coefficient;
switch(input.target.value) {
case "0":
symbol = "↓";
coefficient = 0.5;
break;
case "1":
symbol = "=";
coefficient = 1;
break;
case "2":
symbol = "↑";
coefficient = 2;
};
let slideroutput = symbol;
document.querySelector('#shieldslideroutput').value = slideroutput;
this.actor.update({"data.attributes.power.routing.shields": coefficient});
}
_weaponSliderUpdate(input) {
var symbol;
var coefficient;
switch(input.target.value) {
case "0":
symbol = "↓";
coefficient = 0.5;
break;
case "1":
symbol = "=";
coefficient = 1;
break;
case "2":
symbol = "↑";
coefficient = 2;
};
let slideroutput = symbol;
document.querySelector('#weaponslideroutput').value = slideroutput;
this.actor.update({"data.attributes.power.routing.weapons": coefficient});
}
} }

View file

@ -25,12 +25,13 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** /**
* Creates a new cargo entry for a vehicle Actor. * Creates a new cargo entry for a vehicle Actor.
*/ */
static get newCargo() { static get newCargo() {
return { return {
name: "", name: '',
quantity: 1 quantity: 1
}; };
} }
@ -45,6 +46,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
* @private * @private
*/ */
_computeEncumbrance(totalWeight, actorData) { _computeEncumbrance(totalWeight, actorData) {
// Compute currency weight // Compute currency weight
const totalCoins = Object.values(actorData.data.currency).reduce((acc, denom) => acc + denom, 0); const totalCoins = Object.values(actorData.data.currency).reduce((acc, denom) => acc + denom, 0);
totalWeight += totalCoins / CONFIG.SW5E.encumbrance.currencyPerWeight; totalWeight += totalCoins / CONFIG.SW5E.encumbrance.currencyPerWeight;
@ -61,7 +63,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */
_getMovementSpeed(actorData, largestPrimary = true) { _getMovementSpeed(actorData, largestPrimary=true) {
return super._getMovementSpeed(actorData, largestPrimary); return super._getMovementSpeed(actorData, largestPrimary);
} }
@ -73,24 +75,25 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
* @private * @private
*/ */
_prepareCrewedItem(item) { _prepareCrewedItem(item) {
// Determine crewed status // Determine crewed status
const isCrewed = item.data.crewed; const isCrewed = item.data.crewed;
item.toggleClass = isCrewed ? "active" : ""; item.toggleClass = isCrewed ? 'active' : '';
item.toggleTitle = game.i18n.localize(`SW5E.${isCrewed ? "Crewed" : "Uncrewed"}`); item.toggleTitle = game.i18n.localize(`SW5E.${isCrewed ? 'Crewed' : 'Uncrewed'}`);
// Handle crew actions // Handle crew actions
if (item.type === "feat" && item.data.activation.type === "crew") { if (item.type === 'feat' && item.data.activation.type === 'crew') {
item.crew = item.data.activation.cost; item.crew = item.data.activation.cost;
item.cover = game.i18n.localize(`SW5E.${item.data.cover ? "CoverTotal" : "None"}`); item.cover = game.i18n.localize(`SW5E.${item.data.cover ? 'CoverTotal' : 'None'}`);
if (item.data.cover === 0.5) item.cover = "½"; if (item.data.cover === .5) item.cover = '½';
else if (item.data.cover === 0.75) item.cover = "¾"; else if (item.data.cover === .75) item.cover = '¾';
else if (item.data.cover === null) item.cover = "—"; else if (item.data.cover === null) item.cover = '—';
if (item.crew < 1 || item.crew === null) item.crew = "—"; if (item.crew < 1 || item.crew === null) item.crew = '—';
} }
// Prepare vehicle weapons // Prepare vehicle weapons
if (item.type === "equipment" || item.type === "weapon") { if (item.type === 'equipment' || item.type === 'weapon') {
item.threshold = item.data.hp.dt ? item.data.hp.dt : "—"; item.threshold = item.data.hp.dt ? item.data.hp.dt : '—';
} }
} }
@ -101,125 +104,111 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
* @private * @private
*/ */
_prepareItems(data) { _prepareItems(data) {
const cargoColumns = [ const cargoColumns = [{
{ label: game.i18n.localize('SW5E.Quantity'),
label: game.i18n.localize("SW5E.Quantity"), css: 'item-qty',
css: "item-qty", property: 'quantity',
property: "quantity", editable: 'Number'
editable: "Number" }];
}
];
const equipmentColumns = [ const equipmentColumns = [{
{ label: game.i18n.localize('SW5E.Quantity'),
label: game.i18n.localize("SW5E.Quantity"), css: 'item-qty',
css: "item-qty", property: 'data.quantity'
property: "data.quantity" }, {
}, label: game.i18n.localize('SW5E.AC'),
{ css: 'item-ac',
label: game.i18n.localize("SW5E.AC"), property: 'data.armor.value'
css: "item-ac", }, {
property: "data.armor.value" label: game.i18n.localize('SW5E.HP'),
}, css: 'item-hp',
{ property: 'data.hp.value',
label: game.i18n.localize("SW5E.HP"), editable: 'Number'
css: "item-hp", }, {
property: "data.hp.value", label: game.i18n.localize('SW5E.Threshold'),
editable: "Number" css: 'item-threshold',
}, property: 'threshold'
{ }];
label: game.i18n.localize("SW5E.Threshold"),
css: "item-threshold",
property: "threshold"
}
];
const features = { const features = {
actions: { actions: {
label: game.i18n.localize("SW5E.ActionPl"), label: game.i18n.localize('SW5E.ActionPl'),
items: [], items: [],
crewable: true, crewable: true,
dataset: {"type": "feat", "activation.type": "crew"}, dataset: {type: 'feat', 'activation.type': 'crew'},
columns: [ columns: [{
{ label: game.i18n.localize('SW5E.VehicleCrew'),
label: game.i18n.localize("SW5E.VehicleCrew"), css: 'item-crew',
css: "item-crew", property: 'crew'
property: "crew" }, {
}, label: game.i18n.localize('SW5E.Cover'),
{ css: 'item-cover',
label: game.i18n.localize("SW5E.Cover"), property: 'cover'
css: "item-cover", }]
property: "cover"
}
]
}, },
equipment: { equipment: {
label: game.i18n.localize("SW5E.ItemTypeEquipment"), label: game.i18n.localize('SW5E.ItemTypeEquipment'),
items: [], items: [],
crewable: true, crewable: true,
dataset: {"type": "equipment", "armor.type": "vehicle"}, dataset: {type: 'equipment', 'armor.type': 'vehicle'},
columns: equipmentColumns columns: equipmentColumns
}, },
passive: { passive: {
label: game.i18n.localize("SW5E.Features"), label: game.i18n.localize('SW5E.Features'),
items: [], items: [],
dataset: {type: "feat"} dataset: {type: 'feat'}
}, },
reactions: { reactions: {
label: game.i18n.localize("SW5E.ReactionPl"), label: game.i18n.localize('SW5E.ReactionPl'),
items: [], items: [],
dataset: {"type": "feat", "activation.type": "reaction"} dataset: {type: 'feat', 'activation.type': 'reaction'}
}, },
weapons: { weapons: {
label: game.i18n.localize("SW5E.ItemTypeWeaponPl"), label: game.i18n.localize('SW5E.ItemTypeWeaponPl'),
items: [], items: [],
crewable: true, crewable: true,
dataset: {"type": "weapon", "weapon-type": "siege"}, dataset: {type: 'weapon', 'weapon-type': 'siege'},
columns: equipmentColumns columns: equipmentColumns
} }
}; };
const cargo = { const cargo = {
crew: { crew: {
label: game.i18n.localize("SW5E.VehicleCrew"), label: game.i18n.localize('SW5E.VehicleCrew'),
items: data.data.cargo.crew, items: data.data.cargo.crew,
css: "cargo-row crew", css: 'cargo-row crew',
editableName: true, editableName: true,
dataset: {type: "crew"}, dataset: {type: 'crew'},
columns: cargoColumns columns: cargoColumns
}, },
passengers: { passengers: {
label: game.i18n.localize("SW5E.VehiclePassengers"), label: game.i18n.localize('SW5E.VehiclePassengers'),
items: data.data.cargo.passengers, items: data.data.cargo.passengers,
css: "cargo-row passengers", css: 'cargo-row passengers',
editableName: true, editableName: true,
dataset: {type: "passengers"}, dataset: {type: 'passengers'},
columns: cargoColumns columns: cargoColumns
}, },
cargo: { cargo: {
label: game.i18n.localize("SW5E.VehicleCargo"), label: game.i18n.localize('SW5E.VehicleCargo'),
items: [], items: [],
dataset: {type: "loot"}, dataset: {type: 'loot'},
columns: [ columns: [{
{ label: game.i18n.localize('SW5E.Quantity'),
label: game.i18n.localize("SW5E.Quantity"), css: 'item-qty',
css: "item-qty", property: 'data.quantity',
property: "data.quantity", editable: 'Number'
editable: "Number" }, {
}, label: game.i18n.localize('SW5E.Price'),
{ css: 'item-price',
label: game.i18n.localize("SW5E.Price"), property: 'data.price',
css: "item-price", editable: 'Number'
property: "data.price", }, {
editable: "Number" label: game.i18n.localize('SW5E.Weight'),
}, css: 'item-weight',
{ property: 'data.weight',
label: game.i18n.localize("SW5E.Weight"), editable: 'Number'
css: "item-weight", }]
property: "data.weight",
editable: "Number"
}
]
} }
}; };
@ -230,14 +219,14 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
// Handle cargo explicitly // Handle cargo explicitly
const isCargo = item.flags.sw5e?.vehicleCargo === true; const isCargo = item.flags.sw5e?.vehicleCargo === true;
if (isCargo) { if ( isCargo ) {
totalWeight += (item.data.weight || 0) * item.data.quantity; totalWeight += (item.data.weight || 0) * item.data.quantity;
cargo.cargo.items.push(item); cargo.cargo.items.push(item);
continue; continue;
} }
// Handle non-cargo item types // Handle non-cargo item types
switch (item.type) { switch ( item.type ) {
case "weapon": case "weapon":
features.weapons.items.push(item); features.weapons.items.push(item);
break; break;
@ -245,9 +234,8 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
features.equipment.items.push(item); features.equipment.items.push(item);
break; break;
case "feat": case "feat":
if (!item.data.activation.type || item.data.activation.type === "none") if ( !item.data.activation.type || (item.data.activation.type === "none") ) features.passive.items.push(item);
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); else features.actions.items.push(item);
break; break;
default: default:
@ -271,21 +259,21 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
super.activateListeners(html); super.activateListeners(html);
if (!this.isEditable) return; if (!this.isEditable) return;
html.find(".item-toggle").click(this._onToggleItem.bind(this)); html.find('.item-toggle').click(this._onToggleItem.bind(this));
html.find(".item-hp input") html.find('.item-hp input')
.click((evt) => evt.target.select()) .click(evt => evt.target.select())
.change(this._onHPChange.bind(this)); .change(this._onHPChange.bind(this));
html.find(".item:not(.cargo-row) input[data-property]") html.find('.item:not(.cargo-row) input[data-property]')
.click((evt) => evt.target.select()) .click(evt => evt.target.select())
.change(this._onEditInSheet.bind(this)); .change(this._onEditInSheet.bind(this));
html.find(".cargo-row input") html.find('.cargo-row input')
.click((evt) => evt.target.select()) .click(evt => evt.target.select())
.change(this._onCargoRowChange.bind(this)); .change(this._onCargoRowChange.bind(this));
if (this.actor.data.data.attributes.actions.stations) { if (this.actor.data.data.attributes.actions.stations) {
html.find(".counter.actions, .counter.action-thresholds").hide(); html.find('.counter.actions, .counter.action-thresholds').hide();
} }
} }
@ -300,9 +288,9 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
_onCargoRowChange(event) { _onCargoRowChange(event) {
event.preventDefault(); event.preventDefault();
const target = event.currentTarget; const target = event.currentTarget;
const row = target.closest(".item"); const row = target.closest('.item');
const idx = Number(row.dataset.itemId); const idx = Number(row.dataset.itemId);
const property = row.classList.contains("crew") ? "crew" : "passengers"; const property = row.classList.contains('crew') ? 'crew' : 'passengers';
// Get the cargo entry // Get the cargo entry
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[property]); const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[property]);
@ -310,10 +298,10 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
if (!entry) return null; if (!entry) return null;
// Update the cargo value // Update the cargo value
const key = target.dataset.property || "name"; const key = target.dataset.property || 'name';
const type = target.dataset.dtype; const type = target.dataset.dtype;
let value = target.value; let value = target.value;
if (type === "Number") value = Number(value); if (type === 'Number') value = Number(value);
entry[key] = value; entry[key] = value;
// Perform the Actor update // Perform the Actor update
@ -330,18 +318,14 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
*/ */
_onEditInSheet(event) { _onEditInSheet(event) {
event.preventDefault(); event.preventDefault();
const itemID = event.currentTarget.closest(".item").dataset.itemId; const itemID = event.currentTarget.closest('.item').dataset.itemId;
const item = this.actor.items.get(itemID); const item = this.actor.items.get(itemID);
const property = event.currentTarget.dataset.property; const property = event.currentTarget.dataset.property;
const type = event.currentTarget.dataset.dtype; const type = event.currentTarget.dataset.dtype;
let value = event.currentTarget.value; let value = event.currentTarget.value;
switch (type) { switch (type) {
case "Number": case 'Number': value = parseInt(value); break;
value = parseInt(value); case 'Boolean': value = value === 'true'; break;
break;
case "Boolean":
value = value === "true";
break;
} }
return item.update({[`${property}`]: value}); return item.update({[`${property}`]: value});
} }
@ -358,7 +342,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
event.preventDefault(); event.preventDefault();
const target = event.currentTarget; const target = event.currentTarget;
const type = target.dataset.type; const type = target.dataset.type;
if (type === "crew" || type === "passengers") { if (type === 'crew' || type === 'passengers') {
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]); const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]);
cargo.push(this.constructor.newCargo); cargo.push(this.constructor.newCargo);
return this.actor.update({[`data.cargo.${type}`]: cargo}); return this.actor.update({[`data.cargo.${type}`]: cargo});
@ -376,10 +360,10 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
*/ */
_onItemDelete(event) { _onItemDelete(event) {
event.preventDefault(); event.preventDefault();
const row = event.currentTarget.closest(".item"); const row = event.currentTarget.closest('.item');
if (row.classList.contains("cargo-row")) { if (row.classList.contains('cargo-row')) {
const idx = Number(row.dataset.itemId); const idx = Number(row.dataset.itemId);
const type = row.classList.contains("crew") ? "crew" : "passengers"; const type = row.classList.contains('crew') ? 'crew' : 'passengers';
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx); const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx);
return this.actor.update({[`data.cargo.${type}`]: cargo}); return this.actor.update({[`data.cargo.${type}`]: cargo});
} }
@ -392,7 +376,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
/** @override */ /** @override */
async _onDropItemCreate(itemData) { async _onDropItemCreate(itemData) {
const cargoTypes = ["weapon", "equipment", "consumable", "tool", "loot", "backpack"]; const cargoTypes = ["weapon", "equipment", "consumable", "tool", "loot", "backpack"];
const isCargo = cargoTypes.includes(itemData.type) && this._tabs[0].active === "cargo"; const isCargo = cargoTypes.includes(itemData.type) && (this._tabs[0].active === "cargo");
foundry.utils.setProperty(itemData, "flags.sw5e.vehicleCargo", isCargo); foundry.utils.setProperty(itemData, "flags.sw5e.vehicleCargo", isCargo);
return super._onDropItemCreate(itemData); return super._onDropItemCreate(itemData);
} }
@ -407,11 +391,11 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
*/ */
_onHPChange(event) { _onHPChange(event) {
event.preventDefault(); event.preventDefault();
const itemID = event.currentTarget.closest(".item").dataset.itemId; const itemID = event.currentTarget.closest('.item').dataset.itemId;
const item = this.actor.items.get(itemID); const item = this.actor.items.get(itemID);
const hp = Math.clamped(0, parseInt(event.currentTarget.value), item.data.data.hp.max); const hp = Math.clamped(0, parseInt(event.currentTarget.value), item.data.data.hp.max);
event.currentTarget.value = hp; event.currentTarget.value = hp;
return item.update({"data.hp.value": hp}); return item.update({'data.hp.value': hp});
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -424,9 +408,9 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
*/ */
_onToggleItem(event) { _onToggleItem(event) {
event.preventDefault(); event.preventDefault();
const itemID = event.currentTarget.closest(".item").dataset.itemId; const itemID = event.currentTarget.closest('.item').dataset.itemId;
const item = this.actor.items.get(itemID); const item = this.actor.items.get(itemID);
const crewed = !!item.data.data.crewed; const crewed = !!item.data.data.crewed;
return item.update({"data.crewed": !crewed}); return item.update({'data.crewed': !crewed});
} }
} };

View file

@ -5,7 +5,7 @@ import ActorHitDiceConfig from "../../../apps/hit-dice-config.js";
import ActorMovementConfig from "../../../apps/movement-config.js"; import ActorMovementConfig from "../../../apps/movement-config.js";
import ActorSensesConfig from "../../../apps/senses-config.js"; import ActorSensesConfig from "../../../apps/senses-config.js";
import ActorTypeConfig from "../../../apps/actor-type.js"; import ActorTypeConfig from "../../../apps/actor-type.js";
import {SW5E} from "../../../config.js"; import {SW5E} from '../../../config.js';
import {onManageActiveEffect, prepareActiveEffectCategories} from "../../../effects.js"; import {onManageActiveEffect, prepareActiveEffectCategories} from "../../../effects.js";
/** /**
@ -54,9 +54,10 @@ export default class ActorSheet5e extends ActorSheet {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */
get template() { get template() {
if (!game.user.isGM && this.actor.limited) return "systems/sw5e/templates/actors/oldActor/limited-sheet.html"; if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/oldActor/limited-sheet.html";
return `systems/sw5e/templates/actors/oldActor/${this.actor.data.type}-sheet.html`; return `systems/sw5e/templates/actors/oldActor/${this.actor.data.type}-sheet.html`;
} }
@ -64,6 +65,7 @@ export default class ActorSheet5e extends ActorSheet {
/** @override */ /** @override */
getData(options) { getData(options) {
// Basic data // Basic data
let isOwner = this.actor.isOwner; let isOwner = this.actor.isOwner;
const data = { const data = {
@ -75,7 +77,7 @@ export default class ActorSheet5e extends ActorSheet {
isCharacter: this.actor.type === "character", isCharacter: this.actor.type === "character",
isNPC: this.actor.type === "npc", isNPC: this.actor.type === "npc",
isStarship: this.actor.type === "starship", isStarship: this.actor.type === "starship",
isVehicle: this.actor.type === "vehicle", isVehicle: this.actor.type === 'vehicle',
config: CONFIG.SW5E, config: CONFIG.SW5E,
rollData: this.actor.getRollData.bind(this.actor) rollData: this.actor.getRollData.bind(this.actor)
}; };
@ -87,7 +89,7 @@ export default class ActorSheet5e extends ActorSheet {
// Owned Items // Owned Items
data.items = actorData.items; data.items = actorData.items;
for (let i of data.items) { for ( let i of data.items ) {
const item = this.actor.items.get(i._id); const item = this.actor.items.get(i._id);
i.labels = item.labels; i.labels = item.labels;
} }
@ -98,7 +100,7 @@ export default class ActorSheet5e extends ActorSheet {
data.filters = this._filters; data.filters = this._filters;
// Ability Scores // Ability Scores
for (let [a, abl] of Object.entries(actorData.data.abilities)) { for ( let [a, abl] of Object.entries(actorData.data.abilities)) {
abl.icon = this._getProficiencyIcon(abl.proficient); abl.icon = this._getProficiencyIcon(abl.proficient);
abl.hover = CONFIG.SW5E.proficiencyLevels[abl.proficient]; abl.hover = CONFIG.SW5E.proficiencyLevels[abl.proficient];
abl.label = CONFIG.SW5E.abilities[a]; abl.label = CONFIG.SW5E.abilities[a];
@ -106,7 +108,7 @@ export default class ActorSheet5e extends ActorSheet {
// Skills // Skills
if (actorData.data.skills) { if (actorData.data.skills) {
for (let [s, skl] of Object.entries(actorData.data.skills)) { for ( let [s, skl] of Object.entries(actorData.data.skills)) {
skl.ability = CONFIG.SW5E.abilityAbbreviations[skl.ability]; skl.ability = CONFIG.SW5E.abilityAbbreviations[skl.ability];
skl.icon = this._getProficiencyIcon(skl.value); skl.icon = this._getProficiencyIcon(skl.value);
skl.hover = CONFIG.SW5E.proficiencyLevels[skl.value]; skl.hover = CONFIG.SW5E.proficiencyLevels[skl.value];
@ -130,7 +132,7 @@ export default class ActorSheet5e extends ActorSheet {
data.effects = prepareActiveEffectCategories(this.actor.effects); data.effects = prepareActiveEffectCategories(this.actor.effects);
// Return data to the sheet // Return data to the sheet
return data; return data
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -142,42 +144,38 @@ export default class ActorSheet5e extends ActorSheet {
* @returns {{primary: string, special: string}} * @returns {{primary: string, special: string}}
* @private * @private
*/ */
_getMovementSpeed(actorData, largestPrimary = false) { _getMovementSpeed(actorData, largestPrimary=false) {
const movement = actorData.data.attributes.movement || {}; const movement = actorData.data.attributes.movement || {};
// Prepare an array of available movement speeds // Prepare an array of available movement speeds
let speeds = [ let speeds = [
[movement.burrow, `${game.i18n.localize("SW5E.MovementBurrow")} ${movement.burrow}`], [movement.burrow, `${game.i18n.localize("SW5E.MovementBurrow")} ${movement.burrow}`],
[movement.climb, `${game.i18n.localize("SW5E.MovementClimb")} ${movement.climb}`], [movement.climb, `${game.i18n.localize("SW5E.MovementClimb")} ${movement.climb}`],
[ [movement.fly, `${game.i18n.localize("SW5E.MovementFly")} ${movement.fly}` + (movement.hover ? ` (${game.i18n.localize("SW5E.MovementHover")})` : "")],
movement.fly,
`${game.i18n.localize("SW5E.MovementFly")} ${movement.fly}` +
(movement.hover ? ` (${game.i18n.localize("SW5E.MovementHover")})` : "")
],
[movement.swim, `${game.i18n.localize("SW5E.MovementSwim")} ${movement.swim}`] [movement.swim, `${game.i18n.localize("SW5E.MovementSwim")} ${movement.swim}`]
]; ]
if (largestPrimary) { if ( largestPrimary ) {
speeds.push([movement.walk, `${game.i18n.localize("SW5E.MovementWalk")} ${movement.walk}`]); speeds.push([movement.walk, `${game.i18n.localize("SW5E.MovementWalk")} ${movement.walk}`]);
} }
// Filter and sort speeds on their values // Filter and sort speeds on their values
speeds = speeds.filter((s) => !!s[0]).sort((a, b) => b[0] - a[0]); speeds = speeds.filter(s => !!s[0]).sort((a, b) => b[0] - a[0]);
// Case 1: Largest as primary // Case 1: Largest as primary
if (largestPrimary) { if ( largestPrimary ) {
let primary = speeds.shift(); let primary = speeds.shift();
return { return {
primary: `${primary ? primary[1] : "0"} ${movement.units}`, primary: `${primary ? primary[1] : "0"} ${movement.units}`,
special: speeds.map((s) => s[1]).join(", ") special: speeds.map(s => s[1]).join(", ")
}; }
} }
// Case 2: Walk as primary // Case 2: Walk as primary
else { else {
return { return {
primary: `${movement.walk || 0} ${movement.units}`, primary: `${movement.walk || 0} ${movement.units}`,
special: speeds.length ? speeds.map((s) => s[1]).join(", ") : "" special: speeds.length ? speeds.map(s => s[1]).join(", ") : ""
}; }
} }
} }
@ -186,12 +184,12 @@ export default class ActorSheet5e extends ActorSheet {
_getSenses(actorData) { _getSenses(actorData) {
const senses = actorData.data.attributes.senses || {}; const senses = actorData.data.attributes.senses || {};
const tags = {}; const tags = {};
for (let [k, label] of Object.entries(CONFIG.SW5E.senses)) { for ( let [k, label] of Object.entries(CONFIG.SW5E.senses) ) {
const v = senses[k] ?? 0; const v = senses[k] ?? 0
if (v === 0) continue; if ( v === 0 ) continue;
tags[k] = `${game.i18n.localize(label)} ${v} ${senses.units}`; tags[k] = `${game.i18n.localize(label)} ${v} ${senses.units}`;
} }
if (!!senses.special) tags["special"] = senses.special; if ( !!senses.special ) tags["special"] = senses.special;
return tags; return tags;
} }
@ -204,20 +202,20 @@ export default class ActorSheet5e extends ActorSheet {
*/ */
_prepareTraits(traits) { _prepareTraits(traits) {
const map = { const map = {
dr: CONFIG.SW5E.damageResistanceTypes, "dr": CONFIG.SW5E.damageResistanceTypes,
di: CONFIG.SW5E.damageResistanceTypes, "di": CONFIG.SW5E.damageResistanceTypes,
dv: CONFIG.SW5E.damageResistanceTypes, "dv": CONFIG.SW5E.damageResistanceTypes,
ci: CONFIG.SW5E.conditionTypes, "ci": CONFIG.SW5E.conditionTypes,
languages: CONFIG.SW5E.languages, "languages": CONFIG.SW5E.languages,
armorProf: CONFIG.SW5E.armorProficiencies, "armorProf": CONFIG.SW5E.armorProficiencies,
weaponProf: CONFIG.SW5E.weaponProficiencies, "weaponProf": CONFIG.SW5E.weaponProficiencies,
toolProf: CONFIG.SW5E.toolProficiencies "toolProf": CONFIG.SW5E.toolProficiencies
}; };
for (let [t, choices] of Object.entries(map)) { for ( let [t, choices] of Object.entries(map) ) {
const trait = traits[t]; const trait = traits[t];
if (!trait) continue; if ( !trait ) continue;
let values = []; let values = [];
if (trait.value) { if ( trait.value ) {
values = trait.value instanceof Array ? trait.value : [trait.value]; values = trait.value instanceof Array ? trait.value : [trait.value];
} }
trait.selected = values.reduce((obj, t) => { trait.selected = values.reduce((obj, t) => {
@ -226,8 +224,8 @@ export default class ActorSheet5e extends ActorSheet {
}, {}); }, {});
// Add custom entry // Add custom entry
if (trait.custom) { if ( trait.custom ) {
trait.custom.split(";").forEach((c, i) => (trait.selected[`custom${i + 1}`] = c.trim())); trait.custom.split(";").forEach((c, i) => trait.selected[`custom${i+1}`] = c.trim());
} }
trait.cssClass = !isObjectEmpty(trait.selected) ? "" : "inactive"; trait.cssClass = !isObjectEmpty(trait.selected) ? "" : "inactive";
} }
@ -248,9 +246,9 @@ export default class ActorSheet5e extends ActorSheet {
// Define some mappings // Define some mappings
const sections = { const sections = {
atwill: -20, "atwill": -20,
innate: -10, "innate": -10,
pact: 0.5 "pact": 0.5
}; };
// Label power slot uses headers // Label power slot uses headers
@ -261,13 +259,13 @@ export default class ActorSheet5e extends ActorSheet {
}; };
// Format a powerbook entry for a certain indexed level // Format a powerbook entry for a certain indexed level
const registerSection = (sl, i, label, {prepMode = "prepared", value, max, override} = {}) => { const registerSection = (sl, i, label, {prepMode="prepared", value, max, override}={}) => {
powerbook[i] = { powerbook[i] = {
order: i, order: i,
label: label, label: label,
usesSlots: i > 0, usesSlots: i > 0,
canCreate: owner, canCreate: owner,
canPrepare: data.actor.type === "character" && i >= 1, canPrepare: (data.actor.type === "character") && (i >= 1),
powers: [], powers: [],
uses: useLabels[i] || value || 0, uses: useLabels[i] || value || 0,
slots: useLabels[i] || max || 0, slots: useLabels[i] || max || 0,
@ -279,14 +277,14 @@ export default class ActorSheet5e extends ActorSheet {
// Determine the maximum power level which has a slot // Determine the maximum power level which has a slot
const maxLevel = Array.fromRange(10).reduce((max, i) => { const maxLevel = Array.fromRange(10).reduce((max, i) => {
if (i === 0) return max; if ( i === 0 ) return max;
const level = levels[`power${i}`]; const level = levels[`power${i}`];
if ((level.max || level.override) && i > max) max = i; if ( (level.max || level.override ) && ( i > max ) ) max = i;
return max; return max;
}, 0); }, 0);
// Level-based powercasters have cantrips and leveled slots // Level-based powercasters have cantrips and leveled slots
if (maxLevel > 0) { if ( maxLevel > 0 ) {
registerSection("power0", 0, CONFIG.SW5E.powerLevels[0]); registerSection("power0", 0, CONFIG.SW5E.powerLevels[0]);
for (let lvl = 1; lvl <= maxLevel; lvl++) { for (let lvl = 1; lvl <= maxLevel; lvl++) {
const sl = `power${lvl}`; const sl = `power${lvl}`;
@ -296,8 +294,8 @@ export default class ActorSheet5e extends ActorSheet {
// Pact magic users have cantrips and a pact magic section // Pact magic users have cantrips and a pact magic section
// TODO: Check if this is needed, we've removed pacts everywhere else // TODO: Check if this is needed, we've removed pacts everywhere else
if (levels.pact && levels.pact.max) { if ( levels.pact && levels.pact.max ) {
if (!powerbook["0"]) registerSection("power0", 0, CONFIG.SW5E.powerLevels[0]); if ( !powerbook["0"] ) registerSection("power0", 0, CONFIG.SW5E.powerLevels[0]);
const l = levels.pact; const l = levels.pact;
const config = CONFIG.SW5E.powerPreparationModes.pact; const config = CONFIG.SW5E.powerPreparationModes.pact;
const level = game.i18n.localize(`SW5E.PowerLevel${levels.pact.level}`); const level = game.i18n.localize(`SW5E.PowerLevel${levels.pact.level}`);
@ -311,15 +309,15 @@ export default class ActorSheet5e extends ActorSheet {
} }
// Iterate over every power item, adding powers to the powerbook by section // Iterate over every power item, adding powers to the powerbook by section
powers.forEach((power) => { powers.forEach(power => {
const mode = power.data.preparation.mode || "prepared"; const mode = power.data.preparation.mode || "prepared";
let s = power.data.level || 0; let s = power.data.level || 0;
const sl = `power${s}`; const sl = `power${s}`;
// Specialized powercasting modes (if they exist) // Specialized powercasting modes (if they exist)
if (mode in sections) { if ( mode in sections ) {
s = sections[mode]; s = sections[mode];
if (!powerbook[s]) { if ( !powerbook[s] ){
const l = levels[mode] || {}; const l = levels[mode] || {};
const config = CONFIG.SW5E.powerPreparationModes[mode]; const config = CONFIG.SW5E.powerPreparationModes[mode];
registerSection(mode, s, config, { registerSection(mode, s, config, {
@ -332,7 +330,7 @@ export default class ActorSheet5e extends ActorSheet {
} }
// Sections for higher-level powers which the caster "should not" have, but power items exist for // Sections for higher-level powers which the caster "should not" have, but power items exist for
else if (!powerbook[s]) { else if ( !powerbook[s] ) {
registerSection(sl, s, CONFIG.SW5E.powerLevels[s], {levels: levels[sl]}); registerSection(sl, s, CONFIG.SW5E.powerLevels[s], {levels: levels[sl]});
} }
@ -354,32 +352,32 @@ export default class ActorSheet5e extends ActorSheet {
* @private * @private
*/ */
_filterItems(items, filters) { _filterItems(items, filters) {
return items.filter((item) => { return items.filter(item => {
const data = item.data; const data = item.data;
// Action usage // Action usage
for (let f of ["action", "bonus", "reaction"]) { for ( let f of ["action", "bonus", "reaction"] ) {
if (filters.has(f)) { if ( filters.has(f) ) {
if (data.activation && data.activation.type !== f) return false; if ((data.activation && (data.activation.type !== f))) return false;
} }
} }
// Power-specific filters // Power-specific filters
if (filters.has("ritual")) { if ( filters.has("ritual") ) {
if (data.components.ritual !== true) return false; if (data.components.ritual !== true) return false;
} }
if (filters.has("concentration")) { if ( filters.has("concentration") ) {
if (data.components.concentration !== true) return false; if (data.components.concentration !== true) return false;
} }
if (filters.has("prepared")) { if ( filters.has("prepared") ) {
if (data.level === 0 || ["innate", "always"].includes(data.preparation.mode)) return true; if ( data.level === 0 || ["innate", "always"].includes(data.preparation.mode) ) return true;
if (this.actor.data.type === "npc") return true; if ( this.actor.data.type === "npc" ) return true;
return data.preparation.prepared; return data.preparation.prepared;
} }
// Equipment-specific filters // Equipment-specific filters
if (filters.has("equipped")) { if ( filters.has("equipped") ) {
if (data.equipped !== true) return false; if ( data.equipped !== true ) return false;
} }
return true; return true;
}); });
@ -407,59 +405,61 @@ export default class ActorSheet5e extends ActorSheet {
/** @inheritdoc */ /** @inheritdoc */
activateListeners(html) { activateListeners(html) {
// Activate Item Filters // Activate Item Filters
const filterLists = html.find(".filter-list"); const filterLists = html.find(".filter-list");
filterLists.each(this._initializeFilterItemList.bind(this)); filterLists.each(this._initializeFilterItemList.bind(this));
filterLists.on("click", ".filter-item", this._onToggleFilter.bind(this)); filterLists.on("click", ".filter-item", this._onToggleFilter.bind(this));
// Item summaries // Item summaries
html.find(".item .item-name.rollable h4").click((event) => this._onItemSummary(event)); html.find('.item .item-name.rollable h4').click(event => this._onItemSummary(event));
// View Item Sheets // View Item Sheets
html.find(".item-edit").click(this._onItemEdit.bind(this)); html.find('.item-edit').click(this._onItemEdit.bind(this));
// Editable Only Listeners // Editable Only Listeners
if (this.isEditable) { if ( this.isEditable ) {
// Input focus and update // Input focus and update
const inputs = html.find("input"); const inputs = html.find("input");
inputs.focus((ev) => ev.currentTarget.select()); inputs.focus(ev => ev.currentTarget.select());
inputs.addBack().find('[data-dtype="Number"]').change(this._onChangeInputDelta.bind(this)); inputs.addBack().find('[data-dtype="Number"]').change(this._onChangeInputDelta.bind(this));
// Ability Proficiency // Ability Proficiency
html.find(".ability-proficiency").click(this._onToggleAbilityProficiency.bind(this)); html.find('.ability-proficiency').click(this._onToggleAbilityProficiency.bind(this));
// Toggle Skill Proficiency // Toggle Skill Proficiency
html.find(".skill-proficiency").on("click contextmenu", this._onCycleSkillProficiency.bind(this)); html.find('.skill-proficiency').on("click contextmenu", this._onCycleSkillProficiency.bind(this));
// Trait Selector // Trait Selector
html.find(".trait-selector").click(this._onTraitSelector.bind(this)); html.find('.trait-selector').click(this._onTraitSelector.bind(this));
// Configure Special Flags // Configure Special Flags
html.find(".config-button").click(this._onConfigMenu.bind(this)); html.find('.config-button').click(this._onConfigMenu.bind(this));
// Owned Item management // Owned Item management
html.find(".item-create").click(this._onItemCreate.bind(this)); html.find('.item-create').click(this._onItemCreate.bind(this));
html.find(".item-delete").click(this._onItemDelete.bind(this)); html.find('.item-delete').click(this._onItemDelete.bind(this));
html.find(".item-uses input") html.find('.item-uses input').click(ev => ev.target.select()).change(this._onUsesChange.bind(this));
.click((ev) => ev.target.select()) html.find('.slot-max-override').click(this._onPowerSlotOverride.bind(this));
.change(this._onUsesChange.bind(this));
html.find(".slot-max-override").click(this._onPowerSlotOverride.bind(this));
// Active Effect management // Active Effect management
html.find(".effect-control").click((ev) => onManageActiveEffect(ev, this.actor)); html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.actor));
} }
// Owner Only Listeners // Owner Only Listeners
if (this.actor.isOwner) { if ( this.actor.isOwner ) {
// Ability Checks // Ability Checks
html.find(".ability-name").click(this._onRollAbilityTest.bind(this)); html.find('.ability-name').click(this._onRollAbilityTest.bind(this));
// Roll Skill Checks // Roll Skill Checks
html.find(".skill-name").click(this._onRollSkillCheck.bind(this)); html.find('.skill-name').click(this._onRollSkillCheck.bind(this));
// Item Rolling // Item Rolling
html.find(".item .item-image").click((event) => this._onItemRoll(event)); html.find('.item .item-image').click(event => this._onItemRoll(event));
html.find(".item .item-recharge").click((event) => this._onItemRecharge(event)); html.find('.item .item-recharge').click(event => this._onItemRecharge(event));
} }
// Otherwise remove rollable classes // Otherwise remove rollable classes
@ -480,8 +480,8 @@ export default class ActorSheet5e extends ActorSheet {
_initializeFilterItemList(i, ul) { _initializeFilterItemList(i, ul) {
const set = this._filters[ul.dataset.filter]; const set = this._filters[ul.dataset.filter];
const filters = ul.querySelectorAll(".filter-item"); const filters = ul.querySelectorAll(".filter-item");
for (let li of filters) { for ( let li of filters ) {
if (set.has(li.dataset.filter)) li.classList.add("active"); if ( set.has(li.dataset.filter) ) li.classList.add("active");
} }
} }
@ -497,10 +497,10 @@ export default class ActorSheet5e extends ActorSheet {
_onChangeInputDelta(event) { _onChangeInputDelta(event) {
const input = event.target; const input = event.target;
const value = input.value; const value = input.value;
if (["+", "-"].includes(value[0])) { if ( ["+", "-"].includes(value[0]) ) {
let delta = parseFloat(value); let delta = parseFloat(value);
input.value = getProperty(this.actor.data, input.name) + delta; input.value = getProperty(this.actor.data, input.name) + delta;
} else if (value[0] === "=") { } else if ( value[0] === "=" ) {
input.value = value.slice(1); input.value = value.slice(1);
} }
} }
@ -516,7 +516,7 @@ export default class ActorSheet5e extends ActorSheet {
event.preventDefault(); event.preventDefault();
const button = event.currentTarget; const button = event.currentTarget;
let app; let app;
switch (button.dataset.action) { switch ( button.dataset.action ) {
case "hit-dice": case "hit-dice":
app = new ActorHitDiceConfig(this.object); app = new ActorHitDiceConfig(this.object);
break; break;
@ -553,10 +553,10 @@ export default class ActorSheet5e extends ActorSheet {
let idx = levels.indexOf(level); let idx = levels.indexOf(level);
// Toggle next level - forward on click, backwards on right // Toggle next level - forward on click, backwards on right
if (event.type === "click") { if ( event.type === "click" ) {
field.val(levels[idx === levels.length - 1 ? 0 : idx + 1]); field.val(levels[(idx === levels.length - 1) ? 0 : idx + 1]);
} else if (event.type === "contextmenu") { } else if ( event.type === "contextmenu" ) {
field.val(levels[idx === 0 ? levels.length - 1 : idx - 1]); field.val(levels[(idx === 0) ? levels.length - 1 : idx - 1]);
} }
// Update the field value and save the form // Update the field value and save the form
@ -567,51 +567,49 @@ export default class ActorSheet5e extends ActorSheet {
/** @override */ /** @override */
async _onDropActor(event, data) { async _onDropActor(event, data) {
const canPolymorph = game.user.isGM || (this.actor.isOwner && game.settings.get("sw5e", "allowPolymorphing")); const canPolymorph = game.user.isGM || (this.actor.isOwner && game.settings.get('sw5e', 'allowPolymorphing'));
if (!canPolymorph) return false; if ( !canPolymorph ) return false;
// Get the target actor // Get the target actor
let sourceActor = null; let sourceActor = null;
if (data.pack) { if (data.pack) {
const pack = game.packs.find((p) => p.collection === data.pack); const pack = game.packs.find(p => p.collection === data.pack);
sourceActor = await pack.getEntity(data.id); sourceActor = await pack.getEntity(data.id);
} else { } else {
sourceActor = game.actors.get(data.id); sourceActor = game.actors.get(data.id);
} }
if (!sourceActor) return; if ( !sourceActor ) return;
// Define a function to record polymorph settings for future use // Define a function to record polymorph settings for future use
const rememberOptions = (html) => { const rememberOptions = html => {
const options = {}; const options = {};
html.find("input").each((i, el) => { html.find('input').each((i, el) => {
options[el.name] = el.checked; options[el.name] = el.checked;
}); });
const settings = mergeObject(game.settings.get("sw5e", "polymorphSettings") || {}, options); const settings = mergeObject(game.settings.get('sw5e', 'polymorphSettings') || {}, options);
game.settings.set("sw5e", "polymorphSettings", settings); game.settings.set('sw5e', 'polymorphSettings', settings);
return settings; return settings;
}; };
// Create and render the Dialog // Create and render the Dialog
return new Dialog( return new Dialog({
{ title: game.i18n.localize('SW5E.PolymorphPromptTitle'),
title: game.i18n.localize("SW5E.PolymorphPromptTitle"),
content: { content: {
options: game.settings.get("sw5e", "polymorphSettings"), options: game.settings.get('sw5e', 'polymorphSettings'),
i18n: SW5E.polymorphSettings, i18n: SW5E.polymorphSettings,
isToken: this.actor.isToken isToken: this.actor.isToken
}, },
default: "accept", default: 'accept',
buttons: { buttons: {
accept: { accept: {
icon: '<i class="fas fa-check"></i>', icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize("SW5E.PolymorphAcceptSettings"), label: game.i18n.localize('SW5E.PolymorphAcceptSettings'),
callback: (html) => this.actor.transformInto(sourceActor, rememberOptions(html)) callback: html => this.actor.transformInto(sourceActor, rememberOptions(html))
}, },
wildshape: { wildshape: {
icon: '<i class="fas fa-paw"></i>', icon: '<i class="fas fa-paw"></i>',
label: game.i18n.localize("SW5E.PolymorphWildShape"), label: game.i18n.localize('SW5E.PolymorphWildShape'),
callback: (html) => callback: html => this.actor.transformInto(sourceActor, {
this.actor.transformInto(sourceActor, {
keepBio: true, keepBio: true,
keepClass: true, keepClass: true,
keepMental: true, keepMental: true,
@ -622,64 +620,61 @@ export default class ActorSheet5e extends ActorSheet {
}, },
polymorph: { polymorph: {
icon: '<i class="fas fa-pastafarianism"></i>', icon: '<i class="fas fa-pastafarianism"></i>',
label: game.i18n.localize("SW5E.Polymorph"), label: game.i18n.localize('SW5E.Polymorph'),
callback: (html) => callback: html => this.actor.transformInto(sourceActor, {
this.actor.transformInto(sourceActor, {
transformTokens: rememberOptions(html).transformTokens transformTokens: rememberOptions(html).transformTokens
}) })
}, },
cancel: { cancel: {
icon: '<i class="fas fa-times"></i>', icon: '<i class="fas fa-times"></i>',
label: game.i18n.localize("Cancel") label: game.i18n.localize('Cancel')
} }
} }
}, }, {
{ classes: ['dialog', 'sw5e'],
classes: ["dialog", "sw5e"],
width: 600, width: 600,
template: "systems/sw5e/templates/apps/polymorph-prompt.html" template: 'systems/sw5e/templates/apps/polymorph-prompt.html'
} }).render(true);
).render(true);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */
async _onDropItemCreate(itemData) { async _onDropItemCreate(itemData) {
// Check to make sure items of this type are allowed on this actor // Check to make sure items of this type are allowed on this actor
if (this.constructor.unsupportedItemTypes.has(itemData.type)) { if ( this.constructor.unsupportedItemTypes.has(itemData.type) ) {
return ui.notifications.warn( return ui.notifications.warn(game.i18n.format("SW5E.ActorWarningInvalidItem", {
game.i18n.format("SW5E.ActorWarningInvalidItem", {
itemType: game.i18n.localize(CONFIG.Item.typeLabels[itemData.type]), itemType: game.i18n.localize(CONFIG.Item.typeLabels[itemData.type]),
actorType: game.i18n.localize(CONFIG.Actor.typeLabels[this.actor.type]) actorType: game.i18n.localize(CONFIG.Actor.typeLabels[this.actor.type])
}) }));
);
} }
// Create a Consumable power scroll on the Inventory tab // Create a Consumable power scroll on the Inventory tab
// TODO: This is pretty non functional as the base items for the scrolls, and the powers, are not defined, maybe consider using holocrons // 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") { if ( (itemData.type === "power") && (this._tabs[0].active === "inventory") ) {
const scroll = await Item5e.createScrollFromPower(itemData); const scroll = await Item5e.createScrollFromPower(itemData);
itemData = scroll.data; itemData = scroll.data;
} }
if (itemData.data) { if ( itemData.data ) {
// Ignore certain statuses // Ignore certain statuses
["equipped", "proficient", "prepared"].forEach((k) => delete itemData.data[k]); ["equipped", "proficient", "prepared"].forEach(k => delete itemData.data[k]);
// Downgrade ATTUNED to REQUIRED // Downgrade ATTUNED to REQUIRED
itemData.data.attunement = Math.min(itemData.data.attunement, CONFIG.SW5E.attunementTypes.REQUIRED); itemData.data.attunement = Math.min(itemData.data.attunement, CONFIG.SW5E.attunementTypes.REQUIRED);
} }
// Stack identical consumables // Stack identical consumables
if (itemData.type === "consumable" && itemData.flags.core?.sourceId) { if ( itemData.type === "consumable" && itemData.flags.core?.sourceId ) {
const similarItem = this.actor.items.find((i) => { const similarItem = this.actor.items.find(i => {
const sourceId = i.getFlag("core", "sourceId"); const sourceId = i.getFlag("core", "sourceId");
return sourceId && sourceId === itemData.flags.core?.sourceId && i.type === "consumable"; return sourceId && (sourceId === itemData.flags.core?.sourceId) &&
(i.type === "consumable");
}); });
if (similarItem) { if ( similarItem ) {
return similarItem.update({ return similarItem.update({
"data.quantity": similarItem.data.data.quantity + Math.max(itemData.data.quantity, 1) 'data.quantity': similarItem.data.data.quantity + Math.max(itemData.data.quantity, 1)
}); });
} }
} }
@ -695,7 +690,7 @@ export default class ActorSheet5e extends ActorSheet {
* @param {MouseEvent} event The originating click event * @param {MouseEvent} event The originating click event
* @private * @private
*/ */
async _onPowerSlotOverride(event) { async _onPowerSlotOverride (event) {
const span = event.currentTarget.parentElement; const span = event.currentTarget.parentElement;
const level = span.dataset.level; const level = span.dataset.level;
const override = this.actor.data.data.powers[level].override || span.dataset.slots; const override = this.actor.data.data.powers[level].override || span.dataset.slots;
@ -725,7 +720,7 @@ export default class ActorSheet5e extends ActorSheet {
const item = this.actor.items.get(itemId); const item = this.actor.items.get(itemId);
const uses = Math.clamped(0, parseInt(event.target.value), item.data.data.uses.max); const uses = Math.clamped(0, parseInt(event.target.value), item.data.data.uses.max);
event.target.value = uses; event.target.value = uses;
return item.update({"data.uses.value": uses}); return item.update({ 'data.uses.value': uses });
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -753,7 +748,7 @@ export default class ActorSheet5e extends ActorSheet {
const itemId = event.currentTarget.closest(".item").dataset.itemId; const itemId = event.currentTarget.closest(".item").dataset.itemId;
const item = this.actor.items.get(itemId); const item = this.actor.items.get(itemId);
return item.rollRecharge(); return item.rollRecharge();
} };
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -768,13 +763,13 @@ export default class ActorSheet5e extends ActorSheet {
chatData = item.getChatData({secrets: this.actor.isOwner}); chatData = item.getChatData({secrets: this.actor.isOwner});
// Toggle summary // Toggle summary
if (li.hasClass("expanded")) { if ( li.hasClass("expanded") ) {
let summary = li.children(".item-summary"); let summary = li.children(".item-summary");
summary.slideUp(200, () => summary.remove()); summary.slideUp(200, () => summary.remove());
} else { } else {
let div = $(`<div class="item-summary">${chatData.description.value}</div>`); let div = $(`<div class="item-summary">${chatData.description.value}</div>`);
let props = $(`<div class="item-properties"></div>`); let props = $(`<div class="item-properties"></div>`);
chatData.properties.forEach((p) => props.append(`<span class="tag">${p}</span>`)); chatData.properties.forEach(p => props.append(`<span class="tag">${p}</span>`));
div.append(props); div.append(props);
li.append(div.hide()); li.append(div.hide());
div.slideDown(200); div.slideDown(200);
@ -827,7 +822,7 @@ export default class ActorSheet5e extends ActorSheet {
event.preventDefault(); event.preventDefault();
const li = event.currentTarget.closest(".item"); const li = event.currentTarget.closest(".item");
const item = this.actor.items.get(li.dataset.itemId); const item = this.actor.items.get(li.dataset.itemId);
if (item) return item.delete(); if ( item ) return item.delete();
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -881,7 +876,7 @@ export default class ActorSheet5e extends ActorSheet {
const li = event.currentTarget; const li = event.currentTarget;
const set = this._filters[li.parentElement.dataset.filter]; const set = this._filters[li.parentElement.dataset.filter];
const filter = li.dataset.filter; const filter = li.dataset.filter;
if (set.has(filter)) set.delete(filter); if ( set.has(filter) ) set.delete(filter);
else set.add(filter); else set.add(filter);
return this.render(); return this.render();
} }
@ -898,8 +893,8 @@ export default class ActorSheet5e extends ActorSheet {
const a = event.currentTarget; const a = event.currentTarget;
const label = a.parentElement.querySelector("label"); const label = a.parentElement.querySelector("label");
const choices = CONFIG.SW5E[a.dataset.options]; const choices = CONFIG.SW5E[a.dataset.options];
const options = {name: a.dataset.target, title: label.innerText, choices}; const options = { name: a.dataset.target, title: label.innerText, choices };
return new TraitSelector(this.actor, options).render(true); return new TraitSelector(this.actor, options).render(true)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -907,9 +902,9 @@ export default class ActorSheet5e extends ActorSheet {
/** @override */ /** @override */
_getHeaderButtons() { _getHeaderButtons() {
let buttons = super._getHeaderButtons(); let buttons = super._getHeaderButtons();
if (this.actor.isPolymorphed) { if ( this.actor.isPolymorphed ) {
buttons.unshift({ buttons.unshift({
label: "SW5E.PolymorphRestoreTransformation", label: 'SW5E.PolymorphRestoreTransformation',
class: "restore-transformation", class: "restore-transformation",
icon: "fas fa-backward", icon: "fas fa-backward",
onclick: () => this.actor.revertOriginalForm() onclick: () => this.actor.revertOriginalForm()

