Compare commits

..

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.TypePower": "Power",
"ITEM.TypeSpecies": "Species",
"ITEM.TypeStarship": "Starship",
"ITEM.TypeStarshipfeature": "Starship Feature",
"ITEM.TypeStarshipfeaturePl": "Starship Features",
"ITEM.TypeStarshipmod": "Starship Modification",
@ -331,7 +332,17 @@
"SW5E.Default": "Default",
"SW5E.DefaultAbilityCheck": "Default Ability Check",
"SW5E.Deployment": "Deployment",
"SW5E.DeploymentAcceptSettings": "Deploy Actor",
"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": "Description",
"SW5E.DestructionSave": "Destruction Saves",
@ -522,11 +533,12 @@
"SW5E.ForcePowerbook": "Force Powers",
"SW5E.Formula": "Formula",
"SW5E.FuelCapacity": "Fuel Capacity",
"SW5E.FuelCostPerUnit": "Fuel Cost per Unit",
"SW5E.FuelCostsMod": "Fuel Costs Modifier",
"SW5E.FuelCostPerUnit": "Fuel Cost per Unit",
"SW5E.GrantedAbilities": "Granted Abilities",
"SW5E.HalfProficient": "Half Proficient",
"SW5E.HardpointSizeMod": "Hardpoint Size Modifier",
"SW5E.HardpointsPerRound": "Max Hardpoints Fired Per Round",
"SW5E.Healing": "Healing",
"SW5E.HealingTemp": "Healing (Temporary)",
"SW5E.Health": "Health",
@ -543,6 +555,9 @@
"SW5E.HP": "Health",
"SW5E.HPFormula": "Health Formula",
"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.HullPointsFormula": "Hull Points Formula",
"SW5E.HyperdriveClass": "Hyperdrive Class",
@ -618,6 +633,7 @@
"SW5E.ItemTypePowerPl": "Powers",
"SW5E.ItemTypeSpecies": "Species",
"SW5E.ItemTypeSpeciesPl": "Species",
"SW5E.ItemTypeStarship": "Starship",
"SW5E.ItemTypeStarshipMod": "Starship Modification",
"SW5E.ItemTypeStarshipModPl": "Starship Modifications",
"SW5E.ItemTypeTool": "Tool",
@ -847,10 +863,10 @@
"SW5E.PowerCreate": "Create Power",
"SW5E.PowerDC": "Power DC",
"SW5E.PowerDetails": "Power Details",
"SW5E.PowerDiceRecovery": "Power Dice Recovery",
"SW5E.PowerDie": "Power Die",
"SW5E.PowerDieAlloc": "Power Die Allocation",
"SW5E.PowerDiePl": "Power Dice",
"SW5E.PowerDieAlloc": "Power Die Allocation",
"SW5E.PowerDiceRecovery": "Power Dice Recovery",
"SW5E.PowerEffects": "Power Effects",
"SW5E.PowerfulCritical": "Powerful Critical",
"SW5E.PowerLevel": "Power Level",
@ -900,7 +916,23 @@
"SW5E.Reaction": "Reaction",
"SW5E.ReactionPl": "Reactions",
"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.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.RegenerationRateCoefficient": "Regeneration Rate Coefficient",
"SW5E.RequiredMaterials": "Required Materials",
@ -949,6 +981,9 @@
"SW5E.SheetClassNPCOld": "Old NPC Sheet",
"SW5E.SheetClassVehicle": "Default Vehicle Sheet",
"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.ShieldPointsFormula": "Shield Points Formula",
"SW5E.ShieldRegen": "Regen",
@ -1039,7 +1074,7 @@
"SW5E.StarshipSkillDat": "Data",
"SW5E.StarshipSkillHid": "Hide",
"SW5E.StarshipSkillImp": "Impress",
"SW5E.StarshipSkillInt": "Interfere",
"SW5E.StarshipSkillInf": "Interfere",
"SW5E.StarshipSkillMan": "Maneuvering",
"SW5E.StarshipSkillMen": "Menace",
"SW5E.StarshipSkillPat": "Patch",

View file

@ -671,6 +671,77 @@
.editor {
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 {

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 {
display: grid;
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;
}
.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 {
border-width: 0 0 1px 0;
border-bottom: 1px solid @hrColor;

View file

@ -35,6 +35,28 @@ body.light-theme {
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 {
border-width: 0 0 1px 0;
border-bottom: 1px solid @hrColor;

View file

@ -120,6 +120,9 @@ export default class Actor5e extends Actor {
// Inventory encumbrance
data.attributes.encumbrance = this._computeEncumbrance(actorData);
// Prepare Starship Data
if (actorData.type === "starship") this._computeStarshipData(actorData, data);
// Prepare skills
this._prepareSkills(actorData, bonuses, checkBonus, originalSkills);
@ -225,7 +228,11 @@ export default class Actor5e extends Actor {
*/
async getClassFeatures({className, archetypeName, level} = {}) {
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)) || [];
}
@ -358,15 +365,87 @@ export default class Actor5e extends Actor {
*/
_prepareStarshipData(actorData) {
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
data.attributes.prof = Math.floor((Math.max(data.details.tier, 1) + 7) / 4);
// Determine Starship armor-based properties based on owned Starship item
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
data.attributes.hull.value = data.attributes.hp.value;
data.attributes.hull.max = data.attributes.hp.max;
data.attributes.shld.value = data.attributes.hp.temp;
data.attributes.shld.max = data.attributes.hp.tempmax;
// Determine Starship hyperdrive-based properties based on owned Starship item
const hyperdrive = actorData.items.filter((i) => i.type === "equipment" && i.data.armor.type === "hyper"); // && (i.data.equipped === true)));
if (hyperdrive.length !== 0) {
const hdData = hyperdrive[0].data;
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};
}
_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 */
/* -------------------------------------------- */
_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 */
async _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];
new Dialog({
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: {
test: {
label: game.i18n.localize("SW5E.ActionAbil"),
@ -1097,13 +1233,18 @@ export default class Actor5e extends Actor {
}
// 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
else {
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) {
// 3 Failures = death
chatString = "SW5E.DeathSaveFailure";
@ -1112,7 +1253,10 @@ export default class Actor5e extends Actor {
// Display success/failure chat message
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);
await ChatMessage.create(chatData);
}
@ -1149,7 +1293,12 @@ export default class Actor5e extends Actor {
// If no class is available, display an error notification
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;
}
@ -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.
*
@ -1217,7 +1578,10 @@ export default class Actor5e extends Actor {
// Display a Dialog for rolling hit dice
if (dialog) {
try {
newDay = await ShortRestDialog.shortRestDialog({actor: this, canRoll: hd0 > 0});
newDay = await ShortRestDialog.shortRestDialog({
actor: this,
canRoll: hd0 > 0
});
} catch (err) {
return;
}
@ -1314,7 +1678,10 @@ export default class Actor5e extends Actor {
},
updateItems: [
...hitDiceUpdates,
...this._getRestItemUsesRecovery({recoverLongRestUses: longRest, recoverDailyUses: newDay})
...this._getRestItemUsesRecovery({
recoverLongRestUses: longRest,
recoverDailyUses: newDay
})
],
newDay: newDay
};
@ -1537,7 +1904,10 @@ export default class Actor5e extends Actor {
if (hitDiceRecovered < maxHitDice && d.hitDiceUsed > 0) {
let delta = Math.min(d.hitDiceUsed || 0, maxHitDice - hitDiceRecovered);
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.
*

File diff suppressed because it is too large Load diff

View file

@ -5,7 +5,7 @@ import ActorHitDiceConfig from "../../../apps/hit-dice-config.js";
import ActorMovementConfig from "../../../apps/movement-config.js";
import ActorSensesConfig from "../../../apps/senses-config.js";
import ActorTypeConfig from "../../../apps/actor-type.js";
import {SW5E} from "../../../config.js";
import {SW5E} from '../../../config.js';
import {onManageActiveEffect, prepareActiveEffectCategories} from "../../../effects.js";
/**
@ -58,8 +58,7 @@ export default class ActorSheet5e extends ActorSheet {
/** @override */
get template() {
if (!game.user.isGM && this.actor.limited)
return "systems/sw5e/templates/actors/newActor/expanded-limited-sheet.html";
if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/newActor/expanded-limited-sheet.html";
return `systems/sw5e/templates/actors/newActor/${this.actor.data.type}-sheet.html`;
}
@ -67,6 +66,7 @@ export default class ActorSheet5e extends ActorSheet {
/** @override */
getData(options) {
// Basic data
let isOwner = this.actor.isOwner;
const data = {
@ -78,7 +78,7 @@ export default class ActorSheet5e extends ActorSheet {
isCharacter: this.actor.type === "character",
isNPC: this.actor.type === "npc",
isStarship: this.actor.type === "starship",
isVehicle: this.actor.type === "vehicle",
isVehicle: this.actor.type === 'vehicle',
config: CONFIG.SW5E,
rollData: this.actor.getRollData.bind(this.actor)
};
@ -137,7 +137,7 @@ export default class ActorSheet5e extends ActorSheet {
data.effects = prepareActiveEffectCategories(this.actor.effects);
// Return data to the sheet
return data;
return data
}
/* -------------------------------------------- */
@ -156,35 +156,31 @@ export default class ActorSheet5e extends ActorSheet {
let speeds = [
[movement.burrow, `${game.i18n.localize("SW5E.MovementBurrow")} ${movement.burrow}`],
[movement.climb, `${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")} ${movement.swim}`]
];
]
if ( largestPrimary ) {
speeds.push([movement.walk, `${game.i18n.localize("SW5E.MovementWalk")} ${movement.walk}`]);
}
// Filter and sort speeds on their values
speeds = speeds.filter((s) => !!s[0]).sort((a, b) => b[0] - a[0]);
speeds = speeds.filter(s => !!s[0]).sort((a, b) => b[0] - a[0]);
// Case 1: Largest as primary
if ( largestPrimary ) {
let primary = speeds.shift();
return {
primary: `${primary ? primary[1] : "0"} ${movement.units}`,
special: speeds.map((s) => s[1]).join(", ")
};
special: speeds.map(s => s[1]).join(", ")
}
}
// Case 2: Walk as primary
else {
return {
primary: `${movement.walk || 0} ${movement.units}`,
special: speeds.length ? speeds.map((s) => s[1]).join(", ") : ""
};
special: speeds.length ? speeds.map(s => s[1]).join(", ") : ""
}
}
}
@ -194,7 +190,7 @@ export default class ActorSheet5e extends ActorSheet {
const senses = actorData.data.attributes.senses || {};
const tags = {};
for ( let [k, label] of Object.entries(CONFIG.SW5E.senses) ) {
const v = senses[k] ?? 0;
const v = senses[k] ?? 0
if ( v === 0 ) continue;
tags[k] = `${game.i18n.localize(label)} ${v} ${senses.units}`;
}
@ -211,14 +207,14 @@ export default class ActorSheet5e extends ActorSheet {
*/
_prepareTraits(traits) {
const map = {
dr: CONFIG.SW5E.damageResistanceTypes,
di: CONFIG.SW5E.damageResistanceTypes,
dv: CONFIG.SW5E.damageResistanceTypes,
ci: CONFIG.SW5E.conditionTypes,
languages: CONFIG.SW5E.languages,
armorProf: CONFIG.SW5E.armorProficiencies,
weaponProf: CONFIG.SW5E.weaponProficiencies,
toolProf: CONFIG.SW5E.toolProficiencies
"dr": CONFIG.SW5E.damageResistanceTypes,
"di": CONFIG.SW5E.damageResistanceTypes,
"dv": CONFIG.SW5E.damageResistanceTypes,
"ci": CONFIG.SW5E.conditionTypes,
"languages": CONFIG.SW5E.languages,
"armorProf": CONFIG.SW5E.armorProficiencies,
"weaponProf": CONFIG.SW5E.weaponProficiencies,
"toolProf": CONFIG.SW5E.toolProficiencies
};
for ( let [t, choices] of Object.entries(map) ) {
const trait = traits[t];
@ -234,7 +230,7 @@ export default class ActorSheet5e extends ActorSheet {
// Add custom entry
if ( trait.custom ) {
trait.custom.split(";").forEach((c, i) => (trait.selected[`custom${i + 1}`] = c.trim()));
trait.custom.split(";").forEach((c, i) => trait.selected[`custom${i+1}`] = c.trim());
}
trait.cssClass = !isObjectEmpty(trait.selected) ? "" : "inactive";
}
@ -256,8 +252,8 @@ export default class ActorSheet5e extends ActorSheet {
// Define some mappings
const sections = {
atwill: -20,
innate: -10
"atwill": -20,
"innate": -10,
};
// Label power slot uses headers
@ -274,17 +270,12 @@ export default class ActorSheet5e extends ActorSheet {
label: label,
usesSlots: i > 0,
canCreate: owner,
canPrepare: data.actor.type === "character" && i >= 1,
canPrepare: (data.actor.type === "character") && (i >= 1),
powers: [],
uses: useLabels[i] || value || 0,
slots: useLabels[i] || max || 0,
override: override || 0,
dataset: {
"type": "power",
"level": prepMode in sections ? 1 : i,
"preparation.mode": prepMode,
"school": school
},
dataset: {"type": "power", "level": prepMode in sections ? 1 : i, "preparation.mode": prepMode, "school": school},
prop: sl
};
};
@ -293,7 +284,7 @@ export default class ActorSheet5e extends ActorSheet {
const maxLevel = Array.fromRange(10).reduce((max, i) => {
if ( i === 0 ) return max;
const level = levels[`power${i}`];
if ((level.max || level.override) && i > max) max = i;
if ( (level.max || level.override ) && ( i > max ) ) max = i;
return max;
}, 0);
@ -307,7 +298,7 @@ export default class ActorSheet5e extends ActorSheet {
}
// Iterate over every power item, adding powers to the powerbook by section
powers.forEach((power) => {
powers.forEach(power => {
const mode = power.data.preparation.mode || "prepared";
let s = power.data.level || 0;
const sl = `power${s}`;
@ -350,13 +341,13 @@ export default class ActorSheet5e extends ActorSheet {
* @private
*/
_filterItems(items, filters) {
return items.filter((item) => {
return items.filter(item => {
const data = item.data;
// Action usage
for ( let f of ["action", "bonus", "reaction"] ) {
if ( filters.has(f) ) {
if (data.activation && data.activation.type !== f) return false;
if ((data.activation && (data.activation.type !== f))) return false;
}
}
@ -404,62 +395,64 @@ export default class ActorSheet5e extends ActorSheet {
/** @inheritdoc */
activateListeners(html) {
// Activate Item Filters
const filterLists = html.find(".filter-list");
filterLists.each(this._initializeFilterItemList.bind(this));
filterLists.on("click", ".filter-item", this._onToggleFilter.bind(this));
// Item summaries
html.find(".item .item-name.rollable h4").click((event) => this._onItemSummary(event));
html.find('.item .item-name.rollable h4').click(event => this._onItemSummary(event));
// View Item Sheets
html.find(".item-edit").click(this._onItemEdit.bind(this));
html.find('.item-edit').click(this._onItemEdit.bind(this));
// Editable Only Listeners
if ( this.isEditable ) {
// Input focus and update
const inputs = html.find("input");
inputs.focus((ev) => ev.currentTarget.select());
inputs.focus(ev => ev.currentTarget.select());
inputs.addBack().find('[data-dtype="Number"]').change(this._onChangeInputDelta.bind(this));
// Ability Proficiency
html.find(".ability-proficiency").click(this._onToggleAbilityProficiency.bind(this));
html.find('.ability-proficiency').click(this._onToggleAbilityProficiency.bind(this));
// 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
html.find(".trait-selector").click(this._onTraitSelector.bind(this));
html.find('.trait-selector').click(this._onTraitSelector.bind(this));
// Configure Special Flags
html.find(".config-button").click(this._onConfigMenu.bind(this));
html.find('.config-button').click(this._onConfigMenu.bind(this));
// Owned Item management
html.find(".item-create").click(this._onItemCreate.bind(this));
html.find(".item-delete").click(this._onItemDelete.bind(this));
html.find(".item-collapse").click(this._onItemCollapse.bind(this));
html.find(".item-uses input")
.click((ev) => ev.target.select())
.change(this._onUsesChange.bind(this));
html.find(".slot-max-override").click(this._onPowerSlotOverride.bind(this));
html.find(".increment-class-level").click(this._onIncrementClassLevel.bind(this));
html.find(".decrement-class-level").click(this._onDecrementClassLevel.bind(this));
html.find('.item-create').click(this._onItemCreate.bind(this));
html.find('.item-delete').click(this._onItemDelete.bind(this));
html.find('.item-collapse').click(this._onItemCollapse.bind(this));
html.find('.item-uses input').click(ev => ev.target.select()).change(this._onUsesChange.bind(this));
html.find('.slot-max-override').click(this._onPowerSlotOverride.bind(this));
html.find('.increment-class-level').click(this._onIncrementClassLevel.bind(this));
html.find('.decrement-class-level').click(this._onDecrementClassLevel.bind(this));
// Active Effect management
html.find(".effect-control").click((ev) => onManageActiveEffect(ev, this.actor));
html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.actor));
}
// Owner Only Listeners
if ( this.actor.isOwner ) {
// Ability Checks
html.find(".ability-name").click(this._onRollAbilityTest.bind(this));
html.find('.ability-name').click(this._onRollAbilityTest.bind(this));
// Roll Skill Checks
html.find(".skill-name").click(this._onRollSkillCheck.bind(this));
html.find('.skill-name').click(this._onRollSkillCheck.bind(this));
// Item Rolling
html.find(".item .item-image").click((event) => this._onItemRoll(event));
html.find(".item .item-recharge").click((event) => this._onItemRecharge(event));
html.find('.item .item-image').click(event => this._onItemRoll(event));
html.find('.item .item-recharge').click(event => this._onItemRecharge(event));
}
// Otherwise remove rollable classes
@ -554,9 +547,9 @@ export default class ActorSheet5e extends ActorSheet {
// Toggle next level - forward on click, backwards on right
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" ) {
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
@ -567,13 +560,13 @@ export default class ActorSheet5e extends ActorSheet {
/** @override */
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;
// Get the target actor
let sourceActor = null;
if (data.pack) {
const pack = game.packs.find((p) => p.collection === data.pack);
const pack = game.packs.find(p => p.collection === data.pack);
sourceActor = await pack.getEntity(data.id);
} else {
sourceActor = game.actors.get(data.id);
@ -581,37 +574,61 @@ export default class ActorSheet5e extends ActorSheet {
if ( !sourceActor ) return;
// Define a function to record polymorph settings for future use
const rememberOptions = (html) => {
const rememberOptions = html => {
const options = {};
html.find("input").each((i, el) => {
html.find('input').each((i, el) => {
options[el.name] = el.checked;
});
const settings = mergeObject(game.settings.get("sw5e", "polymorphSettings") || {}, options);
game.settings.set("sw5e", "polymorphSettings", settings);
const settings = mergeObject(game.settings.get('sw5e', 'polymorphSettings') || {}, options);
game.settings.set('sw5e', 'polymorphSettings', settings);
return settings;
};
// Create and render the Dialog
return new Dialog(
{
title: game.i18n.localize("SW5E.PolymorphPromptTitle"),
if (this.actor.data.type === "starship") {
return new Dialog({
title: game.i18n.localize('SW5E.DeploymentPromptTitle') + " " + sourceActor.data.name + " into " + this.actor.data.name,
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,
isToken: this.actor.isToken
},
default: "accept",
default: 'accept',
buttons: {
accept: {
icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize("SW5E.PolymorphAcceptSettings"),
callback: (html) => this.actor.transformInto(sourceActor, rememberOptions(html))
label: game.i18n.localize('SW5E.PolymorphAcceptSettings'),
callback: html => this.actor.transformInto(sourceActor, rememberOptions(html))
},
wildshape: {
icon: '<i class="fas fa-paw"></i>',
label: game.i18n.localize("SW5E.PolymorphWildShape"),
callback: (html) =>
this.actor.transformInto(sourceActor, {
label: game.i18n.localize('SW5E.PolymorphWildShape'),
callback: html => this.actor.transformInto(sourceActor, {
keepBio: true,
keepClass: true,
keepMental: true,
@ -622,49 +639,46 @@ export default class ActorSheet5e extends ActorSheet {
},
polymorph: {
icon: '<i class="fas fa-pastafarianism"></i>',
label: game.i18n.localize("SW5E.Polymorph"),
callback: (html) =>
this.actor.transformInto(sourceActor, {
label: game.i18n.localize('SW5E.Polymorph'),
callback: html => this.actor.transformInto(sourceActor, {
transformTokens: rememberOptions(html).transformTokens
})
},
cancel: {
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,
template: "systems/sw5e/templates/apps/polymorph-prompt.html"
template: 'systems/sw5e/templates/apps/polymorph-prompt.html'
}).render(true);
}
).render(true);
}
/* -------------------------------------------- */
/** @override */
async _onDropItemCreate(itemData) {
// Check to make sure items of this type are allowed on this actor
if ( this.constructor.unsupportedItemTypes.has(itemData.type) ) {
return ui.notifications.warn(
game.i18n.format("SW5E.ActorWarningInvalidItem", {
return ui.notifications.warn(game.i18n.format("SW5E.ActorWarningInvalidItem", {
itemType: game.i18n.localize(CONFIG.Item.typeLabels[itemData.type]),
actorType: game.i18n.localize(CONFIG.Actor.typeLabels[this.actor.type])
})
);
}));
}
// Create a Consumable power scroll on the Inventory tab
if (itemData.type === "power" && this._tabs[0].active === "inventory") {
if ( (itemData.type === "power") && (this._tabs[0].active === "inventory") ) {
const scroll = await Item5e.createScrollFromPower(itemData);
itemData = scroll.data;
}
if ( itemData.data ) {
// 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
itemData.data.attunement = Math.min(itemData.data.attunement, CONFIG.SW5E.attunementTypes.REQUIRED);
@ -672,14 +686,14 @@ export default class ActorSheet5e extends ActorSheet {
// Stack identical consumables
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");
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") {
// Always create a new powercell instead of increasing quantity
if ( similarItem && itemData.name !== "Power Cell" ) { // Always create a new powercell instead of increasing quantity
return similarItem.update({
"data.quantity": similarItem.data.data.quantity + Math.max(itemData.data.quantity, 1)
'data.quantity': similarItem.data.data.quantity + Math.max(itemData.data.quantity, 1)
});
}
}
@ -725,7 +739,7 @@ export default class ActorSheet5e extends ActorSheet {
const item = this.actor.items.get(itemId);
const uses = Math.clamped(0, parseInt(event.target.value), item.data.data.uses.max);
event.target.value = uses;
return item.update({"data.uses.value": uses});
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 item = this.actor.items.get(itemId);
return item.rollRecharge();
}
};
/* -------------------------------------------- */
@ -774,7 +788,7 @@ export default class ActorSheet5e extends ActorSheet {
} else {
let div = $(`<div class="item-summary">${chatData.description.value}</div>`);
let props = $(`<div class="item-properties"></div>`);
chatData.properties.forEach((p) => props.append(`<span class="tag">${p}</span>`));
chatData.properties.forEach(p => props.append(`<span class="tag">${p}</span>`));
div.append(props);
li.append(div.hide());
div.slideDown(200);
@ -860,7 +874,7 @@ export default class ActorSheet5e extends ActorSheet {
_onIncrementClassLevel(event) {
event.preventDefault();
const div = event.currentTarget.closest(".character");
const div = event.currentTarget.closest(".character")
const li = event.currentTarget.closest("li");
const actorId = div.id.split("-")[1];
@ -870,7 +884,7 @@ export default class ActorSheet5e extends ActorSheet {
const item = actor.items.get(itemId);
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]);
}
@ -884,7 +898,7 @@ export default class ActorSheet5e extends ActorSheet {
_onDecrementClassLevel(event) {
event.preventDefault();
const div = event.currentTarget.closest(".character");
const div = event.currentTarget.closest(".character")
const li = event.currentTarget.closest("li");
const actorId = div.id.split("-")[1];
@ -894,7 +908,7 @@ export default class ActorSheet5e extends ActorSheet {
const item = actor.items.get(itemId);
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]);
}
@ -968,7 +982,7 @@ export default class ActorSheet5e extends ActorSheet {
const label = a.parentElement.querySelector("label");
const choices = CONFIG.SW5E[a.dataset.options];
const options = { name: a.dataset.target, title: label.innerText, choices };
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();
if (this.actor.isPolymorphed) {
buttons.unshift({
label: "SW5E.PolymorphRestoreTransformation",
label: 'SW5E.PolymorphRestoreTransformation',
class: "restore-transformation",
icon: "fas fa-backward",
onclick: () => this.actor.revertOriginalForm()

