Compare commits
4 commits
Author | SHA1 | Date | |
---|---|---|---|
cd6dc01e73 | |||
488e9e43a7 | |||
e57f0138a8 | |||
e25733f0cf |
3
.gitignore
vendored
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@ -22,9 +22,6 @@
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# virtual machine crash logs, see http://www.java.com/en/download/help/error_hotspot.xml
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hs_err_pid*
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# Mac-OS file
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.DS_Store
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# IDE Folders
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.idea/
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.vs/
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14
.prettierrc
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@ -1,14 +0,0 @@
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{
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"printWidth": 120,
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"tabWidth": 4,
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"useTabs": false,
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"semi": true,
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"singleQuote": false,
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"quoteProps": "consistent",
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"jsxSingleQuote": false,
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"trailingComma": "none",
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"bracketSpacing": false,
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"jsxBracketSameLine": false,
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"arrowParens": "always",
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"endOfLine": "lf"
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}
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1
.vscode/settings.json
vendored
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@ -1,3 +1,2 @@
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{
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"editor.formatOnSave": true
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}
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10
gulpfile.js
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@ -8,19 +8,19 @@ const less = require("gulp-less");
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const SW5E_LESS = ["less/**/*.less"];
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function compileLESS() {
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return gulp.src("less/original/sw5e.less").pipe(less()).pipe(gulp.dest("./"));
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return gulp.src("less/original/sw5e.less").pipe(less()).pipe(gulp.dest("./"));
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}
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function compileGlobalLess() {
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return gulp.src("less/update/sw5e-global.less").pipe(less()).pipe(gulp.dest("./"));
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return gulp.src("less/update/sw5e-global.less").pipe(less()).pipe(gulp.dest("./"));
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}
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function compileLightLess() {
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return gulp.src("less/update/sw5e-light.less").pipe(less()).pipe(gulp.dest("./"));
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return gulp.src("less/update/sw5e-light.less").pipe(less()).pipe(gulp.dest("./"));
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}
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function compileDarkLess() {
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return gulp.src("less/update/sw5e-dark.less").pipe(less()).pipe(gulp.dest("./"));
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return gulp.src("less/update/sw5e-dark.less").pipe(less()).pipe(gulp.dest("./"));
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}
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const css = gulp.series(compileLESS, compileGlobalLess, compileLightLess, compileDarkLess);
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@ -30,7 +30,7 @@ const css = gulp.series(compileLESS, compileGlobalLess, compileLightLess, compil
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/* ----------------------------------------- */
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function watchUpdates() {
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gulp.watch(SW5E_LESS, css);
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gulp.watch(SW5E_LESS, css);
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}
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/* ----------------------------------------- */
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238
lang/en.json
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@ -1,7 +1,6 @@
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{
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"ACTOR.TypeCharacter": "Player Character",
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"ACTOR.TypeNpc": "Non-Player Character",
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"ACTOR.TypeStarship": "Starship",
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"ACTOR.TypeVehicle": "Vehicle",
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"ITEM.TypeArchetype": "Archetype",
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"ITEM.TypeBackground": "Background",
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@ -9,22 +8,15 @@
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"ITEM.TypeClass": "Class",
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"ITEM.TypeClassfeature": "Class Feature",
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"ITEM.TypeConsumable": "Consumable",
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"ITEM.TypeDeployment": "Deployment",
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"ITEM.TypeDeploymentfeature": "Deployment Feature",
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"ITEM.TypeEquipment": "Equipment",
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"ITEM.TypeFeat": "Feat",
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"ITEM.TypeFightingmastery": "Fighting Mastery",
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"ITEM.TypeFightingmastery": "FightingMastery",
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"ITEM.TypeFightingstyle": "Fighting Style",
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"ITEM.TypeLightsaberform": "Lightsaber Form",
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"ITEM.TypeLoot": "Loot",
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"ITEM.TypePower": "Power",
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"ITEM.TypeSpecies": "Species",
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"ITEM.TypeStarshipfeature": "Starship Feature",
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"ITEM.TypeStarshipfeaturePl": "Starship Features",
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"ITEM.TypeStarshipmod": "Starship Modification",
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"ITEM.TypeStarshipmodPl": "Starship Modifications",
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"ITEM.TypeTool": "Tool",
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"ITEM.TypeVenture": "Venture",
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"ITEM.TypeWeapon": "Weapon",
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"SETTINGS.5eAllowPolymorphingL": "Allow players to polymorph their own actors.",
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"SETTINGS.5eAllowPolymorphingN": "Allow Polymorphing",
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@ -43,13 +35,11 @@
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"SETTINGS.5eInitTBN": "Initiative Dexterity Tiebreaker",
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"SETTINGS.5eNoExpL": "Remove experience bars from character sheets.",
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"SETTINGS.5eNoExpN": "Disable Experience Tracking",
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"SETTINGS.5eReset": "Reset",
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"SETTINGS.5eRestEpic": "Epic Heroism (LR: 1 hour, SR: 1 min)",