View file

@ -7,6 +7,7 @@ import Actor5e from "../../entity.js";
* @type {ActorSheet5e} * @type {ActorSheet5e}
*/ */
export default class ActorSheet5eCharacter extends ActorSheet5e { export default class ActorSheet5eCharacter extends ActorSheet5e {
/** /**
* Define default rendering options for the NPC sheet * Define default rendering options for the NPC sheet
* @return {Object} * @return {Object}
@ -36,7 +37,7 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
sheetData["resources"] = ["primary", "secondary", "tertiary"].reduce((arr, r) => { sheetData["resources"] = ["primary", "secondary", "tertiary"].reduce((arr, r) => {
const res = sheetData.data.resources[r] || {}; const res = sheetData.data.resources[r] || {};
res.name = r; res.name = r;
res.placeholder = game.i18n.localize("SW5E.Resource" + r.titleCase()); res.placeholder = game.i18n.localize("SW5E.Resource"+r.titleCase());
if (res && res.value === 0) delete res.value; if (res && res.value === 0) delete res.value;
if (res && res.max === 0) delete res.max; if (res && res.max === 0) delete res.max;
return arr.concat([res]); return arr.concat([res]);
@ -44,12 +45,10 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
// Experience Tracking // Experience Tracking
sheetData["disableExperience"] = game.settings.get("sw5e", "disableExperienceTracking"); sheetData["disableExperience"] = game.settings.get("sw5e", "disableExperienceTracking");
sheetData["classLabels"] = this.actor.itemTypes.class.map((c) => c.name).join(", "); sheetData["classLabels"] = this.actor.itemTypes.class.map(c => c.name).join(", ");
sheetData["multiclassLabels"] = this.actor.itemTypes.class sheetData["multiclassLabels"] = this.actor.itemTypes.class.map(c => {
.map((c) => { return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(' ')
return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(" "); }).join(', ');
})
.join(", ");
// Return data for rendering // Return data for rendering
return sheetData; return sheetData;
@ -62,34 +61,23 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
* @private * @private
*/ */
_prepareItems(data) { _prepareItems(data) {
// Categorize items as inventory, powerbook, features, and classes // Categorize items as inventory, powerbook, features, and classes
const inventory = { const inventory = {
weapon: {label: "SW5E.ItemTypeWeaponPl", items: [], dataset: {type: "weapon"}}, weapon: { label: "SW5E.ItemTypeWeaponPl", items: [], dataset: {type: "weapon"} },
equipment: {label: "SW5E.ItemTypeEquipmentPl", items: [], dataset: {type: "equipment"}}, equipment: { label: "SW5E.ItemTypeEquipmentPl", items: [], dataset: {type: "equipment"} },
consumable: {label: "SW5E.ItemTypeConsumablePl", items: [], dataset: {type: "consumable"}}, consumable: { label: "SW5E.ItemTypeConsumablePl", items: [], dataset: {type: "consumable"} },
tool: {label: "SW5E.ItemTypeToolPl", items: [], dataset: {type: "tool"}}, tool: { label: "SW5E.ItemTypeToolPl", items: [], dataset: {type: "tool"} },
backpack: {label: "SW5E.ItemTypeContainerPl", items: [], dataset: {type: "backpack"}}, backpack: { label: "SW5E.ItemTypeContainerPl", items: [], dataset: {type: "backpack"} },
loot: {label: "SW5E.ItemTypeLootPl", items: [], dataset: {type: "loot"}} loot: { label: "SW5E.ItemTypeLootPl", items: [], dataset: {type: "loot"} }
}; };
// Partition items by category // Partition items by category
let [ let [items, powers, feats, classes, species, archetypes, classfeatures, backgrounds, fightingstyles, fightingmasteries, lightsaberforms] = data.items.reduce((arr, item) => {
items,
powers,
feats,
classes,
species,
archetypes,
classfeatures,
backgrounds,
fightingstyles,
fightingmasteries,
lightsaberforms
] = data.items.reduce(
(arr, item) => {
// Item details // Item details
item.img = item.img || CONST.DEFAULT_TOKEN; item.img = item.img || CONST.DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && item.data.quantity !== 1; item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
item.attunement = { item.attunement = {
[CONFIG.SW5E.attunementTypes.REQUIRED]: { [CONFIG.SW5E.attunementTypes.REQUIRED]: {
icon: "fa-sun", icon: "fa-sun",
@ -104,35 +92,31 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
}[item.data.attunement]; }[item.data.attunement];
// Item usage // Item usage
item.hasUses = item.data.uses && item.data.uses.max > 0; item.hasUses = item.data.uses && (item.data.uses.max > 0);
item.isOnCooldown = item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false);
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.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0; item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type));
item.hasTarget = !!item.data.target && !["none", ""].includes(item.data.target.type);
// Item toggle state // Item toggle state
this._prepareItemToggleState(item); this._prepareItemToggleState(item);
// Primary Class // Primary Class
if (item.type === "class") if ( item.type === "class" ) item.isOriginalClass = ( item._id === this.actor.data.data.details.originalClass );
item.isOriginalClass = item._id === this.actor.data.data.details.originalClass;
// Classify items into types // Classify items into types
if (item.type === "power") arr[1].push(item); if ( item.type === "power" ) arr[1].push(item);
else if (item.type === "feat") arr[2].push(item); else if ( item.type === "feat" ) arr[2].push(item);
else if (item.type === "class") arr[3].push(item); else if ( item.type === "class" ) arr[3].push(item);
else if (item.type === "species") arr[4].push(item); else if ( item.type === "species" ) arr[4].push(item);
else if (item.type === "archetype") arr[5].push(item); else if ( item.type === "archetype" ) arr[5].push(item);
else if (item.type === "classfeature") arr[6].push(item); else if ( item.type === "classfeature" ) arr[6].push(item);
else if (item.type === "background") arr[7].push(item); else if ( item.type === "background" ) arr[7].push(item);
else if (item.type === "fightingstyle") arr[8].push(item); else if ( item.type === "fightingstyle" ) arr[8].push(item);
else if (item.type === "fightingmastery") arr[9].push(item); else if ( item.type === "fightingmastery" ) arr[9].push(item);
else if (item.type === "lightsaberform") arr[10].push(item); else if ( item.type === "lightsaberform" ) arr[10].push(item);
else if (Object.keys(inventory).includes(item.type)) arr[0].push(item); else if ( Object.keys(inventory).includes(item.type ) ) arr[0].push(item);
return arr; return arr;
}, }, [[], [], [], [], [], [], [], [], [], [], []]);
[[], [], [], [], [], [], [], [], [], [], []]
);
// Apply active item filters // Apply active item filters
items = this._filterItems(items, this._filters.inventory); items = this._filterItems(items, this._filters.inventory);
@ -140,7 +124,7 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
feats = this._filterItems(feats, this._filters.features); feats = this._filterItems(feats, this._filters.features);
// Organize items // Organize items
for (let i of items) { for ( let i of items ) {
i.data.quantity = i.data.quantity || 0; i.data.quantity = i.data.quantity || 0;
i.data.weight = i.data.weight || 0; i.data.weight = i.data.weight || 0;
i.totalWeight = (i.data.quantity * i.data.weight).toNearest(0.1); i.totalWeight = (i.data.quantity * i.data.weight).toNearest(0.1);
@ -149,78 +133,25 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
// Organize Powerbook and count the number of prepared powers (excluding always, at will, etc...) // Organize Powerbook and count the number of prepared powers (excluding always, at will, etc...)
const powerbook = this._preparePowerbook(data, powers); const powerbook = this._preparePowerbook(data, powers);
const nPrepared = powers.filter((s) => { const nPrepared = powers.filter(s => {
return s.data.level > 0 && s.data.preparation.mode === "prepared" && s.data.preparation.prepared; return (s.data.level > 0) && (s.data.preparation.mode === "prepared") && s.data.preparation.prepared;
}).length; }).length;
// Organize Features // Organize Features
const features = { const features = {
classes: { classes: { label: "SW5E.ItemTypeClassPl", items: [], hasActions: false, dataset: {type: "class"}, isClass: true },
label: "SW5E.ItemTypeClassPl", classfeatures: { label: "SW5E.ItemTypeClassFeats", items: [], hasActions: true, dataset: {type: "classfeature"}, isClassfeature: true },
items: [], archetype: { label: "SW5E.ItemTypeArchetype", items: [], hasActions: false, dataset: {type: "archetype"}, isArchetype: true },
hasActions: false, species: { label: "SW5E.ItemTypeSpecies", items: [], hasActions: false, dataset: {type: "species"}, isSpecies: true },
dataset: {type: "class"}, background: { label: "SW5E.ItemTypeBackground", items: [], hasActions: false, dataset: {type: "background"}, isBackground: true },
isClass: true fightingstyles: { label: "SW5E.ItemTypeFightingStylePl", items: [], hasActions: false, dataset: {type: "fightingstyle"}, isFightingstyle: true },
}, fightingmasteries: { label: "SW5E.ItemTypeFightingMasteryPl", items: [], hasActions: false, dataset: {type: "fightingmastery"}, isFightingmastery: true },
classfeatures: { lightsaberforms: { label: "SW5E.ItemTypeLightsaberFormPl", items: [], hasActions: false, dataset: {type: "lightsaberform"}, isLightsaberform: true },
label: "SW5E.ItemTypeClassFeats", active: { label: "SW5E.FeatureActive", items: [], hasActions: true, dataset: {type: "feat", "activation.type": "action"} },
items: [], passive: { label: "SW5E.FeaturePassive", items: [], hasActions: false, dataset: {type: "feat"} }
hasActions: true,
dataset: {type: "classfeature"},
isClassfeature: true
},
archetype: {
label: "SW5E.ItemTypeArchetype",
items: [],
hasActions: false,
dataset: {type: "archetype"},
isArchetype: true
},
species: {
label: "SW5E.ItemTypeSpecies",
items: [],
hasActions: false,
dataset: {type: "species"},
isSpecies: true
},
background: {
label: "SW5E.ItemTypeBackground",
items: [],
hasActions: false,
dataset: {type: "background"},
isBackground: true
},
fightingstyles: {
label: "SW5E.ItemTypeFightingStylePl",
items: [],
hasActions: false,
dataset: {type: "fightingstyle"},
isFightingstyle: true
},
fightingmasteries: {
label: "SW5E.ItemTypeFightingMasteryPl",
items: [],
hasActions: false,
dataset: {type: "fightingmastery"},
isFightingmastery: true
},
lightsaberforms: {
label: "SW5E.ItemTypeLightsaberFormPl",
items: [],
hasActions: false,
dataset: {type: "lightsaberform"},
isLightsaberform: true
},
active: {
label: "SW5E.FeatureActive",
items: [],
hasActions: true,
dataset: {"type": "feat", "activation.type": "action"}
},
passive: {label: "SW5E.FeaturePassive", items: [], hasActions: false, dataset: {type: "feat"}}
}; };
for (let f of feats) { for ( let f of feats ) {
if (f.data.activation.type) features.active.items.push(f); if ( f.data.activation.type ) features.active.items.push(f);
else features.passive.items.push(f); else features.passive.items.push(f);
} }
classes.sort((a, b) => b.data.levels - a.data.levels); classes.sort((a, b) => b.data.levels - a.data.levels);
@ -252,11 +183,12 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
const isAlways = getProperty(item.data, "preparation.mode") === "always"; const isAlways = getProperty(item.data, "preparation.mode") === "always";
const isPrepared = getProperty(item.data, "preparation.prepared"); const isPrepared = getProperty(item.data, "preparation.prepared");
item.toggleClass = isPrepared ? "active" : ""; item.toggleClass = isPrepared ? "active" : "";
if (isAlways) item.toggleClass = "fixed"; if ( isAlways ) item.toggleClass = "fixed";
if (isAlways) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.always; if ( isAlways ) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.always;
else if (isPrepared) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.prepared; else if ( isPrepared ) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.prepared;
else item.toggleTitle = game.i18n.localize("SW5E.PowerUnprepared"); else item.toggleTitle = game.i18n.localize("SW5E.PowerUnprepared");
} else { }
else {
const isActive = getProperty(item.data, "equipped"); const isActive = getProperty(item.data, "equipped");
item.toggleClass = isActive ? "active" : ""; item.toggleClass = isActive ? "active" : "";
item.toggleTitle = game.i18n.localize(isActive ? "SW5E.Equipped" : "SW5E.Unequipped"); item.toggleTitle = game.i18n.localize(isActive ? "SW5E.Equipped" : "SW5E.Unequipped");
@ -273,14 +205,14 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
*/ */
activateListeners(html) { activateListeners(html) {
super.activateListeners(html); super.activateListeners(html);
if (!this.isEditable) return; if ( !this.isEditable ) return;
// Item State Toggling // Item State Toggling
html.find(".item-toggle").click(this._onToggleItem.bind(this)); html.find('.item-toggle').click(this._onToggleItem.bind(this));
// Short and Long Rest // Short and Long Rest
html.find(".short-rest").click(this._onShortRest.bind(this)); html.find('.short-rest').click(this._onShortRest.bind(this));
html.find(".long-rest").click(this._onLongRest.bind(this)); html.find('.long-rest').click(this._onLongRest.bind(this));
// Rollable sheet actions // Rollable sheet actions
html.find(".rollable[data-action]").click(this._onSheetAction.bind(this)); html.find(".rollable[data-action]").click(this._onSheetAction.bind(this));
@ -296,7 +228,7 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
_onSheetAction(event) { _onSheetAction(event) {
event.preventDefault(); event.preventDefault();
const button = event.currentTarget; const button = event.currentTarget;
switch (button.dataset.action) { switch( button.dataset.action ) {
case "rollDeathSave": case "rollDeathSave":
return this.actor.rollDeathSave({event: event}); return this.actor.rollDeathSave({event: event});
case "rollInitiative": case "rollInitiative":
@ -349,13 +281,14 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
/** @override */ /** @override */
async _onDropItemCreate(itemData) { async _onDropItemCreate(itemData) {
// Increment the number of class levels a character instead of creating a new item // Increment the number of class levels a character instead of creating a new item
if (itemData.type === "class") { if ( itemData.type === "class" ) {
const cls = this.actor.itemTypes.class.find((c) => c.name === itemData.name); const cls = this.actor.itemTypes.class.find(c => c.name === itemData.name);
let priorLevel = cls?.data.data.levels ?? 0; let priorLevel = cls?.data.data.levels ?? 0;
if (!!cls) { if ( !!cls ) {
const next = Math.min(priorLevel + 1, 20 + priorLevel - this.actor.data.data.details.level); const next = Math.min(priorLevel + 1, 20 + priorLevel - this.actor.data.data.details.level);
if (next > priorLevel) { if ( next > priorLevel ) {
itemData.levels = next; itemData.levels = next;
return cls.update({"data.levels": next}); return cls.update({"data.levels": next});
} }

View file

@ -6,6 +6,7 @@ import ActorSheet5e from "./base.js";
* @extends {ActorSheet5e} * @extends {ActorSheet5e}
*/ */
export default class ActorSheet5eNPC extends ActorSheet5e { export default class ActorSheet5eNPC extends ActorSheet5e {
/** @override */ /** @override */
static get defaultOptions() { static get defaultOptions() {
return mergeObject(super.defaultOptions, { return mergeObject(super.defaultOptions, {
@ -27,40 +28,27 @@ export default class ActorSheet5eNPC extends ActorSheet5e {
* @private * @private
*/ */
_prepareItems(data) { _prepareItems(data) {
// Categorize Items as Features and Powers // Categorize Items as Features and Powers
const features = { const features = {
weapons: { weapons: { label: game.i18n.localize("SW5E.AttackPl"), items: [] , hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} },
label: game.i18n.localize("SW5E.AttackPl"), actions: { label: game.i18n.localize("SW5E.ActionPl"), items: [] , hasActions: true, dataset: {type: "feat", "activation.type": "action"} },
items: [], passive: { label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"} },
hasActions: true, equipment: { label: game.i18n.localize("SW5E.Inventory"), items: [], dataset: {type: "loot"}}
dataset: {"type": "weapon", "weapon-type": "natural"}
},
actions: {
label: game.i18n.localize("SW5E.ActionPl"),
items: [],
hasActions: true,
dataset: {"type": "feat", "activation.type": "action"}
},
passive: {label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"}},
equipment: {label: game.i18n.localize("SW5E.Inventory"), items: [], dataset: {type: "loot"}}
}; };
// Start by classifying items into groups for rendering // Start by classifying items into groups for rendering
let [powers, other] = data.items.reduce( let [powers, other] = data.items.reduce((arr, item) => {
(arr, item) => {
item.img = item.img || CONST.DEFAULT_TOKEN; item.img = item.img || CONST.DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && item.data.quantity !== 1; item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
item.hasUses = item.data.uses && item.data.uses.max > 0; item.hasUses = item.data.uses && (item.data.uses.max > 0);
item.isOnCooldown = item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false);
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.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0; item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type));
item.hasTarget = !!item.data.target && !["none", ""].includes(item.data.target.type); if ( item.type === "power" ) arr[0].push(item);
if (item.type === "power") arr[0].push(item);
else arr[1].push(item); else arr[1].push(item);
return arr; return arr;
}, }, [[], []]);
[[], []]
);
// Apply item filters // Apply item filters
powers = this._filterItems(powers, this._filters.powerbook); powers = this._filterItems(powers, this._filters.powerbook);
@ -70,12 +58,13 @@ export default class ActorSheet5eNPC extends ActorSheet5e {
const powerbook = this._preparePowerbook(data, powers); const powerbook = this._preparePowerbook(data, powers);
// Organize Features // Organize Features
for (let item of other) { for ( let item of other ) {
if (item.type === "weapon") features.weapons.items.push(item); if ( item.type === "weapon" ) features.weapons.items.push(item);
else if (item.type === "feat") { else if ( item.type === "feat" ) {
if (item.data.activation.type) features.actions.items.push(item); if ( item.data.activation.type ) features.actions.items.push(item);
else features.passive.items.push(item); else features.passive.items.push(item);
} else features.equipment.items.push(item); }
else features.equipment.items.push(item);
} }
// Assign and return // Assign and return
@ -83,6 +72,7 @@ export default class ActorSheet5eNPC extends ActorSheet5e {
data.powerbook = powerbook; data.powerbook = powerbook;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @inheritdoc */ /** @inheritdoc */
@ -105,12 +95,13 @@ export default class ActorSheet5eNPC extends ActorSheet5e {
/** @override */ /** @override */
async _updateObject(event, formData) { async _updateObject(event, formData) {
// Format NPC Challenge Rating // Format NPC Challenge Rating
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5}; const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
let crv = "data.details.cr"; let crv = "data.details.cr";
let cr = formData[crv]; let cr = formData[crv];
cr = crs[cr] || parseFloat(cr); cr = crs[cr] || parseFloat(cr);
if (cr) formData[crv] = cr < 1 ? cr : parseInt(cr); if ( cr ) formData[crv] = cr < 1 ? cr : parseInt(cr);
// Parent ActorSheet update steps // Parent ActorSheet update steps
return super._updateObject(event, formData); return super._updateObject(event, formData);
@ -136,7 +127,7 @@ export default class ActorSheet5eNPC extends ActorSheet5e {
_onRollHPFormula(event) { _onRollHPFormula(event) {
event.preventDefault(); event.preventDefault();
const formula = this.actor.data.data.attributes.hp.formula; const formula = this.actor.data.data.attributes.hp.formula;
if (!formula) return; if ( !formula ) return;
const hp = new Roll(formula).roll().total; const hp = new Roll(formula).roll().total;
AudioHelper.play({src: CONFIG.sounds.dice}); AudioHelper.play({src: CONFIG.sounds.dice});
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp}); this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});