View file

@ -7,6 +7,7 @@ import Actor5e from "../../entity.js";
* @type {ActorSheet5e}
*/
export default class ActorSheet5eCharacterNew extends ActorSheet5e {
get template() {
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";
@ -16,18 +17,17 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
* @return {Object}
*/
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
classes: ["swalt", "sw5e", "sheet", "actor", "character"],
blockFavTab: true,
subTabs: null,
width: 800,
tabs: [
{
tabs: [{
navSelector: ".root-tabs",
contentSelector: ".sheet-body",
initial: "attributes"
}
]
}],
});
}
@ -56,12 +56,10 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
// Experience Tracking
sheetData["disableExperience"] = game.settings.get("sw5e", "disableExperienceTracking");
sheetData["classLabels"] = this.actor.itemTypes.class.map((c) => c.name).join(", ");
sheetData["multiclassLabels"] = this.actor.itemTypes.class
.map((c) => {
return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(" ");
})
.join(", ");
sheetData["classLabels"] = this.actor.itemTypes.class.map(c => c.name).join(", ");
sheetData["multiclassLabels"] = this.actor.itemTypes.class.map(c => {
return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(' ')
}).join(', ');
// Return data for rendering
return sheetData;
@ -74,6 +72,7 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
* @private
*/
_prepareItems(data) {
// Categorize items as inventory, powerbook, features, and classes
const inventory = {
weapon: { label: "SW5E.ItemTypeWeaponPl", items: [], dataset: {type: "weapon"} },
@ -85,27 +84,11 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
};
// Partition items by category
let [
items,
forcepowers,
techpowers,
feats,
classes,
deployments,
deploymentfeatures,
ventures,
species,
archetypes,
classfeatures,
backgrounds,
fightingstyles,
fightingmasteries,
lightsaberforms
] = data.items.reduce(
(arr, item) => {
let [items, forcepowers, techpowers, feats, classes, deployments, deploymentfeatures, ventures, species, archetypes, classfeatures, backgrounds, fightingstyles, fightingmasteries, lightsaberforms] = data.items.reduce((arr, item) => {
// Item details
item.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 = {
[CONFIG.SW5E.attunementTypes.REQUIRED]: {
icon: "fa-sun",
@ -120,18 +103,16 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
}[item.data.attunement];
// Item usage
item.hasUses = item.data.uses && item.data.uses.max > 0;
item.isOnCooldown =
item.data.recharge && !!item.data.recharge.value && item.data.recharge.charged === false;
item.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0;
item.hasTarget = !!item.data.target && !["none", ""].includes(item.data.target.type);
item.hasUses = item.data.uses && (item.data.uses.max > 0);
item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false);
item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0));
item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type));
// Item toggle state
this._prepareItemToggleState(item);
// Primary Class
if (item.type === "class")
item.isOriginalClass = item._id === this.actor.data.data.details.originalClass;
if ( item.type === "class" ) item.isOriginalClass = ( item._id === this.actor.data.data.details.originalClass );
// Classify items into types
if ( item.type === "power" && ["lgt", "drk", "uni"].includes(item.data.school) ) arr[1].push(item);
@ -150,9 +131,7 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
else if ( item.type === "lightsaberform" ) arr[14].push(item);
else if ( Object.keys(inventory).includes(item.type ) ) arr[0].push(item);
return arr;
},
[[], [], [], [], [], [], [], [], [], [], [], [], [], [], []]
);
}, [[], [], [], [], [], [], [], [], [], [], [], [], [], [], []]);
// Apply active item filters
items = this._filterItems(items, this._filters.inventory);
@ -174,89 +153,18 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
// Organize Features
const features = {
classes: {
label: "SW5E.ItemTypeClassPl",
items: [],
hasActions: false,
dataset: {type: "class"},
isClass: true
},
classfeatures: {
label: "SW5E.ItemTypeClassFeats",
items: [],
hasActions: true,
dataset: {type: "classfeature"},
isClassfeature: true
},
archetype: {
label: "SW5E.ItemTypeArchetype",
items: [],
hasActions: false,
dataset: {type: "archetype"},
isArchetype: true
},
deployments: {
label: "SW5E.ItemTypeDeploymentPl",
items: [],
hasActions: false,
dataset: {type: "deployment"},
isDeployment: true
},
deploymentfeatures: {
label: "SW5E.ItemTypeDeploymentFeaturePl",
items: [],
hasActions: true,
dataset: {type: "deploymentfeature"},
isDeploymentfeature: true
},
ventures: {
label: "SW5E.ItemTypeVenturePl",
items: [],
hasActions: false,
dataset: {type: "venture"},
isVenture: true
},
species: {
label: "SW5E.ItemTypeSpecies",
items: [],
hasActions: false,
dataset: {type: "species"},
isSpecies: true
},
background: {
label: "SW5E.ItemTypeBackground",
items: [],
hasActions: false,
dataset: {type: "background"},
isBackground: true
},
fightingstyles: {
label: "SW5E.ItemTypeFightingStylePl",
items: [],
hasActions: false,
dataset: {type: "fightingstyle"},
isFightingstyle: true
},
fightingmasteries: {
label: "SW5E.ItemTypeFightingMasteryPl",
items: [],
hasActions: false,
dataset: {type: "fightingmastery"},
isFightingmastery: true
},
lightsaberforms: {
label: "SW5E.ItemTypeLightsaberFormPl",
items: [],
hasActions: false,
dataset: {type: "lightsaberform"},
isLightsaberform: true
},
active: {
label: "SW5E.FeatureActive",
items: [],
hasActions: true,
dataset: {"type": "feat", "activation.type": "action"}
},
classes: { label: "SW5E.ItemTypeClassPl", items: [], hasActions: false, dataset: {type: "class"}, isClass: true },
classfeatures: { label: "SW5E.ItemTypeClassFeats", items: [], hasActions: true, dataset: {type: "classfeature"}, isClassfeature: true },
archetype: { label: "SW5E.ItemTypeArchetype", items: [], hasActions: false, dataset: {type: "archetype"}, isArchetype: true },
deployments: { label: "SW5E.ItemTypeDeploymentPl", items: [], hasActions: false, dataset: {type: "deployment"}, isDeployment: true },
deploymentfeatures: { label: "SW5E.ItemTypeDeploymentFeaturePl", items: [], hasActions: true, dataset: {type: "deploymentfeature"}, isDeploymentfeature: true },
ventures: { label: "SW5E.ItemTypeVenturePl", items: [], hasActions: false, dataset: {type: "venture"}, isVenture: true },
species: { label: "SW5E.ItemTypeSpecies", items: [], hasActions: false, dataset: {type: "species"}, isSpecies: true },
background: { label: "SW5E.ItemTypeBackground", items: [], hasActions: false, dataset: {type: "background"}, isBackground: true },
fightingstyles: { label: "SW5E.ItemTypeFightingStylePl", items: [], hasActions: false, dataset: {type: "fightingstyle"}, isFightingstyle: true },
fightingmasteries: { label: "SW5E.ItemTypeFightingMasteryPl", items: [], hasActions: false, dataset: {type: "fightingmastery"}, isFightingmastery: true },
lightsaberforms: { label: "SW5E.ItemTypeLightsaberFormPl", items: [], hasActions: false, dataset: {type: "lightsaberform"}, isLightsaberform: true },
active: { label: "SW5E.FeatureActive", items: [], hasActions: true, dataset: {type: "feat", "activation.type": "action"} },
passive: { label: "SW5E.FeaturePassive", items: [], hasActions: false, dataset: {type: "feat"} }
};
for ( let f of feats ) {
@ -299,7 +207,8 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
if ( isAlways ) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.always;
else if ( isPrepared ) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.prepared;
else item.toggleTitle = game.i18n.localize("SW5E.PowerUnprepared");
} else {
}
else {
const isActive = getProperty(item.data, "equipped");
item.toggleClass = isActive ? "active" : "";
item.toggleTitle = game.i18n.localize(isActive ? "SW5E.Equipped" : "SW5E.Unequipped");
@ -322,21 +231,19 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
// html.find(".currency-convert").click(this._onConvertCurrency.bind(this));
// 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
html.find(".short-rest").click(this._onShortRest.bind(this));
html.find(".long-rest").click(this._onLongRest.bind(this));
html.find('.short-rest').click(this._onShortRest.bind(this));
html.find('.long-rest').click(this._onLongRest.bind(this));
// Rollable sheet actions
html.find(".rollable[data-action]").click(this._onSheetAction.bind(this));
// Send Languages to Chat onClick
html.find('[data-options="share-languages"]').click((event) => {
html.find('[data-options="share-languages"]').click(event => {
event.preventDefault();
let langs = this.actor.data.data.traits.languages.value
.map((l) => CONFIG.SW5E.languages[l] || l)
.join(", ");
let langs = this.actor.data.data.traits.languages.value.map(l => CONFIG.SW5E.languages[l] || l).join(", ");
let custom = this.actor.data.data.traits.languages.custom;
if (custom) langs += ", " + custom.replace(/;/g, ",");
let content = `
@ -372,9 +279,9 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
});
// Item Delete Confirmation
html.find(".item-delete").off("click");
html.find(".item-delete").click((event) => {
let li = $(event.currentTarget).parents(".item");
html.find('.item-delete').off("click");
html.find('.item-delete').click(event => {
let li = $(event.currentTarget).parents('.item');
let itemId = li.attr("data-item-id");
let item = this.actor.items.get(itemId);
new Dialog({
@ -383,17 +290,17 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
buttons: {
Yes: {
icon: '<i class="fa fa-check"></i>',
label: "Yes",
callback: (dlg) => {
label: 'Yes',
callback: dlg => {
this.actor.deleteOwnedItem(itemId);
}
},
cancel: {
icon: '<i class="fas fa-times"></i>',
label: "No"
}
label: 'No'
},
default: "cancel"
},
default: 'cancel'
}).render(true);
});
}
@ -418,6 +325,7 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
/* -------------------------------------------- */
/**
* Handle toggling the state of an Owned Item within the Actor
* @param {Event} event The triggering click event
@ -461,9 +369,10 @@ export default class ActorSheet5eCharacterNew extends ActorSheet5e {
/** @override */
async _onDropItemCreate(itemData) {
// Increment the number of class levels of a character instead of creating a new item
if ( itemData.type === "class" ) {
const cls = this.actor.itemTypes.class.find((c) => c.name === itemData.name);
const cls = this.actor.itemTypes.class.find(c => c.name === itemData.name);
let priorLevel = cls?.data.data.levels ?? 0;
if ( !!cls ) {
const next = Math.min(priorLevel + 1, 20 + priorLevel - this.actor.data.data.details.level);
@ -548,9 +457,9 @@ async function addFavorites(app, html, data) {
value: data.actor.data.powers.power9.value,
max: data.actor.data.powers.power9.max
}
};
}
let powerCount = 0;
let powerCount = 0
let items = data.actor.items;
for (let item of items) {
if (item.type == "class") continue;
@ -561,28 +470,24 @@ async function addFavorites(app, html, data) {
}
let isFav = item.flags.favtab.isFavourite;
if (app.options.editable) {
let favBtn = $(
`<a class="item-control item-toggle item-fav ${isFav ? "active" : ""}" data-fav="${isFav}" title="${
isFav ? "Remove from Favourites" : "Add to Favourites"
}"><i class="fas fa-star"></i></a>`
);
favBtn.click((ev) => {
let favBtn = $(`<a class="item-control item-toggle item-fav ${isFav ? "active" : ""}" data-fav="${isFav}" title="${isFav ? "Remove from Favourites" : "Add to Favourites"}"><i class="fas fa-star"></i></a>`);
favBtn.click(ev => {
app.actor.items.get(item.data._id).update({
"flags.favtab.isFavourite": !item.flags.favtab.isFavourite
});
});
html.find(`.item[data-item-id="${item.data._id}"]`).find(".item-controls").prepend(favBtn);
html.find(`.item[data-item-id="${item.data._id}"]`).find('.item-controls').prepend(favBtn);
}
if (isFav) {
item.powerComps = "";
if (item.data.components) {
let comps = item.data.components;
let v = comps.vocal ? "V" : "";
let s = comps.somatic ? "S" : "";
let m = comps.material ? "M" : "";
let c = !!comps.concentration;
let r = !!comps.ritual;
let v = (comps.vocal) ? "V" : "";
let s = (comps.somatic) ? "S" : "";
let m = (comps.material) ? "M" : "";
let c = !!(comps.concentration);
let r = !!(comps.ritual);
item.powerComps = `${v}${s}${m}`;
item.powerCon = c;
item.powerRit = r;
@ -590,15 +495,15 @@ async function addFavorites(app, html, data) {
item.editable = app.options.editable;
switch (item.type) {
case "feat":
case 'feat':
if (item.flags.favtab.sort === undefined) {
item.flags.favtab.sort = (favFeats.count + 1) * 100000; // initial sort key if not present
}
favFeats.push(item);
break;
case "power":
case 'power':
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) {
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');
// }
let tabContainer = html.find(".favtabtarget");
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;
let tabContainer = html.find('.favtabtarget');
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.favPowers = powerCount > 0 ? favPowers : false;
data.editable = app.options.editable;
await loadTemplates(["systems/sw5e/templates/actors/newActor/item.hbs"]);
let favtabHtml = $(await renderTemplate("systems/sw5e/templates/actors/newActor/template.hbs", data));
favtabHtml.find(".item-name h4").click((event) => app._onItemSummary(event));
await loadTemplates(['systems/sw5e/templates/actors/newActor/item.hbs']);
let favtabHtml = $(await renderTemplate('systems/sw5e/templates/actors/newActor/template.hbs', data));
favtabHtml.find('.item-name h4').click(event => app._onItemSummary(event));
if (app.options.editable) {
favtabHtml.find(".item-image").click((ev) => app._onItemRoll(ev));
let handler = (ev) => app._onDragStart(ev);
favtabHtml.find(".item").each((i, li) => {
favtabHtml.find('.item-image').click(ev => app._onItemRoll(ev));
let handler = ev => app._onDragStart(ev);
favtabHtml.find('.item').each((i, li) => {
if (li.classList.contains("inventory-header")) return;
li.setAttribute("draggable", true);
li.addEventListener("dragstart", handler, false);
});
//favtabHtml.find('.item-toggle').click(event => app._onToggleItem(event));
favtabHtml.find(".item-edit").click((ev) => {
let itemId = $(ev.target).parents(".item")[0].dataset.itemId;
favtabHtml.find('.item-edit').click(ev => {
let itemId = $(ev.target).parents('.item')[0].dataset.itemId;
app.actor.items.get(itemId).sheet.render(true);
});
favtabHtml.find(".item-fav").click((ev) => {
let itemId = $(ev.target).parents(".item")[0].dataset.itemId;
let val = !app.actor.items.get(itemId).data.flags.favtab.isFavourite;
favtabHtml.find('.item-fav').click(ev => {
let itemId = $(ev.target).parents('.item')[0].dataset.itemId;
let val = !app.actor.items.get(itemId).data.flags.favtab.isFavourite
app.actor.items.get(itemId).update({
"flags.favtab.isFavourite": val
});
});
// Sorting
favtabHtml.find(".item").on("drop", (ev) => {
favtabHtml.find('.item').on('drop', ev => {
ev.preventDefault();
ev.stopPropagation();
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) return;
let list = null;
if (dropData.data.type === "feat") list = favFeats;
if (dropData.data.type === 'feat') list = favFeats;
else list = favItems;
let dragSource = list.find((i) => i.data._id === dropData.data._id);
let siblings = list.filter((i) => i.data._id !== dropData.data._id);
let targetId = ev.target.closest(".item").dataset.itemId;
let dragTarget = siblings.find((s) => s.data._id === targetId);
let dragSource = list.find(i => i.data._id === dropData.data._id);
let siblings = list.filter(i => i.data._id !== dropData.data._id);
let targetId = ev.target.closest('.item').dataset.itemId;
let dragTarget = siblings.find(s => s.data._id === targetId);
if (dragTarget === undefined) return;
const sortUpdates = SortingHelpers.performIntegerSort(dragSource, {
target: dragTarget,
siblings: siblings,
sortKey: "flags.favtab.sort"
sortKey: 'flags.favtab.sort'
});
const updateData = sortUpdates.map((u) => {
const updateData = sortUpdates.map(u => {
const update = u.update;
update._id = u.target.data._id;
return update;
@ -706,44 +611,46 @@ async function addSubTabs(app, html, data) {
if(data.options.subTabs == null) {
//let subTabs = []; //{subgroup: '', target: '', active: false}
data.options.subTabs = {};
html.find("[data-subgroup-selection] [data-subgroup]").each((idx, el) => {
let subgroup = el.getAttribute("data-subgroup");
let target = el.getAttribute("data-target");
let targetObj = {target: target, active: el.classList.contains("active")};
html.find('[data-subgroup-selection] [data-subgroup]').each((idx, el) => {
let subgroup = el.getAttribute('data-subgroup');
let target = el.getAttribute('data-target');
let targetObj = {target: target, active: el.classList.contains("active")}
if(data.options.subTabs.hasOwnProperty(subgroup)) {
data.options.subTabs[subgroup].push(targetObj);
} else {
data.options.subTabs[subgroup] = [];
data.options.subTabs[subgroup].push(targetObj);
}
});
})
}
for(const group in data.options.subTabs) {
data.options.subTabs[group].forEach((tab) => {
data.options.subTabs[group].forEach(tab => {
if(tab.active) {
html.find(`[data-subgroup=${group}][data-target=${tab.target}]`).addClass("active");
html.find(`[data-subgroup=${group}][data-target=${tab.target}]`).addClass('active');
} else {
html.find(`[data-subgroup=${group}][data-target=${tab.target}]`).removeClass("active");
html.find(`[data-subgroup=${group}][data-target=${tab.target}]`).removeClass('active');
}
});
})
}
html.find("[data-subgroup-selection]")
.children()
.on("click", (event) => {
let subgroup = event.target.closest("[data-subgroup]").getAttribute("data-subgroup");
let target = event.target.closest("[data-target]").getAttribute("data-target");
html.find(`[data-subgroup=${subgroup}]`).removeClass("active");
html.find(`[data-subgroup=${subgroup}][data-target=${target}]`).addClass("active");
let tabId = data.options.subTabs[subgroup].find((tab) => {
return tab.target == target;
html.find('[data-subgroup-selection]').children().on('click', event => {
let subgroup = event.target.closest('[data-subgroup]').getAttribute('data-subgroup');
let target = event.target.closest('[data-target]').getAttribute('data-target');
html.find(`[data-subgroup=${subgroup}]`).removeClass('active');
html.find(`[data-subgroup=${subgroup}][data-target=${target}]`).addClass('active');
let tabId = data.options.subTabs[subgroup].find(tab => {
return tab.target == target
});
data.options.subTabs[subgroup].map((el) => {
data.options.subTabs[subgroup].map(el => {
el.active = el.target == target;
return el;
});
});
})
})
}
Hooks.on("renderActorSheet5eCharacterNew", (app, html, data) => {

View file

@ -6,6 +6,7 @@ import ActorSheet5e from "./base.js";
* @extends {ActorSheet5e}
*/
export default class ActorSheet5eNPCNew extends ActorSheet5e {
/** @override */
get template() {
if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/newActor/limited-sheet.html";
@ -16,13 +17,11 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e {
return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "npc"],
width: 800,
tabs: [
{
tabs: [{
navSelector: ".root-tabs",
contentSelector: ".sheet-body",
initial: "attributes"
}
]
}],
});
}
@ -38,41 +37,28 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e {
* @private
*/
_prepareItems(data) {
// Categorize Items as Features and Powers
const features = {
weapons: {
label: game.i18n.localize("SW5E.AttackPl"),
items: [],
hasActions: true,
dataset: {"type": "weapon", "weapon-type": "natural"}
},
actions: {
label: game.i18n.localize("SW5E.ActionPl"),
items: [],
hasActions: true,
dataset: {"type": "feat", "activation.type": "action"}
},
weapons: { label: game.i18n.localize("SW5E.AttackPl"), items: [] , hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} },
actions: { label: game.i18n.localize("SW5E.ActionPl"), items: [] , hasActions: true, dataset: {type: "feat", "activation.type": "action"} },
passive: { label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"} },
equipment: { label: game.i18n.localize("SW5E.Inventory"), items: [], dataset: {type: "loot"}}
};
// Start by classifying items into groups for rendering
let [forcepowers, techpowers, other] = data.items.reduce(
(arr, item) => {
let [forcepowers, techpowers, other] = data.items.reduce((arr, item) => {
item.img = item.img || CONST.DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && item.data.quantity !== 1;
item.hasUses = item.data.uses && item.data.uses.max > 0;
item.isOnCooldown =
item.data.recharge && !!item.data.recharge.value && item.data.recharge.charged === false;
item.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0;
item.hasTarget = !!item.data.target && !["none", ""].includes(item.data.target.type);
item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
item.hasUses = item.data.uses && (item.data.uses.max > 0);
item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false);
item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0));
item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type));
if ( item.type === "power" && ["lgt", "drk", "uni"].includes(item.data.school) ) arr[0].push(item);
else if ( item.type === "power" && ["tec"].includes(item.data.school) ) arr[1].push(item);
else arr[2].push(item);
return arr;
},
[[], [], []]
);
}, [[], [], []]);
// Apply item filters
forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook);
@ -89,7 +75,8 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e {
else if ( item.type === "feat" ) {
if ( item.data.activation.type ) features.actions.items.push(item);
else features.passive.items.push(item);
} else features.equipment.items.push(item);
}
else features.equipment.items.push(item);
}
// Assign and return
@ -120,6 +107,7 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e {
/** @override */
async _updateObject(event, formData) {
// Format NPC Challenge Rating
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
let crv = "data.details.cr";
@ -157,3 +145,4 @@ export default class ActorSheet5eNPCNew extends ActorSheet5e {
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});
}
}