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"SETTINGS.5eRestGritty": "Gritty Realism (LR: 7 days, SR: 8 hours)",
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"SETTINGS.5eRestL": "Configure which rest variant should be used for games within this system.",
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"SETTINGS.5eRestN": "Rest Variant",
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"SETTINGS.5eRestPHB": "Player's Handbook (LR: 8 hours, SR: 1 hour)",
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"SETTINGS.5eUndoChanges": "Undo Changes",
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"SETTINGS.SWColorDark": "Dark Theme",
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"SETTINGS.SWColorL": "Set the color theme of the game",
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"SETTINGS.SWColorLight": "Light Theme",
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@ -80,7 +70,6 @@
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"SW5E.AbilityUseCast": "Cast Power",
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"SW5E.AbilityUseChargedHint": "This {type} is charged and ready to use!",
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"SW5E.AbilityUseChargesLabel": "{value} Charges",
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"SW5E.AbilityUseConfig": "Usage Configuration",
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"SW5E.AbilityUseConsumableChargeHint": "Using this {type} will consume 1 charge of {value} remaining.",
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"SW5E.AbilityUseConsumableDestroyHint": "Using this {type} will consume its final charge and it will be destroyed.",
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"SW5E.AbilityUseConsumableLabel": "{max} per {per}",
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@ -107,9 +96,7 @@
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"SW5E.ActionUtil": "Utility",
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"SW5E.ActionWarningNoItem": "The requested item {item} no longer exists on Actor {name}",
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"SW5E.ActionWarningNoToken": "You must have one or more controlled Tokens in order to use this option.",
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"SW5E.ActorWarningInvalidItem": "{itemType} items cannot be added to a {actorType}.",
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"SW5E.Add": "Add",
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"SW5E.AddEmbeddedItemPromptHint": "Do you want to add these items to your character sheet?",
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"SW5E.AdditionalNotes": "Additional Notes",
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"SW5E.Advantage": "Advantage",
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"SW5E.Alignment": "Alignment",
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@ -123,7 +110,6 @@
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"SW5E.AlignmentND": "Neutral Dark",
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"SW5E.AlignmentNL": "Neutral Light",
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"SW5E.Appearance": "Appearance",
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"SW5E.Apply": "Apply",
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"SW5E.ArchetypeName": "Archetype Name",
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"SW5E.Archetypes": "Archetypes",
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"SW5E.ArmorClass": "Armor Class",
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@ -193,9 +179,6 @@
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"SW5E.BonusSaveForm": "Update Bonuses",
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"SW5E.BonusTechPowerDC": "Global Tech Power DC Bonus",
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"SW5E.BonusTitle": "Configure Actor Bonuses",
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"SW5E.BurnFuel": "Burn",
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"SW5E.CapacityMultiplier": "Capacity Multiplier",
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"SW5E.CentStorageCapacity": "Central Storage Capacity",
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"SW5E.ChallengeRating": "Challenge Rating",
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"SW5E.Charged": "Charged",
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"SW5E.Charges": "Charges",
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@ -205,14 +188,9 @@
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"SW5E.ChatContextHealing": "Apply Healing",
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"SW5E.ChatFlavor": "Chat Message Flavor",
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"SW5E.ClassLevels": "Class Levels",
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"SW5E.ClassMakeOriginal": "Original Class",
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"SW5E.ClassMakeOriginalHint": "First class taken by character used to determine certain class traits when multiclassing.",
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"SW5E.ClassName": "Class Name",
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"SW5E.ClassOriginal": "Original Class",
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"SW5E.ClassSaves": "Saving Throws",
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"SW5E.ClassSkillsChosen": "Chosen Class Skills",
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"SW5E.ClassSkillsNumber": "Number of Starting Skills",
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"SW5E.Collapse": "Collapse/Expand",
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"SW5E.ComponentMaterial": "Material",
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"SW5E.ComponentSomatic": "Somatic",
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"SW5E.ComponentVerbal": "Verbal",
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@ -271,32 +249,6 @@
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"SW5E.CoverHalf": "Half",
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"SW5E.CoverThreeQuarters": "Three Quarters",
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"SW5E.CoverTotal": "Total",
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"SW5E.CreatureAberration": "Aberration",
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"SW5E.CreatureAberrationPl": "Aberrations",
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"SW5E.CreatureBeast": "Beast",
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"SW5E.CreatureBeastPl": "Beasts",
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"SW5E.CreatureConstruct": "Construct",
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"SW5E.CreatureConstructPl": "Constructs",
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"SW5E.CreatureDroid": "Droid",
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"SW5E.CreatureDroidPl": "Droids",
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"SW5E.CreatureForceEntity": "Force Entity",
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"SW5E.CreatureForceEntityPl": "Force Entities",
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"SW5E.CreatureHumanoid": "Humanoid",
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"SW5E.CreatureHumanoidPl": "Humanoids",
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"SW5E.CreaturePlant": "Plant",
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"SW5E.CreaturePlantPl": "Plants",
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"SW5E.CreatureSwarm": "Swarm",
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"SW5E.CreatureSwarmPhrase": "Swarm of {size} {type}",
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"SW5E.CreatureSwarmSize": "Swarm Size",
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"SW5E.CreatureType": "Creature Type",
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"SW5E.CreatureTypeConfig": "Configure Creature Type",
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"SW5E.CreatureTypeSelectorCustom": "Custom Type",
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||||
"SW5E.CreatureTypeSelectorSubtype": "Subtype",
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"SW5E.CreatureTypeTitle": "Configure Creature Type",
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"SW5E.CreatureUndead": "Undead",