View file

@ -25,12 +25,13 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** /**
* Creates a new cargo entry for a vehicle Actor. * Creates a new cargo entry for a vehicle Actor.
*/ */
static get newCargo() { static get newCargo() {
return { return {
name: "", name: '',
quantity: 1 quantity: 1
}; };
} }
@ -45,6 +46,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
* @private * @private
*/ */
_computeEncumbrance(totalWeight, actorData) { _computeEncumbrance(totalWeight, actorData) {
// Compute currency weight // Compute currency weight
const totalCoins = Object.values(actorData.data.currency).reduce((acc, denom) => acc + denom, 0); const totalCoins = Object.values(actorData.data.currency).reduce((acc, denom) => acc + denom, 0);
totalWeight += totalCoins / CONFIG.SW5E.encumbrance.currencyPerWeight; totalWeight += totalCoins / CONFIG.SW5E.encumbrance.currencyPerWeight;
@ -61,7 +63,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */
_getMovementSpeed(actorData, largestPrimary = true) { _getMovementSpeed(actorData, largestPrimary=true) {
return super._getMovementSpeed(actorData, largestPrimary); return super._getMovementSpeed(actorData, largestPrimary);
} }
@ -73,24 +75,25 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
* @private * @private
*/ */
_prepareCrewedItem(item) { _prepareCrewedItem(item) {
// Determine crewed status // Determine crewed status
const isCrewed = item.data.crewed; const isCrewed = item.data.crewed;
item.toggleClass = isCrewed ? "active" : ""; item.toggleClass = isCrewed ? 'active' : '';
item.toggleTitle = game.i18n.localize(`SW5E.${isCrewed ? "Crewed" : "Uncrewed"}`); item.toggleTitle = game.i18n.localize(`SW5E.${isCrewed ? 'Crewed' : 'Uncrewed'}`);
// Handle crew actions // Handle crew actions
if (item.type === "feat" && item.data.activation.type === "crew") { if (item.type === 'feat' && item.data.activation.type === 'crew') {
item.crew = item.data.activation.cost; item.crew = item.data.activation.cost;
item.cover = game.i18n.localize(`SW5E.${item.data.cover ? "CoverTotal" : "None"}`); item.cover = game.i18n.localize(`SW5E.${item.data.cover ? 'CoverTotal' : 'None'}`);
if (item.data.cover === 0.5) item.cover = "½"; if (item.data.cover === .5) item.cover = '½';
else if (item.data.cover === 0.75) item.cover = "¾"; else if (item.data.cover === .75) item.cover = '¾';
else if (item.data.cover === null) item.cover = "—"; else if (item.data.cover === null) item.cover = '—';
if (item.crew < 1 || item.crew === null) item.crew = "—"; if (item.crew < 1 || item.crew === null) item.crew = '—';
} }
// Prepare vehicle weapons // Prepare vehicle weapons
if (item.type === "equipment" || item.type === "weapon") { if (item.type === 'equipment' || item.type === 'weapon') {
item.threshold = item.data.hp.dt ? item.data.hp.dt : "—"; item.threshold = item.data.hp.dt ? item.data.hp.dt : '—';
} }
} }
@ -101,125 +104,111 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
* @private * @private
*/ */
_prepareItems(data) { _prepareItems(data) {
const cargoColumns = [ const cargoColumns = [{
{ label: game.i18n.localize('SW5E.Quantity'),
label: game.i18n.localize("SW5E.Quantity"), css: 'item-qty',
css: "item-qty", property: 'quantity',
property: "quantity", editable: 'Number'
editable: "Number" }];
}
];
const equipmentColumns = [ const equipmentColumns = [{
{ label: game.i18n.localize('SW5E.Quantity'),
label: game.i18n.localize("SW5E.Quantity"), css: 'item-qty',
css: "item-qty", property: 'data.quantity'
property: "data.quantity" }, {
}, label: game.i18n.localize('SW5E.AC'),
{ css: 'item-ac',
label: game.i18n.localize("SW5E.AC"), property: 'data.armor.value'
css: "item-ac", }, {
property: "data.armor.value" label: game.i18n.localize('SW5E.HP'),
}, css: 'item-hp',
{ property: 'data.hp.value',
label: game.i18n.localize("SW5E.HP"), editable: 'Number'
css: "item-hp", }, {
property: "data.hp.value", label: game.i18n.localize('SW5E.Threshold'),
editable: "Number" css: 'item-threshold',
}, property: 'threshold'
{ }];
label: game.i18n.localize("SW5E.Threshold"),
css: "item-threshold",
property: "threshold"
}
];
const features = { const features = {
actions: { actions: {
label: game.i18n.localize("SW5E.ActionPl"), label: game.i18n.localize('SW5E.ActionPl'),
items: [], items: [],
crewable: true, crewable: true,
dataset: {"type": "feat", "activation.type": "crew"}, dataset: {type: 'feat', 'activation.type': 'crew'},
columns: [ columns: [{
{ label: game.i18n.localize('SW5E.VehicleCrew'),
label: game.i18n.localize("SW5E.VehicleCrew"), css: 'item-crew',
css: "item-crew", property: 'crew'
property: "crew" }, {
}, label: game.i18n.localize('SW5E.Cover'),
{ css: 'item-cover',
label: game.i18n.localize("SW5E.Cover"), property: 'cover'
css: "item-cover", }]
property: "cover"
}
]
}, },
equipment: { equipment: {
label: game.i18n.localize("SW5E.ItemTypeEquipment"), label: game.i18n.localize('SW5E.ItemTypeEquipment'),
items: [], items: [],
crewable: true, crewable: true,
dataset: {"type": "equipment", "armor.type": "vehicle"}, dataset: {type: 'equipment', 'armor.type': 'vehicle'},
columns: equipmentColumns columns: equipmentColumns
}, },
passive: { passive: {
label: game.i18n.localize("SW5E.Features"), label: game.i18n.localize('SW5E.Features'),
items: [], items: [],
dataset: {type: "feat"} dataset: {type: 'feat'}
}, },
reactions: { reactions: {
label: game.i18n.localize("SW5E.ReactionPl"), label: game.i18n.localize('SW5E.ReactionPl'),
items: [], items: [],
dataset: {"type": "feat", "activation.type": "reaction"} dataset: {type: 'feat', 'activation.type': 'reaction'}
}, },
weapons: { weapons: {
label: game.i18n.localize("SW5E.ItemTypeWeaponPl"), label: game.i18n.localize('SW5E.ItemTypeWeaponPl'),
items: [], items: [],
crewable: true, crewable: true,
dataset: {"type": "weapon", "weapon-type": "siege"}, dataset: {type: 'weapon', 'weapon-type': 'siege'},
columns: equipmentColumns columns: equipmentColumns
} }
}; };
const cargo = { const cargo = {
crew: { crew: {
label: game.i18n.localize("SW5E.VehicleCrew"), label: game.i18n.localize('SW5E.VehicleCrew'),
items: data.data.cargo.crew, items: data.data.cargo.crew,
css: "cargo-row crew", css: 'cargo-row crew',
editableName: true, editableName: true,
dataset: {type: "crew"}, dataset: {type: 'crew'},
columns: cargoColumns columns: cargoColumns
}, },
passengers: { passengers: {
label: game.i18n.localize("SW5E.VehiclePassengers"), label: game.i18n.localize('SW5E.VehiclePassengers'),
items: data.data.cargo.passengers, items: data.data.cargo.passengers,
css: "cargo-row passengers", css: 'cargo-row passengers',
editableName: true, editableName: true,
dataset: {type: "passengers"}, dataset: {type: 'passengers'},
columns: cargoColumns columns: cargoColumns
}, },
cargo: { cargo: {
label: game.i18n.localize("SW5E.VehicleCargo"), label: game.i18n.localize('SW5E.VehicleCargo'),
items: [], items: [],
dataset: {type: "loot"}, dataset: {type: 'loot'},
columns: [ columns: [{
{ label: game.i18n.localize('SW5E.Quantity'),
label: game.i18n.localize("SW5E.Quantity"), css: 'item-qty',
css: "item-qty", property: 'data.quantity',
property: "data.quantity", editable: 'Number'
editable: "Number" }, {
}, label: game.i18n.localize('SW5E.Price'),
{ css: 'item-price',
label: game.i18n.localize("SW5E.Price"), property: 'data.price',
css: "item-price", editable: 'Number'
property: "data.price", }, {
editable: "Number" label: game.i18n.localize('SW5E.Weight'),
}, css: 'item-weight',
{ property: 'data.weight',
label: game.i18n.localize("SW5E.Weight"), editable: 'Number'
css: "item-weight", }]
property: "data.weight",
editable: "Number"
}
]
} }
}; };
@ -230,14 +219,14 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
// Handle cargo explicitly // Handle cargo explicitly
const isCargo = item.flags.sw5e?.vehicleCargo === true; const isCargo = item.flags.sw5e?.vehicleCargo === true;
if (isCargo) { if ( isCargo ) {
totalWeight += (item.data.weight || 0) * item.data.quantity; totalWeight += (item.data.weight || 0) * item.data.quantity;
cargo.cargo.items.push(item); cargo.cargo.items.push(item);
continue; continue;
} }
// Handle non-cargo item types // Handle non-cargo item types
switch (item.type) { switch ( item.type ) {
case "weapon": case "weapon":
features.weapons.items.push(item); features.weapons.items.push(item);
break; break;
@ -245,9 +234,8 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
features.equipment.items.push(item); features.equipment.items.push(item);
break; break;
case "feat": case "feat":
if (!item.data.activation.type || item.data.activation.type === "none") if (!item.data.activation.type || (item.data.activation.type === "none")) features.passive.items.push(item);
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); else features.actions.items.push(item);
break; break;
default: default:
@ -271,21 +259,21 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
super.activateListeners(html); super.activateListeners(html);
if (!this.isEditable) return; if (!this.isEditable) return;
html.find(".item-toggle").click(this._onToggleItem.bind(this)); html.find('.item-toggle').click(this._onToggleItem.bind(this));
html.find(".item-hp input") html.find('.item-hp input')
.click((evt) => evt.target.select()) .click(evt => evt.target.select())
.change(this._onHPChange.bind(this)); .change(this._onHPChange.bind(this));
html.find(".item:not(.cargo-row) input[data-property]") html.find('.item:not(.cargo-row) input[data-property]')
.click((evt) => evt.target.select()) .click(evt => evt.target.select())
.change(this._onEditInSheet.bind(this)); .change(this._onEditInSheet.bind(this));
html.find(".cargo-row input") html.find('.cargo-row input')
.click((evt) => evt.target.select()) .click(evt => evt.target.select())
.change(this._onCargoRowChange.bind(this)); .change(this._onCargoRowChange.bind(this));
if (this.actor.data.data.attributes.actions.stations) { if (this.actor.data.data.attributes.actions.stations) {
html.find(".counter.actions, .counter.action-thresholds").hide(); html.find('.counter.actions, .counter.action-thresholds').hide();
} }
} }
@ -300,9 +288,9 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
_onCargoRowChange(event) { _onCargoRowChange(event) {
event.preventDefault(); event.preventDefault();
const target = event.currentTarget; const target = event.currentTarget;
const row = target.closest(".item"); const row = target.closest('.item');
const idx = Number(row.dataset.itemId); const idx = Number(row.dataset.itemId);
const property = row.classList.contains("crew") ? "crew" : "passengers"; const property = row.classList.contains('crew') ? 'crew' : 'passengers';
// Get the cargo entry // Get the cargo entry
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[property]); const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[property]);
@ -310,10 +298,10 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
if (!entry) return null; if (!entry) return null;
// Update the cargo value // Update the cargo value
const key = target.dataset.property || "name"; const key = target.dataset.property || 'name';
const type = target.dataset.dtype; const type = target.dataset.dtype;
let value = target.value; let value = target.value;
if (type === "Number") value = Number(value); if (type === 'Number') value = Number(value);
entry[key] = value; entry[key] = value;
// Perform the Actor update // Perform the Actor update
@ -330,18 +318,14 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
*/ */
_onEditInSheet(event) { _onEditInSheet(event) {
event.preventDefault(); event.preventDefault();
const itemID = event.currentTarget.closest(".item").dataset.itemId; const itemID = event.currentTarget.closest('.item').dataset.itemId;
const item = this.actor.items.get(itemID); const item = this.actor.items.get(itemID);
const property = event.currentTarget.dataset.property; const property = event.currentTarget.dataset.property;
const type = event.currentTarget.dataset.dtype; const type = event.currentTarget.dataset.dtype;
let value = event.currentTarget.value; let value = event.currentTarget.value;
switch (type) { switch (type) {
case "Number": case 'Number': value = parseInt(value); break;
value = parseInt(value); case 'Boolean': value = value === 'true'; break;
break;
case "Boolean":
value = value === "true";
break;
} }
return item.update({[`${property}`]: value}); return item.update({[`${property}`]: value});
} }
@ -358,7 +342,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
event.preventDefault(); event.preventDefault();
const target = event.currentTarget; const target = event.currentTarget;
const type = target.dataset.type; const type = target.dataset.type;
if (type === "crew" || type === "passengers") { if (type === 'crew' || type === 'passengers') {
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]); const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]);
cargo.push(this.constructor.newCargo); cargo.push(this.constructor.newCargo);
return this.actor.update({[`data.cargo.${type}`]: cargo}); return this.actor.update({[`data.cargo.${type}`]: cargo});
@ -376,10 +360,10 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
*/ */
_onItemDelete(event) { _onItemDelete(event) {
event.preventDefault(); event.preventDefault();
const row = event.currentTarget.closest(".item"); const row = event.currentTarget.closest('.item');
if (row.classList.contains("cargo-row")) { if (row.classList.contains('cargo-row')) {
const idx = Number(row.dataset.itemId); const idx = Number(row.dataset.itemId);
const type = row.classList.contains("crew") ? "crew" : "passengers"; const type = row.classList.contains('crew') ? 'crew' : 'passengers';
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx); const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx);
return this.actor.update({[`data.cargo.${type}`]: cargo}); return this.actor.update({[`data.cargo.${type}`]: cargo});
} }
@ -392,7 +376,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
/** @override */ /** @override */
async _onDropItemCreate(itemData) { async _onDropItemCreate(itemData) {
const cargoTypes = ["weapon", "equipment", "consumable", "tool", "loot", "backpack"]; const cargoTypes = ["weapon", "equipment", "consumable", "tool", "loot", "backpack"];
const isCargo = cargoTypes.includes(itemData.type) && this._tabs[0].active === "cargo"; const isCargo = cargoTypes.includes(itemData.type) && (this._tabs[0].active === "cargo");
foundry.utils.setProperty(itemData, "flags.sw5e.vehicleCargo", isCargo); foundry.utils.setProperty(itemData, "flags.sw5e.vehicleCargo", isCargo);
return super._onDropItemCreate(itemData); return super._onDropItemCreate(itemData);
} }
@ -407,11 +391,11 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
*/ */
_onHPChange(event) { _onHPChange(event) {
event.preventDefault(); event.preventDefault();
const itemID = event.currentTarget.closest(".item").dataset.itemId; const itemID = event.currentTarget.closest('.item').dataset.itemId;
const item = this.actor.items.get(itemID); const item = this.actor.items.get(itemID);
const hp = Math.clamped(0, parseInt(event.currentTarget.value), item.data.data.hp.max); const hp = Math.clamped(0, parseInt(event.currentTarget.value), item.data.data.hp.max);
event.currentTarget.value = hp; event.currentTarget.value = hp;
return item.update({"data.hp.value": hp}); return item.update({'data.hp.value': hp});
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -424,9 +408,9 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
*/ */
_onToggleItem(event) { _onToggleItem(event) {
event.preventDefault(); event.preventDefault();
const itemID = event.currentTarget.closest(".item").dataset.itemId; const itemID = event.currentTarget.closest('.item').dataset.itemId;
const item = this.actor.items.get(itemID); const item = this.actor.items.get(itemID);
const crewed = !!item.data.data.crewed; const crewed = !!item.data.data.crewed;
return item.update({"data.crewed": !crewed}); return item.update({'data.crewed': !crewed});
} }
} };

View file

@ -3,7 +3,7 @@
* @type {Dialog} * @type {Dialog}
*/ */
export default class AbilityUseDialog extends Dialog { export default class AbilityUseDialog extends Dialog {
constructor(item, dialogData = {}, options = {}) { constructor(item, dialogData={}, options={}) {
super(dialogData, options); super(dialogData, options);
this.options.classes = ["sw5e", "dialog"]; this.options.classes = ["sw5e", "dialog"];
@ -25,7 +25,7 @@ export default class AbilityUseDialog extends Dialog {
* @return {Promise} * @return {Promise}
*/ */
static async create(item) { static async create(item) {
if (!item.isOwned) throw new Error("You cannot display an ability usage dialog for an unowned item"); if ( !item.isOwned ) throw new Error("You cannot display an ability usage dialog for an unowned item");
// Prepare data // Prepare data
const actorData = item.actor.data.data; const actorData = item.actor.data.data;
@ -39,20 +39,17 @@ export default class AbilityUseDialog extends Dialog {
// Prepare dialog form data // Prepare dialog form data
const data = { const data = {
item: item.data, item: item.data,
title: game.i18n.format("SW5E.AbilityUseHint", { title: game.i18n.format("SW5E.AbilityUseHint", {type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`), name: item.name}),
type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`),
name: item.name
}),
note: this._getAbilityUseNote(item.data, uses, recharge), note: this._getAbilityUseNote(item.data, uses, recharge),
consumePowerSlot: false, consumePowerSlot: false,
consumeRecharge: recharges, consumeRecharge: recharges,
consumeResource: !!itemData.consume.target, consumeResource: !!itemData.consume.target,
consumeUses: uses.per && uses.max > 0, consumeUses: uses.per && (uses.max > 0),
canUse: recharges ? recharge.charged : sufficientUses, canUse: recharges ? recharge.charged : sufficientUses,
createTemplate: game.user.can("TEMPLATE_CREATE") && item.hasAreaTarget, createTemplate: game.user.can("TEMPLATE_CREATE") && item.hasAreaTarget,
errors: [] errors: []
}; };
if (item.data.type === "power") this._getPowerData(actorData, itemData, data); if ( item.data.type === "power" ) this._getPowerData(actorData, itemData, data);
// Render the ability usage template // Render the ability usage template
const html = await renderTemplate("systems/sw5e/templates/apps/ability-use.html", data); const html = await renderTemplate("systems/sw5e/templates/apps/ability-use.html", data);
@ -68,7 +65,7 @@ export default class AbilityUseDialog extends Dialog {
use: { use: {
icon: `<i class="fas ${icon}"></i>`, icon: `<i class="fas ${icon}"></i>`,
label: label, label: label,
callback: (html) => { callback: html => {
const fd = new FormDataExtended(html[0].querySelector("form")); const fd = new FormDataExtended(html[0].querySelector("form"));
resolve(fd.toObject()); resolve(fd.toObject());
} }
@ -90,13 +87,14 @@ export default class AbilityUseDialog extends Dialog {
* @private * @private
*/ */
static _getPowerData(actorData, itemData, data) { static _getPowerData(actorData, itemData, data) {
// Determine whether the power may be up-cast // Determine whether the power may be up-cast
const lvl = itemData.level; const lvl = itemData.level;
const consumePowerSlot = lvl > 0 && CONFIG.SW5E.powerUpcastModes.includes(itemData.preparation.mode); const consumePowerSlot = (lvl > 0) && CONFIG.SW5E.powerUpcastModes.includes(itemData.preparation.mode);
// If can't upcast, return early and don't bother calculating available power slots // If can't upcast, return early and don't bother calculating available power slots
if (!consumePowerSlot) { if (!consumePowerSlot) {
mergeObject(data, {isPower: true, consumePowerSlot}); mergeObject(data, { isPower: true, consumePowerSlot });
return; return;
} }
@ -104,78 +102,74 @@ export default class AbilityUseDialog extends Dialog {
let lmax = 0; let lmax = 0;
let points; let points;
let powerType; let powerType;
switch (itemData.school) { switch (itemData.school){
case "lgt": case "lgt":
case "uni": case "uni":
case "drk": { case "drk": {
powerType = "force"; powerType = "force"
points = actorData.attributes.force.points.value + actorData.attributes.force.points.temp; points = actorData.attributes.force.points.value + actorData.attributes.force.points.temp;
break; break;
} }
case "tec": { case "tec": {
powerType = "tech"; powerType = "tech"
points = actorData.attributes.tech.points.value + actorData.attributes.tech.points.temp; points = actorData.attributes.tech.points.value + actorData.attributes.tech.points.temp;
break; break;
} }
} }
// eliminate point usage for innate casters // eliminate point usage for innate casters
if (actorData.attributes.powercasting === "innate") points = 999; if (actorData.attributes.powercasting === 'innate') points = 999;
let powerLevels;
if (powerType === "force") { let powerLevels
powerLevels = Array.fromRange(10) if (powerType === "force"){
.reduce((arr, i) => { powerLevels = Array.fromRange(10).reduce((arr, i) => {
if (i < lvl) return arr; if ( i < lvl ) return arr;
const label = CONFIG.SW5E.powerLevels[i]; const label = CONFIG.SW5E.powerLevels[i];
const l = actorData.powers["power" + i] || {fmax: 0, foverride: null}; const l = actorData.powers["power"+i] || {fmax: 0, foverride: null};
let max = parseInt(l.foverride || l.fmax || 0); let max = parseInt(l.foverride || l.fmax || 0);
let slots = Math.clamped(parseInt(l.fvalue || 0), 0, max); let slots = Math.clamped(parseInt(l.fvalue || 0), 0, max);
if (max > 0) lmax = i; if ( max > 0 ) lmax = i;
if (max > 0 && slots > 0 && points > i) { if ((max > 0) && (slots > 0) && (points > i)){
arr.push({ arr.push({
level: i, level: i,
label: i > 0 ? game.i18n.format("SW5E.PowerLevelSlot", {level: label, n: slots}) : label, label: i > 0 ? game.i18n.format('SW5E.PowerLevelSlot', {level: label, n: slots}) : label,
canCast: max > 0, canCast: max > 0,
hasSlots: slots > 0 hasSlots: slots > 0
}); });
} }
return arr; return arr;
}, []) }, []).filter(sl => sl.level <= lmax);
.filter((sl) => sl.level <= lmax); }else if (powerType === "tech"){
} else if (powerType === "tech") { powerLevels = Array.fromRange(10).reduce((arr, i) => {
powerLevels = Array.fromRange(10) if ( i < lvl ) return arr;
.reduce((arr, i) => {
if (i < lvl) return arr;
const label = CONFIG.SW5E.powerLevels[i]; const label = CONFIG.SW5E.powerLevels[i];
const l = actorData.powers["power" + i] || {tmax: 0, toverride: null}; const l = actorData.powers["power"+i] || {tmax: 0, toverride: null};
let max = parseInt(l.override || l.tmax || 0); let max = parseInt(l.override || l.tmax || 0);
let slots = Math.clamped(parseInt(l.tvalue || 0), 0, max); let slots = Math.clamped(parseInt(l.tvalue || 0), 0, max);
if (max > 0) lmax = i; if ( max > 0 ) lmax = i;
if (max > 0 && slots > 0 && points > i) { if ((max > 0) && (slots > 0) && (points > i)){
arr.push({ arr.push({
level: i, level: i,
label: i > 0 ? game.i18n.format("SW5E.PowerLevelSlot", {level: label, n: slots}) : label, label: i > 0 ? game.i18n.format('SW5E.PowerLevelSlot', {level: label, n: slots}) : label,
canCast: max > 0, canCast: max > 0,
hasSlots: slots > 0 hasSlots: slots > 0
}); });
} }
return arr; return arr;
}, []) }, []).filter(sl => sl.level <= lmax);
.filter((sl) => sl.level <= lmax);
} }
const canCast = powerLevels.some((l) => l.hasSlots);
if (!canCast)
data.errors.push( const canCast = powerLevels.some(l => l.hasSlots);
game.i18n.format("SW5E.PowerCastNoSlots", { if ( !canCast ) data.errors.push(game.i18n.format("SW5E.PowerCastNoSlots", {
level: CONFIG.SW5E.powerLevels[lvl], level: CONFIG.SW5E.powerLevels[lvl],
name: data.item.name name: data.item.name
}) }));
);
// Merge power casting data // Merge power casting data
return foundry.utils.mergeObject(data, {isPower: true, consumePowerSlot, powerLevels}); return foundry.utils.mergeObject(data, { isPower: true, consumePowerSlot, powerLevels });
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -185,26 +179,27 @@ export default class AbilityUseDialog extends Dialog {
* @private * @private
*/ */
static _getAbilityUseNote(item, uses, recharge) { static _getAbilityUseNote(item, uses, recharge) {
// Zero quantity // Zero quantity
const quantity = item.data.quantity; const quantity = item.data.quantity;
if (quantity <= 0) return game.i18n.localize("SW5E.AbilityUseUnavailableHint"); if ( quantity <= 0 ) return game.i18n.localize("SW5E.AbilityUseUnavailableHint");
// Abilities which use Recharge // Abilities which use Recharge
if (!!recharge.value) { if ( !!recharge.value ) {
return game.i18n.format(recharge.charged ? "SW5E.AbilityUseChargedHint" : "SW5E.AbilityUseRechargeHint", { return game.i18n.format(recharge.charged ? "SW5E.AbilityUseChargedHint" : "SW5E.AbilityUseRechargeHint", {
type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`) type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`),
}); })
} }
// Does not use any resource // Does not use any resource
if (!uses.per || !uses.max) return ""; if ( !uses.per || !uses.max ) return "";
// Consumables // Consumables
if (item.type === "consumable") { if ( item.type === "consumable" ) {
let str = "SW5E.AbilityUseNormalHint"; let str = "SW5E.AbilityUseNormalHint";
if (uses.value > 1) str = "SW5E.AbilityUseConsumableChargeHint"; if ( uses.value > 1 ) str = "SW5E.AbilityUseConsumableChargeHint";
else if (item.data.quantity === 1 && uses.autoDestroy) str = "SW5E.AbilityUseConsumableDestroyHint"; else if ( item.data.quantity === 1 && uses.autoDestroy ) str = "SW5E.AbilityUseConsumableDestroyHint";
else if (item.data.quantity > 1) str = "SW5E.AbilityUseConsumableQuantityHint"; else if ( item.data.quantity > 1 ) str = "SW5E.AbilityUseConsumableQuantityHint";
return game.i18n.format(str, { return game.i18n.format(str, {
type: game.i18n.localize(`SW5E.Consumable${item.data.consumableType.capitalize()}`), type: game.i18n.localize(`SW5E.Consumable${item.data.consumableType.capitalize()}`),
value: uses.value, value: uses.value,

View file

@ -17,7 +17,7 @@ export default class ActorSheetFlags extends DocumentSheet {
/** @override */ /** @override */
get title() { get title() {
return `${game.i18n.localize("SW5E.FlagsTitle")}: ${this.object.name}`; return `${game.i18n.localize('SW5E.FlagsTitle')}: ${this.object.name}`;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -40,10 +40,8 @@ export default class ActorSheetFlags extends DocumentSheet {
* @private * @private
*/ */
_getClasses() { _getClasses() {
const classes = this.object.items.filter((i) => i.type === "class"); const classes = this.object.items.filter(i => i.type === "class");
return classes return classes.sort((a, b) => a.name.localeCompare(b.name)).reduce((obj, i) => {
.sort((a, b) => a.name.localeCompare(b.name))
.reduce((obj, i) => {
obj[i.id] = i.name; obj[i.id] = i.name;
return obj; return obj;
}, {}); }, {});
@ -60,12 +58,12 @@ export default class ActorSheetFlags extends DocumentSheet {
_getFlags() { _getFlags() {
const flags = {}; const flags = {};
const baseData = this.document.toJSON(); const baseData = this.document.toJSON();
for (let [k, v] of Object.entries(CONFIG.SW5E.characterFlags)) { for ( let [k, v] of Object.entries(CONFIG.SW5E.characterFlags) ) {
if (!flags.hasOwnProperty(v.section)) flags[v.section] = {}; if ( !flags.hasOwnProperty(v.section) ) flags[v.section] = {};
let flag = foundry.utils.deepClone(v); let flag = foundry.utils.deepClone(v);
flag.type = v.type.name; flag.type = v.type.name;
flag.isCheckbox = v.type === Boolean; flag.isCheckbox = v.type === Boolean;
flag.isSelect = v.hasOwnProperty("choices"); flag.isSelect = v.hasOwnProperty('choices');
flag.value = getProperty(baseData.flags, `sw5e.${k}`); flag.value = getProperty(baseData.flags, `sw5e.${k}`);
flags[v.section][`flags.sw5e.${k}`] = flag; flags[v.section][`flags.sw5e.${k}`] = flag;
} }
@ -98,7 +96,7 @@ export default class ActorSheetFlags extends DocumentSheet {
{name: "data.bonuses.power.forceUnivDC", label: "SW5E.BonusForceUnivPowerDC"}, {name: "data.bonuses.power.forceUnivDC", label: "SW5E.BonusForceUnivPowerDC"},
{name: "data.bonuses.power.techDC", label: "SW5E.BonusTechPowerDC"} {name: "data.bonuses.power.techDC", label: "SW5E.BonusTechPowerDC"}
]; ];
for (let b of bonuses) { for ( let b of bonuses ) {
b.value = getProperty(this.object._data, b.name) || ""; b.value = getProperty(this.object._data, b.name) || "";
} }
return bonuses; return bonuses;
@ -115,11 +113,11 @@ export default class ActorSheetFlags extends DocumentSheet {
let unset = false; let unset = false;
const flags = updateData.flags.sw5e; const flags = updateData.flags.sw5e;
//clone flags to dnd5e for module compatability //clone flags to dnd5e for module compatability
updateData.flags.dnd5e = updateData.flags.sw5e; updateData.flags.dnd5e = updateData.flags.sw5e
for (let [k, v] of Object.entries(flags)) { for ( let [k, v] of Object.entries(flags) ) {
if ([undefined, null, "", false, 0].includes(v)) { if ( [undefined, null, "", false, 0].includes(v) ) {
delete flags[k]; delete flags[k];
if (hasProperty(actor._data.flags, `sw5e.${k}`)) { if ( hasProperty(actor._data.flags, `sw5e.${k}`) ) {
unset = true; unset = true;
flags[`-=${k}`] = null; flags[`-=${k}`] = null;
} }
@ -127,8 +125,8 @@ export default class ActorSheetFlags extends DocumentSheet {
} }
// Clear any bonuses which are whitespace only // Clear any bonuses which are whitespace only
for (let b of Object.values(updateData.data.bonuses)) { for ( let b of Object.values(updateData.data.bonuses ) ) {
for (let [k, v] of Object.entries(b)) { for ( let [k, v] of Object.entries(b) ) {
b[k] = v.trim(); b[k] = v.trim();
} }
} }

View file

@ -5,6 +5,7 @@ import Actor5e from "../actor/entity.js";
* @extends {FormApplication} * @extends {FormApplication}
*/ */
export default class ActorTypeConfig extends FormApplication { export default class ActorTypeConfig extends FormApplication {
/** @inheritdoc */ /** @inheritdoc */
static get defaultOptions() { static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, { return foundry.utils.mergeObject(super.defaultOptions, {
@ -31,11 +32,11 @@ export default class ActorTypeConfig extends FormApplication {
/** @override */ /** @override */
getData(options) { getData(options) {
// Get current value or new default // Get current value or new default
let attr = foundry.utils.getProperty(this.object.data.data, "details.type"); let attr = foundry.utils.getProperty(this.object.data.data, 'details.type');
if (foundry.utils.getType(attr) !== "Object") if ( foundry.utils.getType(attr) !== "Object" ) attr = {
attr = { value: (attr in CONFIG.SW5E.creatureTypes) ? attr : "humanoid",
value: attr in CONFIG.SW5E.creatureTypes ? attr : "humanoid",
subtype: "", subtype: "",
swarm: "", swarm: "",
custom: "" custom: ""
@ -43,11 +44,11 @@ export default class ActorTypeConfig extends FormApplication {
// Populate choices // Populate choices
const types = {}; const types = {};
for (let [k, v] of Object.entries(CONFIG.SW5E.creatureTypes)) { for ( let [k, v] of Object.entries(CONFIG.SW5E.creatureTypes) ) {
types[k] = { types[k] = {
label: game.i18n.localize(v), label: game.i18n.localize(v),
chosen: attr.value === k chosen: attr.value === k
}; }
} }
// Return data for rendering // Return data for rendering
@ -60,14 +61,12 @@ export default class ActorTypeConfig extends FormApplication {
}, },
subtype: attr.subtype, subtype: attr.subtype,
swarm: attr.swarm, swarm: attr.swarm,
sizes: Array.from(Object.entries(CONFIG.SW5E.actorSizes)) sizes: Array.from(Object.entries(CONFIG.SW5E.actorSizes)).reverse().reduce((obj, e) => {
.reverse()
.reduce((obj, e) => {
obj[e[0]] = e[1]; obj[e[0]] = e[1];
return obj; return obj;
}, {}), }, {}),
preview: Actor5e.formatCreatureType(attr) || "" preview: Actor5e.formatCreatureType(attr) || ""
}; }
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -75,7 +74,7 @@ export default class ActorTypeConfig extends FormApplication {
/** @override */ /** @override */
async _updateObject(event, formData) { async _updateObject(event, formData) {
const typeObject = foundry.utils.expandObject(formData); const typeObject = foundry.utils.expandObject(formData);
return this.object.update({"data.details.type": typeObject}); return this.object.update({ 'data.details.type': typeObject });
} }
/* -------------------------------------------- */ /* -------------------------------------------- */

View file

@ -3,6 +3,7 @@
* @implements {DocumentSheet} * @implements {DocumentSheet}
*/ */
export default class ActorHitDiceConfig extends DocumentSheet { export default class ActorHitDiceConfig extends DocumentSheet {
/** @override */ /** @override */
static get defaultOptions() { static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, { return foundry.utils.mergeObject(super.defaultOptions, {
@ -25,8 +26,7 @@ export default class ActorHitDiceConfig extends DocumentSheet {
/** @override */ /** @override */
getData(options) { getData(options) {
return { return {
classes: this.object.items classes: this.object.items.reduce((classes, item) => {
.reduce((classes, item) => {
if (item.data.type === "class") { if (item.data.type === "class") {
// Add the appropriate data only if this item is a "class" // Add the appropriate data only if this item is a "class"
classes.push({ classes.push({
@ -35,12 +35,11 @@ export default class ActorHitDiceConfig extends DocumentSheet {
diceDenom: item.data.data.hitDice, diceDenom: item.data.data.hitDice,
currentHitDice: item.data.data.levels - item.data.data.hitDiceUsed, currentHitDice: item.data.data.levels - item.data.data.hitDiceUsed,
maxHitDice: item.data.data.levels, maxHitDice: item.data.data.levels,
canRoll: item.data.data.levels - item.data.data.hitDiceUsed > 0 canRoll: (item.data.data.levels - item.data.data.hitDiceUsed) > 0
}); });
} }
return classes; return classes;
}, []) }, []).sort((a, b) => parseInt(b.diceDenom.slice(1)) - parseInt(a.diceDenom.slice(1)))
.sort((a, b) => parseInt(b.diceDenom.slice(1)) - parseInt(a.diceDenom.slice(1)))
}; };
} }
@ -51,7 +50,7 @@ export default class ActorHitDiceConfig extends DocumentSheet {
super.activateListeners(html); super.activateListeners(html);
// Hook up -/+ buttons to adjust the current value in the form // Hook up -/+ buttons to adjust the current value in the form
html.find("button.increment,button.decrement").click((event) => { html.find("button.increment,button.decrement").click(event => {
const button = event.currentTarget; const button = event.currentTarget;
const current = button.parentElement.querySelector(".current"); const current = button.parentElement.querySelector(".current");
const max = button.parentElement.querySelector(".max"); const max = button.parentElement.querySelector(".max");
@ -68,8 +67,8 @@ export default class ActorHitDiceConfig extends DocumentSheet {
async _updateObject(event, formData) { async _updateObject(event, formData) {
const actorItems = this.object.items; const actorItems = this.object.items;
const classUpdates = Object.entries(formData).map(([id, hd]) => ({ const classUpdates = Object.entries(formData).map(([id, hd]) => ({
"_id": id, _id: id,
"data.hitDiceUsed": actorItems.get(id).data.data.levels - hd "data.hitDiceUsed": actorItems.get(id).data.data.levels - hd,
})); }));
return this.object.updateEmbeddedDocuments("Item", classUpdates); return this.object.updateEmbeddedDocuments("Item", classUpdates);
} }

View file

@ -37,7 +37,7 @@ export default class LongRestDialog extends Dialog {
* @param {Actor5e} actor * @param {Actor5e} actor
* @return {Promise} * @return {Promise}
*/ */
static async longRestDialog({actor} = {}) { static async longRestDialog({ actor } = {}) {
return new Promise((resolve, reject) => { return new Promise((resolve, reject) => {
const dlg = new this(actor, { const dlg = new this(actor, {
title: game.i18n.localize("SW5E.LongRest"), title: game.i18n.localize("SW5E.LongRest"),
@ -45,7 +45,7 @@ export default class LongRestDialog extends Dialog {
rest: { rest: {
icon: '<i class="fas fa-bed"></i>', icon: '<i class="fas fa-bed"></i>',
label: game.i18n.localize("SW5E.Rest"), label: game.i18n.localize("SW5E.Rest"),
callback: (html) => { callback: html => {
let newDay = true; let newDay = true;
if (game.settings.get("sw5e", "restVariant") !== "gritty") if (game.settings.get("sw5e", "restVariant") !== "gritty")
newDay = html.find('input[name="newDay"]')[0].checked; newDay = html.find('input[name="newDay"]')[0].checked;
@ -58,7 +58,7 @@ export default class LongRestDialog extends Dialog {
callback: reject callback: reject
} }
}, },
default: "rest", default: 'rest',
close: reject close: reject
}); });
dlg.render(true); dlg.render(true);

View file

@ -3,6 +3,7 @@
* @extends {DocumentSheet} * @extends {DocumentSheet}
*/ */
export default class ActorMovementConfig extends DocumentSheet { export default class ActorMovementConfig extends DocumentSheet {
/** @override */ /** @override */
static get defaultOptions() { static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, { return foundry.utils.mergeObject(super.defaultOptions, {
@ -29,8 +30,8 @@ export default class ActorMovementConfig extends DocumentSheet {
movement: foundry.utils.deepClone(sourceMovement), movement: foundry.utils.deepClone(sourceMovement),
units: CONFIG.SW5E.movementUnits units: CONFIG.SW5E.movementUnits
}; };
for (let [k, v] of Object.entries(data.movement)) { for ( let [k, v] of Object.entries(data.movement) ) {
if (["units", "hover"].includes(k)) continue; if ( ["units", "hover"].includes(k) ) continue;
data.movement[k] = Number.isNumeric(v) ? v.toNearest(0.1) : 0; data.movement[k] = Number.isNumeric(v) ? v.toNearest(0.1) : 0;
} }
return data; return data;