View file

@ -6,6 +6,7 @@ import ActorSheet5e from "./base.js";
* @extends {ActorSheet5e}
*/
export default class ActorSheet5eStarship extends ActorSheet5e {
/** @override */
get template() {
if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/newActor/limited-sheet.html";
@ -16,13 +17,12 @@ export default class ActorSheet5eStarship extends ActorSheet5e {
return mergeObject(super.defaultOptions, {
classes: ["sw5e", "sheet", "actor", "starship"],
width: 800,
tabs: [
{
height: 775,
tabs: [{
navSelector: ".root-tabs",
contentSelector: ".sheet-body",
initial: "attributes"
}
]
}],
});
}
@ -33,47 +33,29 @@ export default class ActorSheet5eStarship extends ActorSheet5e {
* @private
*/
_prepareItems(data) {
// Categorize Items as Features and Powers
const features = {
weapons: {
label: game.i18n.localize("SW5E.ItemTypeWeaponPl"),
items: [],
hasActions: true,
dataset: {"type": "weapon", "weapon-type": "natural"}
},
weapons: { label: game.i18n.localize("SW5E.ItemTypeWeaponPl"), items: [], hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} },
passive: { label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"} },
equipment: { label: game.i18n.localize("SW5E.StarshipEquipment"), items: [], dataset: {type: "equipment"}},
starshipfeatures: {
label: game.i18n.localize("SW5E.StarshipfeaturePl"),
items: [],
hasActions: true,
dataset: {type: "starshipfeature"}
},
starshipmods: {
label: game.i18n.localize("SW5E.StarshipmodPl"),
items: [],
hasActions: false,
dataset: {type: "starshipmod"}
}
starshipfeatures: { label: game.i18n.localize("SW5E.StarshipfeaturePl"), items: [], hasActions: true, dataset: {type: "starshipfeature"} },
starshipmods: { label: game.i18n.localize("SW5E.StarshipmodPl"), items: [], hasActions: false, dataset: {type: "starshipmod"} }
};
// Start by classifying items into groups for rendering
let [forcepowers, techpowers, other] = data.items.reduce(
(arr, item) => {
let [forcepowers, techpowers, other] = data.items.reduce((arr, item) => {
item.img = item.img || CONST.DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && item.data.quantity !== 1;
item.hasUses = item.data.uses && item.data.uses.max > 0;
item.isOnCooldown =
item.data.recharge && !!item.data.recharge.value && item.data.recharge.charged === false;
item.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0;
item.hasTarget = !!item.data.target && !["none", ""].includes(item.data.target.type);
item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
item.hasUses = item.data.uses && (item.data.uses.max > 0);
item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false);
item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0));
item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type));
if ( item.type === "power" && ["lgt", "drk", "uni"].includes(item.data.school) ) arr[0].push(item);
else if ( item.type === "power" && ["tec"].includes(item.data.school) ) arr[1].push(item);
else arr[2].push(item);
return arr;
},
[[], [], []]
);
}, [[], [], []]);
// Apply item filters
forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook);
@ -90,11 +72,14 @@ export default class ActorSheet5eStarship extends ActorSheet5e {
else if ( item.type === "feat" ) {
if ( item.data.activation.type ) features.actions.items.push(item);
else features.passive.items.push(item);
} else if (item.type === "starshipfeature") {
}
else if ( item.type === "starshipfeature" ) {
features.starshipfeatures.items.push(item);
} else if (item.type === "starshipmod") {
}
else if ( item.type === "starshipmod" ) {
features.starshipmods.items.push(item);
} else features.equipment.items.push(item);
}
else features.equipment.items.push(item);
}
// Assign and return
@ -103,6 +88,7 @@ export default class ActorSheet5eStarship extends ActorSheet5e {
// data.techPowerbook = techPowerbook;
}
/* -------------------------------------------- */
/** @override */
@ -130,6 +116,7 @@ export default class ActorSheet5eStarship extends ActorSheet5e {
/** @override */
async _updateObject(event, formData) {
// Format NPC Challenge Rating
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
let crv = "data.details.cr";
@ -149,6 +136,11 @@ export default class ActorSheet5eStarship extends ActorSheet5e {
activateListeners(html) {
super.activateListeners(html);
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));
}
/* -------------------------------------------- */
@ -166,4 +158,96 @@ export default class ActorSheet5eStarship extends ActorSheet5e {
AudioHelper.play({src: CONFIG.sounds.dice});
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.
*/
static get newCargo() {
return {
name: "",
name: '',
quantity: 1
};
}
@ -45,6 +46,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
* @private
*/
_computeEncumbrance(totalWeight, actorData) {
// Compute currency weight
const totalCoins = Object.values(actorData.data.currency).reduce((acc, denom) => acc + denom, 0);
totalWeight += totalCoins / CONFIG.SW5E.encumbrance.currencyPerWeight;
@ -73,24 +75,25 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
* @private
*/
_prepareCrewedItem(item) {
// Determine crewed status
const isCrewed = item.data.crewed;
item.toggleClass = isCrewed ? "active" : "";
item.toggleTitle = game.i18n.localize(`SW5E.${isCrewed ? "Crewed" : "Uncrewed"}`);
item.toggleClass = isCrewed ? 'active' : '';
item.toggleTitle = game.i18n.localize(`SW5E.${isCrewed ? 'Crewed' : 'Uncrewed'}`);
// 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.cover = game.i18n.localize(`SW5E.${item.data.cover ? "CoverTotal" : "None"}`);
if (item.data.cover === 0.5) item.cover = "½";
else if (item.data.cover === 0.75) item.cover = "¾";
else if (item.data.cover === null) item.cover = "—";
if (item.crew < 1 || item.crew === null) item.crew = "—";
item.cover = game.i18n.localize(`SW5E.${item.data.cover ? 'CoverTotal' : 'None'}`);
if (item.data.cover === .5) item.cover = '½';
else if (item.data.cover === .75) item.cover = '¾';
else if (item.data.cover === null) item.cover = '—';
if (item.crew < 1 || item.crew === null) item.crew = '—';
}
// Prepare vehicle weapons
if (item.type === "equipment" || item.type === "weapon") {
item.threshold = item.data.hp.dt ? item.data.hp.dt : "—";
if (item.type === 'equipment' || item.type === 'weapon') {
item.threshold = item.data.hp.dt ? item.data.hp.dt : '—';
}
}
@ -101,125 +104,111 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
* @private
*/
_prepareItems(data) {
const cargoColumns = [
{
label: game.i18n.localize("SW5E.Quantity"),
css: "item-qty",
property: "quantity",
editable: "Number"
}
];
const cargoColumns = [{
label: game.i18n.localize('SW5E.Quantity'),
css: 'item-qty',
property: 'quantity',
editable: 'Number'
}];
const equipmentColumns = [
{
label: game.i18n.localize("SW5E.Quantity"),
css: "item-qty",
property: "data.quantity"
},
{
label: game.i18n.localize("SW5E.AC"),
css: "item-ac",
property: "data.armor.value"
},
{
label: game.i18n.localize("SW5E.HP"),
css: "item-hp",
property: "data.hp.value",
editable: "Number"
},
{
label: game.i18n.localize("SW5E.Threshold"),
css: "item-threshold",
property: "threshold"
}
];
const equipmentColumns = [{
label: game.i18n.localize('SW5E.Quantity'),
css: 'item-qty',
property: 'data.quantity'
}, {
label: game.i18n.localize('SW5E.AC'),
css: 'item-ac',
property: 'data.armor.value'
}, {
label: game.i18n.localize('SW5E.HP'),
css: 'item-hp',
property: 'data.hp.value',
editable: 'Number'
}, {
label: game.i18n.localize('SW5E.Threshold'),
css: 'item-threshold',
property: 'threshold'
}];
const features = {
actions: {
label: game.i18n.localize("SW5E.ActionPl"),
label: game.i18n.localize('SW5E.ActionPl'),
items: [],
crewable: true,
dataset: {"type": "feat", "activation.type": "crew"},
columns: [
{
label: game.i18n.localize("SW5E.VehicleCrew"),
css: "item-crew",
property: "crew"
},
{
label: game.i18n.localize("SW5E.Cover"),
css: "item-cover",
property: "cover"
}
]
dataset: {type: 'feat', 'activation.type': 'crew'},
columns: [{
label: game.i18n.localize('SW5E.VehicleCrew'),
css: 'item-crew',
property: 'crew'
}, {
label: game.i18n.localize('SW5E.Cover'),
css: 'item-cover',
property: 'cover'
}]
},
equipment: {
label: game.i18n.localize("SW5E.ItemTypeEquipment"),
label: game.i18n.localize('SW5E.ItemTypeEquipment'),
items: [],
crewable: true,
dataset: {"type": "equipment", "armor.type": "vehicle"},
dataset: {type: 'equipment', 'armor.type': 'vehicle'},
columns: equipmentColumns
},
passive: {
label: game.i18n.localize("SW5E.Features"),
label: game.i18n.localize('SW5E.Features'),
items: [],
dataset: {type: "feat"}
dataset: {type: 'feat'}
},
reactions: {
label: game.i18n.localize("SW5E.ReactionPl"),
label: game.i18n.localize('SW5E.ReactionPl'),
items: [],
dataset: {"type": "feat", "activation.type": "reaction"}
dataset: {type: 'feat', 'activation.type': 'reaction'}
},
weapons: {
label: game.i18n.localize("SW5E.ItemTypeWeaponPl"),
label: game.i18n.localize('SW5E.ItemTypeWeaponPl'),
items: [],
crewable: true,
dataset: {"type": "weapon", "weapon-type": "siege"},
dataset: {type: 'weapon', 'weapon-type': 'siege'},
columns: equipmentColumns
}
};
const cargo = {
crew: {
label: game.i18n.localize("SW5E.VehicleCrew"),
label: game.i18n.localize('SW5E.VehicleCrew'),
items: data.data.cargo.crew,
css: "cargo-row crew",
css: 'cargo-row crew',
editableName: true,
dataset: {type: "crew"},
dataset: {type: 'crew'},
columns: cargoColumns
},
passengers: {
label: game.i18n.localize("SW5E.VehiclePassengers"),
label: game.i18n.localize('SW5E.VehiclePassengers'),
items: data.data.cargo.passengers,
css: "cargo-row passengers",
css: 'cargo-row passengers',
editableName: true,
dataset: {type: "passengers"},
dataset: {type: 'passengers'},
columns: cargoColumns
},
cargo: {
label: game.i18n.localize("SW5E.VehicleCargo"),
label: game.i18n.localize('SW5E.VehicleCargo'),
items: [],
dataset: {type: "loot"},
columns: [
{
label: game.i18n.localize("SW5E.Quantity"),
css: "item-qty",
property: "data.quantity",
editable: "Number"
},
{
label: game.i18n.localize("SW5E.Price"),
css: "item-price",
property: "data.price",
editable: "Number"
},
{
label: game.i18n.localize("SW5E.Weight"),
css: "item-weight",
property: "data.weight",
editable: "Number"
}
]
dataset: {type: 'loot'},
columns: [{
label: game.i18n.localize('SW5E.Quantity'),
css: 'item-qty',
property: 'data.quantity',
editable: 'Number'
}, {
label: game.i18n.localize('SW5E.Price'),
css: 'item-price',
property: 'data.price',
editable: 'Number'
}, {
label: game.i18n.localize('SW5E.Weight'),
css: 'item-weight',
property: 'data.weight',
editable: 'Number'
}]
}
};
@ -245,9 +234,8 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
features.equipment.items.push(item);
break;
case "feat":
if (!item.data.activation.type || item.data.activation.type === "none")
features.passive.items.push(item);
else if (item.data.activation.type === "reaction") features.reactions.items.push(item);
if ( !item.data.activation.type || (item.data.activation.type === "none") ) features.passive.items.push(item);
else if (item.data.activation.type === 'reaction') features.reactions.items.push(item);
else features.actions.items.push(item);
break;
default:
@ -271,21 +259,21 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
super.activateListeners(html);
if (!this.isEditable) return;
html.find(".item-toggle").click(this._onToggleItem.bind(this));
html.find(".item-hp input")
.click((evt) => evt.target.select())
html.find('.item-toggle').click(this._onToggleItem.bind(this));
html.find('.item-hp input')
.click(evt => evt.target.select())
.change(this._onHPChange.bind(this));
html.find(".item:not(.cargo-row) input[data-property]")
.click((evt) => evt.target.select())
html.find('.item:not(.cargo-row) input[data-property]')
.click(evt => evt.target.select())
.change(this._onEditInSheet.bind(this));
html.find(".cargo-row input")
.click((evt) => evt.target.select())
html.find('.cargo-row input')
.click(evt => evt.target.select())
.change(this._onCargoRowChange.bind(this));
if (this.actor.data.data.attributes.actions.stations) {
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) {
event.preventDefault();
const target = event.currentTarget;
const row = target.closest(".item");
const row = target.closest('.item');
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
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;
// Update the cargo value
const key = target.dataset.property || "name";
const key = target.dataset.property || 'name';
const type = target.dataset.dtype;
let value = target.value;
if (type === "Number") value = Number(value);
if (type === 'Number') value = Number(value);
entry[key] = value;
// Perform the Actor update
@ -330,18 +318,14 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
*/
_onEditInSheet(event) {
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 property = event.currentTarget.dataset.property;
const type = event.currentTarget.dataset.dtype;
let value = event.currentTarget.value;
switch (type) {
case "Number":
value = parseInt(value);
break;
case "Boolean":
value = value === "true";
break;
case 'Number': value = parseInt(value); break;
case 'Boolean': value = value === 'true'; break;
}
return item.update({[`${property}`]: value});
}
@ -358,7 +342,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
event.preventDefault();
const target = event.currentTarget;
const type = target.dataset.type;
if (type === "crew" || type === "passengers") {
if (type === 'crew' || type === 'passengers') {
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]);
cargo.push(this.constructor.newCargo);
return this.actor.update({[`data.cargo.${type}`]: cargo});
@ -376,10 +360,10 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
*/
_onItemDelete(event) {
event.preventDefault();
const row = event.currentTarget.closest(".item");
if (row.classList.contains("cargo-row")) {
const row = event.currentTarget.closest('.item');
if (row.classList.contains('cargo-row')) {
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);
return this.actor.update({[`data.cargo.${type}`]: cargo});
}
@ -392,7 +376,7 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
/** @override */
async _onDropItemCreate(itemData) {
const cargoTypes = ["weapon", "equipment", "consumable", "tool", "loot", "backpack"];
const isCargo = cargoTypes.includes(itemData.type) && this._tabs[0].active === "cargo";
const isCargo = cargoTypes.includes(itemData.type) && (this._tabs[0].active === "cargo");
foundry.utils.setProperty(itemData, "flags.sw5e.vehicleCargo", isCargo);
return super._onDropItemCreate(itemData);
}
@ -407,11 +391,11 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
*/
_onHPChange(event) {
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 hp = Math.clamped(0, parseInt(event.currentTarget.value), item.data.data.hp.max);
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) {
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 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 ActorSensesConfig from "../../../apps/senses-config.js";
import ActorTypeConfig from "../../../apps/actor-type.js";
import {SW5E} from "../../../config.js";
import {SW5E} from '../../../config.js';
import {onManageActiveEffect, prepareActiveEffectCategories} from "../../../effects.js";
/**
@ -54,6 +54,7 @@ export default class ActorSheet5e extends ActorSheet {
/* -------------------------------------------- */
/** @override */
get template() {
if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/oldActor/limited-sheet.html";
@ -64,6 +65,7 @@ export default class ActorSheet5e extends ActorSheet {
/** @override */
getData(options) {
// Basic data
let isOwner = this.actor.isOwner;
const data = {
@ -75,7 +77,7 @@ export default class ActorSheet5e extends ActorSheet {
isCharacter: this.actor.type === "character",
isNPC: this.actor.type === "npc",
isStarship: this.actor.type === "starship",
isVehicle: this.actor.type === "vehicle",
isVehicle: this.actor.type === 'vehicle',
config: CONFIG.SW5E,
rollData: this.actor.getRollData.bind(this.actor)
};
@ -130,7 +132,7 @@ export default class ActorSheet5e extends ActorSheet {
data.effects = prepareActiveEffectCategories(this.actor.effects);
// Return data to the sheet
return data;
return data
}
/* -------------------------------------------- */
@ -149,35 +151,31 @@ export default class ActorSheet5e extends ActorSheet {
let speeds = [
[movement.burrow, `${game.i18n.localize("SW5E.MovementBurrow")} ${movement.burrow}`],
[movement.climb, `${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")} ${movement.swim}`]
];
]
if ( largestPrimary ) {
speeds.push([movement.walk, `${game.i18n.localize("SW5E.MovementWalk")} ${movement.walk}`]);
}
// Filter and sort speeds on their values
speeds = speeds.filter((s) => !!s[0]).sort((a, b) => b[0] - a[0]);
speeds = speeds.filter(s => !!s[0]).sort((a, b) => b[0] - a[0]);
// Case 1: Largest as primary
if ( largestPrimary ) {
let primary = speeds.shift();
return {
primary: `${primary ? primary[1] : "0"} ${movement.units}`,
special: speeds.map((s) => s[1]).join(", ")
};
special: speeds.map(s => s[1]).join(", ")
}
}
// Case 2: Walk as primary
else {
return {
primary: `${movement.walk || 0} ${movement.units}`,
special: speeds.length ? speeds.map((s) => s[1]).join(", ") : ""
};
special: speeds.length ? speeds.map(s => s[1]).join(", ") : ""
}
}
}
@ -187,7 +185,7 @@ export default class ActorSheet5e extends ActorSheet {
const senses = actorData.data.attributes.senses || {};
const tags = {};
for ( let [k, label] of Object.entries(CONFIG.SW5E.senses) ) {
const v = senses[k] ?? 0;
const v = senses[k] ?? 0
if ( v === 0 ) continue;
tags[k] = `${game.i18n.localize(label)} ${v} ${senses.units}`;
}
@ -204,14 +202,14 @@ export default class ActorSheet5e extends ActorSheet {
*/
_prepareTraits(traits) {
const map = {
dr: CONFIG.SW5E.damageResistanceTypes,
di: CONFIG.SW5E.damageResistanceTypes,
dv: CONFIG.SW5E.damageResistanceTypes,
ci: CONFIG.SW5E.conditionTypes,
languages: CONFIG.SW5E.languages,
armorProf: CONFIG.SW5E.armorProficiencies,
weaponProf: CONFIG.SW5E.weaponProficiencies,
toolProf: CONFIG.SW5E.toolProficiencies
"dr": CONFIG.SW5E.damageResistanceTypes,
"di": CONFIG.SW5E.damageResistanceTypes,
"dv": CONFIG.SW5E.damageResistanceTypes,
"ci": CONFIG.SW5E.conditionTypes,
"languages": CONFIG.SW5E.languages,
"armorProf": CONFIG.SW5E.armorProficiencies,
"weaponProf": CONFIG.SW5E.weaponProficiencies,
"toolProf": CONFIG.SW5E.toolProficiencies
};
for ( let [t, choices] of Object.entries(map) ) {
const trait = traits[t];
@ -227,7 +225,7 @@ export default class ActorSheet5e extends ActorSheet {
// Add custom entry
if ( trait.custom ) {
trait.custom.split(";").forEach((c, i) => (trait.selected[`custom${i + 1}`] = c.trim()));
trait.custom.split(";").forEach((c, i) => trait.selected[`custom${i+1}`] = c.trim());
}
trait.cssClass = !isObjectEmpty(trait.selected) ? "" : "inactive";
}
@ -248,9 +246,9 @@ export default class ActorSheet5e extends ActorSheet {
// Define some mappings
const sections = {
atwill: -20,
innate: -10,
pact: 0.5
"atwill": -20,
"innate": -10,
"pact": 0.5
};
// Label power slot uses headers
@ -267,7 +265,7 @@ export default class ActorSheet5e extends ActorSheet {
label: label,
usesSlots: i > 0,
canCreate: owner,
canPrepare: data.actor.type === "character" && i >= 1,
canPrepare: (data.actor.type === "character") && (i >= 1),
powers: [],
uses: useLabels[i] || value || 0,
slots: useLabels[i] || max || 0,
@ -281,7 +279,7 @@ export default class ActorSheet5e extends ActorSheet {
const maxLevel = Array.fromRange(10).reduce((max, i) => {
if ( i === 0 ) return max;
const level = levels[`power${i}`];
if ((level.max || level.override) && i > max) max = i;
if ( (level.max || level.override ) && ( i > max ) ) max = i;
return max;
}, 0);
@ -311,7 +309,7 @@ export default class ActorSheet5e extends ActorSheet {
}
// Iterate over every power item, adding powers to the powerbook by section
powers.forEach((power) => {
powers.forEach(power => {
const mode = power.data.preparation.mode || "prepared";
let s = power.data.level || 0;
const sl = `power${s}`;
@ -354,13 +352,13 @@ export default class ActorSheet5e extends ActorSheet {
* @private
*/
_filterItems(items, filters) {
return items.filter((item) => {
return items.filter(item => {
const data = item.data;
// Action usage
for ( let f of ["action", "bonus", "reaction"] ) {
if ( filters.has(f) ) {
if (data.activation && data.activation.type !== f) return false;
if ((data.activation && (data.activation.type !== f))) return false;
}
}
@ -407,59 +405,61 @@ export default class ActorSheet5e extends ActorSheet {
/** @inheritdoc */
activateListeners(html) {
// Activate Item Filters
const filterLists = html.find(".filter-list");
filterLists.each(this._initializeFilterItemList.bind(this));
filterLists.on("click", ".filter-item", this._onToggleFilter.bind(this));
// Item summaries
html.find(".item .item-name.rollable h4").click((event) => this._onItemSummary(event));
html.find('.item .item-name.rollable h4').click(event => this._onItemSummary(event));
// View Item Sheets
html.find(".item-edit").click(this._onItemEdit.bind(this));
html.find('.item-edit').click(this._onItemEdit.bind(this));
// Editable Only Listeners
if ( this.isEditable ) {
// Input focus and update
const inputs = html.find("input");
inputs.focus((ev) => ev.currentTarget.select());
inputs.focus(ev => ev.currentTarget.select());
inputs.addBack().find('[data-dtype="Number"]').change(this._onChangeInputDelta.bind(this));
// Ability Proficiency
html.find(".ability-proficiency").click(this._onToggleAbilityProficiency.bind(this));
html.find('.ability-proficiency').click(this._onToggleAbilityProficiency.bind(this));
// 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
html.find(".trait-selector").click(this._onTraitSelector.bind(this));
html.find('.trait-selector').click(this._onTraitSelector.bind(this));
// Configure Special Flags
html.find(".config-button").click(this._onConfigMenu.bind(this));
html.find('.config-button').click(this._onConfigMenu.bind(this));
// Owned Item management
html.find(".item-create").click(this._onItemCreate.bind(this));
html.find(".item-delete").click(this._onItemDelete.bind(this));
html.find(".item-uses input")
.click((ev) => ev.target.select())
.change(this._onUsesChange.bind(this));
html.find(".slot-max-override").click(this._onPowerSlotOverride.bind(this));
html.find('.item-create').click(this._onItemCreate.bind(this));
html.find('.item-delete').click(this._onItemDelete.bind(this));
html.find('.item-uses input').click(ev => ev.target.select()).change(this._onUsesChange.bind(this));
html.find('.slot-max-override').click(this._onPowerSlotOverride.bind(this));
// 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
if ( this.actor.isOwner ) {
// Ability Checks
html.find(".ability-name").click(this._onRollAbilityTest.bind(this));
html.find('.ability-name').click(this._onRollAbilityTest.bind(this));
// Roll Skill Checks
html.find(".skill-name").click(this._onRollSkillCheck.bind(this));
html.find('.skill-name').click(this._onRollSkillCheck.bind(this));
// Item Rolling
html.find(".item .item-image").click((event) => this._onItemRoll(event));
html.find(".item .item-recharge").click((event) => this._onItemRecharge(event));
html.find('.item .item-image').click(event => this._onItemRoll(event));
html.find('.item .item-recharge').click(event => this._onItemRecharge(event));
}
// Otherwise remove rollable classes
@ -554,9 +554,9 @@ export default class ActorSheet5e extends ActorSheet {
// Toggle next level - forward on click, backwards on right
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" ) {
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
@ -567,13 +567,13 @@ export default class ActorSheet5e extends ActorSheet {
/** @override */
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;
// Get the target actor
let sourceActor = null;
if (data.pack) {
const pack = game.packs.find((p) => p.collection === data.pack);
const pack = game.packs.find(p => p.collection === data.pack);
sourceActor = await pack.getEntity(data.id);
} else {
sourceActor = game.actors.get(data.id);
@ -581,37 +581,35 @@ export default class ActorSheet5e extends ActorSheet {
if ( !sourceActor ) return;
// Define a function to record polymorph settings for future use
const rememberOptions = (html) => {
const rememberOptions = html => {
const options = {};
html.find("input").each((i, el) => {
html.find('input').each((i, el) => {
options[el.name] = el.checked;
});
const settings = mergeObject(game.settings.get("sw5e", "polymorphSettings") || {}, options);
game.settings.set("sw5e", "polymorphSettings", settings);
const settings = mergeObject(game.settings.get('sw5e', 'polymorphSettings') || {}, options);
game.settings.set('sw5e', 'polymorphSettings', settings);
return settings;
};
// Create and render the Dialog
return new Dialog(
{
title: game.i18n.localize("SW5E.PolymorphPromptTitle"),
return new Dialog({
title: game.i18n.localize('SW5E.PolymorphPromptTitle'),
content: {
options: game.settings.get("sw5e", "polymorphSettings"),
options: game.settings.get('sw5e', 'polymorphSettings'),
i18n: SW5E.polymorphSettings,
isToken: this.actor.isToken
},
default: "accept",
default: 'accept',
buttons: {
accept: {
icon: '<i class="fas fa-check"></i>',
label: game.i18n.localize("SW5E.PolymorphAcceptSettings"),
callback: (html) => this.actor.transformInto(sourceActor, rememberOptions(html))
label: game.i18n.localize('SW5E.PolymorphAcceptSettings'),
callback: html => this.actor.transformInto(sourceActor, rememberOptions(html))
},
wildshape: {
icon: '<i class="fas fa-paw"></i>',
label: game.i18n.localize("SW5E.PolymorphWildShape"),
callback: (html) =>
this.actor.transformInto(sourceActor, {
label: game.i18n.localize('SW5E.PolymorphWildShape'),
callback: html => this.actor.transformInto(sourceActor, {
keepBio: true,
keepClass: true,
keepMental: true,
@ -622,50 +620,46 @@ export default class ActorSheet5e extends ActorSheet {
},
polymorph: {
icon: '<i class="fas fa-pastafarianism"></i>',
label: game.i18n.localize("SW5E.Polymorph"),
callback: (html) =>
this.actor.transformInto(sourceActor, {
label: game.i18n.localize('SW5E.Polymorph'),
callback: html => this.actor.transformInto(sourceActor, {
transformTokens: rememberOptions(html).transformTokens
})
},
cancel: {
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,
template: "systems/sw5e/templates/apps/polymorph-prompt.html"
}
).render(true);
template: 'systems/sw5e/templates/apps/polymorph-prompt.html'
}).render(true);
}
/* -------------------------------------------- */
/** @override */
async _onDropItemCreate(itemData) {
// Check to make sure items of this type are allowed on this actor
if ( this.constructor.unsupportedItemTypes.has(itemData.type) ) {
return ui.notifications.warn(
game.i18n.format("SW5E.ActorWarningInvalidItem", {
return ui.notifications.warn(game.i18n.format("SW5E.ActorWarningInvalidItem", {
itemType: game.i18n.localize(CONFIG.Item.typeLabels[itemData.type]),
actorType: game.i18n.localize(CONFIG.Actor.typeLabels[this.actor.type])
})
);
}));
}
// Create a Consumable power scroll on the Inventory tab
// TODO: This is pretty non functional as the base items for the scrolls, and the powers, are not defined, maybe consider using holocrons
if (itemData.type === "power" && this._tabs[0].active === "inventory") {
if ( (itemData.type === "power") && (this._tabs[0].active === "inventory") ) {
const scroll = await Item5e.createScrollFromPower(itemData);
itemData = scroll.data;
}
if ( itemData.data ) {
// 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
itemData.data.attunement = Math.min(itemData.data.attunement, CONFIG.SW5E.attunementTypes.REQUIRED);
@ -673,13 +667,14 @@ export default class ActorSheet5e extends ActorSheet {
// Stack identical consumables
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");
return sourceId && sourceId === itemData.flags.core?.sourceId && i.type === "consumable";
return sourceId && (sourceId === itemData.flags.core?.sourceId) &&
(i.type === "consumable");
});
if ( similarItem ) {
return similarItem.update({
"data.quantity": similarItem.data.data.quantity + Math.max(itemData.data.quantity, 1)
'data.quantity': similarItem.data.data.quantity + Math.max(itemData.data.quantity, 1)
});
}
}
@ -725,7 +720,7 @@ export default class ActorSheet5e extends ActorSheet {
const item = this.actor.items.get(itemId);
const uses = Math.clamped(0, parseInt(event.target.value), item.data.data.uses.max);
event.target.value = uses;
return item.update({"data.uses.value": uses});
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 item = this.actor.items.get(itemId);
return item.rollRecharge();
}
};
/* -------------------------------------------- */
@ -774,7 +769,7 @@ export default class ActorSheet5e extends ActorSheet {
} else {
let div = $(`<div class="item-summary">${chatData.description.value}</div>`);
let props = $(`<div class="item-properties"></div>`);
chatData.properties.forEach((p) => props.append(`<span class="tag">${p}</span>`));
chatData.properties.forEach(p => props.append(`<span class="tag">${p}</span>`));
div.append(props);
li.append(div.hide());
div.slideDown(200);
@ -899,7 +894,7 @@ export default class ActorSheet5e extends ActorSheet {
const label = a.parentElement.querySelector("label");
const choices = CONFIG.SW5E[a.dataset.options];
const options = { name: a.dataset.target, title: label.innerText, choices };
return new TraitSelector(this.actor, options).render(true);
return new TraitSelector(this.actor, options).render(true)
}
/* -------------------------------------------- */
@ -909,7 +904,7 @@ export default class ActorSheet5e extends ActorSheet {
let buttons = super._getHeaderButtons();
if ( this.actor.isPolymorphed ) {
buttons.unshift({
label: "SW5E.PolymorphRestoreTransformation",
label: 'SW5E.PolymorphRestoreTransformation',
class: "restore-transformation",
icon: "fas fa-backward",
onclick: () => this.actor.revertOriginalForm()