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"SW5E.CreatureUndeadPl": "Undead",
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"SW5E.CrewCap": "Crew Capacity",
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"SW5E.Crewed": "Crewed",
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"SW5E.Critical": "Critical",
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"SW5E.CriticalHit": "Critical Hit",
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"SW5E.Currency": "Currency",
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@ -330,11 +282,8 @@
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"SW5E.DeathSavingThrow": "Death Saving Throw",
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"SW5E.Default": "Default",
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"SW5E.DefaultAbilityCheck": "Default Ability Check",
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"SW5E.Deployment": "Deployment",
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"SW5E.DeploymentPl": "Deployments",
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"SW5E.description": "A comprehensive game system for running games of Star Wars 5th Edition in the Foundry VTT environment.",
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"SW5E.Description": "Description",
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"SW5E.DestructionSave": "Destruction Saves",
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"SW5E.Details": "Details",
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"SW5E.Dimensions": "Dimensions",
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"SW5E.Disadvantage": "Disadvantage",
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|
@ -343,55 +292,38 @@
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"SW5E.DistMi": "Miles",
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"SW5E.DistSelf": "Self",
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"SW5E.DistTouch": "Touch",
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"SW5E.DmgRed": "Damage Reduction",
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||||
"SW5E.Duration": "Duration",
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||||
"SW5E.EffectsCategoryTemporary": "Temporary Effects",
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"SW5E.EffectsCategoryPassive": "Passive Effects",
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"SW5E.EffectsCategoryInactive": "Inactive Effects",
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||||
"SW5E.EffectCreate": "Create Effect",
|
||||
"SW5E.EffectDelete": "Delete Effect",
|
||||
"SW5E.EffectEdit": "Edit Effect",
|
||||
"SW5E.EffectInactive": "Inactive Effects",
|
||||
"SW5E.EffectNew": "New Effect",
|
||||
"SW5E.EffectPassive": "Passive Effects",
|
||||
"SW5E.Effects": "Effects",
|
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"SW5E.EffectTemporary": "Temporary Effects",
|
||||
"SW5E.EffectsCategoryInactive": "Inactive Effects",
|
||||
"SW5E.EffectsCategoryPassive": "Passive Effects",
|
||||
"SW5E.EffectsCategoryTemporary": "Temporary Effects",
|
||||
"SW5E.EffectToggle": "Toggle Effect",
|
||||
"SW5E.Engine": "Engine",
|
||||
"SW5E.EnginePl": "Engines",
|
||||
"SW5E.EquipmentBonus": "Magical Bonus",
|
||||
"SW5E.EquipmentClothing": "Clothing",
|
||||
"SW5E.EquipmentHeavy": "Heavy Armor",
|
||||
"SW5E.EquipmentHyperdrive": "Hyperdrive",
|
||||
"SW5E.EquipmentLight": "Light Armor",
|
||||
"SW5E.EquipmentMedium": "Medium Armor",
|
||||
"SW5E.EquipmentNatural": "Natural Armor",
|
||||
"SW5E.EquipmentPowerCoupling": "Power Coupling",
|
||||
"SW5E.EquipmentReactor": "Reactor",
|
||||
"SW5E.EquipmentShield": "Shield",
|
||||
"SW5E.EquipmentShieldProficiency": "Shields",
|
||||
"SW5E.EquipmentStarshipArmor": "Starship Armor",
|
||||
"SW5E.EquipmentStarshipShield": "Starship Shield",
|
||||
"SW5E.EquipmentTrinket": "Trinket",
|
||||
"SW5E.EquipmentVehicle": "Vehicle Equipment",
|
||||
"SW5E.Equipped": "Equipped",
|
||||
"SW5E.Exhaustion": "Exhaustion",
|
||||
"SW5E.Expand": "Expand",
|
||||
"SW5E.Expertise": "Expertise",
|
||||
"SW5E.Favorites": "Favorites",
|
||||
"SW5E.Favorites": "Favoris",
|
||||
"SW5E.FavoritesAndNotes": "Favorites & Notes",
|
||||
"SW5E.Feats": "Feats",
|
||||
"SW5E.FeatureActionRecharge": "Action Recharge",
|
||||
"SW5E.FeatureActive": "Active Abilities",
|
||||
"SW5E.FeatureAdd": "Create Feature",
|
||||
"SW5E.FeatureAttack": "Feature Attack",
|
||||
"SW5E.FeatureCollapse": "Collapse Feature",
|
||||
"SW5E.FeatureExpand": "Expand Feature",
|
||||
"SW5E.FeaturePassive": "Passive Abilities",
|
||||
"SW5E.FeatureRechargeOn": "Recharge On",
|
||||
"SW5E.FeatureRechargeResult": "1d6 Result",
|
||||
"SW5E.Features": "Features",
|
||||
"SW5E.FeatureType": "Feature Type",
|
||||
"SW5E.FeatureUsage": "Feature Usage",
|
||||
"SW5E.FeetAbbr": "ft.",
|
||||
"SW5E.Filter": "Filter",
|
||||
|
@ -407,9 +339,9 @@
|
|||
"SW5E.FlagsArmorIntegration": "Armor Integration",
|
||||
"SW5E.FlagsArmorIntegrationHint": "You cannot wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.",
|
||||
"SW5E.FlagsBusinessSavvy": "Business Savvy",
|
||||
"SW5E.FlagsBusinessSavvyHint": "Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.",
|
||||
"SW5E.FlagsBusinessSavvyHint":"Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.",
|
||||
"SW5E.FlagsCannibalize": "Cannibalize",
|
||||
"SW5E.FlagsCannibalizeHint": "If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.",
|
||||
"SW5E.FlagsCannibalizeHint":"If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.",
|
||||
"SW5E.FlagsClosedMind": "Closed Mind",
|
||||
"SW5E.FlagsClosedMindHint": "Members of your species have a natural attunement to the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.",
|
||||
"SW5E.FlagsCrudeWeaponSpecialists": "Crude Weapon Specialists",
|
||||
|
@ -427,7 +359,7 @@
|
|||
"SW5E.FlagsForceContention": "Force Contention",
|
||||
"SW5E.FlagsForceContentionHint": "Due to their unique physiology, members of your species exhibit a hardiness that allows them to overcome use of the Force. You have advantage on Strength and Constitution saving throws against force powers.",
|
||||
"SW5E.FlagsForceInsensitive": "Force Insensitive",
|
||||
"SW5E.FlagsForceInsensitiveHint": "While droids can be manipulated by many force powers, they cannot sense the Force. You can not use force powers or take levels in forcecasting classes.",
|
||||
"SW5E.FlagsForceInsensitiveHint" : "While droids can be manipulated by many force powers, they cannot sense the Force. You can not use force powers or take levels in forcecasting classes.",
|
||||
"SW5E.FlagsForeignBiology": "Foreign Biology",
|
||||
"SW5E.FlagsForeignBiologyHint": "You wear a breathing apparatus because many atmospheres in the galaxy differ from that of your species' homeworld. If your apparatus is removed while you are in such an environment, you lose consciousness.",
|
||||
"SW5E.FlagsFuryOfTheSmall": "Fury of the Small",
|
||||
|
@ -450,7 +382,7 @@
|
|||
"SW5E.FlagsMaintenanceMode": "Maintenance Mode",
|
||||
"SW5E.FlagsMaintenanceModeHint": "Rather than sleep, you enter an inactive state to perform routine maintenance for 4 hours each day. You have disadvantage on Wisdom (Perception) checks while performing maintenance.",
|
||||
"SW5E.FlagsMaskOfTheWild": "Mask of the Wild",
|
||||
"SW5E.FlagsMaskOfTheWildHint": "You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.",
|
||||
"SW5E.FlagsMaskOfTheWildHint":"You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.",
|
||||
"SW5E.FlagsMeleeCriticalDice": "Melee Critical Damage Dice",
|
||||
"SW5E.FlagsMeleeCriticalDiceHint": "A number of additional damage dice added to melee weapon critical hits.",
|
||||
"SW5E.FlagsMultipleHearts": "Multiple Hearts",
|
||||
|
@ -521,31 +453,19 @@
|
|||
"SW5E.Flaws": "Flaws",
|
||||
"SW5E.ForcePowerbook": "Force Powers",
|
||||
"SW5E.Formula": "Formula",
|
||||
"SW5E.FuelCapacity": "Fuel Capacity",
|
||||
"SW5E.FuelCostPerUnit": "Fuel Cost per Unit",
|
||||
"SW5E.FuelCostsMod": "Fuel Costs Modifier",
|
||||
"SW5E.GrantedAbilities": "Granted Abilities",
|
||||
"SW5E.HalfProficient": "Half Proficient",
|
||||
"SW5E.HardpointSizeMod": "Hardpoint Size Modifier",
|
||||
"SW5E.Healing": "Healing",
|
||||
"SW5E.HealingTemp": "Healing (Temporary)",
|
||||
"SW5E.Health": "Health",
|
||||
"SW5E.HealthConditions": "Health Conditions",
|
||||
"SW5E.HealthFormula": "Health Formula",
|
||||
"SW5E.HitDice": "Hit Dice",