View file

@ -0,0 +1,117 @@
/**
* A helper Dialog subclass for rolling Hit Dice on a recharge rest
* @extends {Dialog}
*/
export default class RechargeRestDialog extends Dialog {
constructor(actor, dialogData={}, options={}) {
super(dialogData, options);
/**
* Store a reference to the Actor entity which is resting
* @type {Actor}
*/
this.actor = actor;
/**
* Track the most recently used HD denomination for re-rendering the form
* @type {string}
*/
this._denom = null;
}
/* -------------------------------------------- */
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
template: "systems/sw5e/templates/apps/recharge-rest.html",
classes: ["sw5e", "dialog"]
});
}
/* -------------------------------------------- */
/** @override */
getData() {
const data = super.getData();
// Determine Hull Dice
data.availableHD = this.actor.data.items.reduce((hd, item) => {
if ( item.type === "starship" ) {
const d = item.data;
const denom = d.hullDice || "d6";
const available = parseInt(d.hullDiceStart || 1) + parseInt(d.tier || 0) - parseInt(d.hullDiceUsed || 0);
hd[denom] = denom in hd ? hd[denom] + available : available;
}
return hd;
}, {});
data.canRoll = this.actor.data.data.attributes.hull.dice > 0;
data.denomination = this._denom;
// Determine rest type
const variant = game.settings.get("sw5e", "restVariant");
data.promptNewDay = variant !== "epic"; // It's never a new day when only resting 1 minute
data.newDay = false; // It may be a new day, but not by default
return data;
}
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
let btn = html.find("#roll-hulld");
btn.click(this._onRollHullDie.bind(this));
}
/* -------------------------------------------- */
/**
* Handle rolling a Hull Die as part of a Recharge Rest action
* @param {Event} event The triggering click event
* @private
*/
async _onRollHullDie(event) {
event.preventDefault();
const btn = event.currentTarget;
this._denom = btn.form.hulld.value;
await this.actor.rollHullDie(this._denom);
this.render();
}
/* -------------------------------------------- */
/**
* A helper constructor function which displays the Short Rest dialog and returns a Promise once it's workflow has
* been resolved.
* @param {Actor5e} actor
* @return {Promise}
*/
static async rechargeRestDialog({actor}={}) {
return new Promise((resolve, reject) => {
const dlg = new this(actor, {
title: "Recharge Rest",
buttons: {
rest: {
icon: '<i class="fas fa-bed"></i>',
label: "Rest",
callback: html => {
let newDay = false;
if (game.settings.get("sw5e", "restVariant") === "gritty")
newDay = html.find('input[name="newDay"]')[0].checked;
resolve(newDay);
}
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: "Cancel",
callback: reject
}
},
close: reject
});
dlg.render(true);
});
}
}

View file

@ -0,0 +1,69 @@
/**
* A helper Dialog subclass for completing a refitting rest
* @extends {Dialog}
*/
export default class RefittingRestDialog extends Dialog {
constructor(actor, dialogData = {}, options = {}) {
super(dialogData, options);
this.actor = actor;
}
/* -------------------------------------------- */
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
template: "systems/sw5e/templates/apps/refitting-rest.html",
classes: ["sw5e", "dialog"]
});
}
/* -------------------------------------------- */
/** @override */
getData() {
const data = super.getData();
const variant = game.settings.get("sw5e", "restVariant");
data.promptNewDay = variant !== "gritty"; // It's always a new day when resting 1 week
data.newDay = variant === "normal"; // It's probably a new day when resting normally (8 hours)
return data;
}
/* -------------------------------------------- */
/**
* A helper constructor function which displays the Refitting Rest confirmation dialog and returns a Promise once it's
* workflow has been resolved.
* @param {Actor5e} actor
* @return {Promise}
*/
static async refittingRestDialog({ actor } = {}) {
return new Promise((resolve, reject) => {
const dlg = new this(actor, {
title: "Refitting Rest",
buttons: {
rest: {
icon: '<i class="fas fa-bed"></i>',
label: "Rest",
callback: html => {
let newDay = false;
if (game.settings.get("sw5e", "restVariant") === "normal")
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",
callback: reject
}
},
default: 'rest',
close: reject
});
dlg.render(true);
});
}
}

View file

@ -3,7 +3,7 @@
* @type {Dialog} * @type {Dialog}
*/ */
export default class SelectItemsPrompt extends Dialog { export default class SelectItemsPrompt extends Dialog {
constructor(items, dialogData = {}, options = {}) { constructor(items, dialogData={}, options={}) {
super(dialogData, options); super(dialogData, options);
this.options.classes = ["sw5e", "dialog", "select-items-prompt", "sheet"]; this.options.classes = ["sw5e", "dialog", "select-items-prompt", "sheet"];
@ -18,11 +18,11 @@ export default class SelectItemsPrompt extends Dialog {
super.activateListeners(html); super.activateListeners(html);
// render the item's sheet if its image is clicked // render the item's sheet if its image is clicked
html.on("click", ".item-image", (event) => { html.on('click', '.item-image', (event) => {
const item = this.items.find((feature) => feature.id === event.currentTarget.dataset?.itemId); const item = this.items.find((feature) => feature.id === event.currentTarget.dataset?.itemId);
item?.sheet.render(true); item?.sheet.render(true);
}); })
} }
/** /**
@ -33,27 +33,29 @@ export default class SelectItemsPrompt extends Dialog {
* @param {string} options.hint - Localized hint to display at the top of the prompt * @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 * @return {Promise<string[]>} - list of item ids which the user has selected
*/ */
static async create(items, {hint}) { static async create(items, {
hint
}) {
// Render the ability usage template // Render the ability usage template
const html = await renderTemplate("systems/sw5e/templates/apps/select-items-prompt.html", {items, hint}); const html = await renderTemplate("systems/sw5e/templates/apps/select-items-prompt.html", {items, hint});
return new Promise((resolve) => { return new Promise((resolve) => {
const dlg = new this(items, { const dlg = new this(items, {
title: game.i18n.localize("SW5E.SelectItemsPromptTitle"), title: game.i18n.localize('SW5E.SelectItemsPromptTitle'),
content: html, content: html,
buttons: { buttons: {
apply: { apply: {
icon: `<i class="fas fa-user-plus"></i>`, icon: `<i class="fas fa-user-plus"></i>`,
label: game.i18n.localize("SW5E.Apply"), label: game.i18n.localize('SW5E.Apply'),
callback: (html) => { callback: html => {
const fd = new FormDataExtended(html[0].querySelector("form")).toObject(); const fd = new FormDataExtended(html[0].querySelector("form")).toObject();
const selectedIds = Object.keys(fd).filter((itemId) => fd[itemId]); const selectedIds = Object.keys(fd).filter(itemId => fd[itemId]);
resolve(selectedIds); resolve(selectedIds);
} }
}, },
cancel: { cancel: {
icon: '<i class="fas fa-forward"></i>', icon: '<i class="fas fa-forward"></i>',
label: game.i18n.localize("SW5E.Skip"), label: game.i18n.localize('SW5E.Skip'),
callback: () => resolve([]) callback: () => resolve([])
} }
}, },

View file

@ -3,6 +3,7 @@
* @extends {DocumentSheet} * @extends {DocumentSheet}
*/ */
export default class ActorSensesConfig extends DocumentSheet { export default class ActorSensesConfig extends DocumentSheet {
/** @inheritdoc */ /** @inheritdoc */
static get defaultOptions() { static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, { return foundry.utils.mergeObject(super.defaultOptions, {
@ -28,15 +29,14 @@ export default class ActorSensesConfig extends DocumentSheet {
const data = { const data = {
senses: {}, senses: {},
special: senses.special ?? "", special: senses.special ?? "",
units: senses.units, units: senses.units, movementUnits: CONFIG.SW5E.movementUnits
movementUnits: CONFIG.SW5E.movementUnits
}; };
for (let [name, label] of Object.entries(CONFIG.SW5E.senses)) { for ( let [name, label] of Object.entries(CONFIG.SW5E.senses) ) {
const v = senses[name]; const v = senses[name];
data.senses[name] = { data.senses[name] = {
label: game.i18n.localize(label), label: game.i18n.localize(label),
value: Number.isNumeric(v) ? v.toNearest(0.1) : 0 value: Number.isNumeric(v) ? v.toNearest(0.1) : 0
}; }
} }
return data; return data;
} }

View file

@ -5,7 +5,7 @@ import LongRestDialog from "./long-rest.js";
* @extends {Dialog} * @extends {Dialog}
*/ */
export default class ShortRestDialog extends Dialog { export default class ShortRestDialog extends Dialog {
constructor(actor, dialogData = {}, options = {}) { constructor(actor, dialogData={}, options={}) {
super(dialogData, options); super(dialogData, options);
/** /**
@ -39,7 +39,7 @@ export default class ShortRestDialog extends Dialog {
// Determine Hit Dice // Determine Hit Dice
data.availableHD = this.actor.data.items.reduce((hd, item) => { data.availableHD = this.actor.data.items.reduce((hd, item) => {
if (item.type === "class") { if ( item.type === "class" ) {
const d = item.data.data; const d = item.data.data;
const denom = d.hitDice || "d6"; const denom = d.hitDice || "d6";
const available = parseInt(d.levels || 1) - parseInt(d.hitDiceUsed || 0); const available = parseInt(d.levels || 1) - parseInt(d.hitDiceUsed || 0);
@ -59,6 +59,7 @@ export default class ShortRestDialog extends Dialog {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */
activateListeners(html) { activateListeners(html) {
super.activateListeners(html); super.activateListeners(html);
@ -89,7 +90,7 @@ export default class ShortRestDialog extends Dialog {
* @param {Actor5e} actor * @param {Actor5e} actor
* @return {Promise} * @return {Promise}
*/ */
static async shortRestDialog({actor} = {}) { static async shortRestDialog({actor}={}) {
return new Promise((resolve, reject) => { return new Promise((resolve, reject) => {
const dlg = new this(actor, { const dlg = new this(actor, {
title: game.i18n.localize("SW5E.ShortRest"), title: game.i18n.localize("SW5E.ShortRest"),
@ -97,7 +98,7 @@ export default class ShortRestDialog extends Dialog {
rest: { rest: {
icon: '<i class="fas fa-bed"></i>', icon: '<i class="fas fa-bed"></i>',
label: game.i18n.localize("SW5E.Rest"), label: game.i18n.localize("SW5E.Rest"),
callback: (html) => { callback: html => {
let newDay = false; let newDay = false;
if (game.settings.get("sw5e", "restVariant") === "gritty") if (game.settings.get("sw5e", "restVariant") === "gritty")
newDay = html.find('input[name="newDay"]')[0].checked; newDay = html.find('input[name="newDay"]')[0].checked;
@ -125,10 +126,8 @@ export default class ShortRestDialog extends Dialog {
* @param {Actor5e} actor * @param {Actor5e} actor
* @return {Promise} * @return {Promise}
*/ */
static async longRestDialog({actor} = {}) { static async longRestDialog({actor}={}) {
console.warn( console.warn("WARNING! ShortRestDialog.longRestDialog has been deprecated, use LongRestDialog.longRestDialog instead.");
"WARNING! ShortRestDialog.longRestDialog has been deprecated, use LongRestDialog.longRestDialog instead."
);
return LongRestDialog.longRestDialog(...arguments); return LongRestDialog.longRestDialog(...arguments);
} }
} }

View file

@ -3,6 +3,7 @@
* @extends {DocumentSheet} * @extends {DocumentSheet}
*/ */
export default class TraitSelector extends DocumentSheet { export default class TraitSelector extends DocumentSheet {
/** @inheritdoc */ /** @inheritdoc */
static get defaultOptions() { static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, { return foundry.utils.mergeObject(super.defaultOptions, {
@ -37,22 +38,22 @@ export default class TraitSelector extends DocumentSheet {
getData() { getData() {
const attr = foundry.utils.getProperty(this.object.data, this.attribute); const attr = foundry.utils.getProperty(this.object.data, this.attribute);
const o = this.options; const o = this.options;
const value = o.valueKey ? attr[o.valueKey] ?? [] : attr; const value = (o.valueKey) ? attr[o.valueKey] ?? [] : attr;
const custom = o.customKey ? attr[o.customKey] ?? "" : ""; const custom = (o.customKey) ? attr[o.customKey] ?? "" : "";
// Populate choices // Populate choices
const choices = Object.entries(o.choices).reduce((obj, e) => { const choices = Object.entries(o.choices).reduce((obj, e) => {
let [k, v] = e; let [k, v] = e;
obj[k] = {label: v, chosen: attr ? value.includes(k) : false}; obj[k] = { label: v, chosen: attr ? value.includes(k) : false };
return obj; return obj;
}, {}); }, {})
// Return data // Return data
return { return {
allowCustom: o.allowCustom, allowCustom: o.allowCustom,
choices: choices, choices: choices,
custom: custom custom: custom
}; }
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -63,21 +64,21 @@ export default class TraitSelector extends DocumentSheet {
// Obtain choices // Obtain choices
const chosen = []; const chosen = [];
for (let [k, v] of Object.entries(formData)) { for ( let [k, v] of Object.entries(formData) ) {
if (k !== "custom" && v) chosen.push(k); if ( (k !== "custom") && v ) chosen.push(k);
} }
// Object including custom data // Object including custom data
const updateData = {}; const updateData = {};
if (o.valueKey) updateData[`${this.attribute}.${o.valueKey}`] = chosen; if ( o.valueKey ) updateData[`${this.attribute}.${o.valueKey}`] = chosen;
else updateData[this.attribute] = chosen; else updateData[this.attribute] = chosen;
if (o.allowCustom) updateData[`${this.attribute}.${o.customKey}`] = formData.custom; if ( o.allowCustom ) updateData[`${this.attribute}.${o.customKey}`] = formData.custom;
// Validate the number chosen // Validate the number chosen
if (o.minimum && chosen.length < o.minimum) { if ( o.minimum && (chosen.length < o.minimum) ) {
return ui.notifications.error(`You must choose at least ${o.minimum} options`); return ui.notifications.error(`You must choose at least ${o.minimum} options`);
} }
if (o.maximum && chosen.length > o.maximum) { if ( o.maximum && (chosen.length > o.maximum) ) {
return ui.notifications.error(`You may choose no more than ${o.maximum} options`); return ui.notifications.error(`You may choose no more than ${o.maximum} options`);
} }

View file

@ -1,6 +1,6 @@
/** @override */ /** @override */
export const measureDistances = function (segments, options = {}) { export const measureDistances = function(segments, options={}) {
if (!options.gridSpaces) return BaseGrid.prototype.measureDistances.call(this, segments, options); if ( !options.gridSpaces ) return BaseGrid.prototype.measureDistances.call(this, segments, options);
// Track the total number of diagonals // Track the total number of diagonals
let nDiagonal = 0; let nDiagonal = 0;
@ -8,7 +8,7 @@ export const measureDistances = function (segments, options = {}) {
const d = canvas.dimensions; const d = canvas.dimensions;
// Iterate over measured segments // Iterate over measured segments
return segments.map((s) => { return segments.map(s => {
let r = s.ray; let r = s.ray;
// Determine the total distance traveled // Determine the total distance traveled
@ -23,7 +23,7 @@ export const measureDistances = function (segments, options = {}) {
// Alternative DMG Movement // Alternative DMG Movement
if (rule === "5105") { if (rule === "5105") {
let nd10 = Math.floor(nDiagonal / 2) - Math.floor((nDiagonal - nd) / 2); let nd10 = Math.floor(nDiagonal / 2) - Math.floor((nDiagonal - nd) / 2);
let spaces = nd10 * 2 + (nd - nd10) + ns; let spaces = (nd10 * 2) + (nd - nd10) + ns;
return spaces * canvas.dimensions.distance; return spaces * canvas.dimensions.distance;
} }

View file

@ -151,15 +151,13 @@ export default class CharacterImporter {
result.forEach((prof) => { result.forEach((prof) => {
let assignedProfession = professionsPack.find((o) => o.name === prof.profession); let assignedProfession = professionsPack.find((o) => o.name === prof.profession);
assignedProfession.data.data.levels = prof.level; assignedProfession.data.data.levels = prof.level;
actor.createEmbeddedDocuments("Item", [assignedProfession.data], {displaySheet: false}); actor.createEmbeddedDocuments("Item", [assignedProfession.data], { displaySheet: false });
}); });
this.addSpecies(sourceCharacter.attribs.find((e) => e.name == "race").current, actor); this.addSpecies(sourceCharacter.attribs.find((e) => e.name == "race").current, actor);
this.addPowers( this.addPowers(
sourceCharacter.attribs sourceCharacter.attribs.filter((e) => e.name.search(/repeating_power.+_powername/g) != -1).map((e) => e.current),
.filter((e) => e.name.search(/repeating_power.+_powername/g) != -1)
.map((e) => e.current),
actor actor
); );
@ -182,7 +180,7 @@ export default class CharacterImporter {
let classes = await game.packs.get("sw5e.classes").getDocuments(); let classes = await game.packs.get("sw5e.classes").getDocuments();
let assignedClass = classes.find((c) => c.name === profession); let assignedClass = classes.find((c) => c.name === profession);
assignedClass.data.data.levels = level; assignedClass.data.data.levels = level;
await actor.createEmbeddedDocuments("Item", [assignedClass.data], {displaySheet: false}); await actor.createEmbeddedDocuments("Item", [assignedClass.data], { displaySheet: false });
} }
static classOrMulticlass(name) { static classOrMulticlass(name) {
@ -215,7 +213,7 @@ export default class CharacterImporter {
const species = await game.packs.get("sw5e.species").getDocuments(); const species = await game.packs.get("sw5e.species").getDocuments();
const assignedSpecies = species.find((c) => c.name === race); const assignedSpecies = species.find((c) => c.name === race);
const activeEffects = [...assignedSpecies.data.effects][0].data.changes; const activeEffects = [...assignedSpecies.data.effects][0].data.changes;
const actorData = {data: {abilities: {...actor.data.data.abilities}}}; const actorData = { data: { abilities: { ...actor.data.data.abilities } } };
activeEffects.map((effect) => { activeEffects.map((effect) => {
switch (effect.key) { switch (effect.key) {
@ -250,7 +248,7 @@ export default class CharacterImporter {
actor.update(actorData); actor.update(actorData);
await actor.createEmbeddedDocuments("Item", [assignedSpecies.data], {displaySheet: false}); await actor.createEmbeddedDocuments("Item", [assignedSpecies.data], { displaySheet: false });
} }
static async addPowers(powers, actor) { static async addPowers(powers, actor) {
@ -261,7 +259,7 @@ export default class CharacterImporter {
const createdPower = forcePowers.find((c) => c.name === power) || techPowers.find((c) => c.name === power); const createdPower = forcePowers.find((c) => c.name === power) || techPowers.find((c) => c.name === power);
if (createdPower) { if (createdPower) {
await actor.createEmbeddedDocuments("Item", [createdPower.data], {displaySheet: false}); await actor.createEmbeddedDocuments("Item", [createdPower.data], { displaySheet: false });
} }
} }
} }
@ -282,7 +280,7 @@ export default class CharacterImporter {
createdItem.data.data.quantity = item.quantity; createdItem.data.data.quantity = item.quantity;
} }
await actor.createEmbeddedDocuments("Item", [createdItem.data], {displaySheet: false}); await actor.createEmbeddedDocuments("Item", [createdItem.data], { displaySheet: false });
} }
} }
} }

View file

@ -1,27 +1,28 @@
/** /**
* Highlight critical success or failure on d20 rolls * Highlight critical success or failure on d20 rolls
*/ */
export const highlightCriticalSuccessFailure = function (message, html, data) { export const highlightCriticalSuccessFailure = function(message, html, data) {
if (!message.isRoll || !message.isContentVisible) return; if ( !message.isRoll || !message.isContentVisible ) return;
// Highlight rolls where the first part is a d20 roll // Highlight rolls where the first part is a d20 roll
const roll = message.roll; const roll = message.roll;
if (!roll.dice.length) return; if ( !roll.dice.length ) return;
const d = roll.dice[0]; const d = roll.dice[0];
// Ensure it is an un-modified d20 roll // Ensure it is an un-modified d20 roll
const isD20 = d.faces === 20 && d.values.length === 1; const isD20 = (d.faces === 20) && ( d.values.length === 1 );
if (!isD20) return; if ( !isD20 ) return;
const isModifiedRoll = "success" in d.results[0] || d.options.marginSuccess || d.options.marginFailure; const isModifiedRoll = ("success" in d.results[0]) || d.options.marginSuccess || d.options.marginFailure;
if (isModifiedRoll) return; if ( isModifiedRoll ) return;
// Highlight successes and failures // Highlight successes and failures
const critical = d.options.critical || 20; const critical = d.options.critical || 20;
const fumble = d.options.fumble || 1; const fumble = d.options.fumble || 1;
if (d.total >= critical) html.find(".dice-total").addClass("critical"); if ( d.total >= critical ) html.find(".dice-total").addClass("critical");
else if (d.total <= fumble) html.find(".dice-total").addClass("fumble"); else if ( d.total <= fumble ) html.find(".dice-total").addClass("fumble");
else if (d.options.target) { else if ( d.options.target ) {
if (roll.total >= d.options.target) html.find(".dice-total").addClass("success"); if ( roll.total >= d.options.target ) html.find(".dice-total").addClass("success");
else html.find(".dice-total").addClass("failure"); else html.find(".dice-total").addClass("failure");
} }
}; };
@ -31,22 +32,22 @@ export const highlightCriticalSuccessFailure = function (message, html, data) {
/** /**
* Optionally hide the display of chat card action buttons which cannot be performed by the user * Optionally hide the display of chat card action buttons which cannot be performed by the user
*/ */
export const displayChatActionButtons = function (message, html, data) { export const displayChatActionButtons = function(message, html, data) {
const chatCard = html.find(".sw5e.chat-card"); const chatCard = html.find(".sw5e.chat-card");
if (chatCard.length > 0) { if ( chatCard.length > 0 ) {
const flavor = html.find(".flavor-text"); const flavor = html.find(".flavor-text");
if (flavor.text() === html.find(".item-name").text()) flavor.remove(); if ( flavor.text() === html.find(".item-name").text() ) flavor.remove();
// If the user is the message author or the actor owner, proceed // If the user is the message author or the actor owner, proceed
let actor = game.actors.get(data.message.speaker.actor); let actor = game.actors.get(data.message.speaker.actor);
if (actor && actor.isOwner) return; if ( actor && actor.isOwner ) return;
else if (game.user.isGM || data.author.id === game.user.id) return; else if ( game.user.isGM || (data.author.id === game.user.id)) return;
// Otherwise conceal action buttons except for saving throw // Otherwise conceal action buttons except for saving throw
const buttons = chatCard.find("button[data-action]"); const buttons = chatCard.find("button[data-action]");
buttons.each((i, btn) => { buttons.each((i, btn) => {
if (btn.dataset.action === "save") return; if ( btn.dataset.action === "save" ) return;
btn.style.display = "none"; btn.style.display = "none"
}); });
} }
}; };
@ -62,8 +63,8 @@ export const displayChatActionButtons = function (message, html, data) {
* *
* @return {Array} The extended options Array including new context choices * @return {Array} The extended options Array including new context choices
*/ */
export const addChatMessageContextOptions = function (html, options) { export const addChatMessageContextOptions = function(html, options) {
let canApply = (li) => { let canApply = li => {
const message = game.messages.get(li.data("messageId")); const message = game.messages.get(li.data("messageId"));
return message?.isRoll && message?.isContentVisible && canvas.tokens?.controlled.length; return message?.isRoll && message?.isContentVisible && canvas.tokens?.controlled.length;
}; };
@ -72,25 +73,25 @@ export const addChatMessageContextOptions = function (html, options) {
name: game.i18n.localize("SW5E.ChatContextDamage"), name: game.i18n.localize("SW5E.ChatContextDamage"),
icon: '<i class="fas fa-user-minus"></i>', icon: '<i class="fas fa-user-minus"></i>',
condition: canApply, condition: canApply,
callback: (li) => applyChatCardDamage(li, 1) callback: li => applyChatCardDamage(li, 1)
}, },
{ {
name: game.i18n.localize("SW5E.ChatContextHealing"), name: game.i18n.localize("SW5E.ChatContextHealing"),
icon: '<i class="fas fa-user-plus"></i>', icon: '<i class="fas fa-user-plus"></i>',
condition: canApply, condition: canApply,
callback: (li) => applyChatCardDamage(li, -1) callback: li => applyChatCardDamage(li, -1)
}, },
{ {
name: game.i18n.localize("SW5E.ChatContextDoubleDamage"), name: game.i18n.localize("SW5E.ChatContextDoubleDamage"),
icon: '<i class="fas fa-user-injured"></i>', icon: '<i class="fas fa-user-injured"></i>',
condition: canApply, condition: canApply,
callback: (li) => applyChatCardDamage(li, 2) callback: li => applyChatCardDamage(li, 2)
}, },
{ {
name: game.i18n.localize("SW5E.ChatContextHalfDamage"), name: game.i18n.localize("SW5E.ChatContextHalfDamage"),
icon: '<i class="fas fa-user-shield"></i>', icon: '<i class="fas fa-user-shield"></i>',
condition: canApply, condition: canApply,
callback: (li) => applyChatCardDamage(li, 0.5) callback: li => applyChatCardDamage(li, 0.5)
} }
); );
return options; return options;
@ -109,12 +110,10 @@ export const addChatMessageContextOptions = function (html, options) {
function applyChatCardDamage(li, multiplier) { function applyChatCardDamage(li, multiplier) {
const message = game.messages.get(li.data("messageId")); const message = game.messages.get(li.data("messageId"));
const roll = message.roll; const roll = message.roll;
return Promise.all( return Promise.all(canvas.tokens.controlled.map(t => {
canvas.tokens.controlled.map((t) => {
const a = t.actor; const a = t.actor;
return a.applyDamage(roll.total, multiplier); return a.applyDamage(roll.total, multiplier);
}) }));
);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */

View file

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

View file

@ -1,12 +1,13 @@
/** /**
* Override the default Initiative formula to customize special behaviors of the SW5e system. * Override the default Initiative formula to customize special behaviors of the SW5e system.
* Apply advantage, proficiency, or bonuses where appropriate * Apply advantage, proficiency, or bonuses where appropriate
* Apply the dexterity score as a decimal tiebreaker if requested * Apply the dexterity score as a decimal tiebreaker if requested
* See Combat._getInitiativeFormula for more detail. * See Combat._getInitiativeFormula for more detail.
*/ */
export const _getInitiativeFormula = function () { export const _getInitiativeFormula = function() {
const actor = this.actor; const actor = this.actor;
if (!actor) return "1d20"; if ( !actor ) return "1d20";
const init = actor.data.data.attributes.init; const init = actor.data.data.attributes.init;
// Construct initiative formula parts // Construct initiative formula parts
@ -17,15 +18,10 @@ export const _getInitiativeFormula = function () {
nd = 2; nd = 2;
mods += "kh"; mods += "kh";
} }
const parts = [ const parts = [`${nd}d20${mods}`, init.mod, (init.prof !== 0) ? init.prof : null, (init.bonus !== 0) ? init.bonus : null];
`${nd}d20${mods}`,
init.mod,
init.prof !== 0 ? init.prof : null,
init.bonus !== 0 ? init.bonus : null
];
// Optionally apply Dexterity tiebreaker // Optionally apply Dexterity tiebreaker
const tiebreaker = game.settings.get("sw5e", "initiativeDexTiebreaker"); const tiebreaker = game.settings.get("sw5e", "initiativeDexTiebreaker");
if (tiebreaker) parts.push(actor.data.data.abilities.dex.value / 100); if ( tiebreaker ) parts.push(actor.data.data.abilities.dex.value / 100);
return parts.filter((p) => p !== null).join(" + "); return parts.filter(p => p !== null).join(" + ");
}; };

File diff suppressed because it is too large Load diff

View file

@ -23,19 +23,14 @@ export function simplifyRollFormula(formula, data, {constantFirst = false} = {})
const constantTerms = []; // Terms that are constant, and their associated operators const constantTerms = []; // Terms that are constant, and their associated operators
let operators = []; // Temporary storage for operators before they are moved to one of the above let operators = []; // Temporary storage for operators before they are moved to one of the above
for (let term of terms) { for (let term of terms) { // For each term
// For each term if (term instanceof OperatorTerm) operators.push(term); // If the term is an addition/subtraction operator, push the term into the operators array
if (term instanceof OperatorTerm) operators.push(term); else { // Otherwise the term is not an operator
// If the term is an addition/subtraction operator, push the term into the operators array if (term instanceof DiceTerm) { // If the term is something rollable
else {
// Otherwise the term is not an operator
if (term instanceof DiceTerm) {
// If the term is something rollable
rollableTerms.push(...operators); // Place all the operators into the rollableTerms array rollableTerms.push(...operators); // Place all the operators into the rollableTerms array
rollableTerms.push(term); // Then place this rollable term into it as well rollableTerms.push(term); // Then place this rollable term into it as well
} // } //
else { else { // Otherwise, this must be a constant
// Otherwise, this must be a constant
constantTerms.push(...operators); // Place the operators into the constantTerms array constantTerms.push(...operators); // Place the operators into the constantTerms array
constantTerms.push(term); // Then also add this constant term to that array. constantTerms.push(term); // Then also add this constant term to that array.
} // } //
@ -48,9 +43,9 @@ export function simplifyRollFormula(formula, data, {constantFirst = false} = {})
// 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; let constantPart = undefined;
if (constantFormula) { if ( constantFormula ) {
try { try {
constantPart = Roll.safeEval(constantFormula); constantPart = Roll.safeEval(constantFormula)
} catch (err) { } catch (err) {
console.warn(`Unable to evaluate constant term ${constantFormula} in simplifyRollFormula`); console.warn(`Unable to evaluate constant term ${constantFormula} in simplifyRollFormula`);
} }
@ -116,33 +111,17 @@ function _isUnsupportedTerm(term) {
* @return {Promise<D20Roll|null>} The evaluated D20Roll, or null if the workflow was cancelled * @return {Promise<D20Roll|null>} The evaluated D20Roll, or null if the workflow was cancelled
*/ */
export async function d20Roll({ export async function d20Roll({
parts = [], parts=[], data={}, // Roll creation
data = {}, // Roll creation advantage, disadvantage, fumble=1, critical=20, targetValue, elvenAccuracy, halflingLucky, reliableTalent, // Roll customization
advantage, chooseModifier=false, fastForward=false, event, template, title, dialogOptions, // Dialog configuration
disadvantage, chatMessage=true, messageData={}, rollMode, speaker, flavor // Chat Message customization
fumble = 1, }={}) {
critical = 20,
targetValue,
elvenAccuracy,
halflingLucky,
reliableTalent, // Roll customization
chooseModifier = false,
fastForward = false,
event,
template,
title,
dialogOptions, // Dialog configuration
chatMessage = true,
messageData = {},
rollMode,
speaker,
flavor // Chat Message customization
} = {}) {
// Handle input arguments // Handle input arguments
const formula = ["1d20"].concat(parts).join(" + "); const formula = ["1d20"].concat(parts).join(" + ");
const {advantageMode, isFF} = _determineAdvantageMode({advantage, disadvantage, fastForward, event}); const {advantageMode, isFF} = _determineAdvantageMode({advantage, disadvantage, fastForward, event});
const defaultRollMode = rollMode || game.settings.get("core", "rollMode"); const defaultRollMode = rollMode || game.settings.get("core", "rollMode");
if (chooseModifier && !isFF) data["mod"] = "@mod"; if ( chooseModifier && !isFF ) data["mod"] = "@mod";
// Construct the D20Roll instance // Construct the D20Roll instance
const roll = new CONFIG.Dice.D20Roll(formula, data, { const roll = new CONFIG.Dice.D20Roll(formula, data, {
@ -158,32 +137,27 @@ export async function d20Roll({
}); });
// Prompt a Dialog to further configure the D20Roll // Prompt a Dialog to further configure the D20Roll
if (!isFF) { if ( !isFF ) {
const configured = await roll.configureDialog( const configured = await roll.configureDialog({
{
title, title,
chooseModifier, chooseModifier,
defaultRollMode: defaultRollMode, defaultRollMode: defaultRollMode,
defaultAction: advantageMode, defaultAction: advantageMode,
defaultAbility: data?.item?.ability, defaultAbility: data?.item?.ability,
template template
}, }, dialogOptions);
dialogOptions if ( configured === null ) return null;
);
if (configured === null) return null;
} }
// Evaluate the configured roll // Evaluate the configured roll
await roll.evaluate({async: true}); await roll.evaluate({async: true});
// Create a Chat Message // Create a Chat Message
if (speaker) { if ( speaker ) {
console.warn( console.warn(`You are passing the speaker argument to the d20Roll function directly which should instead be passed as an internal key of messageData`);
`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; messageData.speaker = speaker;
} }
if (roll && chatMessage) await roll.toMessage(messageData); if ( roll && chatMessage ) await roll.toMessage(messageData);
return roll; return roll;
} }
@ -193,12 +167,11 @@ export async function d20Roll({
* Determines whether this d20 roll should be fast-forwarded, and whether advantage or disadvantage should be applied * 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 * @returns {{isFF: boolean, advantageMode: number}} Whether the roll is fast-forward, and its advantage mode
*/ */
function _determineAdvantageMode({event, advantage = false, disadvantage = false, fastForward = false} = {}) { function _determineAdvantageMode({event, advantage=false, disadvantage=false, fastForward=false}={}) {
const isFF = fastForward || (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey)); const isFF = fastForward || (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
let advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.NORMAL; let advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.NORMAL;
if (advantage || event?.altKey) advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.ADVANTAGE; if ( advantage || event?.altKey ) advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.ADVANTAGE;
else if (disadvantage || event?.ctrlKey || event?.metaKey) else if ( disadvantage || event?.ctrlKey || event?.metaKey ) advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.DISADVANTAGE;
advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.DISADVANTAGE;
return {isFF, advantageMode}; return {isFF, advantageMode};
} }
@ -237,25 +210,12 @@ function _determineAdvantageMode({event, advantage = false, disadvantage = false
* @return {Promise<DamageRoll|null>} The evaluated DamageRoll, or null if the workflow was canceled * @return {Promise<DamageRoll|null>} The evaluated DamageRoll, or null if the workflow was canceled
*/ */
export async function damageRoll({ export async function damageRoll({
parts = [], parts=[], data, // Roll creation
data, // Roll creation critical=false, criticalBonusDice, criticalMultiplier, multiplyNumeric, powerfulCritical, // Damage customization
critical = false, fastForward=false, event, allowCritical=true, template, title, dialogOptions, // Dialog configuration
criticalBonusDice, chatMessage=true, messageData={}, rollMode, speaker, flavor, // Chat Message customization
criticalMultiplier, }={}) {
multiplyNumeric,
powerfulCritical, // Damage customization
fastForward = false,
event,
allowCritical = true,
template,
title,
dialogOptions, // Dialog configuration
chatMessage = true,
messageData = {},
rollMode,
speaker,
flavor // Chat Message customization
} = {}) {
// Handle input arguments // Handle input arguments
const defaultRollMode = rollMode || game.settings.get("core", "rollMode"); const defaultRollMode = rollMode || game.settings.get("core", "rollMode");
@ -272,31 +232,26 @@ export async function damageRoll({
}); });
// Prompt a Dialog to further configure the DamageRoll // Prompt a Dialog to further configure the DamageRoll
if (!isFF) { if ( !isFF ) {
const configured = await roll.configureDialog( const configured = await roll.configureDialog({
{
title, title,
defaultRollMode: defaultRollMode, defaultRollMode: defaultRollMode,
defaultCritical: isCritical, defaultCritical: isCritical,
template, template,
allowCritical allowCritical
}, }, dialogOptions);
dialogOptions if ( configured === null ) return null;
);
if (configured === null) return null;
} }
// Evaluate the configured roll // Evaluate the configured roll
await roll.evaluate({async: true}); await roll.evaluate({async: true});
// Create a Chat Message // Create a Chat Message
if (speaker) { if ( speaker ) {
console.warn( console.warn(`You are passing the speaker argument to the damageRoll function directly which should instead be passed as an internal key of messageData`);
`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; messageData.speaker = speaker;
} }
if (roll && chatMessage) await roll.toMessage(messageData); if ( roll && chatMessage ) await roll.toMessage(messageData);
return roll; return roll;
} }
@ -306,8 +261,8 @@ export async function damageRoll({
* Determines whether this d20 roll should be fast-forwarded, and whether advantage or disadvantage should be applied * 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 * @returns {{isFF: boolean, isCritical: boolean}} Whether the roll is fast-forward, and whether it is a critical hit
*/ */
function _determineCriticalMode({event, critical = false, fastForward = false} = {}) { function _determineCriticalMode({event, critical=false, fastForward=false}={}) {
const isFF = fastForward || (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey)); const isFF = fastForward || (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
if (event?.altKey) critical = true; if ( event?.altKey ) critical = true;
return {isFF, isCritical: critical}; return {isFF, isCritical: critical};
} }