View file

@ -7,6 +7,7 @@ import Actor5e from "../../entity.js";
* @type {ActorSheet5e}
*/
export default class ActorSheet5eCharacter extends ActorSheet5e {
/**
* Define default rendering options for the NPC sheet
* @return {Object}
@ -44,12 +45,10 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
// Experience Tracking
sheetData["disableExperience"] = game.settings.get("sw5e", "disableExperienceTracking");
sheetData["classLabels"] = this.actor.itemTypes.class.map((c) => c.name).join(", ");
sheetData["multiclassLabels"] = this.actor.itemTypes.class
.map((c) => {
return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(" ");
})
.join(", ");
sheetData["classLabels"] = this.actor.itemTypes.class.map(c => c.name).join(", ");
sheetData["multiclassLabels"] = this.actor.itemTypes.class.map(c => {
return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(' ')
}).join(', ');
// Return data for rendering
return sheetData;
@ -62,6 +61,7 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
* @private
*/
_prepareItems(data) {
// Categorize items as inventory, powerbook, features, and classes
const inventory = {
weapon: { label: "SW5E.ItemTypeWeaponPl", items: [], dataset: {type: "weapon"} },
@ -73,23 +73,11 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
};
// Partition items by category
let [
items,
powers,
feats,
classes,
species,
archetypes,
classfeatures,
backgrounds,
fightingstyles,
fightingmasteries,
lightsaberforms
] = data.items.reduce(
(arr, item) => {
let [items, powers, feats, classes, species, archetypes, classfeatures, backgrounds, fightingstyles, fightingmasteries, lightsaberforms] = data.items.reduce((arr, item) => {
// Item details
item.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 = {
[CONFIG.SW5E.attunementTypes.REQUIRED]: {
icon: "fa-sun",
@ -104,18 +92,16 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
}[item.data.attunement];
// Item usage
item.hasUses = item.data.uses && item.data.uses.max > 0;
item.isOnCooldown =
item.data.recharge && !!item.data.recharge.value && item.data.recharge.charged === false;
item.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0;
item.hasTarget = !!item.data.target && !["none", ""].includes(item.data.target.type);
item.hasUses = item.data.uses && (item.data.uses.max > 0);
item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false);
item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0));
item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type));
// Item toggle state
this._prepareItemToggleState(item);
// Primary Class
if (item.type === "class")
item.isOriginalClass = item._id === this.actor.data.data.details.originalClass;
if ( item.type === "class" ) item.isOriginalClass = ( item._id === this.actor.data.data.details.originalClass );
// Classify items into types
if ( item.type === "power" ) arr[1].push(item);
@ -130,9 +116,7 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
else if ( item.type === "lightsaberform" ) arr[10].push(item);
else if ( Object.keys(inventory).includes(item.type ) ) arr[0].push(item);
return arr;
},
[[], [], [], [], [], [], [], [], [], [], []]
);
}, [[], [], [], [], [], [], [], [], [], [], []]);
// Apply active item filters
items = this._filterItems(items, this._filters.inventory);
@ -149,74 +133,21 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
// Organize Powerbook and count the number of prepared powers (excluding always, at will, etc...)
const powerbook = this._preparePowerbook(data, powers);
const nPrepared = powers.filter((s) => {
return s.data.level > 0 && s.data.preparation.mode === "prepared" && s.data.preparation.prepared;
const nPrepared = powers.filter(s => {
return (s.data.level > 0) && (s.data.preparation.mode === "prepared") && s.data.preparation.prepared;
}).length;
// Organize Features
const features = {
classes: {
label: "SW5E.ItemTypeClassPl",
items: [],
hasActions: false,
dataset: {type: "class"},
isClass: true
},
classfeatures: {
label: "SW5E.ItemTypeClassFeats",
items: [],
hasActions: true,
dataset: {type: "classfeature"},
isClassfeature: true
},
archetype: {
label: "SW5E.ItemTypeArchetype",
items: [],
hasActions: false,
dataset: {type: "archetype"},
isArchetype: true
},
species: {
label: "SW5E.ItemTypeSpecies",
items: [],
hasActions: false,
dataset: {type: "species"},
isSpecies: true
},
background: {
label: "SW5E.ItemTypeBackground",
items: [],
hasActions: false,
dataset: {type: "background"},
isBackground: true
},
fightingstyles: {
label: "SW5E.ItemTypeFightingStylePl",
items: [],
hasActions: false,
dataset: {type: "fightingstyle"},
isFightingstyle: true
},
fightingmasteries: {
label: "SW5E.ItemTypeFightingMasteryPl",
items: [],
hasActions: false,
dataset: {type: "fightingmastery"},
isFightingmastery: true
},
lightsaberforms: {
label: "SW5E.ItemTypeLightsaberFormPl",
items: [],
hasActions: false,
dataset: {type: "lightsaberform"},
isLightsaberform: true
},
active: {
label: "SW5E.FeatureActive",
items: [],
hasActions: true,
dataset: {"type": "feat", "activation.type": "action"}
},
classes: { label: "SW5E.ItemTypeClassPl", items: [], hasActions: false, dataset: {type: "class"}, isClass: true },
classfeatures: { label: "SW5E.ItemTypeClassFeats", items: [], hasActions: true, dataset: {type: "classfeature"}, isClassfeature: true },
archetype: { label: "SW5E.ItemTypeArchetype", items: [], hasActions: false, dataset: {type: "archetype"}, isArchetype: true },
species: { label: "SW5E.ItemTypeSpecies", items: [], hasActions: false, dataset: {type: "species"}, isSpecies: true },
background: { label: "SW5E.ItemTypeBackground", items: [], hasActions: false, dataset: {type: "background"}, isBackground: true },
fightingstyles: { label: "SW5E.ItemTypeFightingStylePl", items: [], hasActions: false, dataset: {type: "fightingstyle"}, isFightingstyle: true },
fightingmasteries: { label: "SW5E.ItemTypeFightingMasteryPl", items: [], hasActions: false, dataset: {type: "fightingmastery"}, isFightingmastery: true },
lightsaberforms: { label: "SW5E.ItemTypeLightsaberFormPl", items: [], hasActions: false, dataset: {type: "lightsaberform"}, isLightsaberform: true },
active: { label: "SW5E.FeatureActive", items: [], hasActions: true, dataset: {type: "feat", "activation.type": "action"} },
passive: { label: "SW5E.FeaturePassive", items: [], hasActions: false, dataset: {type: "feat"} }
};
for ( let f of feats ) {
@ -256,7 +187,8 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
if ( isAlways ) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.always;
else if ( isPrepared ) item.toggleTitle = CONFIG.SW5E.powerPreparationModes.prepared;
else item.toggleTitle = game.i18n.localize("SW5E.PowerUnprepared");
} else {
}
else {
const isActive = getProperty(item.data, "equipped");
item.toggleClass = isActive ? "active" : "";
item.toggleTitle = game.i18n.localize(isActive ? "SW5E.Equipped" : "SW5E.Unequipped");
@ -276,11 +208,11 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
if ( !this.isEditable ) return;
// 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
html.find(".short-rest").click(this._onShortRest.bind(this));
html.find(".long-rest").click(this._onLongRest.bind(this));
html.find('.short-rest').click(this._onShortRest.bind(this));
html.find('.long-rest').click(this._onLongRest.bind(this));
// Rollable sheet actions
html.find(".rollable[data-action]").click(this._onSheetAction.bind(this));
@ -349,9 +281,10 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
/** @override */
async _onDropItemCreate(itemData) {
// Increment the number of class levels a character instead of creating a new item
if ( itemData.type === "class" ) {
const cls = this.actor.itemTypes.class.find((c) => c.name === itemData.name);
const cls = this.actor.itemTypes.class.find(c => c.name === itemData.name);
let priorLevel = cls?.data.data.levels ?? 0;
if ( !!cls ) {
const next = Math.min(priorLevel + 1, 20 + priorLevel - this.actor.data.data.details.level);

View file

@ -6,6 +6,7 @@ import ActorSheet5e from "./base.js";
* @extends {ActorSheet5e}
*/
export default class ActorSheet5eNPC extends ActorSheet5e {
/** @override */
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
@ -27,40 +28,27 @@ export default class ActorSheet5eNPC extends ActorSheet5e {
* @private
*/
_prepareItems(data) {
// Categorize Items as Features and Powers
const features = {
weapons: {
label: game.i18n.localize("SW5E.AttackPl"),
items: [],
hasActions: true,
dataset: {"type": "weapon", "weapon-type": "natural"}
},
actions: {
label: game.i18n.localize("SW5E.ActionPl"),
items: [],
hasActions: true,
dataset: {"type": "feat", "activation.type": "action"}
},
weapons: { label: game.i18n.localize("SW5E.AttackPl"), items: [] , hasActions: true, dataset: {type: "weapon", "weapon-type": "natural"} },
actions: { label: game.i18n.localize("SW5E.ActionPl"), items: [] , hasActions: true, dataset: {type: "feat", "activation.type": "action"} },
passive: { label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"} },
equipment: { label: game.i18n.localize("SW5E.Inventory"), items: [], dataset: {type: "loot"}}
};
// Start by classifying items into groups for rendering
let [powers, other] = data.items.reduce(
(arr, item) => {
let [powers, other] = data.items.reduce((arr, item) => {
item.img = item.img || CONST.DEFAULT_TOKEN;
item.isStack = Number.isNumeric(item.data.quantity) && item.data.quantity !== 1;
item.hasUses = item.data.uses && item.data.uses.max > 0;
item.isOnCooldown =
item.data.recharge && !!item.data.recharge.value && item.data.recharge.charged === false;
item.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0;
item.hasTarget = !!item.data.target && !["none", ""].includes(item.data.target.type);
item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
item.hasUses = item.data.uses && (item.data.uses.max > 0);
item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false);
item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0));
item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type));
if ( item.type === "power" ) arr[0].push(item);
else arr[1].push(item);
return arr;
},
[[], []]
);
}, [[], []]);
// Apply item filters
powers = this._filterItems(powers, this._filters.powerbook);
@ -75,7 +63,8 @@ export default class ActorSheet5eNPC extends ActorSheet5e {
else if ( item.type === "feat" ) {
if ( item.data.activation.type ) features.actions.items.push(item);
else features.passive.items.push(item);
} else features.equipment.items.push(item);
}
else features.equipment.items.push(item);
}
// Assign and return
@ -83,6 +72,7 @@ export default class ActorSheet5eNPC extends ActorSheet5e {
data.powerbook = powerbook;
}
/* -------------------------------------------- */
/** @inheritdoc */
@ -105,6 +95,7 @@ export default class ActorSheet5eNPC extends ActorSheet5e {
/** @override */
async _updateObject(event, formData) {
// Format NPC Challenge Rating
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
let crv = "data.details.cr";

View file

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

View file

@ -39,15 +39,12 @@ export default class AbilityUseDialog extends Dialog {
// Prepare dialog form data
const data = {
item: item.data,
title: game.i18n.format("SW5E.AbilityUseHint", {
type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`),
name: item.name
}),
title: game.i18n.format("SW5E.AbilityUseHint", {type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`), name: item.name}),
note: this._getAbilityUseNote(item.data, uses, recharge),
consumePowerSlot: false,
consumeRecharge: recharges,
consumeResource: !!itemData.consume.target,
consumeUses: uses.per && uses.max > 0,
consumeUses: uses.per && (uses.max > 0),
canUse: recharges ? recharge.charged : sufficientUses,
createTemplate: game.user.can("TEMPLATE_CREATE") && item.hasAreaTarget,
errors: []
@ -68,7 +65,7 @@ export default class AbilityUseDialog extends Dialog {
use: {
icon: `<i class="fas ${icon}"></i>`,
label: label,
callback: (html) => {
callback: html => {
const fd = new FormDataExtended(html[0].querySelector("form"));
resolve(fd.toObject());
}
@ -90,9 +87,10 @@ export default class AbilityUseDialog extends Dialog {
* @private
*/
static _getPowerData(actorData, itemData, data) {
// Determine whether the power may be up-cast
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 (!consumePowerSlot) {
@ -108,71 +106,67 @@ export default class AbilityUseDialog extends Dialog {
case "lgt":
case "uni":
case "drk": {
powerType = "force";
powerType = "force"
points = actorData.attributes.force.points.value + actorData.attributes.force.points.temp;
break;
}
case "tec": {
powerType = "tech";
powerType = "tech"
points = actorData.attributes.tech.points.value + actorData.attributes.tech.points.temp;
break;
}
}
// eliminate point usage for innate casters
if (actorData.attributes.powercasting === "innate") points = 999;
if (actorData.attributes.powercasting === 'innate') points = 999;
let powerLevels;
let powerLevels
if (powerType === "force"){
powerLevels = Array.fromRange(10)
.reduce((arr, i) => {
powerLevels = Array.fromRange(10).reduce((arr, i) => {
if ( i < lvl ) return arr;
const label = CONFIG.SW5E.powerLevels[i];
const l = actorData.powers["power"+i] || {fmax: 0, foverride: null};
let max = parseInt(l.foverride || l.fmax || 0);
let slots = Math.clamped(parseInt(l.fvalue || 0), 0, max);
if ( max > 0 ) lmax = i;
if (max > 0 && slots > 0 && points > i) {
if ((max > 0) && (slots > 0) && (points > i)){
arr.push({
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,
hasSlots: slots > 0
});
}
return arr;
}, [])
.filter((sl) => sl.level <= lmax);
}, []).filter(sl => sl.level <= lmax);
}else if (powerType === "tech"){
powerLevels = Array.fromRange(10)
.reduce((arr, i) => {
powerLevels = Array.fromRange(10).reduce((arr, i) => {
if ( i < lvl ) return arr;
const label = CONFIG.SW5E.powerLevels[i];
const l = actorData.powers["power"+i] || {tmax: 0, toverride: null};
let max = parseInt(l.override || l.tmax || 0);
let slots = Math.clamped(parseInt(l.tvalue || 0), 0, max);
if ( max > 0 ) lmax = i;
if (max > 0 && slots > 0 && points > i) {
if ((max > 0) && (slots > 0) && (points > i)){
arr.push({
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,
hasSlots: slots > 0
});
}
return arr;
}, [])
.filter((sl) => sl.level <= lmax);
}, []).filter(sl => sl.level <= lmax);
}
const canCast = powerLevels.some((l) => l.hasSlots);
if (!canCast)
data.errors.push(
game.i18n.format("SW5E.PowerCastNoSlots", {
const canCast = powerLevels.some(l => l.hasSlots);
if ( !canCast ) data.errors.push(game.i18n.format("SW5E.PowerCastNoSlots", {
level: CONFIG.SW5E.powerLevels[lvl],
name: data.item.name
})
);
}));
// Merge power casting data
return foundry.utils.mergeObject(data, { isPower: true, consumePowerSlot, powerLevels });
@ -185,6 +179,7 @@ export default class AbilityUseDialog extends Dialog {
* @private
*/
static _getAbilityUseNote(item, uses, recharge) {
// Zero quantity
const quantity = item.data.quantity;
if ( quantity <= 0 ) return game.i18n.localize("SW5E.AbilityUseUnavailableHint");
@ -192,8 +187,8 @@ export default class AbilityUseDialog extends Dialog {
// Abilities which use Recharge
if ( !!recharge.value ) {
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

View file

@ -17,7 +17,7 @@ export default class ActorSheetFlags extends DocumentSheet {
/** @override */
get title() {
return `${game.i18n.localize("SW5E.FlagsTitle")}: ${this.object.name}`;
return `${game.i18n.localize('SW5E.FlagsTitle')}: ${this.object.name}`;
}
/* -------------------------------------------- */
@ -40,10 +40,8 @@ export default class ActorSheetFlags extends DocumentSheet {
* @private
*/
_getClasses() {
const classes = this.object.items.filter((i) => i.type === "class");
return classes
.sort((a, b) => a.name.localeCompare(b.name))
.reduce((obj, i) => {
const classes = this.object.items.filter(i => i.type === "class");
return classes.sort((a, b) => a.name.localeCompare(b.name)).reduce((obj, i) => {
obj[i.id] = i.name;
return obj;
}, {});
@ -65,7 +63,7 @@ export default class ActorSheetFlags extends DocumentSheet {
let flag = foundry.utils.deepClone(v);
flag.type = v.type.name;
flag.isCheckbox = v.type === Boolean;
flag.isSelect = v.hasOwnProperty("choices");
flag.isSelect = v.hasOwnProperty('choices');
flag.value = getProperty(baseData.flags, `sw5e.${k}`);
flags[v.section][`flags.sw5e.${k}`] = flag;
}
@ -115,7 +113,7 @@ export default class ActorSheetFlags extends DocumentSheet {
let unset = false;
const flags = updateData.flags.sw5e;
//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) ) {
if ( [undefined, null, "", false, 0].includes(v) ) {
delete flags[k];

View file

@ -5,6 +5,7 @@ import Actor5e from "../actor/entity.js";
* @extends {FormApplication}
*/
export default class ActorTypeConfig extends FormApplication {
/** @inheritdoc */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
@ -31,11 +32,11 @@ export default class ActorTypeConfig extends FormApplication {
/** @override */
getData(options) {
// Get current value or new default
let attr = foundry.utils.getProperty(this.object.data.data, "details.type");
if (foundry.utils.getType(attr) !== "Object")
attr = {
value: attr in CONFIG.SW5E.creatureTypes ? attr : "humanoid",
let attr = foundry.utils.getProperty(this.object.data.data, 'details.type');
if ( foundry.utils.getType(attr) !== "Object" ) attr = {
value: (attr in CONFIG.SW5E.creatureTypes) ? attr : "humanoid",
subtype: "",
swarm: "",
custom: ""
@ -47,7 +48,7 @@ export default class ActorTypeConfig extends FormApplication {
types[k] = {
label: game.i18n.localize(v),
chosen: attr.value === k
};
}
}
// Return data for rendering
@ -60,14 +61,12 @@ export default class ActorTypeConfig extends FormApplication {
},
subtype: attr.subtype,
swarm: attr.swarm,
sizes: Array.from(Object.entries(CONFIG.SW5E.actorSizes))
.reverse()
.reduce((obj, e) => {
sizes: Array.from(Object.entries(CONFIG.SW5E.actorSizes)).reverse().reduce((obj, e) => {
obj[e[0]] = e[1];
return obj;
}, {}),
preview: Actor5e.formatCreatureType(attr) || ""
};
}
}
/* -------------------------------------------- */
@ -75,7 +74,7 @@ export default class ActorTypeConfig extends FormApplication {
/** @override */
async _updateObject(event, 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}
*/
export default class ActorHitDiceConfig extends DocumentSheet {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
@ -25,8 +26,7 @@ export default class ActorHitDiceConfig extends DocumentSheet {
/** @override */
getData(options) {
return {
classes: this.object.items
.reduce((classes, item) => {
classes: this.object.items.reduce((classes, item) => {
if (item.data.type === "class") {
// Add the appropriate data only if this item is a "class"
classes.push({
@ -35,12 +35,11 @@ export default class ActorHitDiceConfig extends DocumentSheet {
diceDenom: item.data.data.hitDice,
currentHitDice: item.data.data.levels - item.data.data.hitDiceUsed,
maxHitDice: item.data.data.levels,
canRoll: item.data.data.levels - item.data.data.hitDiceUsed > 0
canRoll: (item.data.data.levels - item.data.data.hitDiceUsed) > 0
});
}
return classes;
}, [])
.sort((a, b) => parseInt(b.diceDenom.slice(1)) - parseInt(a.diceDenom.slice(1)))
}, []).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);
// 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 current = button.parentElement.querySelector(".current");
const max = button.parentElement.querySelector(".max");
@ -68,8 +67,8 @@ export default class ActorHitDiceConfig extends DocumentSheet {
async _updateObject(event, formData) {
const actorItems = this.object.items;
const classUpdates = Object.entries(formData).map(([id, hd]) => ({
"_id": id,
"data.hitDiceUsed": actorItems.get(id).data.data.levels - hd
_id: id,
"data.hitDiceUsed": actorItems.get(id).data.data.levels - hd,
}));
return this.object.updateEmbeddedDocuments("Item", classUpdates);
}

View file

@ -45,7 +45,7 @@ export default class LongRestDialog extends Dialog {
rest: {
icon: '<i class="fas fa-bed"></i>',
label: game.i18n.localize("SW5E.Rest"),
callback: (html) => {
callback: html => {
let newDay = true;
if (game.settings.get("sw5e", "restVariant") !== "gritty")
newDay = html.find('input[name="newDay"]')[0].checked;
@ -58,7 +58,7 @@ export default class LongRestDialog extends Dialog {
callback: reject
}
},
default: "rest",
default: 'rest',
close: reject
});
dlg.render(true);

View file

@ -3,6 +3,7 @@
* @extends {DocumentSheet}
*/
export default class ActorMovementConfig extends DocumentSheet {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {

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

@ -18,11 +18,11 @@ export default class SelectItemsPrompt extends Dialog {
super.activateListeners(html);
// 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);
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
* @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
const html = await renderTemplate("systems/sw5e/templates/apps/select-items-prompt.html", {items, hint});
return new Promise((resolve) => {
const dlg = new this(items, {
title: game.i18n.localize("SW5E.SelectItemsPromptTitle"),
title: game.i18n.localize('SW5E.SelectItemsPromptTitle'),
content: html,
buttons: {
apply: {
icon: `<i class="fas fa-user-plus"></i>`,
label: game.i18n.localize("SW5E.Apply"),
callback: (html) => {
label: game.i18n.localize('SW5E.Apply'),
callback: html => {
const fd = new FormDataExtended(html[0].querySelector("form")).toObject();
const selectedIds = Object.keys(fd).filter((itemId) => fd[itemId]);
const selectedIds = Object.keys(fd).filter(itemId => fd[itemId]);
resolve(selectedIds);
}
},
cancel: {
icon: '<i class="fas fa-forward"></i>',
label: game.i18n.localize("SW5E.Skip"),
label: game.i18n.localize('SW5E.Skip'),
callback: () => resolve([])
}
},

View file

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

View file

@ -59,6 +59,7 @@ export default class ShortRestDialog extends Dialog {
/* -------------------------------------------- */
/** @override */
activateListeners(html) {
super.activateListeners(html);
@ -97,7 +98,7 @@ export default class ShortRestDialog extends Dialog {
rest: {
icon: '<i class="fas fa-bed"></i>',
label: game.i18n.localize("SW5E.Rest"),
callback: (html) => {
callback: html => {
let newDay = false;
if (game.settings.get("sw5e", "restVariant") === "gritty")
newDay = html.find('input[name="newDay"]')[0].checked;
@ -126,9 +127,7 @@ export default class ShortRestDialog extends Dialog {
* @return {Promise}
*/
static async longRestDialog({actor}={}) {
console.warn(
"WARNING! ShortRestDialog.longRestDialog has been deprecated, use LongRestDialog.longRestDialog instead."
);
console.warn("WARNING! ShortRestDialog.longRestDialog has been deprecated, use LongRestDialog.longRestDialog instead.");
return LongRestDialog.longRestDialog(...arguments);
}
}

View file

@ -3,6 +3,7 @@
* @extends {DocumentSheet}
*/
export default class TraitSelector extends DocumentSheet {
/** @inheritdoc */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
@ -37,22 +38,22 @@ export default class TraitSelector extends DocumentSheet {
getData() {
const attr = foundry.utils.getProperty(this.object.data, this.attribute);
const o = this.options;
const value = o.valueKey ? attr[o.valueKey] ?? [] : attr;
const custom = o.customKey ? attr[o.customKey] ?? "" : "";
const value = (o.valueKey) ? attr[o.valueKey] ?? [] : attr;
const custom = (o.customKey) ? attr[o.customKey] ?? "" : "";
// Populate choices
const choices = Object.entries(o.choices).reduce((obj, e) => {
let [k, v] = e;
obj[k] = { label: v, chosen: attr ? value.includes(k) : false };
return obj;
}, {});
}, {})
// Return data
return {
allowCustom: o.allowCustom,
choices: choices,
custom: custom
};
}
}
/* -------------------------------------------- */
@ -64,7 +65,7 @@ export default class TraitSelector extends DocumentSheet {
// Obtain choices
const chosen = [];
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
@ -74,10 +75,10 @@ export default class TraitSelector extends DocumentSheet {
if ( o.allowCustom ) updateData[`${this.attribute}.${o.customKey}`] = formData.custom;
// 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`);
}
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`);
}

View file

@ -8,7 +8,7 @@ export const measureDistances = function (segments, options = {}) {
const d = canvas.dimensions;
// Iterate over measured segments
return segments.map((s) => {
return segments.map(s => {
let r = s.ray;
// Determine the total distance traveled
@ -23,7 +23,7 @@ export const measureDistances = function (segments, options = {}) {
// Alternative DMG Movement
if (rule === "5105") {
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;
}

View file

@ -157,9 +157,7 @@ export default class CharacterImporter {
this.addSpecies(sourceCharacter.attribs.find((e) => e.name == "race").current, actor);
this.addPowers(
sourceCharacter.attribs
.filter((e) => e.name.search(/repeating_power.+_powername/g) != -1)
.map((e) => e.current),
sourceCharacter.attribs.filter((e) => e.name.search(/repeating_power.+_powername/g) != -1).map((e) => e.current),
actor
);

View file

@ -1,3 +1,4 @@
/**
* Highlight critical success or failure on d20 rolls
*/
@ -10,9 +11,9 @@ export const highlightCriticalSuccessFailure = function (message, html, data) {
const d = roll.dice[0];
// 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;
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;
// Highlight successes and failures
@ -40,13 +41,13 @@ export const displayChatActionButtons = function (message, html, data) {
// If the user is the message author or the actor owner, proceed
let actor = game.actors.get(data.message.speaker.actor);
if ( actor && actor.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
const buttons = chatCard.find("button[data-action]");
buttons.each((i, btn) => {
if ( btn.dataset.action === "save" ) return;
btn.style.display = "none";
btn.style.display = "none"
});
}
};
@ -63,7 +64,7 @@ export const displayChatActionButtons = function (message, html, data) {
* @return {Array} The extended options Array including new context choices
*/
export const addChatMessageContextOptions = function(html, options) {
let canApply = (li) => {
let canApply = li => {
const message = game.messages.get(li.data("messageId"));
return message?.isRoll && message?.isContentVisible && canvas.tokens?.controlled.length;
};
@ -72,25 +73,25 @@ export const addChatMessageContextOptions = function (html, options) {
name: game.i18n.localize("SW5E.ChatContextDamage"),
icon: '<i class="fas fa-user-minus"></i>',
condition: canApply,
callback: (li) => applyChatCardDamage(li, 1)
callback: li => applyChatCardDamage(li, 1)
},
{
name: game.i18n.localize("SW5E.ChatContextHealing"),
icon: '<i class="fas fa-user-plus"></i>',
condition: canApply,
callback: (li) => applyChatCardDamage(li, -1)
callback: li => applyChatCardDamage(li, -1)
},
{
name: game.i18n.localize("SW5E.ChatContextDoubleDamage"),
icon: '<i class="fas fa-user-injured"></i>',
condition: canApply,
callback: (li) => applyChatCardDamage(li, 2)
callback: li => applyChatCardDamage(li, 2)
},
{
name: game.i18n.localize("SW5E.ChatContextHalfDamage"),
icon: '<i class="fas fa-user-shield"></i>',
condition: canApply,
callback: (li) => applyChatCardDamage(li, 0.5)
callback: li => applyChatCardDamage(li, 0.5)
}
);
return options;
@ -109,12 +110,10 @@ export const addChatMessageContextOptions = function (html, options) {
function applyChatCardDamage(li, multiplier) {
const message = game.messages.get(li.data("messageId"));
const roll = message.roll;
return Promise.all(
canvas.tokens.controlled.map((t) => {
return Promise.all(canvas.tokens.controlled.map(t => {
const a = t.actor;
return a.applyDamage(roll.total, multiplier);
})
);
}));
}
/* -------------------------------------------- */

View file

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

View file

@ -1,3 +1,4 @@
/**
* Override the default Initiative formula to customize special behaviors of the SW5e system.
* Apply advantage, proficiency, or bonuses where appropriate
@ -17,15 +18,10 @@ export const _getInitiativeFormula = function () {
nd = 2;
mods += "kh";
}
const parts = [
`${nd}d20${mods}`,
init.mod,
init.prof !== 0 ? init.prof : null,
init.bonus !== 0 ? init.bonus : null
];
const parts = [`${nd}d20${mods}`, init.mod, (init.prof !== 0) ? init.prof : null, (init.bonus !== 0) ? init.bonus : null];
// Optionally apply Dexterity tiebreaker
const tiebreaker = game.settings.get("sw5e", "initiativeDexTiebreaker");
if ( tiebreaker ) parts.push(actor.data.data.abilities.dex.value / 100);
return parts.filter((p) => p !== null).join(" + ");
return parts.filter(p => p !== null).join(" + ");
};