|
||||
"SW5E.HitDiceConfig": "Adjust Hit Dice",
|
||||
"SW5E.HitDiceConfigHint": "Adjust remaining hit dice levels for each class.",
|
||||
"SW5E.HitDiceMax": "Maximum Hit Dice",
|
||||
"SW5E.HitDiceRemaining": "Remaining Hit Dice",
|
||||
"SW5E.HitDiceRoll": "Roll Hit Dice",
|
||||
"SW5E.HitDiceUsed": "Hit Dice Used",
|
||||
"SW5E.HitDiceWarn": "{name} has no available {formula} Hit Dice remaining!",
|
||||
"SW5E.HP": "Health",
|
||||
"SW5E.HPFormula": "Health Formula",
|
||||
"SW5E.HullDice": "Hull Dice",
|
||||
"SW5E.HullPoints": "Hull Points",
|
||||
"SW5E.HullPointsFormula": "Hull Points Formula",
|
||||
"SW5E.HyperdriveClass": "Hyperdrive Class",
|
||||
"SW5E.Ideals": "Ideals",
|
||||
"SW5E.Identified": "Identified",
|
||||
"SW5E.Initiative": "Initiative",
|
||||
|
@ -589,7 +509,6 @@
|
|||
"SW5E.ItemTypeArchetype": "Archetype",
|
||||
"SW5E.ItemTypeBackground": "Background",
|
||||
"Sw5E.ItemTypeBackgroundPl": "Backgrounds",
|
||||
"SW5E.ItemTypeBackpack": "Container",
|
||||
"SW5E.ItemTypeClass": "Class",
|
||||
"SW5E.ItemTypeClassFeat": "Class Feature",
|
||||
"SW5E.ItemTypeClassFeats": "Class Features",
|
||||
|
@ -598,10 +517,6 @@
|
|||
"SW5E.ItemTypeConsumablePl": "Consumables",
|
||||
"SW5E.ItemTypeContainer": "Container",
|
||||
"SW5E.ItemTypeContainerPl": "Containers",
|
||||
"SW5E.ItemTypeDeployment": "Deployment",
|
||||
"SW5E.ItemTypeDeploymentFeature": "Deployment Feature",
|
||||
"SW5E.ItemTypeDeploymentFeaturePl": "Deployment Features",
|
||||
"SW5E.ItemTypeDeploymentPl": "Deployments",
|
||||
"SW5E.ItemTypeEquipment": "Equipment",
|
||||
"SW5E.ItemTypeEquipmentPl": "Equipment",
|
||||
"SW5E.ItemTypeFeat": "Feat",
|
||||
|
@ -618,19 +533,13 @@
|
|||
"SW5E.ItemTypePowerPl": "Powers",
|
||||
"SW5E.ItemTypeSpecies": "Species",
|
||||
"SW5E.ItemTypeSpeciesPl": "Species",
|
||||
"SW5E.ItemTypeStarshipMod": "Starship Modification",
|
||||
"SW5E.ItemTypeStarshipModPl": "Starship Modifications",
|
||||
"SW5E.ItemTypeTool": "Tool",
|
||||
"SW5E.ItemTypeToolPl": "Tools",
|
||||
"SW5E.ItemTypeVenture": "Venture",
|
||||
"SW5E.ItemTypeVenturePl": "Ventures",
|
||||
"SW5E.ItemTypeWeapon": "Weapon",
|
||||
"SW5E.ItemTypeWeaponPl": "Weapons",
|
||||
"SW5E.ItemWeaponAttack": "Weapon Attack",
|
||||
"SW5E.ItemWeaponDetails": "Weapon Details",
|
||||
"SW5E.ItemWeaponProperties": "Weapon Properties",
|
||||
"SW5E.ItemWeaponSize": "Starship Weapon Size",
|
||||
"SW5E.ItemWeaponSizePl": "Starship Weapon Sizes",
|
||||
"SW5E.ItemWeaponStatus": "Weapon Status",
|
||||
"SW5E.ItemWeaponType": "Weapon Type",
|
||||
"SW5E.ItemWeaponUsage": "Weapon Usage",
|
||||
|
@ -756,7 +665,6 @@
|
|||
"SW5E.LongRest": "Long Rest",
|
||||
"SW5E.LongRestEpic": "Long Rest (1 hour)",
|
||||
"SW5E.LongRestGritty": "Long Rest (7 days)",
|
||||
"SW5E.LongRestHint": "Take a long rest? On a long rest you will recover hit points, half your maximum hit dice, class resources, limited use item charges, and power points.",
|
||||
"SW5E.LongRestNormal": "Long Rest (8 hours)",
|
||||
"SW5E.LongRestOvernight": "Long Rest (New Day)",
|
||||
"SW5E.LongRestResult": "{name} takes a long rest.",
|
||||
|
@ -776,25 +684,18 @@
|
|||
"SW5E.LongRestResultTP": "{name} takes a long rest and recovers {tech} Tech Points.",
|
||||
"SW5E.LongRestResultTPHD": "{name} takes a long rest and recovers {tech} Tech Points and {dice} Hit Dice.",
|
||||
"SW5E.Max": "Max",
|
||||
"SW5E.ModCap": "Modification Capacity",
|
||||
"SW5E.Modifier": "Modifier",
|
||||
"SW5E.Movement": "Movement",
|
||||
"SW5E.MovementBurrow": "Burrow",
|
||||
"SW5E.MovementClimb": "Climb",
|
||||
"SW5E.MovementConfig": "Configure Movement Speed",
|
||||
"SW5E.MovementConfigHint": "Configure the movement speed and special movement attributes of this creature.",
|
||||
"SW5E.MovementCrawl": "Crawl",
|
||||
"SW5E.MovementFly": "Fly",
|
||||
"SW5E.MovementHover": "Hover",
|
||||
"SW5E.MovementRoll": "Roll",
|
||||
"SW5E.MovementSpace": "Space Flight",
|
||||
"SW5E.MovementSwim": "Swim",
|
||||
"SW5E.MovementTurn": "Turning",
|
||||
"SW5E.MovementUnits": "Units",
|
||||
"SW5E.MovementWalk": "Walk",
|
||||
"SW5E.Name": "Character Name",
|
||||
"SW5E.NewDay": "Is New Day?",
|
||||
"SW5E.NewDayHint": "Recover limited use abilities which recharge \"per day\"?",
|
||||
"SW5E.NoCharges": "No Charges",
|
||||
"SW5E.None": "None",
|
||||
"SW5E.NoPowerLevels": "This character has no powercaster levels, but you may add powers manually.",
|
||||
|
@ -847,12 +748,7 @@
|
|||
"SW5E.PowerCreate": "Create Power",
|
||||
"SW5E.PowerDC": "Power DC",
|
||||
"SW5E.PowerDetails": "Power Details",
|
||||
"SW5E.PowerDiceRecovery": "Power Dice Recovery",
|
||||
"SW5E.PowerDie": "Power Die",
|
||||
"SW5E.PowerDieAlloc": "Power Die Allocation",
|
||||
"SW5E.PowerDiePl": "Power Dice",
|
||||
"SW5E.PowerEffects": "Power Effects",
|
||||
"SW5E.PowerfulCritical": "Powerful Critical",
|
||||
"SW5E.PowerLevel": "Power Level",
|
||||
"SW5E.PowerLevel0": "At-Will",
|
||||
"SW5E.PowerLevel1": "1st Level",
|
||||
|
@ -882,7 +778,6 @@
|
|||
"SW5E.PowerProgression": "Power Progression",
|
||||
"SW5E.PowerProgSct": "Scout",
|
||||
"SW5E.PowerProgSnt": "Sentinel",
|
||||
"SW5E.PowerRouting": "Power Routing",
|
||||
"SW5E.PowerSchool": "Power School",
|
||||
"SW5E.PowersKnown": "Powers Known",
|
||||
"SW5E.PowerTarget": "Power Target",
|
||||
|
@ -894,29 +789,21 @@
|
|||
"SW5E.Proficient": "Proficient",
|
||||
"SW5E.Quantity": "Quantity",
|
||||
"SW5E.Range": "Range",
|
||||
"SW5E.Rank": "Rank",
|
||||
"SW5E.RankPl": "Ranks",
|
||||
"SW5E.Rarity": "Rarity",
|
||||
"SW5E.Reaction": "Reaction",
|
||||
"SW5E.ReactionPl": "Reactions",
|
||||
"SW5E.Recharge": "Recharge",
|
||||
"SW5E.Refitting": "Refitting",
|
||||
"SW5E.Refuel": "Refuel",
|
||||
"SW5E.RegenerationRateCoefficient": "Regeneration Rate Coefficient",
|
||||
"SW5E.RequiredMaterials": "Required Materials",
|
||||
"SW5E.Requirements": "Requirements",
|
||||
"SW5E.ResourcePrimary": "Resource 1",
|
||||
"SW5E.ResourcesAndTraits": "Resources & Traits",
|
||||
"SW5E.ResourcePrimary": "Resource 1",
|
||||
"SW5E.ResourceSecondary": "Resource 2",
|
||||
"SW5E.ResourceTertiary": "Resource 3",
|
||||
"SW5E.Rest": "Rest",
|
||||
"SW5E.RestL": "L. Rest",
|
||||
"SW5E.RestS": "S. Rest",
|
||||
"SW5E.Ritual": "Ritual",
|
||||
"SW5E.Role": "Role",
|
||||
"SW5E.RolePl": "Roles",
|
||||
"SW5E.Roll": "Roll",
|
||||
"SW5E.RollExample": "e.g. 1d4",
|
||||
"SW5E.RollExample": "e.g. +1d4",
|
||||
"SW5E.RollMode": "Roll Mode",
|
||||
"SW5E.RollSituationalBonus": "Situational Bonus?",
|
||||
"SW5E.Save": "Save",
|
||||
|
@ -929,7 +816,6 @@
|
|||
"SW5E.SchoolLgt": "Light",
|
||||
"SW5E.SchoolTec": "Tech",
|
||||
"SW5E.SchoolUni": "Universal",
|
||||
"SW5E.SelectItemsPromptTitle": "Select Items",
|
||||
"SW5E.SenseBlindsight": "Blindsight",
|
||||
"SW5E.SenseBS": "Blindsight",
|
||||
"SW5E.SenseDarkvision": "Darkvision",
|
||||
|
@ -948,10 +834,6 @@
|
|||
"SW5E.SheetClassNPC": "Default NPC Sheet",
|
||||
"SW5E.SheetClassNPCOld": "Old NPC Sheet",
|
||||
"SW5E.SheetClassVehicle": "Default Vehicle Sheet",
|
||||
"SW5E.ShieldDice": "Shield Dice",
|
||||
"SW5E.ShieldPoints": "Shield Points",
|
||||
"SW5E.ShieldPointsFormula": "Shield Points Formula",
|
||||
"SW5E.ShieldRegen": "Regen",
|
||||
"SW5E.ShortRest": "Short Rest",
|
||||
"SW5E.ShortRestEpic": "Short Rest (5 minutes)",
|
||||
"SW5E.ShortRestGritty": "Short Rest (8 hours)",
|
||||
|
@ -991,7 +873,6 @@
|
|||
"SW5E.SkillSte": "Stealth",
|
||||
"SW5E.SkillSur": "Survival",
|
||||
"SW5E.SkillTec": "Technology",
|
||||
"SW5E.Skip": "Skip",
|
||||
"SW5E.Slots": "Slots",
|
||||
"SW5E.Source": "Source",
|
||||
"SW5E.Special": "Special",
|
||||
|
@ -1001,62 +882,8 @@
|
|||
"SW5E.SpeciesTraits": "Species Traits",
|
||||
"SW5E.Speed": "Speed",
|
||||
"SW5E.SpeedSpecial": "Special Movement",
|
||||
"SW5E.StarshipAmbassador": "Ambassador",
|
||||
"SW5E.StarshipArmorandShieldProps": "Starship Armor & Shield Properties",
|
||||
"SW5E.StarshipArmorandShields": "Starship Armor and Shields",
|
||||
"SW5E.StarshipBattleship": "Battleship",
|
||||
"SW5E.StarshipBlockadeShip": "Blockade Ship",
|
||||
"SW5E.StarshipBomber": "Bomber",
|
||||
"SW5E.StarshipCarrier": "Carrier",
|
||||
"SW5E.StarshipColonizer": "Colonizer",
|
||||
"SW5E.StarshipCommandShip": "Command Ship",
|
||||
"SW5E.StarshipCorvette": "Corvette",
|
||||
"SW5E.StarshipCourier": "Courier",
|
||||
"SW5E.StarshipCruiser": "Cruiser",
|
||||
"SW5E.StarshipEquipment": "Starship Equipment",
|