View file

@ -16,7 +16,7 @@
export default class D20Roll extends Roll { export default class D20Roll extends Roll {
constructor(formula, data, options) { constructor(formula, data, options) {
super(formula, data, options); super(formula, data, options);
if (!(this.terms[0] instanceof Die && this.terms[0].faces === 20)) { if ( !((this.terms[0] instanceof Die) && (this.terms[0].faces === 20)) ) {
throw new Error(`Invalid D20Roll formula provided ${this._formula}`); throw new Error(`Invalid D20Roll formula provided ${this._formula}`);
} }
this.configureModifiers(); this.configureModifiers();
@ -31,8 +31,8 @@ export default class D20Roll extends Roll {
static ADV_MODE = { static ADV_MODE = {
NORMAL: 0, NORMAL: 0,
ADVANTAGE: 1, ADVANTAGE: 1,
DISADVANTAGE: -1 DISADVANTAGE: -1,
}; }
/** /**
* The HTML template path used to configure evaluation of this Roll * The HTML template path used to configure evaluation of this Roll
@ -71,26 +71,28 @@ export default class D20Roll extends Roll {
d20.modifiers = []; d20.modifiers = [];
// Halfling Lucky // Halfling Lucky
if (this.options.halflingLucky) d20.modifiers.push("r1=1"); if ( this.options.halflingLucky ) d20.modifiers.push("r1=1");
// Reliable Talent // Reliable Talent
if (this.options.reliableTalent) d20.modifiers.push("min10"); if ( this.options.reliableTalent ) d20.modifiers.push("min10");
// Handle Advantage or Disadvantage // Handle Advantage or Disadvantage
if (this.hasAdvantage) { if ( this.hasAdvantage ) {
d20.number = this.options.elvenAccuracy ? 3 : 2; d20.number = this.options.elvenAccuracy ? 3 : 2;
d20.modifiers.push("kh"); d20.modifiers.push("kh");
d20.options.advantage = true; d20.options.advantage = true;
} else if (this.hasDisadvantage) { }
else if ( this.hasDisadvantage ) {
d20.number = 2; d20.number = 2;
d20.modifiers.push("kl"); d20.modifiers.push("kl");
d20.options.disadvantage = true; d20.options.disadvantage = true;
} else d20.number = 1; }
else d20.number = 1;
// Assign critical and fumble thresholds // Assign critical and fumble thresholds
if (this.options.critical) d20.options.critical = this.options.critical; if ( this.options.critical ) d20.options.critical = this.options.critical;
if (this.options.fumble) d20.options.fumble = this.options.fumble; if ( this.options.fumble ) d20.options.fumble = this.options.fumble;
if (this.options.targetValue) d20.options.target = this.options.targetValue; if ( this.options.targetValue ) d20.options.target = this.options.targetValue;
// Re-compile the underlying formula // Re-compile the underlying formula
this._formula = this.constructor.getFormula(this.terms); this._formula = this.constructor.getFormula(this.terms);
@ -99,21 +101,22 @@ export default class D20Roll extends Roll {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @inheritdoc */ /** @inheritdoc */
async toMessage(messageData = {}, options = {}) { async toMessage(messageData={}, options={}) {
// Evaluate the roll now so we have the results available to determine whether reliable talent came into play // 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}); if ( !this._evaluated ) await this.evaluate({async: true});
// Add appropriate advantage mode message flavor and sw5e roll flags // Add appropriate advantage mode message flavor and sw5e roll flags
messageData.flavor = messageData.flavor || this.options.flavor; messageData.flavor = messageData.flavor || this.options.flavor;
if (this.hasAdvantage) messageData.flavor += ` (${game.i18n.localize("SW5E.Advantage")})`; if ( this.hasAdvantage ) messageData.flavor += ` (${game.i18n.localize("SW5E.Advantage")})`;
else if (this.hasDisadvantage) messageData.flavor += ` (${game.i18n.localize("SW5E.Disadvantage")})`; else if ( this.hasDisadvantage ) messageData.flavor += ` (${game.i18n.localize("SW5E.Disadvantage")})`;
// Add reliable talent to the d20-term flavor text if it applied // Add reliable talent to the d20-term flavor text if it applied
if (this.options.reliableTalent) { if ( this.options.reliableTalent ) {
const d20 = this.dice[0]; const d20 = this.dice[0];
const isRT = d20.results.every((r) => !r.active || r.result < 10); const isRT = d20.results.every(r => !r.active || (r.result < 10));
const label = `(${game.i18n.localize("SW5E.FlagsReliableTalent")})`; const label = `(${game.i18n.localize("SW5E.FlagsReliableTalent")})`;
if (isRT) d20.options.flavor = d20.options.flavor ? `${d20.options.flavor} (${label})` : label; if ( isRT ) d20.options.flavor = d20.options.flavor ? `${d20.options.flavor} (${label})` : label;
} }
// Record the preferred rollMode // Record the preferred rollMode
@ -137,17 +140,8 @@ export default class D20Roll extends Roll {
* @param {object} options Additional Dialog customization options * @param {object} options Additional Dialog customization options
* @returns {Promise<D20Roll|null>} A resulting D20Roll object constructed with the dialog, or null if the dialog was closed * @returns {Promise<D20Roll|null>} A resulting D20Roll object constructed with the dialog, or null if the dialog was closed
*/ */
async configureDialog( async configureDialog({title, defaultRollMode, defaultAction=D20Roll.ADV_MODE.NORMAL, chooseModifier=false, defaultAbility, template}={}, options={}) {
{
title,
defaultRollMode,
defaultAction = D20Roll.ADV_MODE.NORMAL,
chooseModifier = false,
defaultAbility,
template
} = {},
options = {}
) {
// Render the Dialog inner HTML // Render the Dialog inner HTML
const content = await renderTemplate(template ?? this.constructor.EVALUATION_TEMPLATE, { const content = await renderTemplate(template ?? this.constructor.EVALUATION_TEMPLATE, {
formula: `${this.formula} + @bonus`, formula: `${this.formula} + @bonus`,
@ -160,39 +154,32 @@ export default class D20Roll extends Roll {
let defaultButton = "normal"; let defaultButton = "normal";
switch (defaultAction) { switch (defaultAction) {
case D20Roll.ADV_MODE.ADVANTAGE: case D20Roll.ADV_MODE.ADVANTAGE: defaultButton = "advantage"; break;
defaultButton = "advantage"; case D20Roll.ADV_MODE.DISADVANTAGE: defaultButton = "disadvantage"; break;
break;
case D20Roll.ADV_MODE.DISADVANTAGE:
defaultButton = "disadvantage";
break;
} }
// Create the Dialog window and await submission of the form // Create the Dialog window and await submission of the form
return new Promise((resolve) => { return new Promise(resolve => {
new Dialog( new Dialog({
{
title, title,
content, content,
buttons: { buttons: {
advantage: { advantage: {
label: game.i18n.localize("SW5E.Advantage"), label: game.i18n.localize("SW5E.Advantage"),
callback: (html) => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.ADVANTAGE)) callback: html => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.ADVANTAGE))
}, },
normal: { normal: {
label: game.i18n.localize("SW5E.Normal"), label: game.i18n.localize("SW5E.Normal"),
callback: (html) => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.NORMAL)) callback: html => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.NORMAL))
}, },
disadvantage: { disadvantage: {
label: game.i18n.localize("SW5E.Disadvantage"), label: game.i18n.localize("SW5E.Disadvantage"),
callback: (html) => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.DISADVANTAGE)) callback: html => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.DISADVANTAGE))
} }
}, },
default: defaultButton, default: defaultButton,
close: () => resolve(null) close: () => resolve(null)
}, }, options).render(true);
options
).render(true);
}); });
} }
@ -208,16 +195,16 @@ export default class D20Roll extends Roll {
const form = html[0].querySelector("form"); const form = html[0].querySelector("form");
// Append a situational bonus term // Append a situational bonus term
if (form.bonus.value) { if ( form.bonus.value ) {
const bonus = new Roll(form.bonus.value, this.data); const bonus = new Roll(form.bonus.value, this.data);
if (!(bonus.terms[0] instanceof OperatorTerm)) this.terms.push(new OperatorTerm({operator: "+"})); if ( !(bonus.terms[0] instanceof OperatorTerm) ) this.terms.push(new OperatorTerm({operator: "+"}));
this.terms = this.terms.concat(bonus.terms); this.terms = this.terms.concat(bonus.terms);
} }
// Customize the modifier // Customize the modifier
if (form.ability?.value) { if ( form.ability?.value ) {
const abl = this.data.abilities[form.ability.value]; const abl = this.data.abilities[form.ability.value];
this.terms.findSplice((t) => t.term === "@mod", new NumericTerm({number: abl.mod})); this.terms.findSplice(t => t.term === "@mod", new NumericTerm({number: abl.mod}));
this.options.flavor += ` (${CONFIG.SW5E.abilities[form.ability.value]})`; this.options.flavor += ` (${CONFIG.SW5E.abilities[form.ability.value]})`;
} }

View file

@ -13,7 +13,7 @@ export default class DamageRoll extends Roll {
constructor(formula, data, options) { constructor(formula, data, options) {
super(formula, data, options); super(formula, data, options);
// For backwards compatibility, skip rolls which do not have the "critical" option defined // For backwards compatibility, skip rolls which do not have the "critical" option defined
if (this.options.critical !== undefined) this.configureDamage(); if ( this.options.critical !== undefined ) this.configureDamage();
} }
/** /**
@ -42,44 +42,44 @@ export default class DamageRoll extends Roll {
*/ */
configureDamage() { configureDamage() {
let flatBonus = 0; let flatBonus = 0;
for (let [i, term] of this.terms.entries()) { for ( let [i, term] of this.terms.entries() ) {
// Multiply dice terms // Multiply dice terms
if (term instanceof DiceTerm) { if ( term instanceof DiceTerm ) {
term.options.baseNumber = term.options.baseNumber ?? term.number; // Reset back term.options.baseNumber = term.options.baseNumber ?? term.number; // Reset back
term.number = term.options.baseNumber; term.number = term.options.baseNumber;
if (this.isCritical) { if ( this.isCritical ) {
let cm = this.options.criticalMultiplier ?? 2; let cm = this.options.criticalMultiplier ?? 2;
// Powerful critical - maximize damage and reduce the multiplier by 1 // Powerful critical - maximize damage and reduce the multiplier by 1
if (this.options.powerfulCritical) { if ( this.options.powerfulCritical ) {
flatBonus += term.number * term.faces; flatBonus += (term.number * term.faces);
cm = Math.max(1, cm - 1); cm = Math.max(1, cm-1);
} }
// Alter the damage term // Alter the damage term
let cb = this.options.criticalBonusDice && i === 0 ? this.options.criticalBonusDice : 0; let cb = (this.options.criticalBonusDice && (i === 0)) ? this.options.criticalBonusDice : 0;
term.alter(cm, cb); term.alter(cm, cb);
term.options.critical = true; term.options.critical = true;
} }
} }
// Multiply numeric terms // Multiply numeric terms
else if (this.options.multiplyNumeric && term instanceof NumericTerm) { else if ( this.options.multiplyNumeric && (term instanceof NumericTerm) ) {
term.options.baseNumber = term.options.baseNumber ?? term.number; // Reset back term.options.baseNumber = term.options.baseNumber ?? term.number; // Reset back
term.number = term.options.baseNumber; term.number = term.options.baseNumber;
if (this.isCritical) { if ( this.isCritical ) {
term.number *= this.options.criticalMultiplier ?? 2; term.number *= (this.options.criticalMultiplier ?? 2);
term.options.critical = true; term.options.critical = true;
} }
} }
} }
// Add powerful critical bonus // Add powerful critical bonus
if (this.options.powerfulCritical && flatBonus > 0) { if ( this.options.powerfulCritical && (flatBonus > 0) ) {
this.terms.push(new OperatorTerm({operator: "+"})); this.terms.push(new OperatorTerm({operator: "+"}));
this.terms.push( this.terms.push(new NumericTerm({number: flatBonus}, {flavor: game.i18n.localize("SW5E.PowerfulCritical")}));
new NumericTerm({number: flatBonus}, {flavor: game.i18n.localize("SW5E.PowerfulCritical")})
);
} }
// Re-compile the underlying formula // Re-compile the underlying formula
@ -89,9 +89,9 @@ export default class DamageRoll extends Roll {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @inheritdoc */ /** @inheritdoc */
toMessage(messageData = {}, options = {}) { toMessage(messageData={}, options={}) {
messageData.flavor = messageData.flavor || this.options.flavor; messageData.flavor = messageData.flavor || this.options.flavor;
if (this.isCritical) { if ( this.isCritical ) {
const label = game.i18n.localize("SW5E.CriticalHit"); const label = game.i18n.localize("SW5E.CriticalHit");
messageData.flavor = messageData.flavor ? `${messageData.flavor} (${label})` : label; messageData.flavor = messageData.flavor ? `${messageData.flavor} (${label})` : label;
} }
@ -114,39 +114,34 @@ export default class DamageRoll extends Roll {
* @param {object} options Additional Dialog customization options * @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 * @returns {Promise<D20Roll|null>} A resulting D20Roll object constructed with the dialog, or null if the dialog was closed
*/ */
async configureDialog( async configureDialog({title, defaultRollMode, defaultCritical=false, template, allowCritical=true}={}, options={}) {
{title, defaultRollMode, defaultCritical = false, template, allowCritical = true} = {},
options = {}
) {
// Render the Dialog inner HTML // Render the Dialog inner HTML
const content = await renderTemplate(template ?? this.constructor.EVALUATION_TEMPLATE, { const content = await renderTemplate(template ?? this.constructor.EVALUATION_TEMPLATE, {
formula: `${this.formula} + @bonus`, formula: `${this.formula} + @bonus`,
defaultRollMode, defaultRollMode,
rollModes: CONFIG.Dice.rollModes rollModes: CONFIG.Dice.rollModes,
}); });
// Create the Dialog window and await submission of the form // Create the Dialog window and await submission of the form
return new Promise((resolve) => { return new Promise(resolve => {
new Dialog( new Dialog({
{
title, title,
content, content,
buttons: { buttons: {
critical: { critical: {
condition: allowCritical, condition: allowCritical,
label: game.i18n.localize("SW5E.CriticalHit"), label: game.i18n.localize("SW5E.CriticalHit"),
callback: (html) => resolve(this._onDialogSubmit(html, true)) callback: html => resolve(this._onDialogSubmit(html, true))
}, },
normal: { normal: {
label: game.i18n.localize(allowCritical ? "SW5E.Normal" : "SW5E.Roll"), label: game.i18n.localize(allowCritical ? "SW5E.Normal" : "SW5E.Roll"),
callback: (html) => resolve(this._onDialogSubmit(html, false)) callback: html => resolve(this._onDialogSubmit(html, false))
} }
}, },
default: defaultCritical ? "critical" : "normal", default: defaultCritical ? "critical" : "normal",
close: () => resolve(null) close: () => resolve(null)
}, }, options).render(true);
options
).render(true);
}); });
} }
@ -162,9 +157,9 @@ export default class DamageRoll extends Roll {
const form = html[0].querySelector("form"); const form = html[0].querySelector("form");
// Append a situational bonus term // Append a situational bonus term
if (form.bonus.value) { if ( form.bonus.value ) {
const bonus = new Roll(form.bonus.value, this.data); const bonus = new Roll(form.bonus.value, this.data);
if (!(bonus.terms[0] instanceof OperatorTerm)) this.terms.push(new OperatorTerm({operator: "+"})); if ( !(bonus.terms[0] instanceof OperatorTerm) ) this.terms.push(new OperatorTerm({operator: "+"}));
this.terms = this.terms.concat(bonus.terms); this.terms = this.terms.concat(bonus.terms);
} }

23
module/effects.js vendored
View file

@ -8,17 +8,15 @@ export function onManageActiveEffect(event, owner) {
const a = event.currentTarget; const a = event.currentTarget;
const li = a.closest("li"); const li = a.closest("li");
const effect = li.dataset.effectId ? owner.effects.get(li.dataset.effectId) : null; const effect = li.dataset.effectId ? owner.effects.get(li.dataset.effectId) : null;
switch (a.dataset.action) { switch ( a.dataset.action ) {
case "create": case "create":
return owner.createEmbeddedDocuments("ActiveEffect", [ return owner.createEmbeddedDocuments("ActiveEffect", [{
{ label: game.i18n.localize("SW5E.EffectNew"),
"label": game.i18n.localize("SW5E.EffectNew"), icon: "icons/svg/aura.svg",
"icon": "icons/svg/aura.svg", origin: owner.uuid,
"origin": owner.uuid,
"duration.rounds": li.dataset.effectType === "temporary" ? 1 : undefined, "duration.rounds": li.dataset.effectType === "temporary" ? 1 : undefined,
"disabled": li.dataset.effectType === "inactive" disabled: li.dataset.effectType === "inactive"
} }]);
]);
case "edit": case "edit":
return effect.sheet.render(true); return effect.sheet.render(true);
case "delete": case "delete":
@ -34,6 +32,7 @@ export function onManageActiveEffect(event, owner) {
* @return {object} Data for rendering * @return {object} Data for rendering
*/ */
export function prepareActiveEffectCategories(effects) { export function prepareActiveEffectCategories(effects) {
// Define effect header categories // Define effect header categories
const categories = { const categories = {
temporary: { temporary: {
@ -54,10 +53,10 @@ export function prepareActiveEffectCategories(effects) {
}; };
// Iterate over active effects, classifying them into categories // Iterate over active effects, classifying them into categories
for (let e of effects) { for ( let e of effects ) {
e._getSourceName(); // Trigger a lookup for the source name e._getSourceName(); // Trigger a lookup for the source name
if (e.data.disabled) categories.inactive.effects.push(e); if ( e.data.disabled ) categories.inactive.effects.push(e);
else if (e.isTemporary) categories.temporary.effects.push(e); else if ( e.isTemporary ) categories.temporary.effects.push(e);
else categories.passive.effects.push(e); else categories.passive.effects.push(e);
} }
return categories; return categories;

File diff suppressed because it is too large Load diff

View file

@ -1,5 +1,5 @@
import TraitSelector from "../apps/trait-selector.js"; import TraitSelector from "../apps/trait-selector.js";
import {onManageActiveEffect, prepareActiveEffectCategories} from "../effects.js"; import { onManageActiveEffect, prepareActiveEffectCategories } from "../effects.js";
/** /**
* Override and extend the core ItemSheet implementation to handle specific item types * Override and extend the core ItemSheet implementation to handle specific item types
@ -26,7 +26,7 @@ export default class ItemSheet5e extends ItemSheet {
classes: ["sw5e", "sheet", "item"], classes: ["sw5e", "sheet", "item"],
resizable: true, resizable: true,
scrollY: [".tab.details"], scrollY: [".tab.details"],
tabs: [{navSelector: ".tabs", contentSelector: ".sheet-body", initial: "description"}] tabs: [{ navSelector: ".tabs", contentSelector: ".sheet-body", initial: "description" }]
}); });
} }
@ -64,7 +64,7 @@ export default class ItemSheet5e extends ItemSheet {
// Original maximum uses formula // Original maximum uses formula
const sourceMax = foundry.utils.getProperty(this.item.data._source, "data.uses.max"); const sourceMax = foundry.utils.getProperty(this.item.data._source, "data.uses.max");
if (sourceMax) itemData.data.uses.max = sourceMax; if ( sourceMax ) itemData.data.uses.max = sourceMax;
// Vehicles // Vehicles
data.isCrewed = itemData.data.activation?.type === "crew"; data.isCrewed = itemData.data.activation?.type === "crew";
@ -102,14 +102,14 @@ export default class ItemSheet5e extends ItemSheet {
} }
return ammo; return ammo;
}, },
{[item._id]: `${item.name} (${item.data.quantity})`} { [item._id]: `${item.name} (${item.data.quantity})` }
); );
} }
// Attributes // Attributes
else if (consume.type === "attribute") { else if (consume.type === "attribute") {
const attributes = TokenDocument.getTrackedAttributes(actor.data.data); const attributes = TokenDocument.getTrackedAttributes(actor.data.data);
attributes.bar.forEach((a) => a.push("value")); attributes.bar.forEach(a => a.push("value"));
return attributes.bar.concat(attributes.value).reduce((obj, a) => { return attributes.bar.concat(attributes.value).reduce((obj, a) => {
let k = a.join("."); let k = a.join(".");
obj[k] = k; obj[k] = k;
@ -135,11 +135,8 @@ export default class ItemSheet5e extends ItemSheet {
if (uses.per && uses.max) { if (uses.per && uses.max) {
const label = const label =
uses.per === "charges" uses.per === "charges"
? ` (${game.i18n.format("SW5E.AbilityUseChargesLabel", {value: uses.value})})` ? ` (${game.i18n.format("SW5E.AbilityUseChargesLabel", { value: uses.value })})`
: ` (${game.i18n.format("SW5E.AbilityUseConsumableLabel", { : ` (${game.i18n.format("SW5E.AbilityUseConsumableLabel", { max: uses.max, per: uses.per })})`;
max: uses.max,
per: uses.per
})})`;
obj[i.id] = i.name + label; obj[i.id] = i.name + label;
} }
@ -264,7 +261,7 @@ export default class ItemSheet5e extends ItemSheet {
/** @inheritdoc */ /** @inheritdoc */
_getSubmitData(updateData = {}) { _getSubmitData(updateData = {}) {
// Create the expanded update data object // Create the expanded update data object
const fd = new FormDataExtended(this.form, {editors: this.editors}); const fd = new FormDataExtended(this.form, { editors: this.editors });
let data = fd.toObject(); let data = fd.toObject();
if (updateData) data = mergeObject(data, updateData); if (updateData) data = mergeObject(data, updateData);
else data = expandObject(data); else data = expandObject(data);
@ -286,10 +283,7 @@ export default class ItemSheet5e extends ItemSheet {
html.find(".damage-control").click(this._onDamageControl.bind(this)); html.find(".damage-control").click(this._onDamageControl.bind(this));
html.find(".trait-selector.class-skills").click(this._onConfigureTraits.bind(this)); html.find(".trait-selector.class-skills").click(this._onConfigureTraits.bind(this));
html.find(".effect-control").click((ev) => { html.find(".effect-control").click((ev) => {
if (this.item.isOwned) if (this.item.isOwned) return ui.notifications.warn("Managing Active Effects within an Owned Item is not currently supported and will be added in a subsequent update.");
return ui.notifications.warn(
"Managing Active Effects within an Owned Item is not currently supported and will be added in a subsequent update."
);
onManageActiveEffect(ev, this.item); onManageActiveEffect(ev, this.item);
}); });
} }
@ -311,7 +305,7 @@ export default class ItemSheet5e extends ItemSheet {
if (a.classList.contains("add-damage")) { if (a.classList.contains("add-damage")) {
await this._onSubmit(event); // Submit any unsaved changes await this._onSubmit(event); // Submit any unsaved changes
const damage = this.item.data.data.damage; const damage = this.item.data.data.damage;
return this.item.update({"data.damage.parts": damage.parts.concat([["", ""]])}); return this.item.update({ "data.damage.parts": damage.parts.concat([["", ""]]) });
} }
// Remove a damage component // Remove a damage component
@ -320,7 +314,7 @@ export default class ItemSheet5e extends ItemSheet {
const li = a.closest(".damage-part"); const li = a.closest(".damage-part");
const damage = foundry.utils.deepClone(this.item.data.data.damage); const damage = foundry.utils.deepClone(this.item.data.data.damage);
damage.parts.splice(Number(li.dataset.damagePart), 1); damage.parts.splice(Number(li.dataset.damagePart), 1);
return this.item.update({"data.damage.parts": damage.parts}); return this.item.update({ "data.damage.parts": damage.parts });
} }
} }
@ -342,18 +336,15 @@ export default class ItemSheet5e extends ItemSheet {
allowCustom: false allowCustom: false
}; };
switch (a.dataset.options) { switch(a.dataset.options) {
case "saves": case 'saves':
options.choices = CONFIG.SW5E.abilities; options.choices = CONFIG.SW5E.abilities;
options.valueKey = null; options.valueKey = null;
break; break;
case "skills": case 'skills':
const skills = this.item.data.data.skills; const skills = this.item.data.data.skills;
const choiceSet = const choiceSet = skills.choices && skills.choices.length ? skills.choices : Object.keys(CONFIG.SW5E.skills);
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.choices = Object.fromEntries(
Object.entries(CONFIG.SW5E.skills).filter((skill) => choiceSet.includes(skill[0]))
);
options.maximum = skills.number; options.maximum = skills.number;
break; break;
} }