File diff suppressed because it is too large Load diff

View file

@ -23,19 +23,14 @@ export function simplifyRollFormula(formula, data, {constantFirst = false} = {})
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
for (let term of terms) {
// 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
else {
// Otherwise the term is not an operator
if (term instanceof DiceTerm) {
// If the term is something rollable
for (let term of terms) { // 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
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(term); // Then place this rollable term into it as well
} //
else {
// Otherwise, this must be a constant
else { // Otherwise, this must be a constant
constantTerms.push(...operators); // Place the operators into the constantTerms array
constantTerms.push(term); // Then also add this constant term to that array.
} //
@ -50,7 +45,7 @@ export function simplifyRollFormula(formula, data, {constantFirst = false} = {})
let constantPart = undefined;
if ( constantFormula ) {
try {
constantPart = Roll.safeEval(constantFormula);
constantPart = Roll.safeEval(constantFormula)
} catch (err) {
console.warn(`Unable to evaluate constant term ${constantFormula} in simplifyRollFormula`);
}
@ -116,28 +111,12 @@ function _isUnsupportedTerm(term) {
* @return {Promise<D20Roll|null>} The evaluated D20Roll, or null if the workflow was cancelled
*/
export async function d20Roll({
parts = [],
data = {}, // Roll creation
advantage,
disadvantage,
fumble = 1,
critical = 20,
targetValue,
elvenAccuracy,
halflingLucky,
reliableTalent, // Roll customization
chooseModifier = false,
fastForward = false,
event,
template,
title,
dialogOptions, // Dialog configuration
chatMessage = true,
messageData = {},
rollMode,
speaker,
flavor // Chat Message customization
parts=[], data={}, // Roll creation
advantage, disadvantage, fumble=1, critical=20, targetValue, elvenAccuracy, halflingLucky, reliableTalent, // Roll customization
chooseModifier=false, fastForward=false, event, template, title, dialogOptions, // Dialog configuration
chatMessage=true, messageData={}, rollMode, speaker, flavor // Chat Message customization
}={}) {
// Handle input arguments
const formula = ["1d20"].concat(parts).join(" + ");
const {advantageMode, isFF} = _determineAdvantageMode({advantage, disadvantage, fastForward, event});
@ -159,17 +138,14 @@ export async function d20Roll({
// Prompt a Dialog to further configure the D20Roll
if ( !isFF ) {
const configured = await roll.configureDialog(
{
const configured = await roll.configureDialog({
title,
chooseModifier,
defaultRollMode: defaultRollMode,
defaultAction: advantageMode,
defaultAbility: data?.item?.ability,
template
},
dialogOptions
);
}, dialogOptions);
if ( configured === null ) return null;
}
@ -178,9 +154,7 @@ export async function d20Roll({
// Create a Chat Message
if ( speaker ) {
console.warn(
`You are passing the speaker argument to the d20Roll function directly which should instead be passed as an internal key of messageData`
);
console.warn(`You are passing the speaker argument to the d20Roll function directly which should instead be passed as an internal key of messageData`);
messageData.speaker = speaker;
}
if ( roll && chatMessage ) await roll.toMessage(messageData);
@ -197,8 +171,7 @@ function _determineAdvantageMode({event, advantage = false, disadvantage = false
const isFF = fastForward || (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
let advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.NORMAL;
if ( advantage || event?.altKey ) advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.ADVANTAGE;
else if (disadvantage || event?.ctrlKey || event?.metaKey)
advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.DISADVANTAGE;
else if ( disadvantage || event?.ctrlKey || event?.metaKey ) advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.DISADVANTAGE;
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
*/
export async function damageRoll({
parts = [],
data, // Roll creation
critical = false,
criticalBonusDice,
criticalMultiplier,
multiplyNumeric,
powerfulCritical, // Damage customization
fastForward = false,
event,
allowCritical = true,
template,
title,
dialogOptions, // Dialog configuration
chatMessage = true,
messageData = {},
rollMode,
speaker,
flavor // Chat Message customization
parts=[], data, // Roll creation
critical=false, criticalBonusDice, criticalMultiplier, multiplyNumeric, powerfulCritical, // Damage customization
fastForward=false, event, allowCritical=true, template, title, dialogOptions, // Dialog configuration
chatMessage=true, messageData={}, rollMode, speaker, flavor, // Chat Message customization
}={}) {
// Handle input arguments
const defaultRollMode = rollMode || game.settings.get("core", "rollMode");
@ -273,16 +233,13 @@ export async function damageRoll({
// Prompt a Dialog to further configure the DamageRoll
if ( !isFF ) {
const configured = await roll.configureDialog(
{
const configured = await roll.configureDialog({
title,
defaultRollMode: defaultRollMode,
defaultCritical: isCritical,
template,
allowCritical
},
dialogOptions
);
}, dialogOptions);
if ( configured === null ) return null;
}
@ -291,9 +248,7 @@ export async function damageRoll({
// Create a Chat Message
if ( speaker ) {
console.warn(
`You are passing the speaker argument to the damageRoll function directly which should instead be passed as an internal key of messageData`
);
console.warn(`You are passing the speaker argument to the damageRoll function directly which should instead be passed as an internal key of messageData`);
messageData.speaker = speaker;
}
if ( roll && chatMessage ) await roll.toMessage(messageData);

View file

@ -16,7 +16,7 @@
export default class D20Roll extends Roll {
constructor(formula, data, options) {
super(formula, data, options);
if (!(this.terms[0] instanceof Die && this.terms[0].faces === 20)) {
if ( !((this.terms[0] instanceof Die) && (this.terms[0].faces === 20)) ) {
throw new Error(`Invalid D20Roll formula provided ${this._formula}`);
}
this.configureModifiers();
@ -31,8 +31,8 @@ export default class D20Roll extends Roll {
static ADV_MODE = {
NORMAL: 0,
ADVANTAGE: 1,
DISADVANTAGE: -1
};
DISADVANTAGE: -1,
}
/**
* The HTML template path used to configure evaluation of this Roll
@ -81,11 +81,13 @@ export default class D20Roll extends Roll {
d20.number = this.options.elvenAccuracy ? 3 : 2;
d20.modifiers.push("kh");
d20.options.advantage = true;
} else if (this.hasDisadvantage) {
}
else if ( this.hasDisadvantage ) {
d20.number = 2;
d20.modifiers.push("kl");
d20.options.disadvantage = true;
} else d20.number = 1;
}
else d20.number = 1;
// Assign critical and fumble thresholds
if ( this.options.critical ) d20.options.critical = this.options.critical;
@ -100,6 +102,7 @@ export default class D20Roll extends Roll {
/** @inheritdoc */
async toMessage(messageData={}, options={}) {
// Evaluate the roll now so we have the results available to determine whether reliable talent came into play
if ( !this._evaluated ) await this.evaluate({async: true});
@ -111,7 +114,7 @@ export default class D20Roll extends Roll {
// Add reliable talent to the d20-term flavor text if it applied
if ( this.options.reliableTalent ) {
const d20 = this.dice[0];
const isRT = d20.results.every((r) => !r.active || r.result < 10);
const isRT = d20.results.every(r => !r.active || (r.result < 10));
const label = `(${game.i18n.localize("SW5E.FlagsReliableTalent")})`;
if ( isRT ) d20.options.flavor = d20.options.flavor ? `${d20.options.flavor} (${label})` : label;
}
@ -137,17 +140,8 @@ export default class D20Roll extends Roll {
* @param {object} options Additional Dialog customization options
* @returns {Promise<D20Roll|null>} A resulting D20Roll object constructed with the dialog, or null if the dialog was closed
*/
async configureDialog(
{
title,
defaultRollMode,
defaultAction = D20Roll.ADV_MODE.NORMAL,
chooseModifier = false,
defaultAbility,
template
} = {},
options = {}
) {
async configureDialog({title, defaultRollMode, defaultAction=D20Roll.ADV_MODE.NORMAL, chooseModifier=false, defaultAbility, template}={}, options={}) {
// Render the Dialog inner HTML
const content = await renderTemplate(template ?? this.constructor.EVALUATION_TEMPLATE, {
formula: `${this.formula} + @bonus`,
@ -160,39 +154,32 @@ export default class D20Roll extends Roll {
let defaultButton = "normal";
switch (defaultAction) {
case D20Roll.ADV_MODE.ADVANTAGE:
defaultButton = "advantage";
break;
case D20Roll.ADV_MODE.DISADVANTAGE:
defaultButton = "disadvantage";
break;
case D20Roll.ADV_MODE.ADVANTAGE: defaultButton = "advantage"; break;
case D20Roll.ADV_MODE.DISADVANTAGE: defaultButton = "disadvantage"; break;
}
// Create the Dialog window and await submission of the form
return new Promise((resolve) => {
new Dialog(
{
return new Promise(resolve => {
new Dialog({
title,
content,
buttons: {
advantage: {
label: game.i18n.localize("SW5E.Advantage"),
callback: (html) => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.ADVANTAGE))
callback: html => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.ADVANTAGE))
},
normal: {
label: game.i18n.localize("SW5E.Normal"),
callback: (html) => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.NORMAL))
callback: html => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.NORMAL))
},
disadvantage: {
label: game.i18n.localize("SW5E.Disadvantage"),
callback: (html) => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.DISADVANTAGE))
callback: html => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.DISADVANTAGE))
}
},
default: defaultButton,
close: () => resolve(null)
},
options
).render(true);
}, options).render(true);
});
}
@ -217,7 +204,7 @@ export default class D20Roll extends Roll {
// Customize the modifier
if ( form.ability?.value ) {
const abl = this.data.abilities[form.ability.value];
this.terms.findSplice((t) => t.term === "@mod", new NumericTerm({number: abl.mod}));
this.terms.findSplice(t => t.term === "@mod", new NumericTerm({number: abl.mod}));
this.options.flavor += ` (${CONFIG.SW5E.abilities[form.ability.value]})`;
}

View file

@ -43,6 +43,7 @@ export default class DamageRoll extends Roll {
configureDamage() {
let flatBonus = 0;
for ( let [i, term] of this.terms.entries() ) {
// Multiply dice terms
if ( term instanceof DiceTerm ) {
term.options.baseNumber = term.options.baseNumber ?? term.number; // Reset back
@ -52,34 +53,33 @@ export default class DamageRoll extends Roll {
// Powerful critical - maximize damage and reduce the multiplier by 1
if ( this.options.powerfulCritical ) {
flatBonus += term.number * term.faces;
flatBonus += (term.number * term.faces);
cm = Math.max(1, cm-1);
}
// Alter the damage term
let cb = this.options.criticalBonusDice && i === 0 ? this.options.criticalBonusDice : 0;
let cb = (this.options.criticalBonusDice && (i === 0)) ? this.options.criticalBonusDice : 0;
term.alter(cm, cb);
term.options.critical = true;
}
}
// Multiply numeric terms
else if (this.options.multiplyNumeric && term instanceof NumericTerm) {
else if ( this.options.multiplyNumeric && (term instanceof NumericTerm) ) {
term.options.baseNumber = term.options.baseNumber ?? term.number; // Reset back
term.number = term.options.baseNumber;
if ( this.isCritical ) {
term.number *= this.options.criticalMultiplier ?? 2;
term.number *= (this.options.criticalMultiplier ?? 2);
term.options.critical = true;
}
}
}
// 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 NumericTerm({number: flatBonus}, {flavor: game.i18n.localize("SW5E.PowerfulCritical")})
);
this.terms.push(new NumericTerm({number: flatBonus}, {flavor: game.i18n.localize("SW5E.PowerfulCritical")}));
}
// Re-compile the underlying formula
@ -114,39 +114,34 @@ export default class DamageRoll extends Roll {
* @param {object} options Additional Dialog customization options
* @returns {Promise<D20Roll|null>} A resulting D20Roll object constructed with the dialog, or null if the dialog was closed
*/
async configureDialog(
{title, defaultRollMode, defaultCritical = false, template, allowCritical = true} = {},
options = {}
) {
async configureDialog({title, defaultRollMode, defaultCritical=false, template, allowCritical=true}={}, options={}) {
// Render the Dialog inner HTML
const content = await renderTemplate(template ?? this.constructor.EVALUATION_TEMPLATE, {
formula: `${this.formula} + @bonus`,
defaultRollMode,
rollModes: CONFIG.Dice.rollModes
rollModes: CONFIG.Dice.rollModes,
});
// Create the Dialog window and await submission of the form
return new Promise((resolve) => {
new Dialog(
{
return new Promise(resolve => {
new Dialog({
title,
content,
buttons: {
critical: {
condition: allowCritical,
label: game.i18n.localize("SW5E.CriticalHit"),
callback: (html) => resolve(this._onDialogSubmit(html, true))
callback: html => resolve(this._onDialogSubmit(html, true))
},
normal: {
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",
close: () => resolve(null)
},
options
).render(true);
}, options).render(true);
});
}

15
module/effects.js vendored
View file

@ -10,15 +10,13 @@ export function onManageActiveEffect(event, owner) {
const effect = li.dataset.effectId ? owner.effects.get(li.dataset.effectId) : null;
switch ( a.dataset.action ) {
case "create":
return owner.createEmbeddedDocuments("ActiveEffect", [
{
"label": game.i18n.localize("SW5E.EffectNew"),
"icon": "icons/svg/aura.svg",
"origin": owner.uuid,
return owner.createEmbeddedDocuments("ActiveEffect", [{
label: game.i18n.localize("SW5E.EffectNew"),
icon: "icons/svg/aura.svg",
origin: owner.uuid,
"duration.rounds": li.dataset.effectType === "temporary" ? 1 : undefined,
"disabled": li.dataset.effectType === "inactive"
}
]);
disabled: li.dataset.effectType === "inactive"
}]);
case "edit":
return effect.sheet.render(true);
case "delete":
@ -34,6 +32,7 @@ export function onManageActiveEffect(event, owner) {
* @return {object} Data for rendering
*/
export function prepareActiveEffectCategories(effects) {
// Define effect header categories
const categories = {
temporary: {