||||
"SW5E.StarshipEquipmentProps": "Starship Equipment Properties",
|
||||
"SW5E.StarshipExplorer": "Explorer",
|
||||
"SW5E.StarshipfeaturePl": "Starship Features",
|
||||
"SW5E.StarshipFlagship": "Flagship",
|
||||
"SW5E.StarshipFreighter": "Freighter",
|
||||
"SW5E.StarshipGunboat": "Gunboat",
|
||||
"SW5E.StarshipIndustrialCenter": "Industrial Center",
|
||||
"SW5E.StarshipInterceptor": "Interceptor",
|
||||
"SW5E.StarshipInterdictor": "Interdictor",
|
||||
"SW5E.StarshipJuggernaut": "Juggernaut",
|
||||
"SW5E.StarshipMissileBoat": "Missile Boat",
|
||||
"SW5E.StarshipMobileMetropolis": "Mobile Metropolis",
|
||||
"SW5E.StarshipmodPl": "Starship Modifications",
|
||||
"SW5E.StarshipNavigator": "Navigator",
|
||||
"SW5E.StarshipPicketShip": "Picket Ship",
|
||||
"SW5E.StarshipResearcher": "Researcher",
|
||||
"SW5E.StarshipScout": "Scout",
|
||||
"SW5E.StarshipScrambler": "Scrambler",
|
||||
"SW5E.StarshipShipsTender": "Ship's Tender",
|
||||
"SW5E.StarshipShuttle": "Shuttle",
|
||||
"SW5E.StarshipSkillAst": "Astrogation",
|
||||
"SW5E.StarshipSkillBst": "Boost",
|
||||
"SW5E.StarshipSkillDat": "Data",
|
||||
"SW5E.StarshipSkillHid": "Hide",
|
||||
"SW5E.StarshipSkillImp": "Impress",
|
||||
"SW5E.StarshipSkillInt": "Interfere",
|
||||
"SW5E.StarshipSkillMan": "Maneuvering",
|
||||
"SW5E.StarshipSkillMen": "Menace",
|
||||
"SW5E.StarshipSkillPat": "Patch",
|
||||
"SW5E.StarshipSkillPrb": "Probe",
|
||||
"SW5E.StarshipSkillRam": "Ram",
|
||||
"SW5E.StarshipSkillReg": "Regulation",
|
||||
"SW5E.StarshipSkillScn": "Scan",
|
||||
"SW5E.StarshipSkillSwn": "Swindle",
|
||||
"SW5E.StarshipStrikeFighter": "Strike Fighter",
|
||||
"SW5E.StarshipTier": "Tier",
|
||||
"SW5E.StarshipWarship": "Warship",
|
||||
"SW5E.StarshipYacht": "Yacht",
|
||||
"SW5E.StealthDisadvantage": "Stealth Disadvantage",
|
||||
"SW5E.SuiteCap": "Suite Capacity",
|
||||
"SW5E.Supply": "Supply",
|
||||
"SW5E.SysStorageCapacity": "System Storage Capacity",
|
||||
"SW5E.SystemDrainage": "System Drainage",
|
||||
"SW5E.Target": "Target",
|
||||
"SW5E.TargetAlly": "Ally",
|
||||
"SW5E.TargetCone": "Cone",
|
||||
|
@ -1072,7 +899,6 @@
|
|||
"SW5E.TargetSpace": "Space",
|
||||
"SW5E.TargetSphere": "Sphere",
|
||||
"SW5E.TargetSquare": "Square",
|
||||
"SW5E.TargetStarship": "Starship",
|
||||
"SW5E.TargetWall": "Wall",
|
||||
"SW5E.TargetWeapon": "Weapon",
|
||||
"SW5E.TargetWidth": "Line Width",
|
||||
|
@ -1128,8 +954,7 @@
|
|||
"SW5E.TraitToolProf": "Tool Proficiencies",
|
||||
"SW5E.TraitWeaponProf": "Weapon Proficiencies",
|
||||
"SW5E.Type": "Type",
|
||||
"SW5E.Uncrewed": "Uncrewed",
|
||||
"SW5E.Unequipped": "Unequipped",
|
||||
"SW5E.Unequipped": "Not Equipped",
|
||||
"SW5E.UniversalPowerDC": "Universal Power DC",
|
||||
"SW5E.Unlimited": "Unlimited",
|
||||
"SW5E.Usage": "Usage",
|
||||
|
@ -1153,85 +978,50 @@
|
|||
"SW5E.VersatileDamage": "Versatile Damage",
|
||||
"SW5E.VsDC": "vs DC.",
|
||||
"SW5E.WeaponAmmo": "Ammunition",
|
||||
"SW5E.WeaponBlasterPistolProficiency": "Blaster Pistol",
|
||||
"SW5E.WeaponChakramProficiency": "Chakrams",
|
||||
"SW5E.WeaponDoubleBladeProficiency": "Doubleblade",
|
||||
"SW5E.WeaponDoubleSaberProficiency": "Doublesaber",
|
||||
"SW5E.WeaponDoubleShotoProficiency": "Doubleshoto",
|
||||
"SW5E.WeaponDoubleSwordProficiency": "Doublesword",
|
||||
"SW5E.WeaponHiddenBladeProficiency": "Hidden Blade",
|
||||
"SW5E.WeaponImprov": "Improvised",
|
||||
"SW5E.WeaponImprovisedProficiency": "Improvised Weapons",
|
||||
"SW5E.WeaponLightFoilProficiency": "Lightfoil",
|
||||
"SW5E.WeaponLightRingProficiency": "Light Ring",
|
||||
"SW5E.WeaponMartialB": "Martial Blaster",
|
||||
"SW5E.WeaponMartialBlasterProficiency": "Martial Blasters",
|
||||
"SW5E.WeaponMartialLightweaponProficiency": "Martial Lightweapons",
|
||||
"SW5E.WeaponMartialLW": "Martial Lightweapon",
|
||||
"SW5E.WeaponMartialProficiency": "Martial Weapons",
|
||||
"SW5E.WeaponMartialVibroweaponProficiency": "Martial Vibroweapons",
|
||||
"SW5E.WeaponMartialVW": "Martial Vibroweapon",
|
||||
"SW5E.WeaponNatural": "Natural",
|
||||
"SW5E.WeaponNaturalProficiency": "Natural Weapons",
|
||||
"SW5E.WeaponPrimarySW": "Primary (Starship)",
|
||||
"SW5E.WeaponPropertiesAmm": "Ammunition",
|
||||
"SW5E.WeaponPropertiesAut": "Auto",
|
||||
"SW5E.WeaponPropertiesBur": "Burst",
|
||||
"SW5E.WeaponPropertiesCon": "Constitution",
|
||||
"SW5E.WeaponPropertiesDef": "Defensive",
|
||||
"SW5E.WeaponPropertiesDex": "Dexterity Rqt",
|
||||
"SW5E.WeaponPropertiesDex": "Dexterity Rqmt.",
|
||||
"SW5E.WeaponPropertiesDgd": "Disguised",
|
||||
"SW5E.WeaponPropertiesDir": "Dire",
|
||||
"SW5E.WeaponPropertiesDis": "Disintegrate",
|
||||
"SW5E.WeaponPropertiesDou": "Double",
|
||||
"SW5E.WeaponPropertiesDpt": "Disruptive",
|
||||
"SW5E.WeaponPropertiesDrm": "Disarming",
|
||||
"SW5E.WeaponPropertiesExp": "Explosive",
|
||||
"SW5E.WeaponPropertiesFin": "Finesse",
|
||||
"SW5E.WeaponPropertiesFix": "Fixed",
|
||||
"SW5E.WeaponPropertiesFoc": "Focus",
|
||||
"SW5E.WeaponPropertiesHid": "Hidden",
|
||||
"SW5E.WeaponPropertiesHom": "Homing",
|
||||
"SW5E.WeaponPropertiesHvy": "Heavy",
|
||||
"SW5E.WeaponPropertiesIon": "Ionizing",
|
||||
"SW5E.WeaponPropertiesKen": "Keen",
|
||||
"SW5E.WeaponPropertiesLgt": "Light",
|
||||
"SW5E.WeaponPropertiesLum": "Luminous",
|
||||
"SW5E.WeaponPropertiesMig": "Mighty",
|
||||
"SW5E.WeaponPropertiesMlt": "Melt",
|
||||
"SW5E.WeaponPropertiesOvr": "Overheat",
|
||||
"SW5E.WeaponPropertiesPic": "Piercing",
|
||||
"SW5E.WeaponPropertiesPow": "Power",
|
||||
"SW5E.WeaponPropertiesRan": "Range",
|
||||
"SW5E.WeaponPropertiesRap": "Rapid",
|
||||
"SW5E.WeaponPropertiesRch": "Reach",
|
||||
"SW5E.WeaponPropertiesRel": "Reload",
|
||||
"SW5E.WeaponPropertiesRet": "Returning",
|
||||
"SW5E.WeaponPropertiesSat": "Saturate",
|
||||
"SW5E.WeaponPropertiesShk": "Shocking",
|
||||
"SW5E.WeaponPropertiesSil": "Silent",
|
||||
"SW5E.WeaponPropertiesSpc": "Special",
|
||||
"SW5E.WeaponPropertiesStr": "Strength Rqt",
|
||||
"SW5E.WeaponPropertiesStr": "Strength Rqmt.",
|
||||
"SW5E.WeaponPropertiesThr": "Thrown",
|
||||
"SW5E.WeaponPropertiesTwo": "Two-Handed",
|
||||
"SW5E.WeaponPropertiesVer": "Versatile",
|
||||
"SW5E.WeaponPropertiesVic": "Vicious",
|
||||
"SW5E.WeaponPropertiesZon": "Zone",
|
||||
"SW5E.WeaponQuaternarySW": "Quaternary (Starship)",
|
||||
"SW5E.WeaponSaberWhipProficiency": "Saberwhip",
|
||||
"SW5E.WeaponSecondarySW": "Secondary (Starship)",
|
||||
"SW5E.WeaponSiege": "Siege",
|
||||
"SW5E.WeaponSimpleB": "Simple Blaster",
|
||||
"SW5E.WeaponSimpleBlasterProficiency": "Simple Blasters",
|
||||
"SW5E.WeaponSimpleLightweaponProficiency": "Simple Lightweapons",
|
||||
"SW5E.WeaponSimpleLW": "Simple Lightweapon",
|
||||
"SW5E.WeaponSimpleProficiency": "Simple Weapons",
|
||||
"SW5E.WeaponSimpleVibroweaponProficiency": "Simple Vibroweapons",
|
||||
"SW5E.WeaponSimpleVW": "Simple Vibroweapon",
|
||||
"SW5E.WeaponSizeAbb": "Size",
|
||||
"SW5E.WeaponTechbladeProficiency": "Techblades",
|
||||
"SW5E.WeaponTertiarySW": "Tertiary (Starship)",
|
||||
"SW5E.WeaponVibrorapierProficiency": "Vibrorapier",
|
||||
"SW5E.WeaponVibrowhipProficiency": "Vibrowhip",
|
||||
"SW5E.Weight": "Weight"
|
||||
}
|
26
lang/fr.json
|
@ -192,8 +192,8 @@
|
|||
"SW5E.ClassSkillsChosen": "Compétences de classe choisies",
|
||||
"SW5E.ClassSkillsNumber": "Nombre de compétences de départ",
|
||||
"SW5E.ComponentMaterial": "Matérielle",
|
||||
"SW5E.ComponentSomatic": "Somatique",
|
||||
"SW5E.ComponentVerbal": "Verbale",
|
||||
"SW5E.ComponentSomatic": "Somatique",
|
||||
"SW5E.ComponentVerbal": "Verbale",
|
||||
"SW5E.ConBlinded": "Aveuglé",
|
||||
"SW5E.Concentrate": "Concentration",
|
||||
"SW5E.Concentrated": "Concentré",
|
||||
|
@ -222,7 +222,7 @@
|
|||
"SW5E.ConsumableForce": "Points de Force",
|
||||
"SW5E.ConsumableLastChargeWarn": "C'est la dernière charge de cette unité et sa consommation réduira également la quantité de l'article de 1.",
|
||||
"SW5E.ConsumableMedpac": "Medipack",
|
||||
"SW5E.ConsumablePoison": "Poison",
|
||||
"SW5E.ConsumablePoison": "Poison",
|
||||
"SW5E.ConsumableTech": "Points de Tech",
|
||||
"SW5E.ConsumableTechnology": "Technologie",
|
||||
"SW5E.ConsumableTrinket": "Babiole",
|
||||
|
@ -233,7 +233,7 @@
|
|||
"SW5E.ConsumeAmmunition": "Munition",
|
||||
"SW5E.ConsumeAttribute": "Capacité",
|
||||
"SW5E.ConsumeCharges": "Charge",
|
||||
"SW5E.Consumed": "Consommé",
|
||||
"SW5E.Consumed": "Consommé",
|
||||