View file

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

View file

@ -2,62 +2,59 @@
* Perform a system migration for the entire World, applying migrations for Actors, Items, and Compendium packs * Perform a system migration for the entire World, applying migrations for Actors, Items, and Compendium packs
* @return {Promise} A Promise which resolves once the migration is completed * @return {Promise} A Promise which resolves once the migration is completed
*/ */
export const migrateWorld = async function () { export const migrateWorld = async function() {
ui.notifications.info( ui.notifications.info(`Applying SW5e System Migration for version ${game.system.data.version}. Please be patient and do not close your game or shut down your server.`, {permanent: true});
`Applying SW5e System Migration for version ${game.system.data.version}. Please be patient and do not close your game or shut down your server.`,
{permanent: true}
);
// Migrate World Actors // Migrate World Actors
for await (let a of game.actors.contents) { for await ( let a of game.actors.contents ) {
try { try {
console.log(`Checking Actor entity ${a.name} for migration needs`); console.log(`Checking Actor entity ${a.name} for migration needs`);
const updateData = await migrateActorData(a.data); const updateData = await migrateActorData(a.data);
if (!foundry.utils.isObjectEmpty(updateData)) { if ( !foundry.utils.isObjectEmpty(updateData) ) {
console.log(`Migrating Actor entity ${a.name}`); console.log(`Migrating Actor entity ${a.name}`);
await a.update(updateData, {enforceTypes: false}); await a.update(updateData, {enforceTypes: false});
} }
} catch (err) { } catch(err) {
err.message = `Failed sw5e system migration for Actor ${a.name}: ${err.message}`; err.message = `Failed sw5e system migration for Actor ${a.name}: ${err.message}`;
console.error(err); console.error(err);
} }
} }
// Migrate World Items // Migrate World Items
for (let i of game.items.contents) { for ( let i of game.items.contents ) {
try { try {
const updateData = migrateItemData(i.toObject()); const updateData = migrateItemData(i.toObject());
if (!foundry.utils.isObjectEmpty(updateData)) { if ( !foundry.utils.isObjectEmpty(updateData) ) {
console.log(`Migrating Item entity ${i.name}`); console.log(`Migrating Item entity ${i.name}`);
await i.update(updateData, {enforceTypes: false}); await i.update(updateData, {enforceTypes: false});
} }
} catch (err) { } catch(err) {
err.message = `Failed sw5e system migration for Item ${i.name}: ${err.message}`; err.message = `Failed sw5e system migration for Item ${i.name}: ${err.message}`;
console.error(err); console.error(err);
} }
} }
// Migrate Actor Override Tokens // Migrate Actor Override Tokens
for (let s of game.scenes.contents) { for ( let s of game.scenes.contents ) {
try { try {
const updateData = await migrateSceneData(s.data); const updateData = await migrateSceneData(s.data);
if (!foundry.utils.isObjectEmpty(updateData)) { if ( !foundry.utils.isObjectEmpty(updateData) ) {
console.log(`Migrating Scene entity ${s.name}`); console.log(`Migrating Scene entity ${s.name}`);
await s.update(updateData, {enforceTypes: false}); await s.update(updateData, {enforceTypes: false});
// If we do not do this, then synthetic token actors remain in cache // If we do not do this, then synthetic token actors remain in cache
// with the un-updated actorData. // with the un-updated actorData.
s.tokens.contents.forEach((t) => (t._actor = null)); s.tokens.contents.forEach(t => t._actor = null);
} }
} catch (err) { } catch(err) {
err.message = `Failed sw5e system migration for Scene ${s.name}: ${err.message}`; err.message = `Failed sw5e system migration for Scene ${s.name}: ${err.message}`;
console.error(err); console.error(err);
} }
} }
// Migrate World Compendium Packs // Migrate World Compendium Packs
for (let p of game.packs) { for ( let p of game.packs ) {
if (p.metadata.package !== "world") continue; if ( p.metadata.package !== "world" ) continue;
if (!["Actor", "Item", "Scene"].includes(p.metadata.entity)) continue; if ( !["Actor", "Item", "Scene"].includes(p.metadata.entity) ) continue;
await migrateCompendium(p); await migrateCompendium(p);
} }
@ -73,9 +70,9 @@ export const migrateWorld = async function () {
* @param pack * @param pack
* @return {Promise} * @return {Promise}
*/ */
export const migrateCompendium = async function (pack) { export const migrateCompendium = async function(pack) {
const entity = pack.metadata.entity; const entity = pack.metadata.entity;
if (!["Actor", "Item", "Scene"].includes(entity)) return; if ( !["Actor", "Item", "Scene"].includes(entity) ) return;
// Unlock the pack for editing // Unlock the pack for editing
const wasLocked = pack.locked; const wasLocked = pack.locked;
@ -86,7 +83,7 @@ export const migrateCompendium = async function (pack) {
const documents = await pack.getDocuments(); const documents = await pack.getDocuments();
// Iterate over compendium entries - applying fine-tuned migration functions // Iterate over compendium entries - applying fine-tuned migration functions
for await (let doc of documents) { for await ( let doc of documents ) {
let updateData = {}; let updateData = {};
try { try {
switch (entity) { switch (entity) {
@ -100,13 +97,15 @@ export const migrateCompendium = async function (pack) {
updateData = await migrateSceneData(doc.data); updateData = await migrateSceneData(doc.data);
break; break;
} }
if (foundry.utils.isObjectEmpty(updateData)) continue; if ( foundry.utils.isObjectEmpty(updateData) ) continue;
// Save the entry, if data was changed // Save the entry, if data was changed
await doc.update(updateData); await doc.update(updateData);
console.log(`Migrated ${entity} entity ${doc.name} in Compendium ${pack.collection}`); console.log(`Migrated ${entity} entity ${doc.name} in Compendium ${pack.collection}`);
} catch (err) { }
// Handle migration failures // Handle migration failures
catch(err) {
err.message = `Failed sw5e system migration for entity ${doc.name} in pack ${pack.collection}: ${err.message}`; err.message = `Failed sw5e system migration for entity ${doc.name} in pack ${pack.collection}: ${err.message}`;
console.error(err); console.error(err);
} }
@ -127,18 +126,18 @@ export const migrateCompendium = async function (pack) {
* @param {object} actor The actor data object to update * @param {object} actor The actor data object to update
* @return {Object} The updateData to apply * @return {Object} The updateData to apply
*/ */
export const migrateActorData = async function (actor) { export const migrateActorData = async function(actor) {
const updateData = {}; const updateData = {};
// Actor Data Updates // Actor Data Updates
if (actor.data) { if(actor.data) {
_migrateActorMovement(actor, updateData); _migrateActorMovement(actor, updateData);
_migrateActorSenses(actor, updateData); _migrateActorSenses(actor, updateData);
_migrateActorType(actor, updateData); _migrateActorType(actor, updateData);
} }
// Migrate Owned Items // Migrate Owned Items
if (!!actor.items) { if ( !!actor.items ) {
const items = await actor.items.reduce(async (memo, i) => { const items = await actor.items.reduce(async (memo, i) => {
const results = await memo; const results = await memo;
@ -147,15 +146,14 @@ export const migrateActorData = async function (actor) {
let itemUpdate = await migrateActorItemData(itemData, actor); let itemUpdate = await migrateActorItemData(itemData, actor);
// Prepared, Equipped, and Proficient for NPC actors // Prepared, Equipped, and Proficient for NPC actors
if (actor.type === "npc") { if ( actor.type === "npc" ) {
if (getProperty(itemData.data, "preparation.prepared") === false) if (getProperty(itemData.data, "preparation.prepared") === false) itemUpdate["data.preparation.prepared"] = true;
itemUpdate["data.preparation.prepared"] = true;
if (getProperty(itemData.data, "equipped") === false) itemUpdate["data.equipped"] = true; if (getProperty(itemData.data, "equipped") === false) itemUpdate["data.equipped"] = true;
if (getProperty(itemData.data, "proficient") === false) itemUpdate["data.proficient"] = true; if (getProperty(itemData.data, "proficient") === false) itemUpdate["data.proficient"] = true;
} }
// Update the Owned Item // Update the Owned Item
if (!isObjectEmpty(itemUpdate)) { if ( !isObjectEmpty(itemUpdate) ) {
itemUpdate._id = itemData._id; itemUpdate._id = itemData._id;
console.log(`Migrating Actor ${actor.name}'s ${i.name}`); console.log(`Migrating Actor ${actor.name}'s ${i.name}`);
results.push(expandObject(itemUpdate)); results.push(expandObject(itemUpdate));
@ -164,7 +162,7 @@ export const migrateActorData = async function (actor) {
return results; return results;
}, []); }, []);
if (items.length > 0) updateData.items = items; if ( items.length > 0 ) updateData.items = items;
} }
// Update NPC data with new datamodel information // Update NPC data with new datamodel information
@ -180,12 +178,14 @@ export const migrateActorData = async function (actor) {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** /**
* Scrub an Actor's system data, removing all keys which are not explicitly defined in the system template * Scrub an Actor's system data, removing all keys which are not explicitly defined in the system template
* @param {Object} actorData The data object for an Actor * @param {Object} actorData The data object for an Actor
* @return {Object} The scrubbed Actor data * @return {Object} The scrubbed Actor data
*/ */
function cleanActorData(actorData) { function cleanActorData(actorData) {
// Scrub system data // Scrub system data
const model = game.system.model.Actor[actorData.type]; const model = game.system.model.Actor[actorData.type];
actorData.data = filterObject(actorData.data, model); actorData.data = filterObject(actorData.data, model);
@ -195,7 +195,7 @@ function cleanActorData(actorData) {
obj[f] = null; obj[f] = null;
return obj; return obj;
}, {}); }, {});
if (actorData.flags.sw5e) { if ( actorData.flags.sw5e ) {
actorData.flags.sw5e = filterObject(actorData.flags.sw5e, allowedFlags); actorData.flags.sw5e = filterObject(actorData.flags.sw5e, allowedFlags);
} }
@ -203,6 +203,7 @@ function cleanActorData(actorData) {
return actorData; return actorData;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** /**
@ -211,7 +212,7 @@ function cleanActorData(actorData) {
* @param {object} item Item data to migrate * @param {object} item Item data to migrate
* @return {object} The updateData to apply * @return {object} The updateData to apply
*/ */
export const migrateItemData = function (item) { export const migrateItemData = function(item) {
const updateData = {}; const updateData = {};
_migrateItemClassPowerCasting(item, updateData); _migrateItemClassPowerCasting(item, updateData);
_migrateItemAttunement(item, updateData); _migrateItemAttunement(item, updateData);
@ -225,7 +226,7 @@ export const migrateItemData = function (item) {
* @param item * @param item
* @param actor * @param actor
*/ */
export const migrateActorItemData = async function (item, actor) { export const migrateActorItemData = async function(item, actor) {
const updateData = {}; const updateData = {};
_migrateItemClassPowerCasting(item, updateData); _migrateItemClassPowerCasting(item, updateData);
_migrateItemAttunement(item, updateData); _migrateItemAttunement(item, updateData);
@ -241,23 +242,23 @@ export const migrateActorItemData = async function (item, actor) {
* @param {Object} scene The Scene data to Update * @param {Object} scene The Scene data to Update
* @return {Object} The updateData to apply * @return {Object} The updateData to apply
*/ */
export const migrateSceneData = async function (scene) { export const migrateSceneData = async function(scene) {
const tokens = await Promise.all( const tokens = await Promise.all(scene.tokens.map(async token => {
scene.tokens.map(async (token) => {
const t = token.toJSON(); const t = token.toJSON();
if (!t.actorId || t.actorLink) { if (!t.actorId || t.actorLink) {
t.actorData = {}; t.actorData = {};
} else if (!game.actors.has(t.actorId)) { }
else if (!game.actors.has(t.actorId)) {
t.actorId = null; t.actorId = null;
t.actorData = {}; t.actorData = {};
} else if (!t.actorLink) { } else if ( !t.actorLink ) {
const actorData = duplicate(t.actorData); const actorData = duplicate(t.actorData);
actorData.type = token.actor?.type; actorData.type = token.actor?.type;
const update = migrateActorData(actorData); const update = migrateActorData(actorData);
["items", "effects"].forEach((embeddedName) => { ['items', 'effects'].forEach(embeddedName => {
if (!update[embeddedName]?.length) return; if (!update[embeddedName]?.length) return;
const updates = new Map(update[embeddedName].map((u) => [u._id, u])); const updates = new Map(update[embeddedName].map(u => [u._id, u]));
t.actorData[embeddedName].forEach((original) => { t.actorData[embeddedName].forEach(original => {
const update = updates.get(original._id); const update = updates.get(original._id);
if (update) mergeObject(original, update); if (update) mergeObject(original, update);
}); });
@ -267,8 +268,7 @@ export const migrateSceneData = async function (scene) {
mergeObject(t.actorData, update); mergeObject(t.actorData, update);
} }
return t; return t;
}) }));
);
return {tokens}; return {tokens};
}; };
@ -284,6 +284,7 @@ export const migrateSceneData = async function (scene) {
* @return {Object} The updated Actor * @return {Object} The updated Actor
*/ */
function _updateNPCData(actor) { function _updateNPCData(actor) {
let actorData = actor.data; let actorData = actor.data;
const updateData = {}; const updateData = {};
// check for flag.core, if not there is no compendium monster so exit // check for flag.core, if not there is no compendium monster so exit
@ -291,20 +292,13 @@ function _updateNPCData(actor) {
if (!hasSource) return actor; if (!hasSource) return actor;
// shortcut out if dataVersion flag is set to 1.2.4 or higher // shortcut out if dataVersion flag is set to 1.2.4 or higher
const hasDataVersion = actor?.flags?.sw5e?.dataVersion !== undefined; const hasDataVersion = actor?.flags?.sw5e?.dataVersion !== undefined;
if ( if (hasDataVersion && (actor.flags.sw5e.dataVersion === "1.2.4" || isNewerVersion("1.2.4", actor.flags.sw5e.dataVersion))) return actor;
hasDataVersion &&
(actor.flags.sw5e.dataVersion === "1.2.4" || isNewerVersion("1.2.4", actor.flags.sw5e.dataVersion))
)
return actor;
// Check to see what the source of NPC is // Check to see what the source of NPC is
const sourceId = actor.flags.core.sourceId; const sourceId = actor.flags.core.sourceId;
const coreSource = sourceId.substr(0, sourceId.length - 17); const coreSource = sourceId.substr(0,sourceId.length-17);
const core_id = sourceId.substr(sourceId.length - 16, 16); const core_id = sourceId.substr(sourceId.length-16,16);
if (coreSource === "Compendium.sw5e.monsters") { if (coreSource === "Compendium.sw5e.monsters"){
game.packs game.packs.get("sw5e.monsters").getEntity(core_id).then(monster => {
.get("sw5e.monsters")
.getEntity(core_id)
.then((monster) => {
const monsterData = monster.data.data; const monsterData = monster.data.data;
// copy movement[], senses[], powercasting, force[], tech[], powerForceLevel, powerTechLevel // copy movement[], senses[], powercasting, force[], tech[], powerForceLevel, powerTechLevel
updateData["data.attributes.movement"] = monsterData.attributes.movement; updateData["data.attributes.movement"] = monsterData.attributes.movement;
@ -316,13 +310,11 @@ function _updateNPCData(actor) {
updateData["data.details.powerTechLevel"] = monsterData.details.powerTechLevel; updateData["data.details.powerTechLevel"] = monsterData.details.powerTechLevel;
// push missing powers onto actor // push missing powers onto actor
let newPowers = []; let newPowers = [];
for (let i of monster.items) { for ( let i of monster.items ) {
const itemData = i.data; const itemData = i.data;
if (itemData.type === "power") { if ( itemData.type === "power" ) {
const itemCompendium_id = itemData.flags?.core?.sourceId.split(".").slice(-1)[0]; const itemCompendium_id = itemData.flags?.core?.sourceId.split(".").slice(-1)[0];
let hasPower = !!actor.items.find( 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) { if (!hasPower) {
// Clone power to new object. Don't know if it is technically needed, but seems to prevent some weirdness. // Clone power to new object. Don't know if it is technically needed, but seems to prevent some weirdness.
const newPower = JSON.parse(JSON.stringify(itemData)); const newPower = JSON.parse(JSON.stringify(itemData));
@ -339,15 +331,17 @@ function _updateNPCData(actor) {
// set flag to check to see if migration has been done so we don't do it again. // set flag to check to see if migration has been done so we don't do it again.
liveActor.setFlag("sw5e", "dataVersion", "1.2.4"); liveActor.setFlag("sw5e", "dataVersion", "1.2.4");
}); })
} }
//merge object //merge object
actorData = mergeObject(actorData, updateData); actorData = mergeObject(actorData, updateData);
// Return the scrubbed data // Return the scrubbed data
return actor; return actor;
} }
/** /**
* Migrate the actor speed string to movement object * Migrate the actor speed string to movement object
* @private * @private
@ -356,21 +350,21 @@ function _migrateActorMovement(actorData, updateData) {
const ad = actorData.data; const ad = actorData.data;
// Work is needed if old data is present // Work is needed if old data is present
const old = actorData.type === "vehicle" ? ad?.attributes?.speed : ad?.attributes?.speed?.value; const old = actorData.type === 'vehicle' ? ad?.attributes?.speed : ad?.attributes?.speed?.value;
const hasOld = old !== undefined; const hasOld = old !== undefined;
if (hasOld) { if ( hasOld ) {
// If new data is not present, migrate the old data // If new data is not present, migrate the old data
const hasNew = ad?.attributes?.movement?.walk !== undefined; const hasNew = ad?.attributes?.movement?.walk !== undefined;
if (!hasNew && typeof old === "string") { if ( !hasNew && (typeof old === "string") ) {
const s = (old || "").split(" "); const s = (old || "").split(" ");
if (s.length > 0) if ( s.length > 0 ) updateData["data.attributes.movement.walk"] = Number.isNumeric(s[0]) ? parseInt(s[0]) : null;
updateData["data.attributes.movement.walk"] = Number.isNumeric(s[0]) ? parseInt(s[0]) : null;
} }
// Remove the old attribute // Remove the old attribute
updateData["data.attributes.-=speed"] = null; updateData["data.attributes.-=speed"] = null;
} }
return updateData; return updateData
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -384,7 +378,7 @@ function _migrateActorPowers(actorData, updateData) {
// If new Force & Tech data is not present, create it // If new Force & Tech data is not present, create it
let hasNewAttrib = ad?.attributes?.force?.level !== undefined; let hasNewAttrib = ad?.attributes?.force?.level !== undefined;
if (!hasNewAttrib) { if ( !hasNewAttrib ) {
updateData["data.attributes.force.known.value"] = 0; updateData["data.attributes.force.known.value"] = 0;
updateData["data.attributes.force.known.max"] = 0; updateData["data.attributes.force.known.max"] = 0;
updateData["data.attributes.force.points.value"] = 0; updateData["data.attributes.force.points.value"] = 0;
@ -405,14 +399,14 @@ function _migrateActorPowers(actorData, updateData) {
// If new Power F/T split data is not present, create it // If new Power F/T split data is not present, create it
const hasNewLimit = ad?.powers?.power1?.foverride !== undefined; const hasNewLimit = ad?.powers?.power1?.foverride !== undefined;
if (!hasNewLimit) { if ( !hasNewLimit ) {
for (let i = 1; i <= 9; i++) { for (let i = 1; i <= 9; i++) {
// add new // add new
updateData["data.powers.power" + i + ".fvalue"] = getProperty(ad.powers, "power" + i + ".value"); updateData["data.powers.power" + i + ".fvalue"] = getProperty(ad.powers,"power" + i + ".value");
updateData["data.powers.power" + i + ".fmax"] = getProperty(ad.powers, "power" + i + ".max"); updateData["data.powers.power" + i + ".fmax"] = getProperty(ad.powers,"power" + i + ".max");
updateData["data.powers.power" + i + ".foverride"] = null; updateData["data.powers.power" + i + ".foverride"] = null;
updateData["data.powers.power" + i + ".tvalue"] = getProperty(ad.powers, "power" + i + ".value"); updateData["data.powers.power" + i + ".tvalue"] = getProperty(ad.powers,"power" + i + ".value");
updateData["data.powers.power" + i + ".tmax"] = getProperty(ad.powers, "power" + i + ".max"); updateData["data.powers.power" + i + ".tmax"] = getProperty(ad.powers,"power" + i + ".max");
updateData["data.powers.power" + i + ".toverride"] = null; updateData["data.powers.power" + i + ".toverride"] = null;
//remove old //remove old
updateData["data.powers.power" + i + ".-=value"] = null; updateData["data.powers.power" + i + ".-=value"] = null;
@ -421,7 +415,7 @@ function _migrateActorPowers(actorData, updateData) {
} }
// If new Bonus Power DC data is not present, create it // If new Bonus Power DC data is not present, create it
const hasNewBonus = ad?.bonuses?.power?.forceLightDC !== undefined; const hasNewBonus = ad?.bonuses?.power?.forceLightDC !== undefined;
if (!hasNewBonus) { if ( !hasNewBonus ) {
updateData["data.bonuses.power.forceLightDC"] = ""; updateData["data.bonuses.power.forceLightDC"] = "";
updateData["data.bonuses.power.forceDarkDC"] = ""; updateData["data.bonuses.power.forceDarkDC"] = "";
updateData["data.bonuses.power.forceUnivDC"] = ""; updateData["data.bonuses.power.forceUnivDC"] = "";
@ -431,7 +425,7 @@ function _migrateActorPowers(actorData, updateData) {
// Remove the Power DC Bonus // Remove the Power DC Bonus
updateData["data.bonuses.power.-=dc"] = null; updateData["data.bonuses.power.-=dc"] = null;
return updateData; return updateData
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -442,28 +436,28 @@ function _migrateActorPowers(actorData, updateData) {
*/ */
function _migrateActorSenses(actor, updateData) { function _migrateActorSenses(actor, updateData) {
const ad = actor.data; const ad = actor.data;
if (ad?.traits?.senses === undefined) return; if ( ad?.traits?.senses === undefined ) return;
const original = ad.traits.senses || ""; const original = ad.traits.senses || "";
if (typeof original !== "string") return; if ( typeof original !== "string" ) return;
// Try to match old senses with the format like "Darkvision 60 ft, Blindsight 30 ft" // Try to match old senses with the format like "Darkvision 60 ft, Blindsight 30 ft"
const pattern = /([A-z]+)\s?([0-9]+)\s?([A-z]+)?/; const pattern = /([A-z]+)\s?([0-9]+)\s?([A-z]+)?/;
let wasMatched = false; let wasMatched = false;
// Match each comma-separated term // Match each comma-separated term
for (let s of original.split(",")) { for ( let s of original.split(",") ) {
s = s.trim(); s = s.trim();
const match = s.match(pattern); const match = s.match(pattern);
if (!match) continue; if ( !match ) continue;
const type = match[1].toLowerCase(); const type = match[1].toLowerCase();
if (type in CONFIG.SW5E.senses) { if ( type in CONFIG.SW5E.senses ) {
updateData[`data.attributes.senses.${type}`] = Number(match[2]).toNearest(0.5); updateData[`data.attributes.senses.${type}`] = Number(match[2]).toNearest(0.5);
wasMatched = true; wasMatched = true;
} }
} }
// If nothing was matched, but there was an old string - put the whole thing in "special" // If nothing was matched, but there was an old string - put the whole thing in "special"
if (!wasMatched && !!original) { if ( !wasMatched && !!original ) {
updateData["data.attributes.senses.special"] = original; updateData["data.attributes.senses.special"] = original;
} }
@ -481,15 +475,15 @@ function _migrateActorSenses(actor, updateData) {
function _migrateActorType(actor, updateData) { function _migrateActorType(actor, updateData) {
const ad = actor.data; const ad = actor.data;
const original = ad.details?.type; const original = ad.details?.type;
if (typeof original !== "string") return; if ( typeof original !== "string" ) return;
// New default data structure // New default data structure
let data = { let data = {
value: "", "value": "",
subtype: "", "subtype": "",
swarm: "", "swarm": "",
custom: "" "custom": ""
}; }
// Specifics // Specifics
// (Some of these have weird names, these need to be addressed individually) // (Some of these have weird names, these need to be addressed individually)
@ -513,14 +507,13 @@ function _migrateActorType(actor, updateData) {
const pattern = /^(?:swarm of (?<size>[\w\-]+) )?(?<type>[^(]+?)(?:\((?<subtype>[^)]+)\))?$/i; const pattern = /^(?:swarm of (?<size>[\w\-]+) )?(?<type>[^(]+?)(?:\((?<subtype>[^)]+)\))?$/i;
const match = original.trim().match(pattern); const match = original.trim().match(pattern);
if (match) { if (match) {
// Match a known creature type // Match a known creature type
const typeLc = match.groups.type.trim().toLowerCase(); const typeLc = match.groups.type.trim().toLowerCase();
const typeMatch = Object.entries(CONFIG.SW5E.creatureTypes).find(([k, v]) => { const typeMatch = Object.entries(CONFIG.SW5E.creatureTypes).find(([k, v]) => {
return ( return (typeLc === k) ||
typeLc === k || (typeLc === game.i18n.localize(v).toLowerCase()) ||
typeLc === game.i18n.localize(v).toLowerCase() || (typeLc === game.i18n.localize(`${v}Pl`).toLowerCase());
typeLc === game.i18n.localize(`${v}Pl`).toLowerCase()
);
}); });
if (typeMatch) data.value = typeMatch[0]; if (typeMatch) data.value = typeMatch[0];
else { else {
@ -534,7 +527,7 @@ function _migrateActorType(actor, updateData) {
if (match.groups.size || isNamedSwarm) { if (match.groups.size || isNamedSwarm) {
const sizeLc = match.groups.size ? match.groups.size.trim().toLowerCase() : "tiny"; const sizeLc = match.groups.size ? match.groups.size.trim().toLowerCase() : "tiny";
const sizeMatch = Object.entries(CONFIG.SW5E.actorSizes).find(([k, v]) => { const sizeMatch = Object.entries(CONFIG.SW5E.actorSizes).find(([k, v]) => {
return sizeLc === k || sizeLc === game.i18n.localize(v).toLowerCase(); return (sizeLc === k) || (sizeLc === game.i18n.localize(v).toLowerCase());
}); });
data.swarm = sizeMatch ? sizeMatch[0] : "tiny"; data.swarm = sizeMatch ? sizeMatch[0] : "tiny";
} else data.swarm = ""; } else data.swarm = "";
@ -558,8 +551,8 @@ function _migrateActorType(actor, updateData) {
* @private * @private
*/ */
function _migrateItemClassPowerCasting(item, updateData) { function _migrateItemClassPowerCasting(item, updateData) {
if (item.type === "class") { if (item.type === "class"){
switch (item.name) { switch (item.name){
case "Consular": case "Consular":
updateData["data.powercasting"] = { updateData["data.powercasting"] = {
progression: "consular", progression: "consular",
@ -567,6 +560,7 @@ function _migrateItemClassPowerCasting(item, updateData) {
}; };
break; break;
case "Engineer": case "Engineer":
updateData["data.powercasting"] = { updateData["data.powercasting"] = {
progression: "engineer", progression: "engineer",
ability: "" ability: ""
@ -614,11 +608,7 @@ async function _migrateItemPower(item, actor, updateData) {
// shortcut out if dataVersion flag is set to 1.2.4 or higher // shortcut out if dataVersion flag is set to 1.2.4 or higher
const hasDataVersion = item?.flags?.sw5e?.dataVersion !== undefined; const hasDataVersion = item?.flags?.sw5e?.dataVersion !== undefined;
if ( if (hasDataVersion && (item.flags.sw5e.dataVersion === "1.2.4" || isNewerVersion("1.2.4", item.flags.sw5e.dataVersion))) return updateData;
hasDataVersion &&
(item.flags.sw5e.dataVersion === "1.2.4" || isNewerVersion("1.2.4", item.flags.sw5e.dataVersion))
)
return updateData;
// Check to see what the source of Power is // Check to see what the source of Power is
const sourceId = item.flags.core.sourceId; const sourceId = item.flags.core.sourceId;
@ -636,10 +626,11 @@ async function _migrateItemPower(item, actor, updateData) {
const corePowerData = corePower.data; const corePowerData = corePower.data;
// copy Core Power Data over original Power // copy Core Power Data over original Power
updateData["data"] = corePowerData; updateData["data"] = corePowerData;
updateData["flags"] = {sw5e: {dataVersion: "1.2.4"}}; updateData["flags"] = {"sw5e": {"dataVersion": "1.2.4"}};
return updateData; return updateData;
//game.packs.get(powerType).getEntity(core_id).then(corePower => { //game.packs.get(powerType).getEntity(core_id).then(corePower => {
//}) //})
@ -656,7 +647,7 @@ async function _migrateItemPower(item, actor, updateData) {
* @private * @private
*/ */
function _migrateItemAttunement(item, updateData) { function _migrateItemAttunement(item, updateData) {
if (item.data?.attuned === undefined) return updateData; if ( item.data?.attuned === undefined ) return updateData;
updateData["data.attunement"] = CONFIG.SW5E.attunementTypes.NONE; updateData["data.attunement"] = CONFIG.SW5E.attunementTypes.NONE;
updateData["data.-=attuned"] = null; updateData["data.-=attuned"] = null;
return updateData; return updateData;
@ -676,13 +667,13 @@ export async function purgeFlags(pack) {
}; };
await pack.configure({locked: false}); await pack.configure({locked: false});
const content = await pack.getContent(); const content = await pack.getContent();
for (let entity of content) { for ( let entity of content ) {
const update = {_id: entity.id, flags: cleanFlags(entity.data.flags)}; const update = {_id: entity.id, flags: cleanFlags(entity.data.flags)};
if (pack.entity === "Actor") { if ( pack.entity === "Actor" ) {
update.items = entity.data.items.map((i) => { update.items = entity.data.items.map(i => {
i.flags = cleanFlags(i.flags); i.flags = cleanFlags(i.flags);
return i; return i;
}); })
} }
await pack.updateEntity(update, {recursive: false}); await pack.updateEntity(update, {recursive: false});
console.log(`Purged flags from ${entity.name}`); console.log(`Purged flags from ${entity.name}`);
@ -692,18 +683,20 @@ export async function purgeFlags(pack) {
/* -------------------------------------------- */ /* -------------------------------------------- */
/** /**
* Purge the data model of any inner objects which have been flagged as _deprecated. * Purge the data model of any inner objects which have been flagged as _deprecated.
* @param {object} data The data to clean * @param {object} data The data to clean
* @private * @private
*/ */
export function removeDeprecatedObjects(data) { export function removeDeprecatedObjects(data) {
for (let [k, v] of Object.entries(data)) { for ( let [k, v] of Object.entries(data) ) {
if (getType(v) === "Object") { if ( getType(v) === "Object" ) {
if (v._deprecated === true) { if (v._deprecated === true) {
console.log(`Deleting deprecated object key ${k}`); console.log(`Deleting deprecated object key ${k}`);
delete data[k]; delete data[k];
} else removeDeprecatedObjects(v); }
else removeDeprecatedObjects(v);
} }
} }
return data; return data;

View file

@ -1,10 +1,11 @@
import {SW5E} from "../config.js"; import { SW5E } from "../config.js";
/** /**
* A helper class for building MeasuredTemplates for 5e powers and abilities * A helper class for building MeasuredTemplates for 5e powers and abilities
* @extends {MeasuredTemplate} * @extends {MeasuredTemplate}
*/ */
export default class AbilityTemplate extends MeasuredTemplate { export default class AbilityTemplate extends MeasuredTemplate {
/** /**
* A factory method to create an AbilityTemplate instance using provided data from an Item5e instance * A factory method to create an AbilityTemplate instance using provided data from an Item5e instance
* @param {Item5e} item The Item object for which to construct the template * @param {Item5e} item The Item object for which to construct the template
@ -13,7 +14,7 @@ export default class AbilityTemplate extends MeasuredTemplate {
static fromItem(item) { static fromItem(item) {
const target = getProperty(item.data, "data.target") || {}; const target = getProperty(item.data, "data.target") || {};
const templateShape = SW5E.areaTargetTypes[target.type]; const templateShape = SW5E.areaTargetTypes[target.type];
if (!templateShape) return null; if ( !templateShape ) return null;
// Prepare template data // Prepare template data
const templateData = { const templateData = {
@ -27,7 +28,7 @@ export default class AbilityTemplate extends MeasuredTemplate {
}; };
// Additional type-specific data // Additional type-specific data
switch (templateShape) { switch ( templateShape ) {
case "cone": case "cone":
templateData.angle = CONFIG.MeasuredTemplate.defaults.angle; templateData.angle = CONFIG.MeasuredTemplate.defaults.angle;
break; break;
@ -66,7 +67,7 @@ export default class AbilityTemplate extends MeasuredTemplate {
this.layer.preview.addChild(this); this.layer.preview.addChild(this);
// Hide the sheet that originated the preview // Hide the sheet that originated the preview
if (this.actorSheet) this.actorSheet.minimize(); if ( this.actorSheet ) this.actorSheet.minimize();
// Activate interactivity // Activate interactivity
this.activatePreviewListeners(initialLayer); this.activatePreviewListeners(initialLayer);
@ -83,10 +84,10 @@ export default class AbilityTemplate extends MeasuredTemplate {
let moveTime = 0; let moveTime = 0;
// Update placement (mouse-move) // Update placement (mouse-move)
handlers.mm = (event) => { handlers.mm = event => {
event.stopPropagation(); event.stopPropagation();
let now = Date.now(); // Apply a 20ms throttle let now = Date.now(); // Apply a 20ms throttle
if (now - moveTime <= 20) return; if ( now - moveTime <= 20 ) return;
const center = event.data.getLocalPosition(this.layer); const center = event.data.getLocalPosition(this.layer);
const snapped = canvas.grid.getSnappedPosition(center.x, center.y, 2); const snapped = canvas.grid.getSnappedPosition(center.x, center.y, 2);
this.data.update({x: snapped.x, y: snapped.y}); this.data.update({x: snapped.x, y: snapped.y});
@ -95,7 +96,7 @@ export default class AbilityTemplate extends MeasuredTemplate {
}; };
// Cancel the workflow (right-click) // Cancel the workflow (right-click)
handlers.rc = (event) => { handlers.rc = event => {
this.layer.preview.removeChildren(); this.layer.preview.removeChildren();
canvas.stage.off("mousemove", handlers.mm); canvas.stage.off("mousemove", handlers.mm);
canvas.stage.off("mousedown", handlers.lc); canvas.stage.off("mousedown", handlers.lc);
@ -106,7 +107,7 @@ export default class AbilityTemplate extends MeasuredTemplate {
}; };
// Confirm the workflow (left-click) // Confirm the workflow (left-click)
handlers.lc = (event) => { handlers.lc = event => {
handlers.rc(event); handlers.rc(event);
const destination = canvas.grid.getSnappedPosition(this.data.x, this.data.y, 2); const destination = canvas.grid.getSnappedPosition(this.data.x, this.data.y, 2);
this.data.update(destination); this.data.update(destination);
@ -114,12 +115,12 @@ export default class AbilityTemplate extends MeasuredTemplate {
}; };
// Rotate the template by 3 degree increments (mouse-wheel) // Rotate the template by 3 degree increments (mouse-wheel)
handlers.mw = (event) => { handlers.mw = event => {
if (event.ctrlKey) event.preventDefault(); // Avoid zooming the browser window if ( event.ctrlKey ) event.preventDefault(); // Avoid zooming the browser window
event.stopPropagation(); event.stopPropagation();
let delta = canvas.grid.type > CONST.GRID_TYPES.SQUARE ? 30 : 15; let delta = canvas.grid.type > CONST.GRID_TYPES.SQUARE ? 30 : 15;
let snap = event.shiftKey ? delta : 5; let snap = event.shiftKey ? delta : 5;
this.data.update({direction: this.data.direction + snap * Math.sign(event.deltaY)}); this.data.update({direction: this.data.direction + (snap * Math.sign(event.deltaY))});
this.refresh(); this.refresh();
}; };

View file

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

View file

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

View file

@ -3,10 +3,11 @@
* @extends {TokenDocument} * @extends {TokenDocument}
*/ */
export class TokenDocument5e extends TokenDocument { export class TokenDocument5e extends TokenDocument {
/** @inheritdoc */ /** @inheritdoc */
getBarAttribute(...args) { getBarAttribute(...args) {
const data = super.getBarAttribute(...args); const data = super.getBarAttribute(...args);
if (data && data.attribute === "attributes.hp") { if ( data && (data.attribute === "attributes.hp") ) {
data.value += parseInt(getProperty(this.actor.data, "data.attributes.hp.temp") || 0); data.value += parseInt(getProperty(this.actor.data, "data.attributes.hp.temp") || 0);
data.max += parseInt(getProperty(this.actor.data, "data.attributes.hp.tempmax") || 0); data.max += parseInt(getProperty(this.actor.data, "data.attributes.hp.tempmax") || 0);
} }
@ -14,16 +15,19 @@ export class TokenDocument5e extends TokenDocument {
} }
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
/** /**
* Extend the base Token class to implement additional system-specific logic. * Extend the base Token class to implement additional system-specific logic.
* @extends {Token} * @extends {Token}
*/ */
export class Token5e extends Token { export class Token5e extends Token {
/** @inheritdoc */ /** @inheritdoc */
_drawBar(number, bar, data) { _drawBar(number, bar, data) {
if (data.attribute === "attributes.hp") return this._drawHPBar(number, bar, data); if ( data.attribute === "attributes.hp" ) return this._drawHPBar(number, bar, data);
return super._drawBar(number, bar, data); return super._drawBar(number, bar, data);
} }
@ -37,6 +41,7 @@ export class Token5e extends Token {
* @private * @private
*/ */
_drawHPBar(number, bar, data) { _drawHPBar(number, bar, data) {
// Extract health data // Extract health data
let {value, max, temp, tempmax} = this.document.actor.data.data.attributes.hp; let {value, max, temp, tempmax} = this.document.actor.data.data.attributes.hp;
temp = Number(temp || 0); temp = Number(temp || 0);
@ -53,50 +58,42 @@ export class Token5e extends Token {
// Determine colors to use // Determine colors to use
const blk = 0x000000; const blk = 0x000000;
const hpColor = PIXI.utils.rgb2hex([1 - colorPct / 2, colorPct, 0]); const hpColor = PIXI.utils.rgb2hex([(1-(colorPct/2)), colorPct, 0]);
const c = CONFIG.SW5E.tokenHPColors; const c = CONFIG.SW5E.tokenHPColors;
// Determine the container size (logic borrowed from core) // Determine the container size (logic borrowed from core)
const w = this.w; const w = this.w;
let h = Math.max(canvas.dimensions.size / 12, 8); let h = Math.max((canvas.dimensions.size / 12), 8);
if (this.data.height >= 2) h *= 1.6; if ( this.data.height >= 2 ) h *= 1.6;
const bs = Math.clamped(h / 8, 1, 2); const bs = Math.clamped(h / 8, 1, 2);
const bs1 = bs + 1; const bs1 = bs+1;
// Overall bar container // Overall bar container
bar.clear(); bar.clear()
bar.beginFill(blk, 0.5).lineStyle(bs, blk, 1.0).drawRoundedRect(0, 0, w, h, 3); bar.beginFill(blk, 0.5).lineStyle(bs, blk, 1.0).drawRoundedRect(0, 0, w, h, 3);
// Temporary maximum HP // Temporary maximum HP
if (tempmax > 0) { if (tempmax > 0) {
const pct = max / effectiveMax; const pct = max / effectiveMax;
bar.beginFill(c.tempmax, 1.0) bar.beginFill(c.tempmax, 1.0).lineStyle(1, blk, 1.0).drawRoundedRect(pct*w, 0, (1-pct)*w, h, 2);
.lineStyle(1, blk, 1.0)
.drawRoundedRect(pct * w, 0, (1 - pct) * w, h, 2);
} }
// Maximum HP penalty // Maximum HP penalty
else if (tempmax < 0) { else if (tempmax < 0) {
const pct = (max + tempmax) / max; const pct = (max + tempmax) / max;
bar.beginFill(c.negmax, 1.0) bar.beginFill(c.negmax, 1.0).lineStyle(1, blk, 1.0).drawRoundedRect(pct*w, 0, (1-pct)*w, h, 2);
.lineStyle(1, blk, 1.0)
.drawRoundedRect(pct * w, 0, (1 - pct) * w, h, 2);
} }
// Health bar // Health bar
bar.beginFill(hpColor, 1.0) bar.beginFill(hpColor, 1.0).lineStyle(bs, blk, 1.0).drawRoundedRect(0, 0, valuePct*w, h, 2)
.lineStyle(bs, blk, 1.0)
.drawRoundedRect(0, 0, valuePct * w, h, 2);
// Temporary hit points // Temporary hit points
if (temp > 0) { if ( temp > 0 ) {
bar.beginFill(c.temp, 1.0) bar.beginFill(c.temp, 1.0).lineStyle(0).drawRoundedRect(bs1, bs1, (tempPct*w)-(2*bs1), h-(2*bs1), 1);
.lineStyle(0)
.drawRoundedRect(bs1, bs1, tempPct * w - 2 * bs1, h - 2 * bs1, 1);
} }
// Set position // Set position
let posY = number === 0 ? this.h - h : 0; let posY = (number === 0) ? (this.h - h) : 0;
bar.position.set(0, posY); bar.position.set(0, posY);
} }
} }

12
package-lock.json generated
View file

@ -1266,9 +1266,9 @@
} }
}, },
"hosted-git-info": { "hosted-git-info": {
"version": "2.8.9", "version": "2.8.8",
"resolved": "https://registry.npmjs.org/hosted-git-info/-/hosted-git-info-2.8.9.tgz", "resolved": "https://registry.npmjs.org/hosted-git-info/-/hosted-git-info-2.8.8.tgz",
"integrity": "sha512-mxIDAb9Lsm6DoOJ7xH+5+X4y1LU/4Hi50L9C5sIswK3JzULS4bwk1FvjdBgvYR4bzT4tuUQiC15FE2f5HbLvYw==" "integrity": "sha512-f/wzC2QaWBs7t9IYqB4T3sR1xviIViXJRJTWBlx2Gf3g0Xi5vI7Yy4koXQ1c9OYDGHN9sBy1DQ2AB8fqZBWhUg=="
}, },
"image-size": { "image-size": {
"version": "0.5.5", "version": "0.5.5",
@ -3068,9 +3068,9 @@
"integrity": "sha512-LKYU1iAXJXUgAXn9URjiu+MWhyUXHsvfp7mcuYm9dSUKK0/CjtrUwFAxD82/mCWbtLsGjFIad0wIsod4zrTAEQ==" "integrity": "sha512-LKYU1iAXJXUgAXn9URjiu+MWhyUXHsvfp7mcuYm9dSUKK0/CjtrUwFAxD82/mCWbtLsGjFIad0wIsod4zrTAEQ=="
}, },
"y18n": { "y18n": {
"version": "3.2.2", "version": "3.2.1",
"resolved": "https://registry.npmjs.org/y18n/-/y18n-3.2.2.tgz", "resolved": "https://registry.npmjs.org/y18n/-/y18n-3.2.1.tgz",
"integrity": "sha512-uGZHXkHnhF0XeeAPgnKfPv1bgKAYyVvmNL1xlKsPYZPaIHxGti2hHqvOCQv71XMsLxu1QjergkqogUnms5D3YQ==" "integrity": "sha1-bRX7qITAhnnA136I53WegR4H+kE="
}, },
"yargs": { "yargs": {
"version": "7.1.1", "version": "7.1.1",