View file

@ -6,6 +6,7 @@ import AbilityUseDialog from "../apps/ability-use-dialog.js";
* @extends {Item}
*/
export default class Item5e extends Item {
/* -------------------------------------------- */
/* Item Properties */
/* -------------------------------------------- */
@ -20,6 +21,7 @@ export default class Item5e extends Item {
// Case 1 - defined directly by the item
if (itemData.ability) return itemData.ability;
// Case 2 - inferred from a parent actor
else if (this.actor) {
const actorData = this.actor.data.data;
@ -27,20 +29,18 @@ export default class Item5e extends Item {
// Powers - Use Actor powercasting modifier based on power school
if (this.data.type === "power") {
switch (this.data.data.school) {
case "lgt":
return "wis";
case "uni":
return actorData.abilities["wis"].mod >= actorData.abilities["cha"].mod ? "wis" : "cha";
case "drk":
return "cha";
case "tec":
return "int";
case "lgt": return "wis";
case "uni": return (actorData.abilities["wis"].mod >= actorData.abilities["cha"].mod) ? "wis" : "cha";
case "drk": return "cha";
case "tec": return "int";
}
return "none";
}
// Tools - default to Intelligence
else if (this.data.type === "tool") return "int";
// Weapons
else if (this.data.type === "weapon") {
const wt = itemData.weaponType;
@ -53,7 +53,7 @@ export default class Item5e extends Item {
// Finesse weapons - Str or Dex (PHB pg. 147)
else if (itemData.properties.fin === true) {
return actorData.abilities["dex"].mod >= actorData.abilities["str"].mod ? "dex" : "str";
return (actorData.abilities["dex"].mod >= actorData.abilities["str"].mod) ? "dex" : "str";
}
// Ranged weapons - Dex (PH p.194)
@ -63,7 +63,7 @@ export default class Item5e extends Item {
}
// Case 3 - unknown
return null;
return null
}
/* -------------------------------------------- */
@ -103,7 +103,7 @@ export default class Item5e extends Item {
* @return {boolean}
*/
get isHealing() {
return this.data.data.actionType === "heal" && this.data.data.damage.parts.length;
return (this.data.data.actionType === "heal") && this.data.data.damage.parts.length;
}
/* -------------------------------------------- */
@ -136,7 +136,7 @@ export default class Item5e extends Item {
*/
get hasAreaTarget() {
const target = this.data.data.target;
return target && target.type in CONFIG.SW5E.areaTargetTypes;
return target && (target.type in CONFIG.SW5E.areaTargetTypes);
}
/* -------------------------------------------- */
@ -148,7 +148,7 @@ export default class Item5e extends Item {
get hasLimitedUses() {
let chg = this.data.data.recharge || {};
let uses = this.data.data.uses || {};
return !!chg.value || (uses.per && uses.max > 0);
return !!chg.value || (uses.per && (uses.max > 0));
}
/* -------------------------------------------- */
@ -165,7 +165,7 @@ export default class Item5e extends Item {
const itemData = this.data;
const data = itemData.data;
const C = CONFIG.SW5E;
const labels = (this.labels = {});
const labels = this.labels = {};
// Classes
if ( itemData.type === "class" ) {
@ -188,12 +188,9 @@ export default class Item5e extends Item {
// Feat Items
else if ( itemData.type === "feat" ) {
const act = data.activation;
if (act && act.type === C.abilityActivationTypes.legendary)
labels.featType = game.i18n.localize("SW5E.LegendaryActionLabel");
else if (act && act.type === C.abilityActivationTypes.lair)
labels.featType = game.i18n.localize("SW5E.LairActionLabel");
else if (act && act.type)
labels.featType = game.i18n.localize(data.damage.length ? "SW5E.Attack" : "SW5E.Action");
if ( act && (act.type === C.abilityActivationTypes.legendary) ) labels.featType = game.i18n.localize("SW5E.LegendaryActionLabel");
else if ( act && (act.type === C.abilityActivationTypes.lair) ) labels.featType = game.i18n.localize("SW5E.LairActionLabel");
else if ( act && act.type ) labels.featType = game.i18n.localize(data.damage.length ? "SW5E.Attack" : "SW5E.Action");
else labels.featType = game.i18n.localize("SW5E.Passive");
}
@ -242,6 +239,7 @@ export default class Item5e extends Item {
// Activated Items
if ( data.hasOwnProperty("activation") ) {
// Ability Activation Label
let act = data.activation || {};
if ( act ) labels.activation = [act.cost, C.abilityActivationTypes[act.type]].filterJoin(" ");
@ -270,9 +268,7 @@ export default class Item5e extends Item {
// Recharge Label
let chg = data.recharge || {};
labels.recharge = `${game.i18n.localize("SW5E.Recharge")} [${chg.value}${
parseInt(chg.value) < 6 ? "+" : ""
}]`;
labels.recharge = `${game.i18n.localize("SW5E.Recharge")} [${chg.value}${parseInt(chg.value) < 6 ? "+" : ""}]`;
}
// Item Actions
@ -280,11 +276,8 @@ export default class Item5e extends Item {
// Damage
let dam = data.damage || {};
if (dam.parts) {
labels.damage = dam.parts
.map((d) => d[0])
.join(" + ")
.replace(/\+ -/g, "- ");
labels.damageTypes = dam.parts.map((d) => C.damageTypes[d[1]]).join(", ");
labels.damage = dam.parts.map(d => d[0]).join(" + ").replace(/\+ -/g, "- ");
labels.damageTypes = dam.parts.map(d => C.damageTypes[d[1]]).join(", ");
}
}
@ -330,10 +323,10 @@ export default class Item5e extends Item {
const derivedDamage = itemData.damage?.parts?.map((damagePart) => ({
formula: simplifyRollFormula(damagePart[0], rollData, { constantFirst: false }),
damageType: damagePart[1]
damageType: damagePart[1],
}));
this.labels.derivedDamage = derivedDamage;
this.labels.derivedDamage = derivedDamage
return derivedDamage;
}
@ -403,7 +396,7 @@ export default class Item5e extends Item {
// Include the item's innate attack bonus as the initial value and label
if ( itemData.attackBonus ) {
parts.push(itemData.attackBonus);
parts.push(itemData.attackBonus)
this.labels.toHit = itemData.attackBonus;
}
@ -423,15 +416,14 @@ export default class Item5e extends Item {
if ( actorBonus.attack ) parts.push(actorBonus.attack);
// One-time bonus provided by consumed ammunition
if (itemData.consume?.type === "ammo" && !!this.actor.items) {
if ( (itemData.consume?.type === 'ammo') && !!this.actor.items ) {
const ammoItemData = this.actor.items.get(itemData.consume.target)?.data;
if (ammoItemData) {
const ammoItemQuantity = ammoItemData.data.quantity;
const ammoCanBeConsumed = ammoItemQuantity && ammoItemQuantity - (itemData.consume.amount ?? 0) >= 0;
const ammoCanBeConsumed = ammoItemQuantity && (ammoItemQuantity - (itemData.consume.amount ?? 0) >= 0);
const ammoItemAttackBonus = ammoItemData.data.attackBonus;
const ammoIsTypeConsumable =
ammoItemData.type === "consumable" && ammoItemData.data.consumableType === "ammo";
const ammoIsTypeConsumable = (ammoItemData.type === "consumable") && (ammoItemData.data.consumableType === "ammo")
if ( ammoCanBeConsumed && ammoItemAttackBonus && ammoIsTypeConsumable ) {
parts.push("@ammo");
rollData["ammo"] = ammoItemAttackBonus;
@ -440,9 +432,9 @@ export default class Item5e extends Item {
}
// Condense the resulting attack bonus formula into a simplified label
let toHitLabel = simplifyRollFormula(parts.join("+"), rollData).trim();
if (toHitLabel.charAt(0) !== "-") {
toHitLabel = "+ " + toHitLabel;
let toHitLabel = simplifyRollFormula(parts.join('+'), rollData).trim();
if (toHitLabel.charAt(0) !== '-') {
toHitLabel = '+ ' + toHitLabel
}
this.labels.toHit = toHitLabel;
@ -468,7 +460,7 @@ export default class Item5e extends Item {
max = Roll.replaceFormulaData(max, this.actor.getRollData(), {missing: 0, warn: true});
max = Roll.safeEval(max);
} catch(e) {
console.error("Problem preparing Max uses for", this.data.name, e);
console.error('Problem preparing Max uses for', this.data.name, e);
return;
}
}
@ -499,7 +491,7 @@ export default class Item5e extends Item {
const isPower = this.type === "power"; // Does the item require a power slot?
// TODO: Possibly Mod this to not consume slots based on class?
// We could use this for feats and architypes that let a character cast one slot every rest or so
const requirePowerSlot = isPower && id.level > 0 && CONFIG.SW5E.powerUpcastModes.includes(id.preparation.mode);
const requirePowerSlot = isPower && (id.level > 0) && CONFIG.SW5E.powerUpcastModes.includes(id.preparation.mode);
// Define follow-up actions resulting from the item usage
let createMeasuredTemplate = hasArea; // Trigger a template creation
@ -512,16 +504,12 @@ export default class Item5e extends Item {
if ( requirePowerSlot ) consumePowerLevel = id.preparation.mode === "pact" ? "pact" : `power${id.level}`;
// Display a configuration dialog to customize the usage
const needsConfiguration =
createMeasuredTemplate ||
consumeRecharge ||
(consumeResource && !["simpleB", "martialB"].includes(id.weaponType)) ||
consumePowerSlot ||
(consumeUsage && !["simpleB", "martialB"].includes(id.weaponType));
const needsConfiguration = createMeasuredTemplate || consumeRecharge || (consumeResource && !['simpleB', 'martialB'].includes(id.weaponType)) || consumePowerSlot || (consumeUsage && !['simpleB', 'martialB'].includes(id.weaponType));
if (configureDialog && needsConfiguration) {
const configuration = await AbilityUseDialog.create(this);
if (!configuration) return;
// Determine consumption preferences
createMeasuredTemplate = Boolean(configuration.placeTemplate);
consumeUsage = Boolean(configuration.consumeUse);
@ -543,20 +531,14 @@ export default class Item5e extends Item {
}
// Determine whether the item can be used by testing for resource consumption
const usage = item._getUsageUpdates({
consumeRecharge,
consumeResource,
consumePowerLevel,
consumeUsage,
consumeQuantity
});
const usage = item._getUsageUpdates({consumeRecharge, consumeResource, consumePowerLevel, consumeUsage, consumeQuantity});
if ( !usage ) return;
const {actorUpdates, itemUpdates, resourceUpdates} = usage;
// Commit pending data updates
if ( !foundry.utils.isObjectEmpty(itemUpdates) ) await item.update(itemUpdates);
if (consumeQuantity && item.data.data.quantity === 0) await item.delete();
if ( consumeQuantity && (item.data.data.quantity === 0) ) await item.delete();
if ( !foundry.utils.isObjectEmpty(actorUpdates) ) await actor.update(actorUpdates);
if ( !foundry.utils.isObjectEmpty(resourceUpdates) ) {
const resource = actor.items.get(id.consume?.target);
@ -587,6 +569,7 @@ export default class Item5e extends Item {
* @private
*/
_getUsageUpdates({consumeQuantity, consumeRecharge, consumeResource, consumePowerLevel, consumeUsage}) {
// Reference item data
const id = this.data.data;
const actorUpdates = {};
@ -615,8 +598,8 @@ export default class Item5e extends Item {
const level = this.actor?.data.data.powers[consumePowerLevel];
const fp = this.actor.data.data.attributes.force.points;
const tp = this.actor.data.data.attributes.tech.points;
const powerCost = id.level + 1;
const innatePower = this.actor.data.data.attributes.powercasting === "innate";
const powerCost = parseInt(id.level,10) + 1;
const innatePower = this.actor.data.data.attributes.powercasting === 'innate';
if (!innatePower){
switch (id.school){
case "lgt":
@ -625,9 +608,7 @@ export default class Item5e extends Item {
const powers = Number(level?.fvalue ?? 0);
if ( powers === 0 ) {
const label = game.i18n.localize(`SW5E.PowerLevel${id.level}`);
ui.notifications.warn(
game.i18n.format("SW5E.PowerCastNoSlots", {name: this.name, level: label})
);
ui.notifications.warn(game.i18n.format("SW5E.PowerCastNoSlots", {name: this.name, level: label}));
return false;
}
actorUpdates[`data.powers.${consumePowerLevel}.fvalue`] = Math.max(powers - 1, 0);
@ -643,9 +624,7 @@ export default class Item5e extends Item {
const powers = Number(level?.tvalue ?? 0);
if ( powers === 0 ) {
const label = game.i18n.localize(`SW5E.PowerLevel${id.level}`);
ui.notifications.warn(
game.i18n.format("SW5E.PowerCastNoSlots", {name: this.name, level: label})
);
ui.notifications.warn(game.i18n.format("SW5E.PowerCastNoSlots", {name: this.name, level: label}));
return false;
}
actorUpdates[`data.powers.${consumePowerLevel}.tvalue`] = Math.max(powers - 1, 0);
@ -661,6 +640,7 @@ export default class Item5e extends Item {
}
}
// Consume Limited Usage
if ( consumeUsage ) {
const uses = id.uses || {};
@ -675,7 +655,7 @@ export default class Item5e extends Item {
}
// Reduce quantity if not reducing usages or if usages hit 0 and we are set to consumeQuantity
if (consumeQuantity && (!used || remaining === 0)) {
if ( consumeQuantity && (!used || (remaining === 0)) ) {
const q = Number(id.quantity ?? 1);
if ( q >= 1 ) {
used = true;
@ -714,9 +694,7 @@ export default class Item5e extends Item {
// No consumed target
const typeLabel = CONFIG.SW5E.abilityConsumptionTypes[consume.type];
if ( !consume.target ) {
ui.notifications.warn(
game.i18n.format("SW5E.ConsumeWarningNoResource", {name: this.name, type: typeLabel})
);
ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoResource", {name: this.name, type: typeLabel}));
return false;
}
@ -755,9 +733,7 @@ export default class Item5e extends Item {
// Verify that the required quantity is available
let remaining = quantity - amount;
if ( remaining < 0 ) {
ui.notifications.warn(
game.i18n.format("SW5E.ConsumeWarningNoQuantity", {name: this.name, type: typeLabel})
);
ui.notifications.warn(game.i18n.format("SW5E.ConsumeWarningNoQuantity", {name: this.name, type: typeLabel}));
return false;
}
@ -789,6 +765,7 @@ export default class Item5e extends Item {
* the prepared message data (if false)
*/
async displayCard({rollMode, createMessage=true}={}) {
// Render the chat card template
const token = this.actor.token;
const templateData = {
@ -819,7 +796,7 @@ export default class Item5e extends Item {
};
// If the Item was destroyed in the process of displaying its card - embed the item data in the chat message
if (this.data.type === "consumable" && !this.actor.items.has(this.id)) {
if ( (this.data.type === "consumable") && !this.actor.items.has(this.id) ) {
chatData.flags["sw5e.itemData"] = this.data;
}
@ -853,11 +830,10 @@ export default class Item5e extends Item {
// Equipment properties
if ( data.hasOwnProperty("equipped") && !["loot", "tool"].includes(this.data.type) ) {
if (data.attunement === CONFIG.SW5E.attunementTypes.REQUIRED)
props.push(game.i18n.localize(CONFIG.SW5E.attunements[CONFIG.SW5E.attunementTypes.REQUIRED]));
if ( data.attunement === CONFIG.SW5E.attunementTypes.REQUIRED ) props.push(game.i18n.localize(CONFIG.SW5E.attunements[CONFIG.SW5E.attunementTypes.REQUIRED]));
props.push(
game.i18n.localize(data.equipped ? "SW5E.Equipped" : "SW5E.Unequipped"),
game.i18n.localize(data.proficient ? "SW5E.Proficient" : "SW5E.NotProficient")
game.i18n.localize(data.proficient ? "SW5E.Proficient" : "SW5E.NotProficient"),
);
}
@ -872,7 +848,7 @@ export default class Item5e extends Item {
}
// Filter properties and return
data.properties = props.filter((p) => !!p);
data.properties = props.filter(p => !!p);
return data;
}
@ -897,7 +873,9 @@ export default class Item5e extends Item {
* @private
*/
_weaponChatData(data, labels, props) {
props.push(CONFIG.SW5E.weaponTypes[data.weaponType]);
props.push(
CONFIG.SW5E.weaponTypes[data.weaponType],
);
}
/* -------------------------------------------- */
@ -921,7 +899,10 @@ export default class Item5e extends Item {
* @private
*/
_toolChatData(data, labels, props) {
props.push(CONFIG.SW5E.abilities[data.ability] || null, CONFIG.SW5E.proficiencyLevels[data.proficient || 0]);
props.push(
CONFIG.SW5E.abilities[data.ability] || null,
CONFIG.SW5E.proficiencyLevels[data.proficient || 0]
);
}
/* -------------------------------------------- */
@ -945,7 +926,10 @@ export default class Item5e extends Item {
* @private
*/
_powerChatData(data, labels, props) {
props.push(labels.level, labels.components + (labels.materials ? ` (${labels.materials})` : ""));
props.push(
labels.level,
labels.components + (labels.materials ? ` (${labels.materials})` : "")
);
}
/* -------------------------------------------- */
@ -990,7 +974,7 @@ export default class Item5e extends Item {
if (ammo?.data) {
const q = ammo.data.data.quantity;
const consumeAmount = consume.amount ?? 0;
if (q && q - consumeAmount >= 0) {
if ( q && (q - consumeAmount >= 0) ) {
this._ammo = ammo;
title += ` [${ammo.name}]`;
}
@ -1003,8 +987,7 @@ export default class Item5e extends Item {
}
// Compose roll options
const rollConfig = mergeObject(
{
const rollConfig = mergeObject({
parts: parts,
actor: this.actor,
data: rollData,
@ -1017,15 +1000,13 @@ export default class Item5e extends Item {
left: window.innerWidth - 710
},
messageData: {"flags.sw5e.roll": {type: "attack", itemId: this.id }}
},
options
);
}, options);
rollConfig.event = options.event;
// Expanded critical hit thresholds
if (this.data.type === "weapon" && flags.weaponCriticalThreshold) {
if (( this.data.type === "weapon" ) && flags.weaponCriticalThreshold) {
rollConfig.critical = parseInt(flags.weaponCriticalThreshold);
} else if (this.data.type === "power" && flags.powerCriticalThreshold) {
} else if (( this.data.type === "power" ) && flags.powerCriticalThreshold) {
rollConfig.critical = parseInt(flags.powerCriticalThreshold);
}
@ -1034,6 +1015,7 @@ export default class Item5e extends Item {
rollConfig.elvenAccuracy = true;
}
// Apply Halfling Lucky
if ( flags.halflingLucky ) rollConfig.halflingLucky = true;
@ -1065,7 +1047,7 @@ export default class Item5e extends Item {
const messageData = {"flags.sw5e.roll": {type: "damage", itemId: this.id }};
// Get roll data
const parts = itemData.damage.parts.map((d) => d[0]);
const parts = itemData.damage.parts.map(d => d[0]);
const rollData = this.getRollData();
if ( powerLevel ) rollData.item.level = powerLevel;
@ -1097,12 +1079,12 @@ export default class Item5e extends Item {
}
// Scale damage from up-casting powers
if (this.data.type === "power") {
if (itemData.scaling.mode === "atwill") {
const level =
this.actor.data.type === "character" ? actorData.details.level : actorData.details.powerLevel;
if ( (this.data.type === "power") ) {
if ( (itemData.scaling.mode === "atwill") ) {
const level = this.actor.data.type === "character" ? actorData.details.level : actorData.details.powerLevel;
this._scaleAtWillDamage(parts, itemData.scaling.formula, level, rollData);
} else if (powerLevel && itemData.scaling.mode === "level" && itemData.scaling.formula) {
}
else if ( powerLevel && (itemData.scaling.mode === "level") && itemData.scaling.formula ) {
const scaling = itemData.scaling.formula;
this._scalePowerDamage(parts, itemData.level, powerLevel, scaling, rollData);
}
@ -1110,7 +1092,7 @@ export default class Item5e extends Item {
// Add damage bonus formula
const actorBonus = getProperty(actorData, `bonuses.${itemData.actionType}`) || {};
if (actorBonus.damage && parseInt(actorBonus.damage) !== 0) {
if ( actorBonus.damage && (parseInt(actorBonus.damage) !== 0) ) {
parts.push(actorBonus.damage);
}
@ -1118,9 +1100,9 @@ export default class Item5e extends Item {
const ammoData = this._ammo?.data;
// only add the ammunition damage if the ammution is a consumable with type 'ammo'
if (this._ammo && ammoData.type === "consumable" && ammoData.data.consumableType === "ammo") {
if ( this._ammo && (ammoData.type === "consumable") && (ammoData.data.consumableType === "ammo") ) {
parts.push("@ammo");
rollData["ammo"] = ammoData.data.damage.parts.map((p) => p[0]).join("+");
rollData["ammo"] = ammoData.data.damage.parts.map(p => p[0]).join("+");
rollConfig.flavor += ` [${this._ammo.name}]`;
delete this._ammo;
}
@ -1182,10 +1164,10 @@ export default class Item5e extends Item {
// Attempt to simplify by combining like dice terms
let simplified = false;
if (s.terms[0] instanceof Die && s.terms.length === 1) {
if ( (s.terms[0] instanceof Die) && (s.terms.length === 1) ) {
const d0 = p0.terms[0];
const s0 = s.terms[0];
if (d0 instanceof Die && d0.faces === s0.faces && d0.modifiers.equals(s0.modifiers)) {
if ( (d0 instanceof Die) && (d0.faces === s0.faces) && d0.modifiers.equals(s0.modifiers) ) {
d0.number += s0.number;
parts[0] = p0.formula;
simplified = true;
@ -1243,14 +1225,10 @@ export default class Item5e extends Item {
const success = roll.total >= parseInt(data.recharge.value);
// Display a Chat Message
const promises = [
roll.toMessage({
flavor: `${game.i18n.format("SW5E.ItemRechargeCheck", {name: this.name})} - ${game.i18n.localize(
success ? "SW5E.ItemRechargeSuccess" : "SW5E.ItemRechargeFailure"
)}`,
const promises = [roll.toMessage({
flavor: `${game.i18n.format("SW5E.ItemRechargeCheck", {name: this.name})} - ${game.i18n.localize(success ? "SW5E.ItemRechargeSuccess" : "SW5E.ItemRechargeFailure")}`,
speaker: ChatMessage.getSpeaker({actor: this.actor, token: this.actor.token})
})
];
})];
// Update the Item data
if ( success ) promises.push(this.update({"data.recharge.charged": true}));
@ -1280,8 +1258,7 @@ export default class Item5e extends Item {
}
// Compose the roll data
const rollConfig = mergeObject(
{
const rollConfig = mergeObject({
parts: parts,
data: rollData,
title: title,
@ -1290,15 +1267,13 @@ export default class Item5e extends Item {
dialogOptions: {
width: 400,
top: options.event ? options.event.clientY - 80 : null,
left: window.innerWidth - 710
left: window.innerWidth - 710,
},
chooseModifier: true,
halflingLucky: this.actor.getFlag("sw5e", "halflingLucky" ) || false,
reliableTalent: this.data.data.proficient >= 1 && this.actor.getFlag("sw5e", "reliableTalent"),
reliableTalent: (this.data.data.proficient >= 1) && this.actor.getFlag("sw5e", "reliableTalent"),
messageData: {"flags.sw5e.roll": {type: "tool", itemId: this.id }}
},
options
);
}, options);
rollConfig.event = options.event;
// Call the roll helper utility
@ -1321,15 +1296,13 @@ export default class Item5e extends Item {
if ( abl ) {
const ability = rollData.abilities[abl];
if ( !ability ) {
console.warn(
`Item ${this.name} in Actor ${this.actor.name} has an invalid item ability modifier of ${abl} defined`
);
console.warn(`Item ${this.name} in Actor ${this.actor.name} has an invalid item ability modifier of ${abl} defined`);
}
rollData["mod"] = ability?.mod || 0;
}
// Include a proficiency score
const prof = "proficient" in rollData.item ? rollData.item.proficient || 0 : 1;
const prof = ("proficient" in rollData.item) ? (rollData.item.proficient || 0) : 1;
rollData["prof"] = Math.floor(prof * (rollData.attributes.prof || 0));
return rollData;
}
@ -1339,8 +1312,8 @@ export default class Item5e extends Item {
/* -------------------------------------------- */
static chatListeners(html) {
html.on("click", ".card-buttons button", this._onChatCardAction.bind(this));
html.on("click", ".item-name", this._onChatCardToggleContent.bind(this));
html.on('click', '.card-buttons button', this._onChatCardAction.bind(this));
html.on('click', '.item-name', this._onChatCardToggleContent.bind(this));
}
/* -------------------------------------------- */
@ -1374,17 +1347,14 @@ export default class Item5e extends Item {
const storedData = message.getFlag("sw5e", "itemData");
const item = storedData ? new this(storedData, {parent: actor}) : actor.items.get(card.dataset.itemId);
if ( !item ) {
return ui.notifications.error(
game.i18n.format("SW5E.ActionWarningNoItem", {item: card.dataset.itemId, name: actor.name})
);
return ui.notifications.error(game.i18n.format("SW5E.ActionWarningNoItem", {item: card.dataset.itemId, name: actor.name}))
}
const powerLevel = parseInt(card.dataset.powerLevel) || null;
// Handle different actions
switch ( action ) {
case "attack":
await item.rollAttack({event});
break;
await item.rollAttack({event}); break;
case "damage":
case "versatile":
await item.rollDamage({
@ -1395,8 +1365,7 @@ export default class Item5e extends Item {
});
break;
case "formula":
await item.rollFormula({event, powerLevel});
break;
await item.rollFormula({event, powerLevel}); break;
case "save":
const targets = this._getChatCardTargets(card);
for ( let token of targets ) {
@ -1405,8 +1374,7 @@ export default class Item5e extends Item {
}
break;
case "toolCheck":
await item.rollToolCheck({event});
break;
await item.rollToolCheck({event}); break;
case "placeTemplate":
const template = game.sw5e.canvas.AbilityTemplate.fromItem(item);
if ( template ) template.drawPreview();
@ -1441,6 +1409,7 @@ export default class Item5e extends Item {
* @private
*/
static async _getChatCardActor(card) {
// Case 1 - a synthetic actor from a Token
if ( card.dataset.tokenId ) {
const token = await fromUuid(card.dataset.tokenId);
@ -1462,7 +1431,7 @@ export default class Item5e extends Item {
* @private
*/
static _getChatCardTargets(card) {
let targets = canvas.tokens.controlled.filter((t) => !!t.actor);
let targets = canvas.tokens.controlled.filter(t => !!t.actor);
if ( !targets.length && game.user.character ) targets = targets.concat(game.user.character.getActiveTokens());
if ( !targets.length ) ui.notifications.warn(game.i18n.localize("SW5E.ActionWarningNoToken"));
return targets;
@ -1475,7 +1444,7 @@ export default class Item5e extends Item {
/** @inheritdoc */
async _preCreate(data, options, user) {
await super._preCreate(data, options, user);
if (!this.isEmbedded || this.parent.type === "vehicle") return;
if ( !this.isEmbedded || (this.parent.type === "vehicle") ) return;
const actorData = this.parent.data;
const isNPC = this.parent.type === "npc";
let updates;
@ -1501,7 +1470,7 @@ export default class Item5e extends Item {
// The below options are only needed for character classes
if ( userId !== game.user.id ) return;
const isCharacterClass = this.parent && this.parent.type !== "vehicle" && this.type === "class";
const isCharacterClass = this.parent && (this.parent.type !== "vehicle") && (this.type === "class");
if ( !isCharacterClass ) return;
// Assign a new primary class
@ -1510,13 +1479,11 @@ export default class Item5e extends Item {
// Prompt to add new class features
if (options.addFeatures === false) return;
this.parent
.getClassFeatures({
this.parent.getClassFeatures({
className: this.name,
archetypeName: this.data.data.archetype,
level: this.data.data.levels
})
.then((features) => {
}).then(features => {
return this.parent.addEmbeddedItems(features, options.promptAddFeatures);
});
}
@ -1529,19 +1496,17 @@ export default class Item5e extends Item {
// The below options are only needed for character classes
if ( userId !== game.user.id ) return;
const isCharacterClass = this.parent && this.parent.type !== "vehicle" && this.type === "class";
const isCharacterClass = this.parent && (this.parent.type !== "vehicle") && (this.type === "class");
if ( !isCharacterClass ) return;
// Prompt to add new class features
const addFeatures = changed["name"] || (changed.data && ["archetype", "levels"].some((k) => k in changed.data));
if (!addFeatures || options.addFeatures === false) return;
this.parent
.getClassFeatures({
const addFeatures = changed["name"] || (changed.data && ["archetype", "levels"].some(k => k in changed.data));
if ( !addFeatures || (options.addFeatures === false) ) return;
this.parent.getClassFeatures({
className: changed.name || this.name,
archetypeName: changed.data?.archetype || this.data.data.archetype,
level: changed.data?.levels || this.data.data.levels
})
.then((features) => {
}).then(features => {
return this.parent.addEmbeddedItems(features, options.promptAddFeatures);
});
}
@ -1553,7 +1518,7 @@ export default class Item5e extends Item {
super._onDelete(options, userId);
// Assign a new primary class
if (this.parent && this.type === "class" && userId === game.user.id) {
if ( this.parent && (this.type === "class") && (userId === game.user.id) ) {
if ( this.id !== this.parent.data.data.details.originalClass ) return;
this.parent._assignPrimaryClass();
}
@ -1576,7 +1541,7 @@ export default class Item5e extends Item {
} else {
const armorProf = CONFIG.SW5E.armorProficienciesMap[data.data?.armor?.type]; // Player characters check proficiency
const actorArmorProfs = actorData.data.traits?.armorProf?.value || [];
updates["data.proficient"] = armorProf === true || actorArmorProfs.includes(armorProf);
updates["data.proficient"] = (armorProf === true) || actorArmorProfs.includes(armorProf);
}
}
return updates;
@ -1612,7 +1577,7 @@ export default class Item5e extends Item {
// TODO: With the changes to make weapon proficiencies more verbose, this may need revising
const weaponProf = CONFIG.SW5E.weaponProficienciesMap[data.data?.weaponType]; // Player characters check proficiency
const actorWeaponProfs = actorData.data.traits?.weaponProf?.value || [];
updates["data.proficient"] = weaponProf === true || actorWeaponProfs.includes(weaponProf);
updates["data.proficient"] = (weaponProf === true) || actorWeaponProfs.includes(weaponProf);
}
}
return updates;
@ -1628,10 +1593,10 @@ export default class Item5e extends Item {
* @return {Item5e} The created scroll consumable item
*/
static async createScrollFromPower(power) {
// Get power data
const itemData = power instanceof Item5e ? power.data : power;
const {actionType, description, source, activation, duration, target, range, damage, save, level} =
itemData.data;
const {actionType, description, source, activation, duration, target, range, damage, save, level} = itemData.data;
// Get scroll data
const scrollUuid = `Compendium.${CONFIG.SW5E.sourcePacks.ITEMS}.${CONFIG.SW5E.powerScrollIds[level]}`;
@ -1641,7 +1606,7 @@ export default class Item5e extends Item {
// Split the scroll description into an intro paragraph and the remaining details
const scrollDescription = scrollData.data.description.value;
const pdel = "</p>";
const pdel = '</p>';
const scrollIntroEnd = scrollDescription.indexOf(pdel);
const scrollIntro = scrollDescription.slice(0, scrollIntroEnd + pdel.length);
const scrollDetails = scrollDescription.slice(scrollIntroEnd + pdel.length);

View file

@ -109,7 +109,7 @@ export default class ItemSheet5e extends ItemSheet {
// Attributes
else if (consume.type === "attribute") {
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) => {
let k = a.join(".");
obj[k] = k;
@ -136,10 +136,7 @@ export default class ItemSheet5e extends ItemSheet {
const label =
uses.per === "charges"
? ` (${game.i18n.format("SW5E.AbilityUseChargesLabel", { value: uses.value })})`
: ` (${game.i18n.format("SW5E.AbilityUseConsumableLabel", {
max: uses.max,
per: uses.per
})})`;
: ` (${game.i18n.format("SW5E.AbilityUseConsumableLabel", { max: uses.max, per: uses.per })})`;
obj[i.id] = i.name + label;
}
@ -286,10 +283,7 @@ export default class ItemSheet5e extends ItemSheet {
html.find(".damage-control").click(this._onDamageControl.bind(this));
html.find(".trait-selector.class-skills").click(this._onConfigureTraits.bind(this));
html.find(".effect-control").click((ev) => {
if (this.item.isOwned)
return ui.notifications.warn(
"Managing Active Effects within an Owned Item is not currently supported and will be added in a subsequent update."
);
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.");
onManageActiveEffect(ev, this.item);
});
}
@ -343,17 +337,14 @@ export default class ItemSheet5e extends ItemSheet {
};
switch(a.dataset.options) {
case "saves":
case 'saves':
options.choices = CONFIG.SW5E.abilities;
options.valueKey = null;
break;
case "skills":
case 'skills':
const skills = this.item.data.data.skills;
const choiceSet =
skills.choices && skills.choices.length ? skills.choices : Object.keys(CONFIG.SW5E.skills);
options.choices = Object.fromEntries(
Object.entries(CONFIG.SW5E.skills).filter((skill) => choiceSet.includes(skill[0]))
);
const choiceSet = skills.choices && skills.choices.length ? skills.choices : Object.keys(CONFIG.SW5E.skills);
options.choices = Object.fromEntries(Object.entries(CONFIG.SW5E.skills).filter(skill => choiceSet.includes(skill[0])));
options.maximum = skills.number;
break;
}

View file

@ -1,3 +1,4 @@
/* -------------------------------------------- */
/* Hotbar Macros */
/* -------------------------------------------- */
@ -16,7 +17,7 @@ export async function create5eMacro(data, slot) {
// Create the macro command
const command = `game.sw5e.rollItemMacro("${item.name}");`;
let macro = game.macros.entities.find((m) => m.name === item.name && m.command === command);
let macro = game.macros.entities.find(m => (m.name === item.name) && (m.command === command));
if ( !macro ) {
macro = await Macro.create({
name: item.name,
@ -45,11 +46,9 @@ export function rollItemMacro(itemName) {
if ( !actor ) actor = game.actors.get(speaker.actor);
// Get matching items
const items = actor ? actor.items.filter((i) => i.name === itemName) : [];
const items = actor ? actor.items.filter(i => i.name === itemName) : [];
if ( items.length > 1 ) {
ui.notifications.warn(
`Your controlled Actor ${actor.name} has more than one Item with name ${itemName}. The first matched item will be chosen.`
);
ui.notifications.warn(`Your controlled Actor ${actor.name} has more than one Item with name ${itemName}. The first matched item will be chosen.`);
} else if ( items.length === 0 ) {
return ui.notifications.warn(`Your controlled Actor does not have an item named ${itemName}`);
}