"SW5E.ConsumeMaterial": "Matériel",
|
||||
"SW5E.ConsumeRecharge": "Consommer la recharge ?",
|
||||
"SW5E.ConsumeResource": "Consommer la ressource ?",
|
||||
|
@ -256,10 +256,10 @@
|
|||
"SW5E.CurrencyConvertHint": "Convertir toutes les devises transportées dans la catégorie la plus élevée possible afin de réduire la quantité de pièces transportées par le personnage. Attention, cette action ne peut être annulée.",
|
||||
"SW5E.CurrencyGC": "Credits",
|
||||
"SW5E.Damage": "Dégâts",
|
||||
"SW5E.DamageAcid": "Acide",
|
||||
"SW5E.DamageCold": "Froid",
|
||||
"SW5E.DamageAcid": "Acide",
|
||||
"SW5E.DamageCold": "Froid",
|
||||
"SW5E.DamageEnergy": "Energy",
|
||||
"SW5E.DamageFire": "Feu",
|
||||
"SW5E.DamageFire": "Feu",
|
||||
"SW5E.DamageForce": "Force",
|
||||
"SW5E.DamageIon": "Ionique",
|
||||
"SW5E.DamageKinetic": "Cinétique",
|
||||
|
@ -339,9 +339,9 @@
|
|||
"SW5E.FlagsArmorIntegration": "Intégration d'armure",
|
||||
"SW5E.FlagsArmorIntegrationHint": "Chaque fois que vous effectuez un test de Charisme (Persuasion) impliquant du marchandage, vous êtes considéré comme ayant une expertise dans la compétence Persuasion.",
|
||||
"SW5E.FlagsBusinessSavvy": "Sens des affaires",
|
||||
"SW5E.FlagsBusinessSavvyHint": "Chaque fois que vous effectuez un test de Charisme (Persuasion) impliquant du marchandage, vous êtes considéré comme ayant une expertise dans la compétence Persuasion.",
|
||||
"SW5E.FlagsBusinessSavvyHint":"Chaque fois que vous effectuez un test de Charisme (Persuasion) impliquant du marchandage, vous êtes considéré comme ayant une expertise dans la compétence Persuasion.",
|
||||
"SW5E.FlagsCannibalize": "Cannibale",
|
||||
"SW5E.FlagsCannibalizeHint": "Si vous passez au moins 1 minute à dévorer le cadavre d'une bête ou d'un humanoïde, vous gagnez des points de vie temporaires égaux à votre modificateur de Constitution. Une fois que vous avez utilisé cette fonctionnalité, vous devez effectuer un repos court ou long avant de pouvoir l'utiliser à nouveau.",
|
||||
"SW5E.FlagsCannibalizeHint":"Si vous passez au moins 1 minute à dévorer le cadavre d'une bête ou d'un humanoïde, vous gagnez des points de vie temporaires égaux à votre modificateur de Constitution. Une fois que vous avez utilisé cette fonctionnalité, vous devez effectuer un repos court ou long avant de pouvoir l'utiliser à nouveau.",
|
||||
"SW5E.FlagsClosedMind": "Esprit Fortifié",
|
||||
"SW5E.FlagsClosedMindHint": "Les membres de votre espèce ont une harmonisation naturelle avec la Force, ce qui les rend résistants à ses pouvoirs. Vous avez l'avantage aux jets de sauvegarde de Sagesse et de Charisme contre les pouvoirs de force.",
|
||||
"SW5E.FlagsCrudeWeaponSpecialists": "Spécialiste des armes improvisées",
|
||||
|
@ -359,7 +359,7 @@
|
|||
"SW5E.FlagsForceContention": "Force Contention",
|
||||
"SW5E.FlagsForceContentionHint": "En raison de leur physiologie unique, les membres de votre espèce présentent une rusticité qui leur permet de surmonter l'utilisation de la Force. Vous avez un avantage aux jets de sauvegarde de Force et de Constitution contre les pouvoirs de la force.",
|
||||
"SW5E.FlagsForceInsensitive": "Insensible à la Force",
|
||||
"SW5E.FlagsForceInsensitiveHint": "Bien que les droïdes puissent être manipulés par de nombreux pouvoirs de la force, ils ne peuvent pas sentir la Force. Vous ne pouvez pas utiliser de pouvoirs de la force ou prendre des niveaux dans les classes d'utilisateurs de la force.",
|
||||
"SW5E.FlagsForceInsensitiveHint" : "Bien que les droïdes puissent être manipulés par de nombreux pouvoirs de la force, ils ne peuvent pas sentir la Force. Vous ne pouvez pas utiliser de pouvoirs de la force ou prendre des niveaux dans les classes d'utilisateurs de la force.",
|
||||
"SW5E.FlagsForeignBiology": "Biologie Étrangère",
|
||||
"SW5E.FlagsForeignBiologyHint": "Vous portez un appareil respiratoire parce que de nombreuses atmosphères dans la galaxie diffèrent de celle de votre monde natal. Si votre appareil est retiré alors que vous êtes dans un tel environnement, vous perdez connaissance.",
|
||||
"SW5E.FlagsFuryOfTheSmall": "Rage des Petits",
|
||||
|
@ -382,7 +382,7 @@
|
|||
"SW5E.FlagsMaintenanceMode": "Maintenance Mode",
|
||||
"SW5E.FlagsMaintenanceModeHint": "Plutôt que de dormir, vous entrez dans un état inactif pour effectuer une maintenance de routine pendant 4 heures par jour. Vous avez un désavantage aux tests de Sagesse (Perception) lors de la maintenance.",
|
||||
"SW5E.FlagsMaskOfTheWild": "Cachette Naturelle",
|
||||
"SW5E.FlagsMaskOfTheWildHint": "Vous pouvez tenter de vous cacher dans une zone à visibilité réduite, comme en présence de branchages, de forte pluie, de neige qui tombe, de brume ou autre phénomène naturel.",
|
||||
"SW5E.FlagsMaskOfTheWildHint":"Vous pouvez tenter de vous cacher dans une zone à visibilité réduite, comme en présence de branchages, de forte pluie, de neige qui tombe, de brume ou autre phénomène naturel.",
|
||||
"SW5E.FlagsMeleeCriticalDice": "Dé de dégâts pour les coups critiques au corps-à-corps",
|
||||
"SW5E.FlagsMeleeCriticalDiceHint": "Un certain nombre de dés de dégâts supplémentaires ont été ajoutés aux coups critiques des armes de corps-à-corps.",
|
||||
"SW5E.FlagsMultipleHearts": "Plusieurs Coeurs",
|
||||
|
@ -812,8 +812,8 @@
|
|||
"SW5E.SavingThrow": "Jet de sauvegarde",
|
||||
"SW5E.ScalingFormula": "Formule d'évolution",
|
||||
"SW5E.SchoolDrk": "Obscur",
|
||||
"SW5E.SchoolEnh": "Amélioration",
|
||||
"SW5E.SchoolLgt": "Lumineux",
|
||||
"SW5E.SchoolEnh": "Amélioration",
|
||||
"SW5E.SchoolLgt": "Lumineux",
|
||||
"SW5E.SchoolTec": "Technologie",
|
||||
"SW5E.SchoolUni": "Universel",
|
||||
"SW5E.SenseBlindsight": "Vision aveugle",
|
||||
|
|
1027
lang/it.json
|
@ -71,7 +71,7 @@
|
|||
}
|
||||
|
||||
// Movement Configuration
|
||||
.movement, .hit-dice {
|
||||
.movement {
|
||||
h4.attribute-name {
|
||||
position: relative;
|
||||
}
|
||||
|
@ -655,15 +655,6 @@
|
|||
// Empty powerbook controls
|
||||
.powerbook-empty .item-controls { flex: 1; }
|
||||
|
||||
/* ----------------------------------------- */
|
||||
/* Features Tab */
|
||||
/* ----------------------------------------- */
|
||||
|
||||
// Original class icon
|
||||
.features i.original-class {
|
||||
color: #4b4a44
|
||||
}
|
||||
|
||||
/* ----------------------------------------- */
|
||||
/* TinyMCE */
|
||||
/* ----------------------------------------- */
|
||||
|
@ -687,4 +678,4 @@
|
|||
overflow-y: auto;
|
||||
scrollbar-width: thin;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -10,7 +10,9 @@
|
|||
|
||||
.sw5e {
|
||||
.window-content {
|
||||
background: @sheetBackground;
|
||||
font-size: 13px;
|
||||
color: @colorDark;
|
||||
}
|
||||
|
||||
/* ----------------------------------------- */
|
||||
|
@ -42,8 +44,6 @@
|
|||
select:disabled,
|
||||
textarea:disabled {
|
||||
color: @colorOlive;
|
||||
border: 1px solid transparent !important;
|
||||
outline: none !important;
|
||||
&:hover,
|
||||
&:focus {
|
||||
box-shadow: none !important;
|
||||
|
@ -58,6 +58,28 @@
|
|||
border: @borderGroove;
|
||||
}
|
||||
|
||||
// Checkbox Labels
|
||||
// TODO: THIS CAN BE MOSTLY REMOVED NOW THAT IT IS IN CORE, see core forms.less
|
||||
label.checkbox {
|
||||
flex: auto;
|
||||
padding: 0;
|
||||
margin: 0;
|
||||
height: 22px;
|
||||
line-height: 22px;
|
||||
font-size: 11px;
|
||||
> input[type="checkbox"] {
|
||||
width: 16px;
|
||||
height: 16px;
|
||||
margin: 0 2px 0 0;
|
||||
position: relative;
|
||||
top: 4px;
|
||||
}
|
||||
&.right > input[type="checkbox"] {
|
||||
margin: 0 0 0 2px;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/* Form Groups */
|
||||
.form-group {
|
||||
label {
|
||||
|
@ -76,12 +98,11 @@
|
|||
|
||||
// Stacked Groups
|
||||
.form-group.stacked {
|
||||
> label {
|
||||
label {
|
||||
flex: 0 0 100%;
|
||||
margin: 0;
|
||||
}
|
||||
label.checkbox,
|
||||
label.radio {
|
||||
label.checkbox {
|
||||
flex: auto;
|
||||
text-align: left;
|
||||
}
|
||||
|
@ -110,34 +131,6 @@
|
|||
}
|
||||
|
||||
|
||||
/* ----------------------------------------- */
|
||||
/* Hit Dice Config Sheet Specifically */
|
||||
/* ----------------------------------------- */
|
||||
|
||||
.sw5e.hd-config {
|
||||
.form-group {
|
||||
button.increment, button.decrement {
|
||||
flex: 0 0 1rem;
|
||||
line-height: 1rem;
|
||||
}
|
||||
|
||||
button.decrement {
|
||||
margin-right: 0;
|
||||
}
|
||||
|
||||
span.sep {
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