View file

@ -52,7 +52,7 @@
{"name":"Traz","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":6,"price":300,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Musical%20Instrument/Traz.webp","_id":"UQu4duMtxYEXKAbo"} {"name":"Traz","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":6,"price":300,"attuned":false,"equipped":false,"rarity":"","identified":true,"ability":"int","chatFlavor":"","proficient":0,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Musical%20Instrument/Traz.webp","_id":"UQu4duMtxYEXKAbo"}
{"name":"Tent, two-person","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":5,"price":20,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Utility/Tent.webp","_id":"UxL0trd3omeqzBk4"} {"name":"Tent, two-person","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"","chat":"","unidentified":""},"source":"","quantity":1,"weight":5,"price":20,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Utility/Tent.webp","_id":"UxL0trd3omeqzBk4"}
{"name":"Homing Beacon","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"<p>A homing beacon is a device used to track starships or any other entity being transported. Homing beacons transmit using non-mass HoloNet transceivers able to be tracked through hyperspace. Homing beacons are small enough that they can easily be hidden inside a ship, or tucked into some crevice on its exterior.</p>","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":450,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Utility/Homing%20Beacon.webp","_id":"V2hSxkLfq461mvNz"} {"name":"Homing Beacon","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"<p>A homing beacon is a device used to track starships or any other entity being transported. Homing beacons transmit using non-mass HoloNet transceivers able to be tracked through hyperspace. Homing beacons are small enough that they can easily be hidden inside a ship, or tucked into some crevice on its exterior.</p>","chat":"","unidentified":""},"source":"","quantity":1,"weight":1,"price":450,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Utility/Homing%20Beacon.webp","_id":"V2hSxkLfq461mvNz"}
{"name":"Power Cell","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"<p>Power cells fuel blaster weapons that deal energy or ion damage. Additionally, power cells are used to energize certain tools.</p>","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation": {"type": "none","cost": null,"condition": ""},"duration": {"value": null,"units": ""},"target": {"value": null,"width": null,"units": "","type": ""},"range":{"value": null,"long": null,"units": ""},"uses": {"value": 100,"max": "100","per": "charges","autoDestroy": false},"consume": {"type": "","target": "","amount": null},"ability": null,"actionType": "","attackBonus": 0,"chatFlavor": "","critical": null,"damage": {"parts": [],"versatile": ""},"formula": "","save": {"ability": "","dc": null,"scaling": "spell"},"consumableType": "ammo","attributes": {"spelldc": 10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Ammunition/Power%20Cell.webp","_id":"VUkO1T2aYMuUcBZM"} {"name":"Power Cell","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"<p>Power cells fuel blaster weapons that deal energy or ion damage. Additionally, power cells are used to energize certain tools.</p>","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":10,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"none","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":100,"max":"100","per":"charges","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"ammo","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Ammunition/Power%20Cell.webp","_id":"VUkO1T2aYMuUcBZM"}
{"name":"Propulsion pack","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"<p>Propulsion packs enhance underwater movement. Activating or deactivating the propulsion pack requires a bonus action and, while active, you have a swimming speed of 30 feet. The propulsion pack lasts for 1 minute per power cell (to a maximum of 10 minutes) and can be recharged by a power source or replacing the power cells.</p>","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":20,"price":400,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Weapon%20or%20Armor%20Accessory/Propulsion%20Pack.webp","_id":"XR1obpDj1PqDLfA8"} {"name":"Propulsion pack","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"<p>Propulsion packs enhance underwater movement. Activating or deactivating the propulsion pack requires a bonus action and, while active, you have a swimming speed of 30 feet. The propulsion pack lasts for 1 minute per power cell (to a maximum of 10 minutes) and can be recharged by a power source or replacing the power cells.</p>","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":20,"price":400,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Weapon%20or%20Armor%20Accessory/Propulsion%20Pack.webp","_id":"XR1obpDj1PqDLfA8"}
{"name":"Emergency Battery","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"<p>All non-expendable droids need recharging as they are used. The battery has ten uses. As an action, you can expend one use of the kit to stabilize a droid that has 0 hit points, without needing to make an Intelligence (Technology) check.</p>","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":5,"price":70,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":10,"max":10,"per":"charges","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"Stabilize Droid","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Medical/Emergency%20Battery.webp","_id":"Z0YM3aYCyCRhL6cx"} {"name":"Emergency Battery","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"consumable","data":{"description":{"value":"<p>All non-expendable droids need recharging as they are used. The battery has ten uses. As an action, you can expend one use of the kit to stabilize a droid that has 0 hit points, without needing to make an Intelligence (Technology) check.</p>","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":5,"price":70,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":""},"uses":{"value":10,"max":10,"per":"charges","autoDestroy":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":0,"chatFlavor":"Stabilize Droid","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Medical/Emergency%20Battery.webp","_id":"Z0YM3aYCyCRhL6cx"}
{"name":"Smugglepack","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"backpack","data":{"description":{"value":"<p>This backpack comes with a main compartment that can store up to 15 lb., not exceeding a volume of 1/2 cubic foot. Additionally, it has a hidden storage compartment that can hold up to 5 lb, not exceeding a volume of 1/4 cubic foot. Finding the hidden compartment requires a DC 15 Investigation check.</p>","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":6,"price":400,"attuned":false,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"weight","value":20,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Storage/Smugglerpack.webp","_id":"Zlj5z56A4oVQ5iEC"} {"name":"Smugglepack","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"backpack","data":{"description":{"value":"<p>This backpack comes with a main compartment that can store up to 15 lb., not exceeding a volume of 1/2 cubic foot. Additionally, it has a hidden storage compartment that can hold up to 5 lb, not exceeding a volume of 1/4 cubic foot. Finding the hidden compartment requires a DC 15 Investigation check.</p>","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":6,"price":400,"attuned":false,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"weight","value":20,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Storage/Smugglerpack.webp","_id":"Zlj5z56A4oVQ5iEC"}
@ -111,4 +111,3 @@
{"name":"Headcomm","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"<p>A headcomm can be installed in a helmet or worn independently. It functions as a hands-free commlink.</p>","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":200,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Communications/Headcomm.webp","_id":"zHERdLuCUPpxzaSJ"} {"name":"Headcomm","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"loot","data":{"description":{"value":"<p>A headcomm can be installed in a helmet or worn independently. It functions as a hands-free commlink.</p>","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":1,"price":200,"attuned":false,"equipped":false,"rarity":"","identified":true,"attributes":{"spelldc":10},"damage":{"parts":[]}},"flags":{},"img":"systems/sw5e/packs/Icons/Communications/Headcomm.webp","_id":"zHERdLuCUPpxzaSJ"}
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{"_id":"6BN8l5E8QtYt103T","name":"Small Starship","permission":{"default":0,"yXqD5rPwgjXHtqeZ":3},"type":"starship","data":{"description":{"value":"<p>As the fighters cover his approach, Zik Beskin activates his targeting computer and ignores the explosions surrounding him, instead Focusing on the Destroyer's shield generator. It had to come down soon, or this fight was lost. Arsix, behind him, beeps and whirs, preparing the ion pulse missiles for the attack run, prewarming their engines and arming the warheads.</p>\n<p>Together a long time now, Beskin and Arsix had spilled their share of blood and oil, respectively, for the Rebellion--usually just while improving their ancient Ywing. But today, the blood and oil spilt wouldn't be their own. As Zik let fly a pair of missiles, he knew they would find their target. Today wasn't over just yet. This was her fourth sortie of the day, and Sheena was tired. The terrorists just kept coming. Every time she was about to shut her eyes a new wave of the Rebels came. And every time they did, she rushed to her TIE Interceptor and joined the alert fighters to take the fighters down before they could blow a hole in the planet's defenses. Every time they retreated before suffering heavy losses. But every time they came back. This last time she had decided to just nap in the cramped cockpit, so when the claxon rang out, she and her ship were basically ready to fly. This time she was going to end them quickly. As she repeatedly squeezed her trigger, she executed Koiogran turns and snap rolls galore, her laser blasts striking true, and the debris of A-wings, X-wings, and B-Wings--along with some frozen traitor remains--floated in space the next few days. At night, she leaned back against her beau, sipping some wine and watch-ing the beautiful streaks of light cross the sky as, piece by piece, the wreckage burned up in the atmosphere during reentry.</p>\n<p>R5-S1 locked down the loose stabilizer with his gripper arm as he angled the X-Wing's deflector shields. This ship took a firm gripper to get under control, but R5-S1 was up to the task. As his pilot, Veets, fired his last blast from the overheating cannons on the deployed s-foils, R5-S1 did the work of cooling off the guns, spooling up the hyperdrive, and running the calculations for lightspeed. It was time to go. Small ships have a tiny crew, often only a pilot and perhaps an astromech, but often strike above their weight class, a threat to small and large ships alike.</p>"},"size":"sm","tier":0,"hullDice":"d6","hullDiceStart":3,"hullDiceRolled":[6,4,4],"hullDiceUsed":0,"shldDice":"d6","shldDiceStart":3,"shldDiceRolled":[6,4,4],"shldDiceUsed":0,"pwrDice":"1","buildBaseCost":50000,"buildMinWorkforce":5,"upgrdCostMult":1,"upgrdMinWorkforce":1,"baseSpaceSpeed":300,"baseTurnSpeed":250,"crewMinWorkforce":1,"modBaseCap":20,"modMaxSuitesBase":-1,"modMaxSuitesMult":1,"modMaxSuiteCap":1,"modCostMult":1,"modMinWorkforce":2,"hardpointMult":1,"equipCostMult":1,"equipMinWorkforce":1,"cargoCap":2,"fuelCost":50,"fuelCap":10,"foodCap":10,"source":"SotG"},"folder":null,"sort":200001,"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","effects":[{"_id":"aVvrOFBux3t6WMEc","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":2,"mode":2,"priority":1},{"key":"data.abilities.con.value","value":-2,"mode":2,"priority":1}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Small.webp","label":"Small Starship","origin":"Item.Kgo48vXNxSZkWp7H","tint":"","transfer":true}]}
{"_id":"6liD1m4hqKSeS5sp","name":"Medium Starship","permission":{"default":0,"yXqD5rPwgjXHtqeZ":3},"type":"starship","data":{"description":{"value":"<p>The Freighter shudders with the blasts of cannon fire. Despite its maneuvers, the pilot can't quite shake the pursuit. The technician's efforts to reinforce the shields are failing. The mechanic is pumping the reactor for every scrap of energy it can generate. The operator is frantically making the final few calculations for the jump to hyperspace. Finally, just as the ship's shields dissipate, the pilot makes the gut call, jettisoning the illicit cargo. As it distracts and hampers the followers, the freighter shifts power to the thrusters and quickly flies away.</p>\n<p>As the pirates activate their tractor beam to attempt to capture the weaponless frigate and its exotic wares, the gunboat escort intercedes. It flies in the line of the tractor, breaking the lock on the frigate, and unleashes a volley of cannon fire. The pirates, incapable of withstanding the salvo, drop the tractor beam and retreat.</p>\n<p>As the gunboat pursues to be sure the pirates don't come back for a second bite at the apple, the crew finally locks on target and unleashes a long-range night-stinger missile, putting a permanent end to the pirates' illicit and unwelcome activities.</p>\n<p>The captain invites his guests into his well-stocked cantina. He eyes the opposition as they take in his ship, assessing their reactions and noting their expressions. Fully aware of the effect the opulent room has on the unprepared, he easily stifles his grin and gestures for the starry-eyed vis-itors to sit across from him. He indicates for the server to bring drinks as he casually leans back and puts his feet on the table, confident this deal will go his way. He presses a button on the tiny remote in his hand, causing hidden panels to slide away and reveal his mostly-legal wares. \"So,\" he says, \"just how many of these do you need, and where will I deliver them?\"</p>\n<p>Medium ships are the bread and butter of the closeknit group. They are large enough to accommodate all of the immediate needs of a crew, while at the same time being small enough to feel cozy.</p>"},"size":"med","tier":0,"hullDice":"d8","hullDiceStart":5,"hullDiceRolled":[8,5,5,5,5],"hullDiceUsed":0,"shldDice":"d8","shldDiceStart":5,"shldDiceRolled":[8,5,5,5,5],"shldDiceUsed":0,"pwrDice":"1","buildBaseCost":100000,"buildMinWorkforce":10,"upgrdCostMult":2,"upgrdMinWorkforce":5,"baseSpaceSpeed":300,"baseTurnSpeed":200,"crewMinWorkforce":1,"modBaseCap":30,"modMaxSuitesBase":3,"modMaxSuitesMult":1,"modMaxSuiteCap":4,"modCostMult":2,"modMinWorkforce":4,"hardpointMult":1.5,"equipCostMult":2,"equipMinWorkforce":2,"cargoCap":25,"fuelCost":100,"fuelCap":30,"foodCap":120,"source":"SotG"},"folder":null,"sort":300001,"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Medium.webp","effects":[]}
{"_id":"FH8iBT4uujRUR0j7","name":"Gargantuan Starship","permission":{"default":0,"yXqD5rPwgjXHtqeZ":3},"type":"starship","data":{"description":{"value":"<p>The smaller ships retreat into the shadow of the blockade ship, fleeing an overwhelming foe. As the dreadnought's shields envelope them, they quickly turn and spring on their pursuers, utilizing the bulwark's shields as they unleash all of the firepower they have to bear.</p>\n<p>Meanwhile, the blockade ship unleashes a storm of electromagnetic energy from its antenna array, cutting of communications between enemy ships, effectively isolating the incoming forces from their distant fleet and from each other.</p>\n<p>In the center of the fleet, the command ship surveys the battlefield. Wherever the line wavers, the command ship quickly directs ships to reinforce. Finally, the formations of the enemy flag, and the command ship directs the fleet to capitalize on their failure as it determines and uploads targeting coordinates to its torpedo ships.</p>\n<p>The warship looms ominously over the battlefield as the two opposing armies crash. Despite the efforts of the enemy line, the warship closes into firing range of the capital ships. Having already determined an ordered targeting precedence, the operating crew confirms final firing solutions for the gunners as they charge up the main super-weapon on the prow of the ship. It unleashes its first devastating blast as the rest of its arsenal begins to lance out at secondary targets nearby.</p>\n<p>Gargantuan ships are the dreadnoughts that strike fear into the hearts of the faithless. They are the embodiment of indomitable might: a symbol of total and complete control.</p>"},"size":"grg","tier":0,"hullDice":"d20","hullDiceStart":11,"hullDiceRolled":[20,11,11,11,11,11,11,11,11,11,11],"hullDiceUsed":0,"shldDice":"d20","shldDiceStart":11,"shldDiceRolled":[20,11,11,11,11,11,11,11,11,11,11],"shldDiceUsed":0,"pwrDice":"1","buildBaseCost":1000000000,"buildMinWorkforce":10000,"upgrdCostMult":1000,"upgrdMinWorkforce":5000,"baseSpaceSpeed":300,"baseTurnSpeed":50,"crewMinWorkforce":80000,"modBaseCap":70,"modMaxSuitesBase":10,"modMaxSuitesMult":4,"modMaxSuiteCap":40000,"modCostMult":500,"modMinWorkforce":1000,"hardpointMult":3,"equipCostMult":500,"equipMinWorkforce":500,"cargoCap":200000,"fuelCost":100000,"fuelCap":1800,"foodCap":576000000,"source":"SotG"},"folder":null,"sort":600001,"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","effects":[{"_id":"3erWl25IS1iaKUiv","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":-6,"mode":2,"priority":1},{"key":"data.abilities.con.value","value":6,"mode":2,"priority":1}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Gargantuan.webp","label":"Gargantuan Starship","origin":"Item.KjK5001DYmUlFfPF","tint":"","transfer":true}]}
{"_id":"RFKvLuqE13INBxqd","name":"Large Starship","permission":{"default":0,"yXqD5rPwgjXHtqeZ":3},"type":"starship","data":{"description":{"value":"<p>Trapped in the capital ship's tractor beam, the ambassador frigate moves slowly towards the cruiser. The crew struggles to squeeze more power out of their reactor while the few marines on board take positions next to the hatches, wiping sweat from their brows as they check and re-check their weapons. Finally, bringing all the power the ship has to bare, the frigate is able to break the hold of the tractor beam and regain its trajectory, slowly but surely increasing the distance, before finally escaping the planet's moon and being able to jump to hyperspace. Shouts of joy echo down the ship's corridors and extra rations are ordered in celebration.</p>\n<p>Engines burning brightly, the corvette sprints through the blockade, trying to minimize the amount of fire its meager shields will have to absorb. Top and bottom turrets swivel to port, unleashing return fire against inbound interceptors. The ground drops from under everyone's feet as the artificial gravity systems flicker for a second as a pulse weapon detonates nearby. The high-pitched, distant whine of the reactor is barely audible over commands issuing from the bridge. The visual readouts indicated that they were now past the picket line, and the interceptors appeared to be breaking off, unsure of their ability to take on the much larger ship without the support of their battle stations. They'd made it. Looking back at the scopes, the coordinator's head hung down. They'd been the only ones to do so.</p>\n<p>As the Pelta-Class Picket ship danced between the larger destroyers and dreadnaughts, it continued its near constant barrage of heavy laser cannon fire, interspersed with individual launches of concussion missiles and proton torpedoes directed at vulnerable parts of the opposing fleet. If too many of those enemy guns came to bear on the the Pelta, it would be in trouble, but it's speed and it's relatively limited firepower made it a less-than juicy target. For now. But that is exactly what it's captain needed. Just a few more clicks and they would be in a perfect flanking position, able to pound the engines of the flag ship as soon as it's shields were brought down by the bombing squad beginning their run now.</p>\n<p>Large ships occupy the pinnacle of size for most private owner/operators in the galaxy. Large ships require an extensive crew and are costly to maintain, but can pack quite a punch and may house various suites and operation centers that allow the ship to operate as an impressive and mobile base of operations for wealthy individuals and successful adventurers.</p>"},"size":"lg","tier":0,"hullDice":"d10","hullDiceStart":7,"hullDiceRolled":[10,6,6,6,6,6,6],"hullDiceUsed":0,"shldDice":"d10","shldDiceStart":7,"shldDiceRolled":[10,6,6,6,6,6,6],"shldDiceUsed":0,"pwrDice":"1","buildBaseCost":1000000,"buildMinWorkforce":100,"upgrdCostMult":10,"upgrdMinWorkforce":50,"baseSpaceSpeed":300,"baseTurnSpeed":150,"crewMinWorkforce":200,"modBaseCap":50,"modMaxSuitesBase":3,"modMaxSuitesMult":2,"modMaxSuiteCap":400,"modCostMult":5,"modMinWorkforce":10,"hardpointMult":2,"equipCostMult":5,"equipMinWorkforce":5,"cargoCap":500,"fuelCost":1000,"fuelCap":300,"foodCap":240000,"source":"SotG"},"folder":null,"sort":400001,"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","effects":[{"_id":"NwpCHKQsAOq16TMa","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":-2,"mode":2,"priority":1},{"key":"data.abilities.con.value","value":2,"mode":2,"priority":1}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Large.webp","label":"Large Ship","origin":"Item.ywTvt1JEvDEoqG3A","tint":"","transfer":true}]}
{"_id":"pgmf0rMYLt4LQtfN","name":"Huge Starship","permission":{"default":0,"yXqD5rPwgjXHtqeZ":3},"type":"starship","data":{"description":{"value":"<p>The battleship's shields flicker as it absorbs the blows of the attacking fighters. It continues inexorably past them as it's point-defense system peppers it's vicinity with blaster fire to ward them off. As it a approaches the fragile medical frigate the fighters scramble to protect, its gunners lock on to the target before unleashing a fierce volley of turbolaser fire and snapping it in half.</p>\n<p>As the carrier leaves hyperspace, snubfighters deploy from its hangars in formations and move to intercept the space station's patrol fighters. Before the enemy craft have the opportunity to respond, the fighters fall upon them, quickly decimating their ranks. But before the snubfighters had even left the carrier, a second wave of small bombers had been prepping for takeoff. As they spew forth from the hangars, they quickly lock on to the space station and launch proton bombs, pulverizing the station in minutes.</p>\n<p>With the command given, the operator activates the interdictor's gravity well projectors. the lights inside dim almost imperceptibly as huge amounts of power is drawn from the reactor core and supplemental capacitors to the projectors. Accompanied by a lowpitched hum, the gravity well projectors power up.</p>\n<p>Minutes pass for the ship uneventfully, until finally a frigate lurches unceremoniously out of hyperspace into realspace in front of them. The ship then activates its tractor beam, trapping its quarry.</p>\n<p>Huge starships, regardless of their specific purpose, are the backbone of any military. They provide a mobile base of operations and function as a staging ground for the faction that controls them.</p>"},"size":"huge","tier":0,"hullDice":"d12","hullDiceStart":9,"hullDiceRolled":[12,7,7,7,7,7,7,7,7],"hullDiceUsed":0,"shldDice":"d12","shldDiceStart":9,"shldDiceRolled":[12,7,7,7,7,7,7,7,7],"shldDiceUsed":0,"pwrDice":"1","buildBaseCost":100000000,"buildMinWorkforce":1000,"upgrdCostMult":100,"upgrdMinWorkforce":500,"baseSpaceSpeed":300,"baseTurnSpeed":100,"crewMinWorkforce":4000,"modBaseCap":60,"modMaxSuitesBase":6,"modMaxSuitesMult":3,"modMaxSuiteCap":4000,"modCostMult":50,"modMinWorkforce":100,"hardpointMult":2,"equipCostMult":50,"equipMinWorkforce":50,"cargoCap":10000,"fuelCost":10000,"fuelCap":600,"foodCap":9600000,"source":"SotG"},"folder":null,"sort":500001,"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","effects":[{"_id":"5dnyAxPsWqhRxR2v","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":-4,"mode":2,"priority":1},{"key":"data.abilities.con.value","value":4,"mode":2,"priority":1}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Huge.webp","label":"Huge Starship","origin":"Item.h8l5MTU8C1pDIQGL","tint":"","transfer":true}]}
{"_id":"zC4qM8JMmMzCjMJK","name":"Tiny Starship","permission":{"default":0,"yXqD5rPwgjXHtqeZ":3},"type":"starship","data":{"description":{"value":"<p>As the droid fighter ducked and weaved through flying blaster bolts and dodged the occasional flak, its optical sensors continued to become more and more occluded as they accumulated a dark haze of dust and smoke. Switching to active radar systems, the droid continued to relentlessly pursue its target: the fleeing Jedi and its small padawn that was barely larger than a youngling. Not that it mattered. Whether either target continued to draw breath a few seconds from now didn't really matter to the droid. Of course, that cessation was its goal, but it didn't really care about that goal...it's just what it was doing. What it had to do. But not exactly what it wanted to do. The droid passed power from its fully charged weapon's capacitors into its guns, which blazed to life and spewed plasma towards the small child's back. It was a perfect shot. How could it not be. That's what it did. Then the Jedi's own plasma weapon flared as it darted across the youngling's back, deflecting the droid's blasts directly back at it. Of course, that is what Jedi's did. And as the bolts tore through the droid ship's hull, into its main computer banks, across its power banks and out its engines, the droid's final computations let it know that it was plummeting to the earth at terminal velocity. It's just what it was doing. What it now had to do. But not exactly what it wanted to do.</p>\n<p>The small drone slips silently past the blockade, scanning the defensive formations as it goes. The only chance to save the people on embattled Neth-Feeno was to coordinate a supply drop with them. This little, remote-controlled stealth ship was their only hope. It had to reach the surface to get the plan and maps through. Then it had to return with a full readout of the defenses. Only then could a distracting assault be planned to cover the air drop. As the tiny craft floated past the final sensor pod mounted right next to the final turret canon, the monitoring crew let out a sigh, and wiped sweat from their brows. As their screens, already more static than signal, winked out as the craft's transmissions were cut-off as it passed completely into the black-out zone, the team leader turned to his squad and said, \"May the force be with us today.\"</p>\n<p>One thing all Tiny starships have in common is that they are unmanned. Sometimes they are controlled remotely, but more often they are controlled by droids.</p>"},"size":"tiny","tier":0,"hullDice":"d4","hullDiceStart":1,"hullDiceRolled":[4],"hullDiceUsed":0,"shldDice":"d4","shldDiceStart":1,"shldDiceRolled":[4],"shldDiceUsed":0,"pwrDice":"1","buildBaseCost":10000,"buildMinWorkforce":3,"upgrdCostMult":0.5,"upgrdMinWorkforce":1,"baseSpaceSpeed":300,"baseTurnSpeed":300,"crewMinWorkforce":0,"modBaseCap":10,"modMaxSuitesBase":0,"modMaxSuitesMult":0,"modMaxSuiteCap":0,"modCostMult":0.5,"modMinWorkforce":1,"hardpointMult":1,"equipCostMult":0.5,"equipMinWorkforce":1,"cargoCap":0,"fuelCost":25,"fuelCap":5,"foodCap":0,"source":"SotG"},"folder":null,"sort":100001,"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Features/Tiny.webp","effects":[{"_id":"5BCYRjiFKUZY8ke9","flags":{"dae":{"stackable":false,"transfer":true}},"changes":[{"key":"data.abilities.dex.value","value":4,"mode":2,"priority":1},{"key":"data.abilities.con.value","value":-4,"mode":2,"priority":1}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/sw5e/packs/Icons/Starship%20Features/Tiny.webp","label":"Tiny Starship","origin":"Item.k1Cxor0HkSEBpkuN","tint":"","transfer":true}]}

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@ -137,7 +137,6 @@
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}
input[type=range][orient=vertical] {
-webkit-appearance: slider-vertical;
width: 10px;
height: 60px !important;
padding: 0 0 !important;
background-color: #c40f0f !important;
box-sizing: border-box;
}
input[type=range][orient=vertical]::-webkit-slider-runnable-track {
-webkit-appearance: slider-vertical !important;
height: 60px !important;
width: 10px !important;
line-height: 60px !important;
padding-top: 0 !important;
padding-bottom: 0 !important;
margin-top: 0 0 !important;
border-radius: 3px !important;
background: linear-gradient(
to top,
#c40f0f 50%,
#0dce0d 50%
);
}
input[type=range][orient=vertical]::-webkit-slider-thumb {
-webkit-appearance: none !important;
background-color: #c40f0f !important;
margin-right: -4px !important;
margin-top: 0px !important;
cursor: grab !important;
border-radius: 0 0 0 0 !important;
width: 10px !important;
height: 5px !important;
font-size: 10px;
}
output {
display: block;
margin: 5px auto;
font-size:1.75em;
}
input .vertslider {
height: 60px;
}

View file

@ -784,3 +784,14 @@ body.light-theme .sw5e.sheet.actor.npc .swalt-sheet header div.creature-type:hov
body.light-theme .sw5e.sheet.actor.npc .swalt-sheet header .experience { body.light-theme .sw5e.sheet.actor.npc .swalt-sheet header .experience {
color: #4f4f4f; color: #4f4f4f;
} }
body.light-theme .sw5e.sheet.actor .swalt-sheet .panel.resources .traits .fuel-wrapper .fuel-label {
background: #D6D6D6;
color: #1C1C1C;
border: 1px solid #1C1C1C;
}
body.light-theme .sw5e.sheet.actor .swalt-sheet .panel.resources .traits .fuel-wrapper .fuel {
background: #c40f0f;
}
body.light-theme .sw5e.sheet.actor .swalt-sheet .panel.resources .traits .fuel-wrapper .fuel .fuel-bar {
background: #0dce0d;
}

View file

@ -429,6 +429,7 @@
list-style: none; list-style: none;
margin: 0; margin: 0;
padding: 0; padding: 0;
display: block;
} }
.sw5e.sheet .items-list .item-name { .sw5e.sheet .items-list .item-name {
flex: 2; flex: 2;

190
sw5e.js
View file

@ -8,17 +8,17 @@
*/ */
// Import Modules // Import Modules
import {SW5E} from "./module/config.js"; import { SW5E } from "./module/config.js";
import {registerSystemSettings} from "./module/settings.js"; import { registerSystemSettings } from "./module/settings.js";
import {preloadHandlebarsTemplates} from "./module/templates.js"; import { preloadHandlebarsTemplates } from "./module/templates.js";
import {_getInitiativeFormula} from "./module/combat.js"; import { _getInitiativeFormula } from "./module/combat.js";
import {measureDistances} from "./module/canvas.js"; import { measureDistances } from "./module/canvas.js";
// Import Documents // Import Documents
import Actor5e from "./module/actor/entity.js"; import Actor5e from "./module/actor/entity.js";
import Item5e from "./module/item/entity.js"; import Item5e from "./module/item/entity.js";
import CharacterImporter from "./module/characterImporter.js"; import CharacterImporter from "./module/characterImporter.js";
import {TokenDocument5e, Token5e} from "./module/token.js"; import { TokenDocument5e, Token5e } from "./module/token.js"
// Import Applications // Import Applications
import AbilityTemplate from "./module/pixi/ability-template.js"; import AbilityTemplate from "./module/pixi/ability-template.js";
@ -46,7 +46,10 @@ import * as migrations from "./module/migration.js";
/* Foundry VTT Initialization */ /* Foundry VTT Initialization */
/* -------------------------------------------- */ /* -------------------------------------------- */
Hooks.once("init", function () { // Keep on while migrating to Foundry version 0.8
CONFIG.debug.hooks = true;
Hooks.once("init", function() {
console.log(`SW5e | Initializing SW5E System\n${SW5E.ASCII}`); console.log(`SW5e | Initializing SW5E System\n${SW5E.ASCII}`);
// Create a SW5E namespace within the game global // Create a SW5E namespace within the game global
@ -74,7 +77,7 @@ Hooks.once("init", function () {
Actor5e, Actor5e,
Item5e, Item5e,
TokenDocument5e, TokenDocument5e,
Token5e Token5e,
}, },
macros: macros, macros: macros,
migrations: migrations, migrations: migrations,
@ -88,7 +91,11 @@ Hooks.once("init", function () {
CONFIG.Token.documentClass = TokenDocument5e; CONFIG.Token.documentClass = TokenDocument5e;
CONFIG.Token.objectClass = Token5e; CONFIG.Token.objectClass = Token5e;
CONFIG.time.roundTime = 6; CONFIG.time.roundTime = 6;
CONFIG.fontFamilies = ["Engli-Besh", "Open Sans", "Russo One"]; CONFIG.fontFamilies = [
"Engli-Besh",
"Open Sans",
"Russo One"
];
CONFIG.Dice.DamageRoll = dice.DamageRoll; CONFIG.Dice.DamageRoll = dice.DamageRoll;
CONFIG.Dice.D20Roll = dice.D20Roll; CONFIG.Dice.D20Roll = dice.D20Roll;
@ -133,42 +140,19 @@ Hooks.once("init", function () {
makeDefault: false, makeDefault: false,
label: "SW5E.SheetClassNPCOld" label: "SW5E.SheetClassNPCOld"
}); });
// Actors.registerSheet("sw5e", ActorSheet5eStarship, { Actors.registerSheet("sw5e", ActorSheet5eStarship, {
// types: ["starship"], types: ["starship"],
// makeDefault: true, makeDefault: true,
// label: "SW5E.SheetClassStarship" label: "SW5E.SheetClassStarship"
// }); });
Actors.registerSheet("sw5e", ActorSheet5eVehicle, { Actors.registerSheet('sw5e', ActorSheet5eVehicle, {
types: ["vehicle"], types: ['vehicle'],
makeDefault: true, makeDefault: true,
label: "SW5E.SheetClassVehicle" label: "SW5E.SheetClassVehicle"
}); });
Items.unregisterSheet("core", ItemSheet); Items.unregisterSheet("core", ItemSheet);
Items.registerSheet("sw5e", ItemSheet5e, { Items.registerSheet("sw5e", ItemSheet5e, {
types: [ types: ['weapon', 'equipment', 'consumable', 'tool', 'loot', 'class', 'power', 'feat', 'species', 'backpack', 'archetype', 'classfeature', 'background', 'fightingmastery', 'fightingstyle', 'lightsaberform', 'deployment', 'deploymentfeature', 'starship', 'starshipfeature', 'starshipmod', 'venture'],
"weapon",
"equipment",
"consumable",
"tool",
"loot",
"class",
"power",
"feat",
"species",
"backpack",
"archetype",
"classfeature",
"background",
"fightingmastery",
"fightingstyle",
"lightsaberform",
"deployment",
"deploymentfeature",
"starship",
"starshipfeature",
"starshipmod",
"venture"
],
makeDefault: true, makeDefault: true,
label: "SW5E.SheetClassItem" label: "SW5E.SheetClassItem"
}); });
@ -177,6 +161,7 @@ Hooks.once("init", function () {
return preloadHandlebarsTemplates(); return preloadHandlebarsTemplates();
}); });
/* -------------------------------------------- */ /* -------------------------------------------- */
/* Foundry VTT Setup */ /* Foundry VTT Setup */
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -184,77 +169,30 @@ Hooks.once("init", function () {
/** /**
* This function runs after game data has been requested and loaded from the servers, so entities exist * This function runs after game data has been requested and loaded from the servers, so entities exist
*/ */
Hooks.once("setup", function () { Hooks.once("setup", function() {
// Localize CONFIG objects once up-front // Localize CONFIG objects once up-front
const toLocalize = [ const toLocalize = [
"abilities", "abilities", "abilityAbbreviations", "abilityActivationTypes", "abilityConsumptionTypes", "actorSizes", "alignments",
"abilityAbbreviations", "armorProficiencies", "armorPropertiesTypes", "conditionTypes", "consumableTypes", "cover", "currencies", "damageResistanceTypes",
"abilityActivationTypes", "damageTypes", "deploymentTypes", "distanceUnits", "equipmentTypes", "healingTypes", "itemActionTypes", "languages",
"abilityConsumptionTypes", "limitedUsePeriods", "movementTypes", "movementUnits", "polymorphSettings", "proficiencyLevels", "senses", "skills",
"actorSizes", "starshipSkills", "powerComponents", "powerLevels", "powerPreparationModes", "powerScalingModes", "powerSchools", "targetTypes",
"alignments", "timePeriods", "toolProficiencies", "weaponProficiencies", "weaponProperties", "weaponSizes", "weaponTypes"
"armorProficiencies",
"armorPropertiesTypes",
"conditionTypes",
"consumableTypes",
"cover",
"currencies",
"damageResistanceTypes",
"damageTypes",
"distanceUnits",
"equipmentTypes",
"healingTypes",
"itemActionTypes",
"languages",
"limitedUsePeriods",
"movementTypes",
"movementUnits",
"polymorphSettings",
"proficiencyLevels",
"senses",
"skills",
"starshipRolessm",
"starshipRolesmed",
"starshipRoleslg",
"starshipRoleshuge",
"starshipRolesgrg",
"starshipSkills",
"powerComponents",
"powerLevels",
"powerPreparationModes",
"powerScalingModes",
"powerSchools",
"targetTypes",
"timePeriods",
"toolProficiencies",
"weaponProficiencies",
"weaponProperties",
"weaponSizes",
"weaponTypes"
]; ];
// Exclude some from sorting where the default order matters // Exclude some from sorting where the default order matters
const noSort = [ const noSort = [
"abilities", "abilities", "alignments", "currencies", "deploymentTypes", "distanceUnits", "movementUnits", "itemActionTypes", "proficiencyLevels",
"alignments", "limitedUsePeriods", "powerComponents", "powerLevels", "powerPreparationModes", "weaponTypes"
"currencies",
"distanceUnits",
"movementUnits",
"itemActionTypes",
"proficiencyLevels",
"limitedUsePeriods",
"powerComponents",
"powerLevels",
"powerPreparationModes",
"weaponTypes"
]; ];
// Localize and sort CONFIG objects // Localize and sort CONFIG objects
for (let o of toLocalize) { for ( let o of toLocalize ) {
const localized = Object.entries(CONFIG.SW5E[o]).map((e) => { const localized = Object.entries(CONFIG.SW5E[o]).map(e => {
return [e[0], game.i18n.localize(e[1])]; return [e[0], game.i18n.localize(e[1])];
}); });
if (!noSort.includes(o)) localized.sort((a, b) => a[1].localeCompare(b[1])); if ( !noSort.includes(o) ) localized.sort((a, b) => a[1].localeCompare(b[1]));
CONFIG.SW5E[o] = localized.reduce((obj, e) => { CONFIG.SW5E[o] = localized.reduce((obj, e) => {
obj[e[0]] = e[1]; obj[e[0]] = e[1];
return obj; return obj;
@ -263,7 +201,7 @@ Hooks.once("setup", function () {
// add DND5E translation for module compatability // add DND5E translation for module compatability
game.i18n.translations.DND5E = game.i18n.translations.SW5E; game.i18n.translations.DND5E = game.i18n.translations.SW5E;
// console.log(game.settings.get("sw5e", "colorTheme")); // console.log(game.settings.get("sw5e", "colorTheme"));
let theme = game.settings.get("sw5e", "colorTheme") + "-theme"; let theme = game.settings.get("sw5e", "colorTheme") + '-theme';
document.body.classList.add(theme); document.body.classList.add(theme);
}); });
@ -271,25 +209,23 @@ Hooks.once("setup", function () {
/** /**
* Once the entire VTT framework is initialized, check to see if we should perform a data migration * Once the entire VTT framework is initialized, check to see if we should perform a data migration
*/ */
Hooks.once("ready", function () { Hooks.once("ready", function() {
// Wait to register hotbar drop hook on ready so that modules could register earlier if they want to // Wait to register hotbar drop hook on ready so that modules could register earlier if they want to
Hooks.on("hotbarDrop", (bar, data, slot) => macros.create5eMacro(data, slot)); Hooks.on("hotbarDrop", (bar, data, slot) => macros.create5eMacro(data, slot));
// Determine whether a system migration is required and feasible // Determine whether a system migration is required and feasible
if (!game.user.isGM) return; if ( !game.user.isGM ) return;
const currentVersion = game.settings.get("sw5e", "systemMigrationVersion"); const currentVersion = game.settings.get("sw5e", "systemMigrationVersion");
const NEEDS_MIGRATION_VERSION = "1.3.5.R1-A6"; const NEEDS_MIGRATION_VERSION = "1.3.5.R1-A6";
// Check for R1 SW5E versions // Check for R1 SW5E versions
const SW5E_NEEDS_MIGRATION_VERSION = "R1-A6"; const SW5E_NEEDS_MIGRATION_VERSION = "R1-A6";
const COMPATIBLE_MIGRATION_VERSION = 0.8; const COMPATIBLE_MIGRATION_VERSION = 0.80;
const needsMigration = const needsMigration = currentVersion && (isNewerVersion(SW5E_NEEDS_MIGRATION_VERSION, currentVersion) || isNewerVersion(NEEDS_MIGRATION_VERSION, currentVersion));
currentVersion &&
(isNewerVersion(SW5E_NEEDS_MIGRATION_VERSION, currentVersion) ||
isNewerVersion(NEEDS_MIGRATION_VERSION, currentVersion));
if (!needsMigration && needsMigration !== "") return; if (!needsMigration && needsMigration !== "") return;
// Perform the migration // Perform the migration
if (currentVersion && isNewerVersion(COMPATIBLE_MIGRATION_VERSION, currentVersion)) { if ( currentVersion && isNewerVersion(COMPATIBLE_MIGRATION_VERSION, currentVersion) ) {
const warning = `Your SW5e system data is from too old a Foundry version and cannot be reliably migrated to the latest version. The process will be attempted, but errors may occur.`; const warning = `Your SW5e system data is from too old a Foundry version and cannot be reliably migrated to the latest version. The process will be attempted, but errors may occur.`;
ui.notifications.error(warning, {permanent: true}); ui.notifications.error(warning, {permanent: true});
} }
@ -300,17 +236,19 @@ Hooks.once("ready", function () {
/* Canvas Initialization */ /* Canvas Initialization */
/* -------------------------------------------- */ /* -------------------------------------------- */
Hooks.on("canvasInit", function () { Hooks.on("canvasInit", function() {
// Extend Diagonal Measurement // Extend Diagonal Measurement
canvas.grid.diagonalRule = game.settings.get("sw5e", "diagonalMovement"); canvas.grid.diagonalRule = game.settings.get("sw5e", "diagonalMovement");
SquareGrid.prototype.measureDistances = measureDistances; SquareGrid.prototype.measureDistances = measureDistances;
}); });
/* -------------------------------------------- */ /* -------------------------------------------- */
/* Other Hooks */ /* Other Hooks */
/* -------------------------------------------- */ /* -------------------------------------------- */
Hooks.on("renderChatMessage", (app, html, data) => { Hooks.on("renderChatMessage", (app, html, data) => {
// Display action buttons // Display action buttons
chat.displayChatActionButtons(app, html, data); chat.displayChatActionButtons(app, html, data);
@ -323,36 +261,46 @@ Hooks.on("renderChatMessage", (app, html, data) => {
Hooks.on("getChatLogEntryContext", chat.addChatMessageContextOptions); Hooks.on("getChatLogEntryContext", chat.addChatMessageContextOptions);
Hooks.on("renderChatLog", (app, html, data) => Item5e.chatListeners(html)); Hooks.on("renderChatLog", (app, html, data) => Item5e.chatListeners(html));
Hooks.on("renderChatPopout", (app, html, data) => Item5e.chatListeners(html)); Hooks.on("renderChatPopout", (app, html, data) => Item5e.chatListeners(html));
Hooks.on("getActorDirectoryEntryContext", Actor5e.addDirectoryContextOptions); Hooks.on('getActorDirectoryEntryContext', Actor5e.addDirectoryContextOptions);
Hooks.on("renderSceneDirectory", (app, html, data) => { Hooks.on("renderSceneDirectory", (app, html, data)=> {
//console.log(html.find("header.folder-header")); //console.log(html.find("header.folder-header"));
setFolderBackground(html); setFolderBackground(html);
}); });
Hooks.on("renderActorDirectory", (app, html, data) => { Hooks.on("renderActorDirectory", (app, html, data)=> {
setFolderBackground(html); setFolderBackground(html);
CharacterImporter.addImportButton(html); CharacterImporter.addImportButton(html);
}); });
Hooks.on("renderItemDirectory", (app, html, data) => { Hooks.on("renderItemDirectory", (app, html, data)=> {
setFolderBackground(html); setFolderBackground(html);
}); });
Hooks.on("renderJournalDirectory", (app, html, data) => { Hooks.on("renderJournalDirectory", (app, html, data)=> {
setFolderBackground(html); setFolderBackground(html);
}); });
Hooks.on("renderRollTableDirectory", (app, html, data) => { Hooks.on("renderRollTableDirectory", (app, html, data)=> {
setFolderBackground(html); setFolderBackground(html);
}); });
Hooks.on("ActorSheet5eCharacterNew", (app, html, data) => { Hooks.on("ActorSheet5eCharacterNew", (app, html, data) => {
console.log("renderSwaltSheet"); console.log("renderSwaltSheet");
}); });
// FIXME: This helper is needed for the vehicle sheet. It should probably be refactored. // FIXME: This helper is needed for the vehicle sheet. It should probably be refactored.
Handlebars.registerHelper("getProperty", function (data, property) { Handlebars.registerHelper('getProperty', function (data, property) {
return getProperty(data, property); return getProperty(data, property);
}); });
Handlebars.registerHelper('round', function(value) {
return Math.floor(value);
});
Handlebars.registerHelper('debug', function(value) {
console.log(value)
return value;
})
function setFolderBackground(html) { function setFolderBackground(html) {
html.find("header.folder-header").each(function () { html.find("header.folder-header").each(function() {
let bgColor = $(this).css("background-color"); let bgColor = $(this).css("background-color");
if (bgColor == undefined) bgColor = "rgb(255,255,255)"; if(bgColor == undefined)
$(this).closest("li").css("background-color", bgColor); bgColor = "rgb(255,255,255)";
}); $(this).closest('li').css("background-color", bgColor);
})
} }