View file

@ -3,10 +3,7 @@
* @return {Promise} A Promise which resolves once the migration is completed
*/
export const migrateWorld = async function() {
ui.notifications.info(
`Applying SW5e System Migration for version ${game.system.data.version}. Please be patient and do not close your game or shut down your server.`,
{permanent: true}
);
ui.notifications.info(`Applying SW5e System Migration for version ${game.system.data.version}. Please be patient and do not close your game or shut down your server.`, {permanent: true});
// Migrate World Actors
for await ( let a of game.actors.contents ) {
@ -46,7 +43,7 @@ export const migrateWorld = async function () {
await s.update(updateData, {enforceTypes: false});
// If we do not do this, then synthetic token actors remain in cache
// with the un-updated actorData.
s.tokens.contents.forEach((t) => (t._actor = null));
s.tokens.contents.forEach(t => t._actor = null);
}
} catch(err) {
err.message = `Failed sw5e system migration for Scene ${s.name}: ${err.message}`;
@ -105,8 +102,10 @@ export const migrateCompendium = async function (pack) {
// Save the entry, if data was changed
await doc.update(updateData);
console.log(`Migrated ${entity} entity ${doc.name} in Compendium ${pack.collection}`);
} catch (err) {
}
// Handle migration failures
catch(err) {
err.message = `Failed sw5e system migration for entity ${doc.name} in pack ${pack.collection}: ${err.message}`;
console.error(err);
}
@ -148,8 +147,7 @@ export const migrateActorData = async function (actor) {
// Prepared, Equipped, and Proficient for NPC actors
if ( actor.type === "npc" ) {
if (getProperty(itemData.data, "preparation.prepared") === false)
itemUpdate["data.preparation.prepared"] = true;
if (getProperty(itemData.data, "preparation.prepared") === false) itemUpdate["data.preparation.prepared"] = true;
if (getProperty(itemData.data, "equipped") === false) itemUpdate["data.equipped"] = true;
if (getProperty(itemData.data, "proficient") === false) itemUpdate["data.proficient"] = true;
}
@ -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
* @param {Object} actorData The data object for an Actor
* @return {Object} The scrubbed Actor data
*/
function cleanActorData(actorData) {
// Scrub system data
const model = game.system.model.Actor[actorData.type];
actorData.data = filterObject(actorData.data, model);
@ -203,6 +203,7 @@ function cleanActorData(actorData) {
return actorData;
}
/* -------------------------------------------- */
/**
@ -242,22 +243,22 @@ export const migrateActorItemData = async function (item, actor) {
* @return {Object} The updateData to apply
*/
export const migrateSceneData = async function(scene) {
const tokens = await Promise.all(
scene.tokens.map(async (token) => {
const tokens = await Promise.all(scene.tokens.map(async token => {
const t = token.toJSON();
if (!t.actorId || t.actorLink) {
t.actorData = {};
} else if (!game.actors.has(t.actorId)) {
}
else if (!game.actors.has(t.actorId)) {
t.actorId = null;
t.actorData = {};
} else if ( !t.actorLink ) {
const actorData = duplicate(t.actorData);
actorData.type = token.actor?.type;
const update = migrateActorData(actorData);
["items", "effects"].forEach((embeddedName) => {
['items', 'effects'].forEach(embeddedName => {
if (!update[embeddedName]?.length) return;
const updates = new Map(update[embeddedName].map((u) => [u._id, u]));
t.actorData[embeddedName].forEach((original) => {
const updates = new Map(update[embeddedName].map(u => [u._id, u]));
t.actorData[embeddedName].forEach(original => {
const update = updates.get(original._id);
if (update) mergeObject(original, update);
});
@ -267,8 +268,7 @@ export const migrateSceneData = async function (scene) {
mergeObject(t.actorData, update);
}
return t;
})
);
}));
return {tokens};
};
@ -284,6 +284,7 @@ export const migrateSceneData = async function (scene) {
* @return {Object} The updated Actor
*/
function _updateNPCData(actor) {
let actorData = actor.data;
const updateData = {};
// check for flag.core, if not there is no compendium monster so exit
@ -291,20 +292,13 @@ function _updateNPCData(actor) {
if (!hasSource) return actor;
// shortcut out if dataVersion flag is set to 1.2.4 or higher
const hasDataVersion = actor?.flags?.sw5e?.dataVersion !== undefined;
if (
hasDataVersion &&
(actor.flags.sw5e.dataVersion === "1.2.4" || isNewerVersion("1.2.4", actor.flags.sw5e.dataVersion))
)
return actor;
if (hasDataVersion && (actor.flags.sw5e.dataVersion === "1.2.4" || isNewerVersion("1.2.4", actor.flags.sw5e.dataVersion))) return actor;
// Check to see what the source of NPC is
const sourceId = actor.flags.core.sourceId;
const coreSource = sourceId.substr(0,sourceId.length-17);
const core_id = sourceId.substr(sourceId.length-16,16);
if (coreSource === "Compendium.sw5e.monsters"){
game.packs
.get("sw5e.monsters")
.getEntity(core_id)
.then((monster) => {
game.packs.get("sw5e.monsters").getEntity(core_id).then(monster => {
const monsterData = monster.data.data;
// copy movement[], senses[], powercasting, force[], tech[], powerForceLevel, powerTechLevel
updateData["data.attributes.movement"] = monsterData.attributes.movement;
@ -320,9 +314,7 @@ function _updateNPCData(actor) {
const itemData = i.data;
if ( itemData.type === "power" ) {
const itemCompendium_id = itemData.flags?.core?.sourceId.split(".").slice(-1)[0];
let hasPower = !!actor.items.find(
(item) => item.flags?.core?.sourceId.split(".").slice(-1)[0] === itemCompendium_id
);
let hasPower = !!actor.items.find(item => item.flags?.core?.sourceId.split(".").slice(-1)[0] === itemCompendium_id);
if (!hasPower) {
// Clone power to new object. Don't know if it is technically needed, but seems to prevent some weirdness.
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.
liveActor.setFlag("sw5e", "dataVersion", "1.2.4");
});
})
}
//merge object
actorData = mergeObject(actorData, updateData);
// Return the scrubbed data
return actor;
}
/**
* Migrate the actor speed string to movement object
* @private
@ -356,21 +350,21 @@ function _migrateActorMovement(actorData, updateData) {
const ad = actorData.data;
// 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;
if ( hasOld ) {
// If new data is not present, migrate the old data
const hasNew = ad?.attributes?.movement?.walk !== undefined;
if (!hasNew && typeof old === "string") {
if ( !hasNew && (typeof old === "string") ) {
const s = (old || "").split(" ");
if (s.length > 0)
updateData["data.attributes.movement.walk"] = Number.isNumeric(s[0]) ? parseInt(s[0]) : null;
if ( s.length > 0 ) updateData["data.attributes.movement.walk"] = Number.isNumeric(s[0]) ? parseInt(s[0]) : null;
}
// Remove the old attribute
updateData["data.attributes.-=speed"] = null;
}
return updateData;
return updateData
}
/* -------------------------------------------- */
@ -431,7 +425,7 @@ function _migrateActorPowers(actorData, updateData) {
// Remove the Power DC Bonus
updateData["data.bonuses.power.-=dc"] = null;
return updateData;
return updateData
}
/* -------------------------------------------- */
@ -485,11 +479,11 @@ function _migrateActorType(actor, updateData) {
// New default data structure
let data = {
value: "",
subtype: "",
swarm: "",
custom: ""
};
"value": "",
"subtype": "",
"swarm": "",
"custom": ""
}
// Specifics
// (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>[^(]+?)(?:\((?<subtype>[^)]+)\))?$/i;
const match = original.trim().match(pattern);
if (match) {
// Match a known creature type
const typeLc = match.groups.type.trim().toLowerCase();
const typeMatch = Object.entries(CONFIG.SW5E.creatureTypes).find(([k, v]) => {
return (
typeLc === k ||
typeLc === game.i18n.localize(v).toLowerCase() ||
typeLc === game.i18n.localize(`${v}Pl`).toLowerCase()
);
return (typeLc === k) ||
(typeLc === game.i18n.localize(v).toLowerCase()) ||
(typeLc === game.i18n.localize(`${v}Pl`).toLowerCase());
});
if (typeMatch) data.value = typeMatch[0];
else {
@ -534,7 +527,7 @@ function _migrateActorType(actor, updateData) {
if (match.groups.size || isNamedSwarm) {
const sizeLc = match.groups.size ? match.groups.size.trim().toLowerCase() : "tiny";
const sizeMatch = Object.entries(CONFIG.SW5E.actorSizes).find(([k, v]) => {
return sizeLc === k || sizeLc === game.i18n.localize(v).toLowerCase();
return (sizeLc === k) || (sizeLc === game.i18n.localize(v).toLowerCase());
});
data.swarm = sizeMatch ? sizeMatch[0] : "tiny";
} else data.swarm = "";
@ -567,6 +560,7 @@ function _migrateItemClassPowerCasting(item, updateData) {
};
break;
case "Engineer":
updateData["data.powercasting"] = {
progression: "engineer",
ability: ""
@ -614,11 +608,7 @@ async function _migrateItemPower(item, actor, updateData) {
// shortcut out if dataVersion flag is set to 1.2.4 or higher
const hasDataVersion = item?.flags?.sw5e?.dataVersion !== undefined;
if (
hasDataVersion &&
(item.flags.sw5e.dataVersion === "1.2.4" || isNewerVersion("1.2.4", item.flags.sw5e.dataVersion))
)
return updateData;
if (hasDataVersion && (item.flags.sw5e.dataVersion === "1.2.4" || isNewerVersion("1.2.4", item.flags.sw5e.dataVersion))) return updateData;
// Check to see what the source of Power is
const sourceId = item.flags.core.sourceId;
@ -636,10 +626,11 @@ async function _migrateItemPower(item, actor, updateData) {
const corePowerData = corePower.data;
// copy Core Power Data over original Power
updateData["data"] = corePowerData;
updateData["flags"] = {sw5e: {dataVersion: "1.2.4"}};
updateData["flags"] = {"sw5e": {"dataVersion": "1.2.4"}};
return updateData;
//game.packs.get(powerType).getEntity(core_id).then(corePower => {
//})
@ -679,10 +670,10 @@ export async function purgeFlags(pack) {
for ( let entity of content ) {
const update = {_id: entity.id, flags: cleanFlags(entity.data.flags)};
if ( pack.entity === "Actor" ) {
update.items = entity.data.items.map((i) => {
update.items = entity.data.items.map(i => {
i.flags = cleanFlags(i.flags);
return i;
});
})
}
await pack.updateEntity(update, {recursive: false});
console.log(`Purged flags from ${entity.name}`);
@ -692,6 +683,7 @@ export async function purgeFlags(pack) {
/* -------------------------------------------- */
/**
* Purge the data model of any inner objects which have been flagged as _deprecated.
* @param {object} data The data to clean
@ -703,7 +695,8 @@ export function removeDeprecatedObjects(data) {
if (v._deprecated === true) {
console.log(`Deleting deprecated object key ${k}`);
delete data[k];
} else removeDeprecatedObjects(v);
}
else removeDeprecatedObjects(v);
}
}
return data;

View file

@ -5,6 +5,7 @@ import {SW5E} from "../config.js";
* @extends {MeasuredTemplate}
*/
export default class AbilityTemplate extends MeasuredTemplate {
/**
* 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
@ -83,7 +84,7 @@ export default class AbilityTemplate extends MeasuredTemplate {
let moveTime = 0;
// Update placement (mouse-move)
handlers.mm = (event) => {
handlers.mm = event => {
event.stopPropagation();
let now = Date.now(); // Apply a 20ms throttle
if ( now - moveTime <= 20 ) return;
@ -95,7 +96,7 @@ export default class AbilityTemplate extends MeasuredTemplate {
};
// Cancel the workflow (right-click)
handlers.rc = (event) => {
handlers.rc = event => {
this.layer.preview.removeChildren();
canvas.stage.off("mousemove", handlers.mm);
canvas.stage.off("mousedown", handlers.lc);
@ -106,7 +107,7 @@ export default class AbilityTemplate extends MeasuredTemplate {
};
// Confirm the workflow (left-click)
handlers.lc = (event) => {
handlers.lc = event => {
handlers.rc(event);
const destination = canvas.grid.getSnappedPosition(this.data.x, this.data.y, 2);
this.data.update(destination);
@ -114,12 +115,12 @@ export default class AbilityTemplate extends MeasuredTemplate {
};
// Rotate the template by 3 degree increments (mouse-wheel)
handlers.mw = (event) => {
handlers.mw = event => {
if ( event.ctrlKey ) event.preventDefault(); // Avoid zooming the browser window
event.stopPropagation();
let delta = canvas.grid.type > CONST.GRID_TYPES.SQUARE ? 30 : 15;
let snap = event.shiftKey ? delta : 5;
this.data.update({direction: this.data.direction + snap * Math.sign(event.deltaY)});
this.data.update({direction: this.data.direction + (snap * Math.sign(event.deltaY))});
this.refresh();
};

View file

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

View file

@ -5,6 +5,7 @@
*/
export const preloadHandlebarsTemplates = async function() {
return loadTemplates([
// Shared Partials
"systems/sw5e/templates/actors/parts/active-effects.html",

View file

@ -3,10 +3,11 @@
* @extends {TokenDocument}
*/
export class TokenDocument5e extends TokenDocument {
/** @inheritdoc */
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.max += parseInt(getProperty(this.actor.data, "data.attributes.hp.tempmax") || 0);
}
@ -14,13 +15,16 @@ export class TokenDocument5e extends TokenDocument {
}
}
/* -------------------------------------------- */
/**
* Extend the base Token class to implement additional system-specific logic.
* @extends {Token}
*/
export class Token5e extends Token {
/** @inheritdoc */
_drawBar(number, bar, data) {
if ( data.attribute === "attributes.hp" ) return this._drawHPBar(number, bar, data);
@ -37,6 +41,7 @@ export class Token5e extends Token {
* @private
*/
_drawHPBar(number, bar, data) {
// Extract health data
let {value, max, temp, tempmax} = this.document.actor.data.data.attributes.hp;
temp = Number(temp || 0);
@ -53,50 +58,42 @@ export class Token5e extends Token {
// Determine colors to use
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;
// Determine the container size (logic borrowed from core)
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;
const bs = Math.clamped(h / 8, 1, 2);
const bs1 = bs+1;
// Overall bar container
bar.clear();
bar.clear()
bar.beginFill(blk, 0.5).lineStyle(bs, blk, 1.0).drawRoundedRect(0, 0, w, h, 3);
// Temporary maximum HP
if (tempmax > 0) {
const pct = max / effectiveMax;
bar.beginFill(c.tempmax, 1.0)
.lineStyle(1, blk, 1.0)
.drawRoundedRect(pct * w, 0, (1 - pct) * w, h, 2);
bar.beginFill(c.tempmax, 1.0).lineStyle(1, blk, 1.0).drawRoundedRect(pct*w, 0, (1-pct)*w, h, 2);
}
// Maximum HP penalty
else if (tempmax < 0) {
const pct = (max + tempmax) / max;
bar.beginFill(c.negmax, 1.0)
.lineStyle(1, blk, 1.0)
.drawRoundedRect(pct * w, 0, (1 - pct) * w, h, 2);
bar.beginFill(c.negmax, 1.0).lineStyle(1, blk, 1.0).drawRoundedRect(pct*w, 0, (1-pct)*w, h, 2);
}
// Health bar
bar.beginFill(hpColor, 1.0)
.lineStyle(bs, blk, 1.0)
.drawRoundedRect(0, 0, valuePct * w, h, 2);
bar.beginFill(hpColor, 1.0).lineStyle(bs, blk, 1.0).drawRoundedRect(0, 0, valuePct*w, h, 2)
// Temporary hit points
if ( temp > 0 ) {
bar.beginFill(c.temp, 1.0)
.lineStyle(0)
.drawRoundedRect(bs1, bs1, tempPct * w - 2 * bs1, h - 2 * bs1, 1);
bar.beginFill(c.temp, 1.0).lineStyle(0).drawRoundedRect(bs1, bs1, (tempPct*w)-(2*bs1), h-(2*bs1), 1);
}
// Set position
let posY = number === 0 ? this.h - h : 0;
let posY = (number === 0) ? (this.h - h) : 0;
bar.position.set(0, posY);
}
}

12
package-lock.json generated
View file

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

View file

@ -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":"Poisoner's Kit","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"tool","data":{"description":{"value":"<p>A poisoners kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.</p>","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":2,"price":500,"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/Kit/Poisoner_s%20Kit.webp","_id":"zaLzNlsfzRf71Xpl"}
{"name":"Mine, Plasma","permission":{"default":0,"vXYkFWX6qzvOu2jc":3},"type":"weapon","data":{"description":{"value":"<p>When you use your action to set it, this mine sets an imperceptible laser line extending up to 15 feet. When the laser is tripped, the mine explodes, coating the area in a 15-foot radius around it in fire that burns for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 2d6 fire damage, or half as much on a successful one. A construct makes this save with disadvantage.</p>","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":2,"price":550,"attuned":false,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":15,"units":"ft","type":"radius"},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"weaponType":"improv","properties":{"amm":false,"fin":false,"fir":false,"foc":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false},"proficient":false,"attributes":{"spelldc":10}},"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false,"effects":[]}},"img":"systems/sw5e/packs/Icons/Explosive/Mine%2C%20Plasma.webp","_id":"zrSOUA8dUg9lHVdS"}
{"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":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":240,"max":240,"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"}

File diff suppressed because one or more lines are too long

View file

@ -1,6 +1,6 @@
{"_id":"AAA9PWi1rTiSUIIe","name":"Lightweight Armor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>Lightweight armor offers a trade-off of a more maneuverable but less resilient ship. A ship with Lightweight Armor installed has a +2 bonus to armor class, but has one fewer maximum hull point per Hull Die.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":0,"price":3100,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10,"type":"ssarmor","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"hpperhd":{"value":"(-1)"},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"attributes":{"dr":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Lightweight%20Armor.webp","effects":[]}
{"_id":"JhX8qXjrDL3pCRmF","name":"Reinforced Armor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>Opposite of lightweight armor is reinforced armor. This armor improves a ship's resilience, but makes it less likely to avoid damage. A ship with Reinforced Armor installed has a -1 penalty to armor class, but has one additional maximum hull point per Hull Die.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":0,"price":3700,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10,"type":"ssarmor","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"hpperhd":{"value":"1"},"regrateco":{"value":""},"attributes":{"dr":"6"},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Reinforced%20Armor.webp","effects":[]}
{"_id":"M7igMGsBIosGA4dS","name":"Quick-Charge Shield","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>Quick-Charge Shields, opposite of Fortress Shields, offer a reduced capacity but rapidly replenish.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":0,"price":4900,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"ssshield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":"(2/3)"},"hpperhd":{"value":""},"regrateco":{"value":"(3/2)"},"attributes":{"dr":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Quick-Charge%20Shield.webp","effects":[]}
{"_id":"RvtLP3FgKLBYBHSf","name":"Directional Shield","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>Directional Shields are the most commonly used and balanced shields on the market.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":0,"price":4300,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"ssshield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":"1"},"hpperhd":{"value":""},"regrateco":{"value":"1"},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"attributes":{"dr":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Directional%20Shield.webp","effects":[]}
{"_id":"Wj62TEtwKeG1P2DD","name":"Fortress Shield","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>Fortress shields offer a higher maximum shield points, but regenerate slower than normal shields.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":0,"price":4650,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"ssshield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":"(3/2)"},"hpperhd":{"value":""},"regrateco":{"value":"(2/3)"},"attributes":{"dr":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Fortress%20Shield.webp","effects":[]}
{"_id":"aG6mKPerYCFmkI00","name":"Deflection Armor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>Deflection armor is the most common type of armor aboard ships, and offers no benefit or penalty to armor class or hull points.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":0,"price":3450,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10,"type":"ssarmor","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"hpperhd":{"value":""},"regrateco":{"value":""},"attributes":{"dr":"3"},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Deflection%20Armor.webp","effects":[]}
{"_id":"AAA9PWi1rTiSUIIe","name":"Lightweight Armor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>Lightweight armor offers a trade-off of a more maneuverable but less resilient ship. A ship with Lightweight Armor installed has a +2 bonus to armor class, but has one fewer maximum hull point per Hull Die.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":0,"price":3100,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10,"type":"ssarmor","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"dmgred":{"value":"0"},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"attributes":{"dr":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Lightweight%20Armor.webp","effects":[]}
{"_id":"JhX8qXjrDL3pCRmF","name":"Reinforced Armor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>Opposite of lightweight armor is reinforced armor. This armor improves a ship's resilience, but makes it less likely to avoid damage. A ship with Reinforced Armor installed has a -1 penalty to armor class, but has one additional maximum hull point per Hull Die.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":0,"price":3700,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10,"type":"ssarmor","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"dmgred":{"value":"6"},"regrateco":{"value":""},"attributes":{"dr":"6"},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Reinforced%20Armor.webp","effects":[]}
{"_id":"M7igMGsBIosGA4dS","name":"Quick-Charge Shield","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>Quick-Charge Shields, opposite of Fortress Shields, offer a reduced capacity but rapidly replenish.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":0,"price":4900,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"ssshield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":"0.667"},"dmgred":{"value":""},"regrateco":{"value":"1.5"},"attributes":{"dr":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Quick-Charge%20Shield.webp","effects":[]}
{"_id":"RvtLP3FgKLBYBHSf","name":"Directional Shield","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>Directional Shields are the most commonly used and balanced shields on the market.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":0,"price":4300,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"ssshield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":"1"},"dmgred":{"value":""},"regrateco":{"value":"1"},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""},"attributes":{"dr":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Directional%20Shield.webp","effects":[]}
{"_id":"Wj62TEtwKeG1P2DD","name":"Fortress Shield","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>Fortress shields offer a higher maximum shield points, but regenerate slower than normal shields.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":0,"price":4650,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"ssshield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":"1.5"},"dmgred":{"value":""},"regrateco":{"value":"0.667"},"attributes":{"dr":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Fortress%20Shield.webp","effects":[]}
{"_id":"aG6mKPerYCFmkI00","name":"Deflection Armor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>Deflection armor is the most common type of armor aboard ships, and offers no benefit or penalty to armor class or hull points.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":0,"price":3450,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10,"type":"ssarmor","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"dmgred":{"value":"3"},"regrateco":{"value":""},"attributes":{"dr":"3"},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""}},"flags":{},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Deflection%20Armor.webp","effects":[]}

View file

@ -5,10 +5,10 @@
{"_id":"MVXftcjJ1yzsCU3N","name":"Hyperdrive, Class 0.5","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>The hyperdrive is a propulsion system that allows a starship to reach hyperspeed and traverse the void between stars in the alternate dimension of hyperspace. For a starship to have a hyperdrive, it must have a vacant hyperdrive slot modification.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":null,"price":50000,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"hyper","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"hpperhd":{"value":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":"0.5"}},"flags":{"core":{"sourceId":"Item.3CA76AXkU73nE53o"}},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Hyperdrive.webp","effects":[]}
{"name":"Hyperdrive, Class 8","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>The hyperdrive is a propulsion system that allows a starship to reach hyperspeed and traverse the void between stars in the alternate dimension of hyperspace. For a starship to have a hyperdrive, it must have a vacant hyperdrive slot modification.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":null,"price":1000,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"hyper","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"hpperhd":{"value":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":"8"}},"flags":{"core":{"sourceId":"Item.pJASNAp63U6Y2Yx8"}},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Hyperdrive.webp","effects":[],"_id":"P84rgL4vBaWw0GJe"}
{"name":"Hyperdrive, Class 5","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>The hyperdrive is a propulsion system that allows a starship to reach hyperspeed and traverse the void between stars in the alternate dimension of hyperspace. For a starship to have a hyperdrive, it must have a vacant hyperdrive slot modification.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":null,"price":2500,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"hyper","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"hpperhd":{"value":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":"5"}},"flags":{"core":{"sourceId":"Item.UgLbCq7OWL9G9BD7"}},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Hyperdrive.webp","effects":[],"_id":"U4BhpyMxJdbnNErJ"}
{"_id":"UAiau5ZNXVJAJFUn","name":"Power Core Reactor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>Power core reactors have highly variable power output capabilities, but sacrifice fuel economy and as a result.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":null,"price":5750,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"reactor","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"hpperhd":{"value":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":"(3/2)"},"powdicerec":{"value":"1d2"},"hdclass":{"value":""}},"flags":{"core":{"sourceId":"Item.2MTQUv6r5ePNANyn"}},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Reactor.webp","effects":[]}
{"_id":"UAiau5ZNXVJAJFUn","name":"Power Core Reactor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>Power core reactors have highly variable power output capabilities, but sacrifice fuel economy and as a result.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":null,"price":5750,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"reactor","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"hpperhd":{"value":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":"1.5"},"powdicerec":{"value":"1d2"},"hdclass":{"value":""}},"flags":{"core":{"sourceId":"Item.2MTQUv6r5ePNANyn"}},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Reactor.webp","effects":[]}
{"_id":"VzkRXuQx2sqN9nd0","name":"Distributed Power Coupling","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>Distributed power coupling sacrifices flexibility by allocating power separately to each system.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":null,"price":5100,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"powerc","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"hpperhd":{"value":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":"2"},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""}},"flags":{"core":{"sourceId":"Item.4zjcBtJhXgpFW2pb"}},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Power%20Coupling.webp","effects":[]}
{"_id":"ZyEdKtLwSXuUQs0P","name":"Ionization Reactor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>Ionization reactors are highly fuel-efficient reactors that trade power output for fuel economy.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":null,"price":5100,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"reactor","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"hpperhd":{"value":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":"(2/3)"},"powdicerec":{"value":"(1d2)-1"},"hdclass":{"value":""}},"flags":{"core":{"sourceId":"Item.kXo8mNp6GFLYWokY"}},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Reactor.webp","effects":[]}
{"name":"Fuel Cell Reactor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>Fuel cell reactors are the most common and balanced reactors on the market.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":null,"price":4500,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"reactor","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"hpperhd":{"value":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":"1"},"hdclass":{"value":""}},"flags":{"core":{"sourceId":"Item.Qwu6WlJiIgFWq9VF"}},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Reactor.webp","effects":[],"_id":"jk7zL3cqhufDKsuh"}
{"_id":"ZyEdKtLwSXuUQs0P","name":"Ionization Reactor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>Ionization reactors are highly fuel-efficient reactors that trade power output for fuel economy.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":null,"price":5100,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"reactor","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"hpperhd":{"value":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":"0.667"},"powdicerec":{"value":"(1d2)-1"},"hdclass":{"value":""}},"flags":{"core":{"sourceId":"Item.kXo8mNp6GFLYWokY"}},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Reactor.webp","effects":[]}
{"name":"Fuel Cell Reactor","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>Fuel cell reactors are the most common and balanced reactors on the market.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":null,"price":4500,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"reactor","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"hpperhd":{"value":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":"1"},"powdicerec":{"value":"1"},"hdclass":{"value":""}},"flags":{"core":{"sourceId":"Item.Qwu6WlJiIgFWq9VF"}},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Reactor.webp","effects":[],"_id":"jk7zL3cqhufDKsuh"}
{"name":"Hyperdrive, Class 1.0","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>The hyperdrive is a propulsion system that allows a starship to reach hyperspeed and traverse the void between stars in the alternate dimension of hyperspace. For a starship to have a hyperdrive, it must have a vacant hyperdrive slot modification.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":null,"price":15000,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"hyper","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"hpperhd":{"value":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":"1"}},"flags":{"core":{"sourceId":"Item.MrCZaUig1puXcEVy"}},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Hyperdrive.webp","effects":[],"_id":"o9DmeVhCJNezkjdI"}
{"_id":"oqB8RltTDjHnaS1Y","name":"Direct Power Coupling","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>Direct power coupling has a central power capacitor that feeds power directly to each system.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":null,"price":4100,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":0,"type":"powerc","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"hpperhd":{"value":""},"regrateco":{"value":""},"cscap":{"value":"4"},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":""}},"flags":{"core":{"sourceId":"Item.MEiHVZHModsp5w0b"}},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Power%20Coupling.webp","effects":[]}
{"name":"Hyperdrive, Class 3","permission":{"default":0,"IpSq6HI4edO6e0Yw":3},"type":"equipment","data":{"description":{"value":"<p>The hyperdrive is a propulsion system that allows a starship to reach hyperspeed and traverse the void between stars in the alternate dimension of hyperspace. For a starship to have a hyperdrive, it must have a vacant hyperdrive slot modification.</p>","chat":"","unidentified":""},"source":"SotG","quantity":1,"weight":null,"price":7500,"attuned":false,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":null,"type":"hyper","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"Absorptive":false,"Agile":false,"Anchor":false,"Avoidant":false,"Barbed":false,"Bulky":false,"Charging":false,"Concealing":false,"Cumbersome":false,"Gauntleted":false,"Imbalanced":false,"Impermeable":false,"Insulated":false,"Interlocking":false,"Lambent":false,"Lightweight":false,"Magnetic":false,"Obscured":false,"Obtrusive":false,"Powered":false,"Reactive":false,"Regulated":false,"Reinforced":false,"Responsive":false,"Rigid":false,"Silent":false,"Spiked":false,"Steadfast":false,"Strength":false,"Versatile":false},"capx":{"value":""},"hpperhd":{"value":""},"regrateco":{"value":""},"cscap":{"value":""},"sscap":{"value":""},"fuelcostsmod":{"value":""},"powdicerec":{"value":""},"hdclass":{"value":"3"}},"flags":{"core":{"sourceId":"Item.bzY549C3zaI3H6mt"}},"img":"systems/sw5e/packs/Icons/Starship%20Equipment/Hyperdrive.webp","effects":[],"_id":"rFm20P0THnzZRUxB"}