input {
|
||||
flex: 0 0 2rem;
|
||||
text-align: center;
|
||||
margin-left: 2px;
|
||||
margin-right: 2px;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* ----------------------------------------- */
|
||||
/* Entity Sheets Specifically */
|
||||
/* ----------------------------------------- */
|
||||
|
@ -482,7 +475,7 @@
|
|||
/* Trait Selector
|
||||
/* ----------------------------------------- */
|
||||
|
||||
.trait-selector {
|
||||
#trait-selector {
|
||||
.trait-list {
|
||||
list-style: none;
|
||||
margin: 0;
|
||||
|
@ -495,59 +488,6 @@
|
|||
}
|
||||
}
|
||||
|
||||
/* ----------------------------------------- */
|
||||
/* Actor Type Config Sheet Specifically */
|
||||
/* ----------------------------------------- */
|
||||
|
||||
.actor-type {
|
||||
.trait-list {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
li {
|
||||
flex-basis: 50%;
|
||||
flex-grow: 1;
|
||||
}
|
||||
li.form-group {
|
||||
flex-basis: 100%;
|
||||
}
|
||||
}
|
||||
label.radio {
|
||||
display: flex;
|
||||
flex: auto;
|
||||
font-size: 12px;
|
||||
line-height: 20px;
|
||||
font-weight: normal;
|
||||
> input[type="radio"] {
|
||||
margin: 0 5px 0 0;
|
||||
}
|
||||
}
|
||||
li.custom-type input[type="radio"] {
|
||||
display: none;
|
||||
}
|
||||
}
|
||||
|
||||
/* ----------------------------------------- */
|
||||
/* Add Feature Prompt Specifically */
|
||||
/* ----------------------------------------- */
|
||||
|
||||
.sw5e.select-items-prompt {
|
||||
.dialog-content {
|
||||
margin-bottom: 1em;
|
||||
}
|
||||
|
||||
.items-list {
|
||||
margin-top: 0.5em;
|
||||
}
|
||||
|
||||
.item-name > label, .item-image, input {
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
.item-name > label {
|
||||
align-items: center;
|
||||
}
|
||||
}
|
||||
|
||||
/* ----------------------------------------- */
|
||||
/* HUD
|
||||
/* ----------------------------------------- */
|
||||
|
|
|
@ -89,7 +89,7 @@
|
|||
|
||||
// Custom Resources
|
||||
.resource .attribute-value {
|
||||
> input {
|
||||
input {
|
||||
flex: 0 0 25%;
|
||||
}
|
||||
label.recharge {
|
||||
|
@ -99,7 +99,6 @@
|
|||
font-size: 11px;
|
||||
text-align: center;
|
||||
color: @colorOlive;
|
||||
align-items: center;
|
||||
input[type="checkbox"] {
|
||||
height: 14px;
|
||||
width: 14px;
|
||||
|
|
|
@ -106,17 +106,17 @@
|
|||
&:nth-child(even) {
|
||||
width: 150px;
|
||||
margin: 0.5em 0.5em;
|
||||
padding: 0 10px 0 10px;
|
||||
padding: 0px 10px 0px 10px;
|
||||
text-align: left;
|
||||
}
|
||||
}
|
||||
thead {
|
||||
border-bottom: 0;
|
||||
border-bottom: 0px;
|
||||
}
|
||||
th {
|
||||
color: #000000;
|
||||
text-shadow: none;
|
||||
border-bottom: 0;
|
||||
border-bottom: 0px;
|
||||
background-color: #bdc8cc;
|
||||
text-transform: none;
|
||||
font-weight: bold;
|
||||
|
@ -129,7 +129,7 @@
|
|||
&:nth-child(even) {
|
||||
width: 150px;
|
||||
margin: 0.5em 0.5em;
|
||||
padding: 0 10px 0 10px;
|
||||
padding: 0px 10px 0px 10px;
|
||||
text-align: left;
|
||||
}
|
||||
}
|
||||
|
@ -137,7 +137,7 @@
|
|||
.medtable {
|
||||
table {
|
||||
width: 500px;
|
||||
border: 0;
|
||||
border: 0px;
|
||||
margin: 0.5em 0.5em;
|
||||
}
|
||||
td {
|
||||
|
@ -149,17 +149,17 @@
|
|||
&:nth-child(even) {
|
||||
width: 450px;
|
||||
margin: 0.5em 0.5em;
|
||||
padding: 0 10px 0 0;
|
||||
padding: 0px 10px 0px 0px;
|
||||
text-align: left;
|
||||
}
|
||||
}
|
||||
thead {
|
||||
border-bottom: 0;
|
||||
border-bottom: 0px;
|
||||
}
|
||||
th {
|
||||
color: #000000;
|
||||
text-shadow: none;
|
||||
border-bottom: 0;
|
||||
border-bottom: 0px;
|
||||
background-color: #bdc8cc;
|
||||
text-transform: none;
|
||||
font-weight: bold;
|
||||
|
@ -174,8 +174,8 @@
|
|||
}
|
||||
.classtable {
|
||||
blockquote {
|
||||
border-left: 0;
|
||||
border-right: 0;
|
||||
border-left: 0px;
|
||||
border-right: 0px;
|
||||
background-color: #bdc8cc;
|
||||
width: 600px;
|
||||
h3 {
|
||||
|
@ -189,8 +189,8 @@
|
|||
width: 100%;
|
||||
border-collapse: collapse;
|
||||
background: rgba(0, 0, 0, 0.05);
|
||||
border-left: 0;
|
||||
border-right: 0;
|
||||
border-left: 0px;
|
||||
border-right: 0px;
|
||||
border-top: 0;
|
||||
border-bottom: 0;
|
||||
margin: 0.5em 0;
|
||||
|
@ -200,7 +200,7 @@
|
|||
thead {
|
||||
color: #000000;
|
||||
text-shadow: none;
|
||||
border-bottom: 0;
|
||||
border-bottom: 0px;
|
||||
background-color: #bdc8cc;
|
||||
text-transform: none;
|
||||
font-style: normal;
|
||||
|
@ -209,7 +209,7 @@
|
|||
th {
|
||||
color: #000000;
|
||||
text-shadow: none;
|
||||
border-bottom: 0;
|
||||
border-bottom: 0px;
|
||||
background-color: #bdc8cc;
|
||||
text-transform: none;
|
||||
font-style: normal;
|
||||
|
@ -246,7 +246,7 @@
|
|||
width: 100%;
|
||||
line-height: 18px;
|
||||
margin-bottom: 15px;
|
||||
border: 0;
|
||||
border: 0 0 0 0;
|
||||
border-bottom: none;
|
||||
overflow-x: auto;
|
||||
tbody {
|
||||
|
|
|
@ -30,28 +30,5 @@
|
|||
|
||||
.summary {
|
||||
font-size: 18px;
|
||||
|
||||
li.creature-type {
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
width: 1em;
|
||||
padding: 0 3px;
|
||||
|
||||
span {
|
||||
overflow: hidden;
|
||||
text-overflow: ellipsis;
|
||||
white-space: nowrap;
|
||||
}
|
||||
|
||||
.config-button {
|
||||
display: none;
|
||||
font-size: 12px;
|
||||
font-weight: normal;
|
||||
line-height: 2em;
|
||||
}
|
||||
&:hover .config-button {
|
||||
display: block;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -140,7 +140,6 @@
|
|||
height: auto;
|
||||
.russoOne(17px);
|
||||
line-height: 24px;
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
.proficiency {
|
||||
|
@ -185,7 +184,7 @@
|
|||
display: inline-block;
|
||||
text-align: right;
|
||||
|
||||
padding: 0 3px;
|
||||
padding: 0px 3px;
|
||||
|
||||
&:last-child {
|
||||
text-align: left;
|
||||
|
@ -780,7 +779,7 @@
|
|||
display: block;
|
||||
width: 100%;
|
||||
text-align: right;
|
||||
padding: 0 3px;
|
||||
padding: 0px 3px;
|
||||
&:last-child {
|
||||
text-align: left;
|
||||
}
|
||||
|
@ -956,7 +955,7 @@
|
|||
display: block;
|
||||
width: 100%;
|
||||
text-align: right;
|
||||
padding: 0 3px;
|
||||
padding: 0px 3px;
|
||||
&:last-child {
|
||||
text-align: left;
|
||||
}
|
||||
|
@ -1054,35 +1053,10 @@
|
|||
h1.character-name {
|
||||
align-self: auto;
|
||||
}
|
||||
.npc-size, .creature-type {
|
||||
.npc-size {
|
||||
.russoOne(18px);
|
||||
line-height: 28px;
|
||||
}
|
||||
|
||||
div.creature-type {
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
padding: 1px 4px;
|
||||
border: 1px solid transparent;
|
||||
overflow-x: auto;
|
||||
|
||||
span {
|
||||
overflow: hidden;
|
||||
text-overflow: ellipsis;
|
||||
white-space: nowrap;
|
||||
}
|
||||
|
||||
.config-button {
|
||||
display: none;
|
||||
font-size: 12px;
|
||||
font-weight: normal;
|
||||
line-height: 2em;
|
||||
}
|
||||
&:hover .config-button {
|
||||
display: block;
|
||||
}
|
||||
}
|
||||
|
||||
.attributes {
|
||||
grid-template-columns: repeat(3, 1fr);
|
||||
footer {
|
||||
|
|
|
@ -408,9 +408,6 @@
|
|||
&.npc {
|
||||
.swalt-sheet {
|
||||
header {
|
||||
div.creature-type:hover {
|
||||
border-color: @inputBorderFocus;
|
||||
}
|
||||
.experience {
|
||||
color: @actorProficiencyTextColor;
|
||||
}
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
input[type="text"], input[type="number"], input[type="password"], input[type="date"], input[type="time"], select, textarea, .roundTransition {
|
||||
input[type="text"], input[type="number"], input[type="password"], input[type="date"], input[type="time"], select, textarea {
|
||||
border-radius: 4px;
|
||||
transition: all 0.3s;
|
||||
&:hover {
|
||||
|
|
|
@ -166,12 +166,6 @@
|
|||
.token-name {
|
||||
text-shadow: none;
|
||||
}
|
||||
.ce-image-wrapper {
|
||||
.token-image {
|
||||
width: auto;
|
||||
height: auto;
|
||||
}
|
||||
}
|
||||
h4 {
|
||||
color: @colorBlack;
|
||||
}
|
||||
|
@ -231,7 +225,7 @@
|
|||
padding-bottom: 4px;
|
||||
.folder {
|
||||
& > .folder-header {
|
||||
line-height: initial;
|
||||
line-height: default;
|
||||
padding: 0 0 0 8px;
|
||||
position: relative;
|
||||
border: none;
|
||||
|
@ -385,4 +379,4 @@
|
|||
padding: 0 8px;
|
||||
margin: 0 0 8px;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -302,7 +302,7 @@
|
|||
}
|
||||
.folder {
|
||||
& > .folder-header {
|
||||
line-height: initial;
|
||||
line-height: default;
|
||||
padding: 0 0 0 8px;
|
||||
position: relative;
|
||||
border: none;
|
||||
|
|
|