View file

@ -109,6 +109,42 @@
"label": "Species Traits", "label": "Species Traits",
"path": "./packs/packs/speciestraits.db", "path": "./packs/packs/speciestraits.db",
"entity": "Item" "entity": "Item"
},
{
"name": "starshiparmor",
"label": "Starship Armor",
"path": "./packs/packs/starshiparmor.db",
"entity": "Item"
},
{
"name": "starshipequipment",
"label": "Starship Equipment",
"path": "./packs/packs/starshipequipment.db",
"entity": "Item"
},
{
"name": "starshipfeatures",
"label": "Starship Features",
"path": "./packs/packs/starshipfeatures.db",
"entity": "Item"
},
{
"name": "starshipmodifications",
"label": "Starship Modifications",
"path": "./packs/packs/starshipmodifications.db",
"entity": "Item"
},
{
"name": "starships",
"label": "Starship Types",
"path": "./packs/packs/starships.db",
"entity": "Item"
},
{
"name": "starshipweapons",
"label": "Starship Weapons",
"path": "./packs/packs/starshipweapons.db",
"entity": "Item"
}, },
{ {
"name": "tables", "name": "tables",

View file

@ -1,6 +1,6 @@
{ {
"Actor": { "Actor": {
"types": ["character", "npc", "vehicle"], "types": ["character", "npc", "starship", "vehicle"],
"templates": { "templates": {
"common": { "common": {
"abilities": { "abilities": {
@ -37,8 +37,8 @@
"value": 10, "value": 10,
"min": 0, "min": 0,
"max": 10, "max": 10,
"temp": 0, "temp": null,
"tempmax": 0 "tempmax": null
}, },
"init": { "init": {
"value": 0, "value": 0,
@ -89,6 +89,15 @@
}, },
"creature": { "creature": {
"attributes": { "attributes": {
"rank": {
"total": 0,
"coord": 0,
"gunner": 0,
"mechanic": 0,
"operator": 0,
"pilot": 0,
"technician": 0
},
"senses": { "senses": {
"darkvision": 0, "darkvision": 0,
"blindsight": 0, "blindsight": 0,
@ -416,31 +425,119 @@
"starship": { "starship": {
"templates": ["common"], "templates": ["common"],
"attributes": { "attributes": {
"cargcap": 0, "cost": {
"crewcap": 0, "baseBuild": 0,
"cscap": 0, "baseUpgrade": 0,
"multEquip": 0,
"multModification": 0,
"multUpgrade": 0
},
"death": { "death": {
"failure": 0, "failure": 0,
"success": 0 "success": 0
}, },
"deployment": {
"coord": {
"uuid": null,
"name": null,
"rank": null,
"prof": null
},
"gunner": {
"uuid": null,
"name": null,
"rank": null,
"prof": null
},
"mechanic": {
"uuid": null,
"name": null,
"rank": null,
"prof": null
},
"operator": {
"uuid": null,
"name": null,
"rank": null,
"prof": null
},
"pilot": {
"uuid": null,
"name": null,
"rank": null,
"prof": null
},
"technician": {
"uuid": null,
"name": null,
"rank": null,
"prof": null
},
"crew": [],
"passenger": []
},
"equip": {
"armor": {
"dr": 0, "dr": 0,
"engpow": 1, "maxDex": 99,
"exhaustion": 0, "stealthDisadv": false
"hsm": 1, },
"hyperdrive": {
"class": null
},
"powerCoupling": {
"centralCap": 0,
"systemCap": 0
},
"reactor": {
"fuelMult": 1,
"powerRecDie": "1"
},
"size": {
"cargoCap": 0,
"crewMinWorkforce": 0,
"foodCap": 0
},
"shields": {
"capMult": 1,
"regenRateMult": 1
}
},
"systemDamage": 0,
"fuel": {
"cap": 0,
"cost": 0,
"value": 0
},
"hull": { "hull": {
"die": "", "die": "",
"dice": 0, "dice": 0,
"dicemax": 0,
"formula":"", "formula":"",
"value": null, "value": null,
"max": null "max": null
}, },
"mods": { "mods": {
"open": 10, "capUsed": 0,
"max": 10 "capLimit": 10,
"hardpoints":{
"open": 0,
"max": 0
},
"installed": 0,
"suites": {
"open": 0,
"max": 0,
"cap": 0
}
},
"power": {
"die": "",
"routing":{
"engines": 1,
"shields": 1,
"weapons": 1
}, },
"pwrdice": {
"pwrdie": "",
"recovery": 1,
"central": { "central": {
"value": 0, "value": 0,
"max": 0 "max": 0
@ -469,21 +566,24 @@
"shld": { "shld": {
"die": "", "die": "",
"dice": 0, "dice": 0,
"dicemax": 0,
"depleted": false,
"formula":"", "formula":"",
"value": null, "value": null,
"max": null "max": null
}, },
"shieldpow": 1, "used": false,
"sscap": 0, "workforce": {
"suites": { "max": 0,
"open": 0, "minBuild": 0,
"max": 0 "minEquip": 0,
}, "minModification": 0,
"weaponpow": 1 "minUpgrade": 0
}
}, },
"details": { "details": {
"tier": 0, "tier": 0,
"role": "", "role": [],
"source": "" "source": ""
}, },
"skills": { "skills": {
@ -507,7 +607,7 @@
"value": 0, "value": 0,
"ability": "cha" "ability": "cha"
}, },
"int": { "inf": {
"value": 0, "value": 0,
"ability": "cha" "ability": "cha"
}, },
@ -545,7 +645,7 @@
} }
}, },
"traits": { "traits": {
"size": "med" "size": null
} }
}, },
"vehicle": { "vehicle": {
@ -832,7 +932,7 @@
"capx": { "capx": {
"value": null "value": null
}, },
"hpperhd": { "dmgred": {
"value": null "value": null
}, },
"regrateco": { "regrateco": {
@ -1015,12 +1115,34 @@
"size": "", "size": "",
"tier": 0, "tier": 0,
"hullDice": "d6", "hullDice": "d6",
"hullDiceStart": 1, "hullDiceStart": 3,
"hullDiceRolled":[6,4,4],
"hullDiceUsed": 0, "hullDiceUsed": 0,
"shldDice": "d6", "shldDice": "d6",
"shldDiceStart": 1, "shldDiceStart": 3,
"shldDiceRolled":[6,4,4],
"shldDiceUsed": 0, "shldDiceUsed": 0,
"pwrDice": "1", "pwrDice": "1",
"buildBaseCost": 50000,
"buildMinWorkforce": 5,
"upgrdCostMult": 1,
"upgrdMinWorkforce": 1,
"baseSpaceSpeed": 300,
"baseTurnSpeed": 250,
"crewMinWorkforce": 1,
"modBaseCap": 20,
"modMaxSuitesBase": 0,
"modMaxSuitesMult": 1,
"modMaxSuiteCap": 1,
"modCostMult": 1,
"modMinWorkforce": 2,
"hardpointMult": 2,
"equipCostMult": 1,
"equipMinWorkforce": 1,
"cargoCap": 2,
"fuelCost": 50,
"fuelCap": 10,
"foodCap": 10,
"source": "SotG" "source": "SotG"
}, },
"starshipfeature": { "starshipfeature": {

View file

@ -8,6 +8,26 @@
<li class="filter-item" data-filter="reaction">{{localize "SW5E.Reaction"}}</li> <li class="filter-item" data-filter="reaction">{{localize "SW5E.Reaction"}}</li>
</ul> </ul>
<ol>
<li>Coordinator: {{data.attributes.deployment.coord.name}}</li>
<li> Rank: {{data.attributes.deployment.coord.rank}}</li>
<li> Prof: {{data.attributes.deployment.coord.prof}}</li>
<li>Gunner: {{data.attributes.deployment.gunner.name}}</li>
<li> Rank: {{data.attributes.deployment.gunner.rank}}</li>
<li> Prof: {{data.attributes.deployment.gunner.prof}}</li>
<li>Mechanic: {{data.attributes.deployment.mechanic.name}}</li>
<li> Rank: {{data.attributes.deployment.mechanic.rank}}</li>
<li> Prof: {{data.attributes.deployment.mechanic.prof}}</li>
<li>Operator: {{data.attributes.deployment.operator.name}}</li>
<li> Rank: {{data.attributes.deployment.operator.rank}}</li>
<li> Prof: {{data.attributes.deployment.operator.prof}}</li>
<li>Pilot: {{data.attributes.deployment.pilot.name}}</li>
<li> Rank: {{data.attributes.deployment.pilot.rank}}</li>
<li> Prof: {{data.attributes.deployment.pilot.prof}}</li>
<li>Technician: {{data.attributes.deployment.technician.name}}</li>
<li> Rank: {{data.attributes.deployment.technician.rank}}</li>
<li> Prof: {{data.attributes.deployment.technician.prof}}</li>
</ol>
<ol class="group-list"> <ol class="group-list">
{{#each sections as |section sid|}} {{#each sections as |section sid|}}

View file

@ -14,14 +14,8 @@
</div> </div>
<div class="summary"> <div class="summary">
<!-- <input type="text" name="data.traits.size" value="{{data.traits.size}}"
placeholder="{{lookup config.actorSizes data.traits.size}}" style="text-transform: capitalize;" /> -->
<span class="summary-input" style="text-transform: capitalize;font-family: 'Russo One';display: inline; height: auto; font-size: 17px; font-weight: 400; letter-spacing: 0.5px; line-height: 24px; color: #4f4f4f;">{{lookup config.actorSizes data.traits.size}}</span> <span class="summary-input" style="text-transform: capitalize;font-family: 'Russo One';display: inline; height: auto; font-size: 17px; font-weight: 400; letter-spacing: 0.5px; line-height: 24px; color: #4f4f4f;">{{lookup config.actorSizes data.traits.size}}</span>
<!-- <input type="text" name="data.details.role" value="{{data.details.role}}" <input type="text" name="data.details.source" value="{{data.details.source}}" placeholder="{{ localize 'SW5E.Source' }}" />
placeholder="{{ localize 'SW5E.Role' }}" /> -->
<span class="summary-input" style="text-transform: capitalize;font-family: 'Russo One';display: inline; height: auto; font-size: 17px; font-weight: 400; letter-spacing: 0.5px; line-height: 24px; color: #4f4f4f;">{{lookup config.starshipRolessm data.details.role}}</span>
<input type="text" name="data.details.source" value="{{data.details.source}}"
placeholder="{{ localize 'SW5E.Source' }}" />
</div> </div>
<div class="attributes"> <div class="attributes">
{{!-- ARMOR CLASS --}} {{!-- ARMOR CLASS --}}
@ -31,9 +25,10 @@
<input class="ac-display" name="data.attributes.ac.value" type="text" <input class="ac-display" name="data.attributes.ac.value" type="text"
value="{{data.attributes.ac.value}}" data-dtype="Number" placeholder="10" /> value="{{data.attributes.ac.value}}" data-dtype="Number" placeholder="10" />
</div> </div>
<footer class="attribute-footer proficiency"> <footer class="attribute-footer hit-dice" style="grid-template-columns: 1fr 1fr 1fr; column-gap: 4px;">
{{ localize "SW5E.Proficiency" }} <button type="button" class="rest short-rest">{{ localize "SW5E.Recharge" }}</button>
{{numberFormat data.attributes.prof decimals=0 sign=true}} <button type="button" class="rest long-rest">{{ localize "SW5E.Refitting" }}</button>
<button type="button" class="rest long-rest">{{ localize "SW5E.ShieldRegen" }}</button>
</footer> </footer>
</section> </section>
@ -42,14 +37,15 @@
<h1 class="attribute-name rollable">{{ localize "SW5E.HullPoints" }}</h1> <h1 class="attribute-name rollable">{{ localize "SW5E.HullPoints" }}</h1>
<div class="attribute-value multiple"> <div class="attribute-value multiple">
<input name="data.attributes.hp.value" type="text" value="{{data.attributes.hp.value}}" <input name="data.attributes.hp.value" type="text" value="{{data.attributes.hp.value}}"
data-dtype="Number" placeholder="0" class="value-number" /> data-dtype="Number" class="value-number" />
<span class="value-separator">/</span> <span class="value-separator">/</span>
<input name="data.attributes.hp.max" type="text" value="{{data.attributes.hp.max}}" <input name="data.attributes.hp.max" type="text" value="{{data.attributes.hp.max}}"
data-dtype="Number" placeholder="0" class="value-number" /> data-dtype="Number" class="value-number" />
</div> </div>
<footer class="attribute-footer hit-points"> <footer class="attribute-footer" style="line-height: 12px; height: 12px; text-align: center; font-family: 'Russo One';">
<input name="data.attributes.hull.formula" class="hpformula" type="text" <!-- <input name="data.attributes.hull.formula" class="hpformula" type="text"
placeholder="{{ localize 'SW5E.HullPointsFormula' }}" value="{{data.attributes.hull.formula}}" style="min-width: 150px;" /> placeholder="{{ localize 'SW5E.HullPointsFormula' }}" value="{{data.attributes.hull.formula}}" style="min-width: 150px;" /> -->
<strong>{{localize "SW5E.HullDice"}}:</strong> {{data.attributes.hull.dice}}{{data.attributes.hull.die}}
</footer> </footer>
</section> </section>
@ -57,20 +53,19 @@
<section class="attribute health" style="box-sizing: border-box; width: 150px;"> <section class="attribute health" style="box-sizing: border-box; width: 150px;">
<h1 class="attribute-name rollable">{{ localize "SW5E.ShieldPoints" }}</h1> <h1 class="attribute-name rollable">{{ localize "SW5E.ShieldPoints" }}</h1>
<div class="attribute-value multiple"> <div class="attribute-value multiple">
<input name="data.attributes.hp.temp" type="text" value="{{data.attributes.hp.temp}}" <input name="data.attributes.hp.temp" type="text" value="{{round data.attributes.hp.temp}}"
data-dtype="Number" placeholder="0" class="value-number" /> data-dtype="Number" placeholder="0" class="value-number" />
<span class="value-separator">/</span> <span class="value-separator">/</span>
<input name="data.attributes.hp.tempmax" type="text" value="{{data.attributes.hp.tempmax}}" <input name="data.attributes.hp.tempmax" type="text" value="{{round data.attributes.hp.tempmax}}"
data-dtype="Number" placeholder="0" class="value-number" /> data-dtype="Number" placeholder="0" class="value-number" />
</div> </div>
<footer class="attribute-footer hit-points"> <footer class="attribute-footer" style="line-height: 12px; height: 12px; text-align: center; font-family: 'Russo One';">
<input name="data.attributes.shld.Formula" class="hpformula" type="text" <!-- <input name="data.attributes.shld.formula" class="hpformula" type="text"
placeholder="{{ localize 'SW5E.ShieldPointsFormula' }}" value="{{data.attributes.shld.formula}}" style="min-width: 150px;" /> placeholder="{{ localize 'SW5E.ShieldPointsFormula' }}" value="{{data.attributes.shld.formula}}" style="min-width: 150px;" /> -->
<strong>{{localize "SW5E.ShieldDice"}}: </strong> {{data.attributes.shld.dice}}{{data.attributes.shld.die}}
</footer> </footer>
</section> </section>
{{!-- SPEED / MOVEMENT TYPES --}}
<section style="box-sizing: border-box; width: 150px;"> <section style="box-sizing: border-box; width: 150px;">
<h1>{{ localize "SW5E.Movement" }} <h1>{{ localize "SW5E.Movement" }}
<a class="config-button" data-action="movement" title="{{localize 'SW5E.MovementConfig'}}"><i class="fas fa-cog"></i></a> <a class="config-button" data-action="movement" title="{{localize 'SW5E.MovementConfig'}}"><i class="fas fa-cog"></i></a>
@ -145,95 +140,79 @@
<section class="panel resources"> <section class="panel resources">
<h1>Resources and Traits</h1> <h1>Resources and Traits</h1>
<div class="traits"> <div class="traits">
<table style="border: none; background: none;">
<tr>
<td>
<label> <label>
{{localize "SW5E.Size"}} {{localize "SW5E.VehicleCargoCapacity"}}: {{data.attributes.equip.size.cargoCap}} tons
<select class="actor-size" name="data.traits.size">
{{#select data.traits.size}}
<option value=""> </option>
{{#each config.actorSizes as |label size|}}
<option value="{{size}}">{{label}}</option>
{{/each}}
{{/select}}
</select>
</label> </label>
</td>
<td>
<label> <label>
{{localize "SW5E.Role"}} {{localize "SW5E.CrewCap"}}: {{data.attributes.equip.size.crewMinWorkforce}}
<select class="actor-size" name="data.details.role">
{{#select data.details.role}}
<option value=""> </option>
{{#if isTiny}}
{{#each config.starshipRolestiny as |label role|}}
<option value="{{role}}">{{label}}</option>
{{/each}}
{{/if}}
{{#if isSmall}}
{{#each config.starshipRolessm as |label role|}}
<option value="{{role}}">{{label}}</option>
{{/each}}
{{/if}}
{{#if isMedium}}
{{#each config.starshipRolesmed as |label role|}}
<option value="{{role}}">{{label}}</option>
{{/each}}
{{/if}}
{{#if isLarge}}
{{#each config.starshipRoleslg as |label role|}}
<option value="{{role}}">{{label}}</option>
{{/each}}
{{/if}}
{{#if isHuge}}
{{#each config.starshipRoleshuge as |label role|}}
<option value="{{role}}">{{label}}</option>
{{/each}}
{{/if}}
{{#if isGargantuan}}
{{#each config.starshipRolesgrg as |label role|}}
<option value="{{role}}">{{label}}</option>
{{/each}}
{{/if}}
{{/select}}
</select>
</label> </label>
<br />
</td>
</tr>
<tr>
<td>
<label> <label>
{{localize "SW5E.HullDice"}}: <input class="hpformula" style="max-width:50px;" name="data.attributes.hd" value="{{data.attributes.hd}}" placeholder="{{data.attributes.hd}}" /> {{localize "SW5E.FuelCostPerUnit"}}: {{data.attributes.fuel.cost}} cr/unit
</label> </label>
</td>
<td>
<button type="button" class="rest long-rest burnfuel" style="width:40%;" title="Burn 1 Unit of Fuel">{{ localize "SW5E.BurnFuel" }}</button>&nbsp;&nbsp;
<button type="button" class="rest long-rest refuel" style="width:40%;" title="Refuel">{{ localize "SW5E.Refuel" }}</button>
</td>
</tr>
</table>
<label> <label>
{{localize "SW5E.ShieldDice"}}: <input class="hpformula" style="max-width:50px;" name="data.attributes.sd" value="{{data.attributes.sd}}" placeholder="{{data.attributes.sd}}" /> {{localize "SW5E.FuelCapacity"}}
</label> </label>
<label> {{#with data.attributes.fuel}}
{{localize "SW5E.PowerDice"}}: <div class="fuel-wrapper" title="Fuel">
<select class="actor-size" name="data.attributes.pd"> <div class="fuel {{#if fueled}}fueled{{/if}}">
{{#select data.attributes.pd}} <span class="fuel-bar" style="width:{{pct}}%"></span>
<option value=""> </option>
{{#each config.powerDieTypes as |pd|}} <i class="fuel-breakpoint fuel-20 arrow-up"></i>
<option value="{{pd}}">{{pd}}</option> <i class="fuel-breakpoint fuel-20 arrow-down"></i>
{{/each}} <i class="fuel-breakpoint fuel-40 arrow-up"></i>
{{/select}} <i class="fuel-breakpoint fuel-40 arrow-down"></i>
</select> <i class="fuel-breakpoint fuel-60 arrow-up"></i>
</label> <i class="fuel-breakpoint fuel-60 arrow-down"></i>
<br /> <i class="fuel-breakpoint fuel-80 arrow-up"></i>
<label> <i class="fuel-breakpoint fuel-80 arrow-down"></i>
{{localize "SW5E.DmgRed"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.dr" value="{{data.attributes.dr}}" placeholder="0" /> </div>
</label> <span class="fuel-label">{{value}} / {{cap}} units</span>
<label> </div>
{{localize "SW5E.VehicleCargoCapacity"}}: <input class="hpformula" style="max-width:60px;" name="data.attributes.cargcap" value="{{data.attributes.cargcap}}" placeholder="0" /> tons {{/with}}
</label> <!-- <label>
<br />
<label>
{{localize "SW5E.CrewCap"}}: <input class="hpformula" style="max-width:60px;" name="data.attributes.crewcap" value="{{data.attributes.crewcap}}" placeholder="0" />
</label>
<br />
<label>
{{localize "SW5E.CentStorageCapacity"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.cscap" value="{{data.attributes.cscap}}" placeholder="0" /> {{localize "SW5E.CentStorageCapacity"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.cscap" value="{{data.attributes.cscap}}" placeholder="0" />
</label> </label>
<label> <label>
{{localize "SW5E.SysStorageCapacity"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.sscap" value="{{data.attributes.sscap}}" placeholder="0" /> {{localize "SW5E.SysStorageCapacity"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.sscap" value="{{data.attributes.sscap}}" placeholder="0" />
</label> </label> -->
</div> </div>
<h1>{{localize "SW5E.PowerRouting"}}</h1> <h1>{{localize "SW5E.PowerRouting"}}</h1>
<div class="traits"> <div class="traits">
<label> <table style="border:none;">
<tr>
<td align="center"><strong>{{localize "SW5E.EnginePl"}}</strong></td>
<td rowspan=3><input type="range" orient="vertical" id="engineslidervalue" class="vertslider" value={{data.attributes.power.routing.engines}} step="1" min="0" max="2" ></td>
<td align="center"><strong>{{localize "SW5E.EquipmentShieldProficiency"}}</strong></td>
<td rowspan=3><input type="range" orient="vertical" id="shieldslidervalue" class="vertslider" value={{data.attributes.power.routing.shields}} step="1" min="0" max="2" ></td>
<td align="center"><strong>{{localize "SW5E.ItemTypeWeaponPl"}}</strong></td>
<td rowspan=3><input type="range" orient="vertical" id="weaponslidervalue" class="vertslider" value={{data.attributes.power.routing.weapons}} step="1" min="0" max="2" ></td>
</tr>
<tr>
<td rowspan=2 align="center"><strong><output for=value id="engineslideroutput">=</output></td>
<td rowspan=2 align="center"><strong><output for=value id="shieldslideroutput">=</output></td>
<td rowspan=2 align="center"><strong><output for=value id="weaponslideroutput">=</output></td>
</tr>
<tr></tr>
</table>
<!-- <label>
{{localize "SW5E.EnginePl"}}: {{localize "SW5E.EnginePl"}}:
<select name="data.attributes.engpow"> <select name="data.attributes.engpow">
{{#select data.attributes.engpow}} {{#select data.attributes.engpow}}
@ -262,6 +241,24 @@
<option value="0.5">&#8595;</option> <option value="0.5">&#8595;</option>
{{/select}} {{/select}}
</select> </select>
</label>
<br /> -->
<table style="border: none; width: 400px;">
<tr><th colspan=3 align="left">{{localize "SW5E.PowerDieAlloc"}}</th><th colspan=3 align="right">
<label>
{{localize "SW5E.PowerDie"}}: {{data.attributes.power.die}}
</label>
</tr>
<tr><th style="border-top: 2px solid #0d99cc; border-left: 2px solid #0d99cc; border-right: 2px solid #0d99cc;">Central</th><th style="border-top: 2px solid #0d99cc; border-left: 2px solid #0d99cc; border-right: 2px solid #0d99cc;">Comms</th><th style="border-top: 2px solid #0d99cc; border-left: 2px solid #0d99cc; border-right: 2px solid #0d99cc;">Engines</th><th style="border-top: 2px solid #0d99cc; border-left: 2px solid #0d99cc; border-right: 2px solid #0d99cc;">Sensors</th><th style="border-top: 2px solid #0d99cc; border-left: 2px solid #0d99cc; border-right: 2px solid #0d99cc;">Shields</th><th style="border-top: 2px solid #0d99cc; border-left: 2px solid #0d99cc; border-right: 2px solid #0d99cc;">Weapons</th>
<tr>
<td style="border-bottom: 2px solid #0d99cc; border-left: 2px solid #0d99cc; border-right: 2px solid #0d99cc;"><input class="hpformula" style="max-width:25px;" name="data.attributes.power.central.value" value="{{data.attributes.power.central.value}}" placeholder="{{data.attributes.power.central.max}}" /> / {{data.attributes.power.central.max}}</td>
<td style="border-bottom: 2px solid #0d99cc; border-left: 2px solid #0d99cc; border-right: 2px solid #0d99cc;"><input class="hpformula" style="max-width:25px;" name="data.attributes.power.comms.value" value="{{data.attributes.power.comms.value}}" placeholder="{{data.attributes.power.comms.max}}" /> / {{data.attributes.power.comms.max}}</td>
<td style="border-bottom: 2px solid #0d99cc; border-left: 2px solid #0d99cc; border-right: 2px solid #0d99cc;"><input class="hpformula" style="max-width:25px;" name="data.attributes.power.engines.value" value="{{data.attributes.power.engines.value}}" placeholder="{{data.attributes.power.engines.max}}" /> / {{data.attributes.power.engines.max}}</td>
<td style="border-bottom: 2px solid #0d99cc; border-left: 2px solid #0d99cc; border-right: 2px solid #0d99cc;"><input class="hpformula" style="max-width:25px;" name="data.attributes.power.sensors.value" value="{{data.attributes.power.sensors.value}}" placeholder="{{data.attributes.power.sensors.max}}" /> / {{data.attributes.power.sensors.max}}</td>
<td style="border-bottom: 2px solid #0d99cc; border-left: 2px solid #0d99cc; border-right: 2px solid #0d99cc;"><input class="hpformula" style="max-width:25px;" name="data.attributes.power.shields.value" value="{{data.attributes.power.shields.value}}" placeholder="{{data.attributes.power.shields.max}}" /> / {{data.attributes.power.shields.max}}</td>
<td style="border-bottom: 2px solid #0d99cc; border-left: 2px solid #0d99cc; border-right: 2px solid #0d99cc;"><input class="hpformula" style="max-width:25px;" name="data.attributes.power.weapons.value" value="{{data.attributes.power.weapons.value}}" placeholder="{{data.attributes.power.weapons.max}}" /> / {{data.attributes.power.weapons.max}}</td>
</tr>
</table>
</label> </label>
</div> </div>
<section class="counters" style="border: none; margin: 8px 0; display: grid; grid-template-columns: repeat(2, 1fr);"> <section class="counters" style="border: none; margin: 8px 0; display: grid; grid-template-columns: repeat(2, 1fr);">
@ -283,21 +280,24 @@
<div class="counter"> <div class="counter">
<h4>{{ localize "SW5E.SystemDrainage" }}</h4> <h4>{{ localize "SW5E.SystemDrainage" }}</h4>
<div class="counter-value" style="text-align: left;"> <div class="counter-value" style="text-align: left;">
<input type="text" name="data.attributes.exhaustion" data-dtype="Number" placeholder="0" <input type="text" name="data.attributes.systemDamage" data-dtype="Number" placeholder="0"
value="{{data.attributes.exhaustion}}" /> value="{{data.attributes.systemDamage}}" />
</div> </div>
</div></section> </div></section>
<h1>{{localize "SW5E.StarshipmodPl"}}</h1> <h1>{{localize "SW5E.StarshipmodPl"}}</h1>
<div class="traits"> <div class="traits">
<label> <label>
{{localize "SW5E.ModCap"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.mods.open" value="{{data.attributes.mods.open}}" placeholder="10" />/<input class="hpformula" style="max-width:30px;" name="data.attributes.mods.max" value="{{data.attributes.mods.max}}" placeholder="10" /> {{localize "SW5E.ModCap"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.mods.capUsed" value="{{data.attributes.mods.capUsed}}" placeholder="10" />/ {{data.attributes.mods.capLimit}}
</label> </label>
<label> <label>
{{localize "SW5E.SuiteCap"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.suites.open" value="{{data.attributes.suites.open}}" placeholder="0" />/<input class="hpformula" style="max-width:30px;" name="data.attributes.suites.max" value="{{data.attributes.suites.max}}" placeholder="0" /> {{localize "SW5E.SuiteCap"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.suites.open" value="{{data.attributes.mods.suites.open}}" placeholder="0" />/ {{data.attributes.mods.suites.max}} - Occupancy: {{data.attributes.mods.suites.cap}}
</label> </label>
<br /> <br />
<label> <label>
{{localize "SW5E.HardpointSizeMod"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.hsm" value="{{data.attributes.hsm}}" placeholder="0" /> {{localize "SW5E.HardpointsPerRound"}}: {{data.attributes.mods.hardpoints.max}}
</label>
<label>
{{localize "SW5E.DmgRed"}}: {{data.attributes.equip.armor.dr}}
</label> </label>
</div> </div>
</section> </section>

View file

@ -0,0 +1,18 @@
<div class="dialog-content">
{{#each content.i18n}}
<div>
<label class="checkbox" for="{{@key}}">
<input type="checkbox" id="{{@key}}" name="{{@key}}" {{checked (lookup ../content.options @key)}}>
{{this}}
</label>
</div>
{{/each}}
</div>
<div class="dialog-buttons">
{{#each buttons as |button id|}}
<button class="dialog-button" data-button="{{id}}">
{{{button.icon}}}
{{{button.label}}}
</button>
{{/each}}
</div>

View file

@ -24,6 +24,10 @@
<label>{{localize "SW5E.MovementRoll"}}</label> <label>{{localize "SW5E.MovementRoll"}}</label>
<input name="data.attributes.movement.roll" type="number" step="0.1" value="{{movement.roll}}"/> <input name="data.attributes.movement.roll" type="number" step="0.1" value="{{movement.roll}}"/>
</div> </div>
<div class="form-group">
<label>{{localize "SW5E.MovementSpace"}}</label>
<input name="data.attributes.movement.space" type="number" step="0.1" value="{{movement.space}}"/>
</div>
<div class="form-group"> <div class="form-group">
<label>{{localize "SW5E.MovementSwim"}}</label> <label>{{localize "SW5E.MovementSwim"}}</label>
<input name="data.attributes.movement.swim" type="number" step="0.1" value="{{movement.swim}}"/> <input name="data.attributes.movement.swim" type="number" step="0.1" value="{{movement.swim}}"/>

View file

@ -0,0 +1,38 @@
<form id="recharge-rest-hd" class="dialog-content" onsubmit="event.preventDefault();">
<p>{{ localize "SW5E.RechargeRestHint" }}</p>
<div class="form-group">
<label>{{ localize "SW5E.RechargeRestSelect" }}</label>
<div class="form-fields">
<select name="hd">
{{#select denomination}}
{{#each availableHD as |num denom|}}
<option value="{{denom}}">{{denom}} ({{num}} {{ localize "SW5E.available" }})</option>
{{/each}}
{{/select}}
</select>
<button id="roll-hulld" {{#unless canRoll}}disabled{{/unless}}>
<i class="fas fa-dice-d20"></i> {{ localize "Roll" }}
</button>
</div>
{{#unless canRoll}}
<p class="notes">{{ localize "SW5E.RechargeRestNoHullD" }}</p>
{{/unless}}
</div>
{{#if promptNewDay}}
<div class="form-group">
<label>Is New Day?</label>
<input type="checkbox" name="newDay" {{checked newDay}}/>
<p class="hint">Recover limited use abilities which recharge "per day"?</p>
</div>
{{/if}}
<div class="dialog-buttons">
{{#each buttons as |button id|}}
<button class="dialog-button" data-button="{{id}}">
{{{button.icon}}}
{{{button.label}}}
</button>
{{/each}}
</div>
</form>

View file

@ -0,0 +1,20 @@
<form id="refitting-rest" class="dialog-content" onsubmit="event.preventDefault();">
<p>Take a refitting rest? On a refitting rest you will recover hull points, your hull dice, and shields.</p>
{{#if promptNewDay}}
<div class="form-group">
<label>Is New Day?</label>
<input type="checkbox" name="newDay" {{checked newDay}}/>
<p class="hint">Recover limited use abilities which recharge "per day"?</p>
</div>
{{/if}}
<div class="dialog-buttons">
{{#each buttons as |button id|}}
<button class="dialog-button" data-button="{{id}}">
{{{button.icon}}}
{{{button.label}}}
</button>
{{/each}}
</div>
</form>

View file

@ -98,11 +98,11 @@
<div class="form-group" style="width: 60%;"> <div class="form-group" style="width: 60%;">
<strong style="color:#4b4a44; font-size: 11px">{{ localize "SW5E.CapacityMultiplier" }}</strong> <strong style="color:#4b4a44; font-size: 11px">{{ localize "SW5E.CapacityMultiplier" }}</strong>
<input style="min-width: 5px; max-width: 35px; padding: 0;" type="text" name="data.capx.value" value="{{data.capx.value}}" /> &nbsp;&nbsp; <input style="min-width: 5px; max-width: 35px; padding: none;" type="text" name="data.capx.value" value="{{data.capx.value}}" /> &nbsp;&nbsp;
<strong style="color:#4b4a44; font-size: 11px;">{{ localize "SW5E.DmgRed" }}</strong> <strong style="color:#4b4a44; font-size: 11px;">{{ localize "SW5E.DmgRed" }}</strong>
<input style="min-width: 5px; max-width: 35px; padding: 0;" type="text" name="data.attributes.dr" value="{{data.attributes.dr}}" /> &nbsp;&nbsp; <input style="min-width: 5px; max-width: 35px; padding: none;" type="text" name="data.attributes.dmgred.value" value="{{data.attributes.dmgred.value}}" /> &nbsp;&nbsp;
<strong style="color:#4b4a44; font-size: 11px;">{{ localize "SW5E.RegenerationRateCoefficient" }}</strong> <strong style="color:#4b4a44; font-size: 11px;">{{ localize "SW5E.RegenerationRateCoefficient" }}</strong>
<input style="min-width: 5px; max-width: 35px; padding: 0;" type="text" name="data.regrateco.value" value="{{data.regrateco.value}}" /> &nbsp;&nbsp; <input style="min-width: 5px; max-width: 35px; padding: none;" type="text" name="data.attributes.regrateco.value" value="{{data.regrateco.value}}" /> &nbsp;&nbsp;
</div> </div>
{{!-- Starship Equipment Properties --}} {{!-- Starship Equipment Properties --}}

View file

@ -26,6 +26,7 @@
<nav class="sheet-navigation tabs" data-group="primary"> <nav class="sheet-navigation tabs" data-group="primary">
<a class="item active" data-tab="description">{{ localize "SW5E.Description" }}</a> <a class="item active" data-tab="description">{{ localize "SW5E.Description" }}</a>
<a class="item" data-tab="details">{{ localize "SW5E.Details" }}</a> <a class="item" data-tab="details">{{ localize "SW5E.Details" }}</a>
<a class="item" data-tab="effects">{{ localize "SW5E.Effects" }}</a>
</nav> </nav>
{{!-- Item Sheet Body --}} {{!-- Item Sheet Body --}}
@ -117,6 +118,155 @@
</div> </div>
</div> </div>
{{!-- Construction --}}
<div class="form-group">
<label>{{localize "SW5E.StockCost"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.buildBaseCost" value="{{data.buildBaseCost}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.MinConstWorkforce"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.buildMinWorkforce" value="{{data.buildMinWorkforce}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.UpgradeCostMult"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.upgrdCostMult" value="{{data.upgrdCostMult}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.MinUpgradeWorkforce"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.upgrdMinWorkforce" value="{{data.upgrdMinWorkforce}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.BaseSpaceSpeed"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.baseSpaceSpeed" value="{{data.baseSpaceSpeed}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.BaseTurnSpeed"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.baseTurnSpeed" value="{{data.baseTurnSpeed}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.MinCrewWorkforce"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.crewMinWorkforce" value="{{data.crewMinWorkforce}}" data-dtype="Number"/>
</div>
</div>
{{!-- Modifications --}}
<div class="form-group">
<label>{{localize "SW5E.BaseModCap"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.modBaseCap" value="{{data.modBaseCap}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.BaseMaxSuites"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.modMaxSuitesBase" value="{{data.modMaxSuitesBase}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.BaseMaxConMult"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.modMaxSuitesMult" value="{{data.modMaxSuitesMult}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.MaxSuiteCapacity"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.modMaxSuiteCap" value="{{data.modMaxSuiteCap}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.ModCostMult"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.modCostMult" value="{{data.modCostMult}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.MinModWorkforce"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.modMinWorkforce" value="{{data.modMinWorkforce}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.HardpointStrMult"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.hardpointMult" value="{{data.hardpointMult}}" data-dtype="Number"/>
</div>
</div>
{{!-- Equipment --}}
<div class="form-group">
<label>{{localize "SW5E.EquipCostMult"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.equipCostMult" value="{{data.equipCostMult}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.MinEquipWorkforce"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.equipMinWorkforce" value="{{data.equipMinWorkforce}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.CargoCap"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.cargoCap" value="{{data.cargoCap}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.FuelCost"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.fuelCost" value="{{data.fuelCost}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.FuelCap"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.fuelCap" value="{{data.fuelCap}}" data-dtype="Number"/>
</div>
</div>
<div class="form-group">
<label>{{localize "SW5E.FoodCap"}}</label>
<div class="form-fields">
<input type="text" placeholder="0" name="data.foodCap" value="{{data.foodCap}}" data-dtype="Number"/>
</div>
</div>
</div>
{{!-- Effects Tab --}}
<div class="tab effects flexcol" data-group="primary" data-tab="effects">
{{> "systems/sw5e/templates/actors/parts/active-effects.html"}}
</div> </div>
</section> </section>
</form> </form>