6
packs/packs/starships.db Normal file
View file

@ -0,0 +1,6 @@
{"_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}]}

View file

@ -137,7 +137,6 @@
{"_id":"uQ2AXesizBRcTjRl","name":"Ion Carbine","permission":{"default":0,"vXYkFWX6qzvOu2jc":3,"5TZqObbCr9nKC79s":3},"type":"weapon","data":{"description":{"value":"<p>Reload 16</p>","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":8,"price":300,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"ammo","target":"","amount":1},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d3 + @mod","ion"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleB","properties":{"amm":true,"aut":false,"bur":false,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"ken":false,"lgt":false,"lum":false,"mig":false,"pic":false,"rap":false,"rch":false,"rel":true,"ret":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":true,"ver":false,"vic":false,"mgc":false,"nodam":false,"faulldam":false},"proficient":false},"folder":"7rtfHBtXhhiRSS8u","sort":2600001,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Simple%20Blasters/Ion%20Carbine.webp","effects":[]}
{"_id":"v55dQl0raOAucwgP","name":"Vibromace","permission":{"default":0,"vXYkFWX6qzvOu2jc":3,"5TZqObbCr9nKC79s":3},"type":"weapon","data":{"description":{"value":"","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":12,"price":80,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":0,"per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleVW","properties":{"amm":false,"aut":false,"bur":false,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"fin":false,"fix":false,"foc":false,"hvy":true,"hid":false,"ken":false,"lgt":false,"lum":false,"mig":false,"pic":false,"rap":false,"rch":false,"rel":false,"ret":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":true,"ver":false,"vic":false,"mgc":false,"nodam":false,"faulldam":false},"proficient":false},"folder":"7rtfHBtXhhiRSS8u","sort":6400001,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Simple%20Vibroweapons/Vibromace.webp","effects":[]}
{"_id":"w62Yd7ahdYyTH61q","name":"Shatter cannon","permission":{"default":0,"MmfWtlBdw3ij5wl9":3},"type":"weapon","data":{"description":{"value":"<p>Ammunition (range 80/320), Burst 4, Reload 8, Silent, Strength 15, Two-handed</p>","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":24,"price":1300,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"charges","target":"","amount":30},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10","kinetic"]],"versatile":""},"formula":"","save":{"ability":"dex","dc":null,"scaling":"dex"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialB","properties":{"amm":true,"aut":false,"bur":true,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"ken":false,"lgt":false,"lum":false,"mig":false,"pic":false,"rap":false,"rch":false,"rel":true,"ret":false,"shk":false,"sil":true,"spc":false,"str":true,"thr":false,"two":true,"ver":false,"vic":false,"nodam":false,"fulldam":false},"proficient":true},"folder":"7rtfHBtXhhiRSS8u","sort":6999220,"flags":{},"img":"systems/sw5e/packs/Icons/Martial%20Blasters/Shatter%20Cannon.webp","effects":[]}
{"_id":"woDLArHK5OZHsTeU","name":"Disguised Blade","permission":{"default":0,"5TZqObbCr9nKC79s":3},"type":"weapon","data":{"description":{"value":"","chat":"","unidentified":""},"source":"EC","quantity":1,"weight":1,"price":200,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","kinetic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialVW","properties":{"amm":false,"aut":false,"bur":false,"def":false,"dex":false,"dir":false,"drm":true,"dgd":true,"dis":false,"dpt":false,"dou":false,"fin":true,"fix":false,"foc":false,"hvy":false,"hid":false,"ken":false,"lgt":true,"lum":false,"mig":false,"pic":false,"rap":false,"rch":false,"rel":false,"ret":false,"shk":false,"sil":false,"spc":false,"str":false,"thr":false,"two":false,"ver":false,"vic":false},"proficient":true},"folder":"7rtfHBtXhhiRSS8u","sort":7150001,"flags":{},"img":"systems/sw5e/packs/Icons/Disguised%20Blade,"effects":[]}
{"_id":"xfIWfVXfe5ZfD8S2","name":"IWS (Blaster)","permission":{"default":0,"MmfWtlBdw3ij5wl9":3},"type":"weapon","data":{"description":{"value":"<div>\n<p>The IWS is a heavy weapon that can fire in three different modes. On your turn, you can use your object interaction to switch between modes, detailed below.</p>\n<p>Antiarmor.&nbsp;While in this mode, rather than traditional power cells, the IWS fires grenades. When firing a grenade at long range, creatures within the radius of the grenade&rsquo;s explosion have advantage on the saving throw.</p>\n<p>Blaster.&nbsp;While in this mode, the weapon uses traditional power cells.</p>\n<p>Sniper.&nbsp;While in this mode, the weapon uses traditional power cells.</p>\n</div>\n<div>Antiarmor:&nbsp;Special, Ammunition (range 60/240), reload 1, special</div>\n<div>Blaster:&nbsp;1d8 Energy, Ammunition (range 80/320), reload 12</div>\n<div>Sniper:&nbsp;1d12 Energy, Ammunition (range 120/480), reload 4</div>\n<div>&nbsp;</div>\n<div>Special, Strength 13, Two-handed</div>","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":12,"price":7200,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":"space"},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"charges","target":"","amount":20},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d8 + @mod","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialB","properties":{"amm":true,"aut":false,"bur":false,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"ken":false,"lgt":false,"lum":false,"mig":false,"pic":false,"rap":false,"rch":false,"rel":true,"ret":false,"shk":false,"sil":false,"spc":false,"str":true,"thr":false,"two":true,"ver":false,"vic":false,"nodam":false,"fulldam":false},"proficient":true},"folder":"7rtfHBtXhhiRSS8u","sort":6650001,"flags":{},"img":"systems/sw5e/packs/Icons/Martial%20Blasters/IWS.webp","effects":[]}
{"_id":"y6faozksI3Bhwnpq","name":"Bowcaster","permission":{"default":0,"vXYkFWX6qzvOu2jc":3,"5TZqObbCr9nKC79s":3},"type":"weapon","data":{"description":{"value":"<p>Burst 4, Reload 4, Strength 11</p>","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":16,"price":400,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"enemy"},"range":{"value":50,"long":200,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"charges","target":"","amount":1},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d10 + @mod","energy"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"power"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleB","properties":{"amm":true,"aut":false,"bur":true,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":false,"dou":false,"fin":false,"fix":false,"foc":false,"hvy":false,"hid":false,"ken":false,"lgt":false,"lum":false,"mig":false,"pic":false,"rap":false,"rch":false,"rel":true,"ret":false,"shk":false,"sil":false,"spc":false,"str":true,"thr":false,"two":true,"ver":false,"vic":false,"mgc":false,"nodam":false,"faulldam":false,"fulldam":false},"proficient":false},"folder":"7rtfHBtXhhiRSS8u","sort":800001,"flags":{"dynamiceffects":{"equipActive":false,"alwaysActive":false}},"img":"systems/sw5e/packs/Icons/Simple%20Blasters/Bowcaster.webp","effects":[]}
{"_id":"yVxRMON2OWIGeU4n","name":"Disruptorshiv","permission":{"default":0,"MmfWtlBdw3ij5wl9":3},"type":"weapon","data":{"description":{"value":"<p>Disruptive, Finesse, Shocking 13</p>","chat":"","unidentified":""},"source":"WH","quantity":1,"weight":1,"price":900,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":5,"long":null,"units":"ft"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":null,"damage":{"parts":[["1d4 + @mod","kinetic"]],"versatile":""},"formula":"1d4","save":{"ability":"dex","dc":13,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialVW","properties":{"amm":false,"aut":false,"bur":false,"def":false,"dex":false,"dir":false,"drm":false,"dgd":false,"dis":false,"dpt":true,"dou":false,"fin":true,"fix":false,"foc":false,"hvy":false,"hid":false,"ken":false,"lgt":false,"lum":false,"mig":false,"pic":false,"rap":false,"rch":false,"rel":false,"ret":false,"shk":true,"sil":false,"spc":false,"str":false,"thr":false,"two":false,"ver":false,"vic":false,"nodam":false,"fulldam":false},"proficient":true},"folder":"7rtfHBtXhhiRSS8u","sort":6750001,"flags":{},"img":"systems/sw5e/packs/Icons/Martial%20Vibroweapons/Disruptorshiv.webp","effects":[]}

View file

@ -797,3 +797,14 @@ body.dark-theme .sw5e.sheet.actor.npc .swalt-sheet header div.creature-type:hove
body.dark-theme .sw5e.sheet.actor.npc .swalt-sheet header .experience {
color: #4f4f4f;
}
body.dark-theme .sw5e.sheet.actor .swalt-sheet .panel.resources .traits .fuel-wrapper .fuel-label {
background: #D6D6D6;
color: #1C1C1C;
border: 1px solid #1C1C1C;
}
body.dark-theme .sw5e.sheet.actor .swalt-sheet .panel.resources .traits .fuel-wrapper .fuel {
background: #c40f0f;
}
body.dark-theme .sw5e.sheet.actor .swalt-sheet .panel.resources .traits .fuel-wrapper .fuel .fuel-bar {
background: #0dce0d;
}

View file

@ -1757,3 +1757,78 @@ input[type="reset"]:disabled {
transform: rotate(360deg);
}
}
.sw5e.sheet.actor .swalt-sheet .panel.resources .traits .fuel-wrapper {
display: grid;
grid-template-columns: 300px 100px;
width: 400px;
justify-self: end;
}
.sw5e.sheet.actor .swalt-sheet .panel.resources .traits .fuel-wrapper .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;
}
.sw5e.sheet.actor .swalt-sheet .panel.resources .traits .fuel-wrapper .fuel {
position: relative;
border-radius: 4px;
height: 16px;
margin: 0;
width: 100%;
}
.sw5e.sheet.actor .swalt-sheet .panel.resources .traits .fuel-wrapper .fuel .fuel-bar {
position: absolute;
top: 0;
left: 0;
height: 100%;
border-radius: 4px;
border: none;
}
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 {
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;
margin: 0;
padding: 0;
display: block;
}
.sw5e.sheet .items-list .item-name {
flex: 2;

152
sw5e.js
View file

@ -18,7 +18,7 @@ import {measureDistances} from "./module/canvas.js";
import Actor5e from "./module/actor/entity.js";
import Item5e from "./module/item/entity.js";
import CharacterImporter from "./module/characterImporter.js";
import {TokenDocument5e, Token5e} from "./module/token.js";
import { TokenDocument5e, Token5e } from "./module/token.js"
// Import Applications
import AbilityTemplate from "./module/pixi/ability-template.js";
@ -46,6 +46,9 @@ import * as migrations from "./module/migration.js";
/* Foundry VTT Initialization */
/* -------------------------------------------- */
// 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}`);
@ -74,7 +77,7 @@ Hooks.once("init", function () {
Actor5e,
Item5e,
TokenDocument5e,
Token5e
Token5e,
},
macros: macros,
migrations: migrations,
@ -88,7 +91,11 @@ Hooks.once("init", function () {
CONFIG.Token.documentClass = TokenDocument5e;
CONFIG.Token.objectClass = Token5e;
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.D20Roll = dice.D20Roll;
@ -133,42 +140,19 @@ Hooks.once("init", function () {
makeDefault: false,
label: "SW5E.SheetClassNPCOld"
});
// Actors.registerSheet("sw5e", ActorSheet5eStarship, {
// types: ["starship"],
// makeDefault: true,
// label: "SW5E.SheetClassStarship"
// });
Actors.registerSheet("sw5e", ActorSheet5eVehicle, {
types: ["vehicle"],
Actors.registerSheet("sw5e", ActorSheet5eStarship, {
types: ["starship"],
makeDefault: true,
label: "SW5E.SheetClassStarship"
});
Actors.registerSheet('sw5e', ActorSheet5eVehicle, {
types: ['vehicle'],
makeDefault: true,
label: "SW5E.SheetClassVehicle"
});
Items.unregisterSheet("core", ItemSheet);
Items.registerSheet("sw5e", ItemSheet5e, {
types: [
"weapon",
"equipment",
"consumable",
"tool",
"loot",
"class",
"power",
"feat",
"species",
"backpack",
"archetype",
"classfeature",
"background",
"fightingmastery",
"fightingstyle",
"lightsaberform",
"deployment",
"deploymentfeature",
"starship",
"starshipfeature",
"starshipmod",
"venture"
],
types: ['weapon', 'equipment', 'consumable', 'tool', 'loot', 'class', 'power', 'feat', 'species', 'backpack', 'archetype', 'classfeature', 'background', 'fightingmastery', 'fightingstyle', 'lightsaberform', 'deployment', 'deploymentfeature', 'starship', 'starshipfeature', 'starshipmod', 'venture'],
makeDefault: true,
label: "SW5E.SheetClassItem"
});
@ -177,6 +161,7 @@ Hooks.once("init", function () {
return preloadHandlebarsTemplates();
});
/* -------------------------------------------- */
/* Foundry VTT Setup */
/* -------------------------------------------- */
@ -185,73 +170,26 @@ Hooks.once("init", function () {
* This function runs after game data has been requested and loaded from the servers, so entities exist
*/
Hooks.once("setup", function() {
// Localize CONFIG objects once up-front
const toLocalize = [
"abilities",
"abilityAbbreviations",
"abilityActivationTypes",
"abilityConsumptionTypes",
"actorSizes",
"alignments",
"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"
"abilities", "abilityAbbreviations", "abilityActivationTypes", "abilityConsumptionTypes", "actorSizes", "alignments",
"armorProficiencies", "armorPropertiesTypes", "conditionTypes", "consumableTypes", "cover", "currencies", "damageResistanceTypes",
"damageTypes", "deploymentTypes", "distanceUnits", "equipmentTypes", "healingTypes", "itemActionTypes", "languages",
"limitedUsePeriods", "movementTypes", "movementUnits", "polymorphSettings", "proficiencyLevels", "senses", "skills",
"starshipSkills", "powerComponents", "powerLevels", "powerPreparationModes", "powerScalingModes", "powerSchools", "targetTypes",
"timePeriods", "toolProficiencies", "weaponProficiencies", "weaponProperties", "weaponSizes", "weaponTypes"
];
// Exclude some from sorting where the default order matters
const noSort = [
"abilities",
"alignments",
"currencies",
"distanceUnits",
"movementUnits",
"itemActionTypes",
"proficiencyLevels",
"limitedUsePeriods",
"powerComponents",
"powerLevels",
"powerPreparationModes",
"weaponTypes"
"abilities", "alignments", "currencies", "deploymentTypes", "distanceUnits", "movementUnits", "itemActionTypes", "proficiencyLevels",
"limitedUsePeriods", "powerComponents", "powerLevels", "powerPreparationModes", "weaponTypes"
];
// Localize and sort CONFIG objects
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])];
});
if ( !noSort.includes(o) ) localized.sort((a, b) => a[1].localeCompare(b[1]));
@ -263,7 +201,7 @@ Hooks.once("setup", function () {
// add DND5E translation for module compatability
game.i18n.translations.DND5E = game.i18n.translations.SW5E;
// 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);
});
@ -272,6 +210,7 @@ Hooks.once("setup", function () {
* Once the entire VTT framework is initialized, check to see if we should perform a data migration
*/
Hooks.once("ready", function() {
// 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));
@ -281,11 +220,8 @@ Hooks.once("ready", function () {
const NEEDS_MIGRATION_VERSION = "1.3.5.R1-A6";
// Check for R1 SW5E versions
const SW5E_NEEDS_MIGRATION_VERSION = "R1-A6";
const COMPATIBLE_MIGRATION_VERSION = 0.8;
const needsMigration =
currentVersion &&
(isNewerVersion(SW5E_NEEDS_MIGRATION_VERSION, currentVersion) ||
isNewerVersion(NEEDS_MIGRATION_VERSION, currentVersion));
const COMPATIBLE_MIGRATION_VERSION = 0.80;
const needsMigration = currentVersion && (isNewerVersion(SW5E_NEEDS_MIGRATION_VERSION, currentVersion) || isNewerVersion(NEEDS_MIGRATION_VERSION, currentVersion));
if (!needsMigration && needsMigration !== "") return;
// Perform the migration
@ -306,11 +242,13 @@ Hooks.on("canvasInit", function () {
SquareGrid.prototype.measureDistances = measureDistances;
});
/* -------------------------------------------- */
/* Other Hooks */
/* -------------------------------------------- */
Hooks.on("renderChatMessage", (app, html, data) => {
// Display action buttons
chat.displayChatActionButtons(app, html, data);
@ -323,7 +261,7 @@ Hooks.on("renderChatMessage", (app, html, data) => {
Hooks.on("getChatLogEntryContext", chat.addChatMessageContextOptions);
Hooks.on("renderChatLog", (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)=> {
//console.log(html.find("header.folder-header"));
setFolderBackground(html);
@ -345,14 +283,24 @@ Hooks.on("ActorSheet5eCharacterNew", (app, html, data) => {
console.log("renderSwaltSheet");
});
// 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);
});
Handlebars.registerHelper('round', function(value) {
return Math.floor(value);
});
Handlebars.registerHelper('debug', function(value) {
console.log(value)
return value;
})
function setFolderBackground(html) {
html.find("header.folder-header").each(function() {
let bgColor = $(this).css("background-color");
if (bgColor == undefined) bgColor = "rgb(255,255,255)";
$(this).closest("li").css("background-color", bgColor);
});
if(bgColor == undefined)
bgColor = "rgb(255,255,255)";
$(this).closest('li').css("background-color", bgColor);
})
}

View file

@ -109,6 +109,42 @@
"label": "Species Traits",
"path": "./packs/packs/speciestraits.db",
"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",

View file

@ -1,6 +1,6 @@
{
"Actor": {
"types": ["character", "npc", "vehicle"],
"types": ["character", "npc", "starship", "vehicle"],
"templates": {
"common": {
"abilities": {
@ -37,8 +37,8 @@
"value": 10,
"min": 0,
"max": 10,
"temp": 0,
"tempmax": 0
"temp": null,
"tempmax": null
},
"init": {
"value": 0,
@ -89,6 +89,15 @@
},
"creature": {
"attributes": {
"rank": {
"total": 0,
"coord": 0,
"gunner": 0,
"mechanic": 0,
"operator": 0,
"pilot": 0,
"technician": 0
},
"senses": {
"darkvision": 0,
"blindsight": 0,
@ -416,31 +425,119 @@
"starship": {
"templates": ["common"],
"attributes": {
"cargcap": 0,
"crewcap": 0,
"cscap": 0,
"cost": {
"baseBuild": 0,
"baseUpgrade": 0,
"multEquip": 0,
"multModification": 0,
"multUpgrade": 0
},
"death": {
"failure": 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,
"engpow": 1,
"exhaustion": 0,
"hsm": 1,
"maxDex": 99,
"stealthDisadv": false
},
"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": {
"die": "",
"dice": 0,
"dicemax": 0,
"formula":"",
"value": null,
"max": null
},
"mods": {
"open": 10,
"max": 10
"capUsed": 0,
"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": {
"value": 0,
"max": 0
@ -469,21 +566,24 @@
"shld": {
"die": "",
"dice": 0,
"dicemax": 0,
"depleted": false,
"formula":"",
"value": null,
"max": null
},
"shieldpow": 1,
"sscap": 0,
"suites": {
"open": 0,
"max": 0
},
"weaponpow": 1
"used": false,
"workforce": {
"max": 0,
"minBuild": 0,
"minEquip": 0,
"minModification": 0,
"minUpgrade": 0
}
},
"details": {
"tier": 0,
"role": "",
"role": [],
"source": ""
},
"skills": {
@ -507,7 +607,7 @@
"value": 0,
"ability": "cha"
},
"int": {
"inf": {
"value": 0,
"ability": "cha"
},
@ -545,7 +645,7 @@
}
},
"traits": {
"size": "med"
"size": null
}
},
"vehicle": {
@ -832,7 +932,7 @@
"capx": {
"value": null
},
"hpperhd": {
"dmgred": {
"value": null
},
"regrateco": {
@ -1015,12 +1115,34 @@
"size": "",
"tier": 0,
"hullDice": "d6",
"hullDiceStart": 1,
"hullDiceStart": 3,
"hullDiceRolled":[6,4,4],
"hullDiceUsed": 0,
"shldDice": "d6",
"shldDiceStart": 1,
"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": 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"
},
"starshipfeature": {

View file

@ -8,6 +8,26 @@
<li class="filter-item" data-filter="reaction">{{localize "SW5E.Reaction"}}</li>
</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">
{{#each sections as |section sid|}}

View file

@ -14,14 +14,8 @@
</div>
<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>
<!-- <input type="text" name="data.details.role" value="{{data.details.role}}"
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' }}" />
<input type="text" name="data.details.source" value="{{data.details.source}}" placeholder="{{ localize 'SW5E.Source' }}" />
</div>
<div class="attributes">
{{!-- ARMOR CLASS --}}
@ -31,9 +25,10 @@
<input class="ac-display" name="data.attributes.ac.value" type="text"
value="{{data.attributes.ac.value}}" data-dtype="Number" placeholder="10" />
</div>
<footer class="attribute-footer proficiency">
{{ localize "SW5E.Proficiency" }}
{{numberFormat data.attributes.prof decimals=0 sign=true}}
<footer class="attribute-footer hit-dice" style="grid-template-columns: 1fr 1fr 1fr; column-gap: 4px;">
<button type="button" class="rest short-rest">{{ localize "SW5E.Recharge" }}</button>
<button type="button" class="rest long-rest">{{ localize "SW5E.Refitting" }}</button>
<button type="button" class="rest long-rest">{{ localize "SW5E.ShieldRegen" }}</button>
</footer>
</section>
@ -42,14 +37,15 @@
<h1 class="attribute-name rollable">{{ localize "SW5E.HullPoints" }}</h1>
<div class="attribute-value multiple">
<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>
<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>
<footer class="attribute-footer hit-points">
<input name="data.attributes.hull.formula" class="hpformula" type="text"
placeholder="{{ localize 'SW5E.HullPointsFormula' }}" value="{{data.attributes.hull.formula}}" style="min-width: 150px;" />
<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"
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>
</section>
@ -57,20 +53,19 @@
<section class="attribute health" style="box-sizing: border-box; width: 150px;">
<h1 class="attribute-name rollable">{{ localize "SW5E.ShieldPoints" }}</h1>
<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" />
<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" />
</div>
<footer class="attribute-footer hit-points">
<input name="data.attributes.shld.Formula" class="hpformula" type="text"
placeholder="{{ localize 'SW5E.ShieldPointsFormula' }}" value="{{data.attributes.shld.formula}}" style="min-width: 150px;" />
<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"
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>
</section>
{{!-- SPEED / MOVEMENT TYPES --}}
<section style="box-sizing: border-box; width: 150px;">
<h1>{{ localize "SW5E.Movement" }}
<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">
<h1>Resources and Traits</h1>
<div class="traits">
<table style="border: none; background: none;">
<tr>
<td>
<label>
{{localize "SW5E.Size"}}
<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>
{{localize "SW5E.VehicleCargoCapacity"}}: {{data.attributes.equip.size.cargoCap}} tons
</label>
</td>
<td>
<label>
{{localize "SW5E.Role"}}
<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>
{{localize "SW5E.CrewCap"}}: {{data.attributes.equip.size.crewMinWorkforce}}
</label>
<br />
</td>
</tr>
<tr>
<td>
<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>
</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>
{{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>
{{localize "SW5E.PowerDice"}}:
<select class="actor-size" name="data.attributes.pd">
{{#select data.attributes.pd}}
<option value=""> </option>
{{#each config.powerDieTypes as |pd|}}
<option value="{{pd}}">{{pd}}</option>
{{/each}}
{{/select}}
</select>
</label>
<br />
<label>
{{localize "SW5E.DmgRed"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.dr" value="{{data.attributes.dr}}" placeholder="0" />
</label>
<label>
{{localize "SW5E.VehicleCargoCapacity"}}: <input class="hpformula" style="max-width:60px;" name="data.attributes.cargcap" value="{{data.attributes.cargcap}}" placeholder="0" /> tons
</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>
{{#with data.attributes.fuel}}
<div class="fuel-wrapper" title="Fuel">
<div class="fuel {{#if fueled}}fueled{{/if}}">
<span class="fuel-bar" style="width:{{pct}}%"></span>
<i class="fuel-breakpoint fuel-20 arrow-up"></i>
<i class="fuel-breakpoint fuel-20 arrow-down"></i>
<i class="fuel-breakpoint fuel-40 arrow-up"></i>
<i class="fuel-breakpoint fuel-40 arrow-down"></i>
<i class="fuel-breakpoint fuel-60 arrow-up"></i>
<i class="fuel-breakpoint fuel-60 arrow-down"></i>
<i class="fuel-breakpoint fuel-80 arrow-up"></i>
<i class="fuel-breakpoint fuel-80 arrow-down"></i>
</div>
<span class="fuel-label">{{value}} / {{cap}} units</span>
</div>
{{/with}}
<!-- <label>
{{localize "SW5E.CentStorageCapacity"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.cscap" value="{{data.attributes.cscap}}" placeholder="0" />
</label>
<label>
{{localize "SW5E.SysStorageCapacity"}}: <input class="hpformula" style="max-width:30px;" name="data.attributes.sscap" value="{{data.attributes.sscap}}" placeholder="0" />
</label>
</label> -->
</div>
<h1>{{localize "SW5E.PowerRouting"}}</h1>
<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"}}:
<select name="data.attributes.engpow">
{{#select data.attributes.engpow}}
@ -262,6 +241,24 @@
<option value="0.5">&#8595;</option>
{{/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>
</div>
<section class="counters" style="border: none; margin: 8px 0; display: grid; grid-template-columns: repeat(2, 1fr);">
@ -283,21 +280,24 @@
<div class="counter">
<h4>{{ localize "SW5E.SystemDrainage" }}</h4>
<div class="counter-value" style="text-align: left;">
<input type="text" name="data.attributes.exhaustion" data-dtype="Number" placeholder="0"
value="{{data.attributes.exhaustion}}" />
<input type="text" name="data.attributes.systemDamage" data-dtype="Number" placeholder="0"
value="{{data.attributes.systemDamage}}" />
</div>
</div></section>
<h1>{{localize "SW5E.StarshipmodPl"}}</h1>
<div class="traits">
<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>
{{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>
<br />
<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>
</div>
</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>
<input name="data.attributes.movement.roll" type="number" step="0.1" value="{{movement.roll}}"/>
</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">
<label>{{localize "SW5E.MovementSwim"}}</label>
<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%;">
<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>
<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>
<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>
{{!-- Starship Equipment Properties --}}

View file

@ -26,6 +26,7 @@
<nav class="sheet-navigation tabs" data-group="primary">
<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="effects">{{ localize "SW5E.Effects" }}</a>
</nav>
{{!-- Item Sheet Body --}}
@ -117,6 +118,155 @@
</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>
</section>
</form>