@ -6,154 +6,136 @@ 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";
|
||||
return `systems/sw5e/templates/actors/newActor/npc-sheet.html`;
|
||||
}
|
||||
/** @override */
|
||||
static get defaultOptions() {
|
||||
return mergeObject(super.defaultOptions, {
|
||||
classes: ["sw5e", "sheet", "actor", "npc"],
|
||||
width: 800,
|
||||
tabs: [
|
||||
{
|
||||
navSelector: ".root-tabs",
|
||||
contentSelector: ".sheet-body",
|
||||
initial: "attributes"
|
||||
}
|
||||
]
|
||||
});
|
||||
|
||||
/** @override */
|
||||
get template() {
|
||||
if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/newActor/limited-sheet.html";
|
||||
return `systems/sw5e/templates/actors/newActor/npc-sheet.html`;
|
||||
}
|
||||
/** @override */
|
||||
static get defaultOptions() {
|
||||
return mergeObject(super.defaultOptions, {
|
||||
classes: ["sw5e", "sheet", "actor", "npc"],
|
||||
width: 800,
|
||||
tabs: [{
|
||||
navSelector: ".root-tabs",
|
||||
contentSelector: ".sheet-body",
|
||||
initial: "attributes"
|
||||
}],
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Organize Owned Items for rendering the NPC sheet
|
||||
* @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"} },
|
||||
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) => {
|
||||
item.img = item.img || DEFAULT_TOKEN;
|
||||
item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
|
||||
item.hasUses = item.data.uses && (item.data.uses.max > 0);
|
||||
item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false);
|
||||
item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0));
|
||||
item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type));
|
||||
if ( item.type === "power" && ["lgt", "drk", "uni"].includes(item.data.school) ) arr[0].push(item);
|
||||
else if ( item.type === "power" && ["tec"].includes(item.data.school) ) arr[1].push(item);
|
||||
else arr[2].push(item);
|
||||
return arr;
|
||||
}, [[], [], []]);
|
||||
|
||||
// Apply item filters
|
||||
forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook);
|
||||
techpowers = this._filterItems(techpowers, this._filters.techPowerbook);
|
||||
other = this._filterItems(other, this._filters.features);
|
||||
|
||||
// Organize Powerbook
|
||||
const forcePowerbook = this._preparePowerbook(data, forcepowers, "uni");
|
||||
const techPowerbook = this._preparePowerbook(data, techpowers, "tec");
|
||||
|
||||
// Organize Features
|
||||
for ( let item of other ) {
|
||||
if ( item.type === "weapon" ) features.weapons.items.push(item);
|
||||
else if ( item.type === "feat" ) {
|
||||
if ( item.data.activation.type ) features.actions.items.push(item);
|
||||
else features.passive.items.push(item);
|
||||
}
|
||||
else features.equipment.items.push(item);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
// Assign and return
|
||||
data.features = Object.values(features);
|
||||
data.forcePowerbook = forcePowerbook;
|
||||
data.techPowerbook = techPowerbook;
|
||||
}
|
||||
|
||||
/** @override */
|
||||
static unsupportedItemTypes = new Set(["class"]);
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Organize Owned Items for rendering the NPC sheet
|
||||
* @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"}
|
||||
},
|
||||
passive: {label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"}},
|
||||
equipment: {label: game.i18n.localize("SW5E.Inventory"), items: [], dataset: {type: "loot"}}
|
||||
};
|
||||
/** @override */
|
||||
getData() {
|
||||
const data = super.getData();
|
||||
|
||||
// Start by classifying items into groups for rendering
|
||||
let [forcepowers, techpowers, other] = data.items.reduce(
|
||||
(arr, item) => {
|
||||
item.img = item.img || CONST.DEFAULT_TOKEN;
|
||||
item.isStack = Number.isNumeric(item.data.quantity) && item.data.quantity !== 1;
|
||||
item.hasUses = item.data.uses && item.data.uses.max > 0;
|
||||
item.isOnCooldown =
|
||||
item.data.recharge && !!item.data.recharge.value && item.data.recharge.charged === false;
|
||||
item.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0;
|
||||
item.hasTarget = !!item.data.target && !["none", ""].includes(item.data.target.type);
|
||||
if (item.type === "power" && ["lgt", "drk", "uni"].includes(item.data.school)) arr[0].push(item);
|
||||
else if (item.type === "power" && ["tec"].includes(item.data.school)) arr[1].push(item);
|
||||
else arr[2].push(item);
|
||||
return arr;
|
||||
},
|
||||
[[], [], []]
|
||||
);
|
||||
// Challenge Rating
|
||||
const cr = parseFloat(data.data.details.cr || 0);
|
||||
const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"};
|
||||
data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1;
|
||||
return data;
|
||||
}
|
||||
|
||||
// Apply item filters
|
||||
forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook);
|
||||
techpowers = this._filterItems(techpowers, this._filters.techPowerbook);
|
||||
other = this._filterItems(other, this._filters.features);
|
||||
/* -------------------------------------------- */
|
||||
/* Object Updates */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
// Organize Powerbook
|
||||
const forcePowerbook = this._preparePowerbook(data, forcepowers, "uni");
|
||||
const techPowerbook = this._preparePowerbook(data, techpowers, "tec");
|
||||
/** @override */
|
||||
_updateObject(event, formData) {
|
||||
|
||||
// Organize Features
|
||||
for (let item of other) {
|
||||
if (item.type === "weapon") features.weapons.items.push(item);
|
||||
else if (item.type === "feat") {
|
||||
if (item.data.activation.type) features.actions.items.push(item);
|
||||
else features.passive.items.push(item);
|
||||
} else features.equipment.items.push(item);
|
||||
}
|
||||
// Format NPC Challenge Rating
|
||||
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
|
||||
let crv = "data.details.cr";
|
||||
let cr = formData[crv];
|
||||
cr = crs[cr] || parseFloat(cr);
|
||||
if ( cr ) formData[crv] = cr < 1 ? cr : parseInt(cr);
|
||||
|
||||
// Assign and return
|
||||
data.features = Object.values(features);
|
||||
data.forcePowerbook = forcePowerbook;
|
||||
data.techPowerbook = techPowerbook;
|
||||
}
|
||||
// Parent ActorSheet update steps
|
||||
super._updateObject(event, formData);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* -------------------------------------------- */
|
||||
/* Event Listeners and Handlers */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @inheritdoc */
|
||||
getData(options) {
|
||||
const data = super.getData(options);
|
||||
/** @override */
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
html.find(".health .rollable").click(this._onRollHPFormula.bind(this));
|
||||
}
|
||||
|
||||
// Challenge Rating
|
||||
const cr = parseFloat(data.data.details.cr || 0);
|
||||
const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"};
|
||||
data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1;
|
||||
/* -------------------------------------------- */
|
||||
|
||||
// Creature Type
|
||||
data.labels["type"] = this.actor.labels.creatureType;
|
||||
return data;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Object Updates */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
async _updateObject(event, formData) {
|
||||
// Format NPC Challenge Rating
|
||||
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
|
||||
let crv = "data.details.cr";
|
||||
let cr = formData[crv];
|
||||
cr = crs[cr] || parseFloat(cr);
|
||||
if (cr) formData[crv] = cr < 1 ? cr : parseInt(cr);
|
||||
|
||||
// Parent ActorSheet update steps
|
||||
return super._updateObject(event, formData);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Event Listeners and Handlers */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
html.find(".health .rollable").click(this._onRollHPFormula.bind(this));
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle rolling NPC health values using the provided formula
|
||||
* @param {Event} event The original click event
|
||||
* @private
|
||||
*/
|
||||
_onRollHPFormula(event) {
|
||||
event.preventDefault();
|
||||
const formula = this.actor.data.data.attributes.hp.formula;
|
||||
if (!formula) return;
|
||||
const hp = new Roll(formula).roll().total;
|
||||
AudioHelper.play({src: CONFIG.sounds.dice});
|
||||
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});
|
||||
}
|
||||
/**
|
||||
* Handle rolling NPC health values using the provided formula
|
||||
* @param {Event} event The original click event
|
||||
* @private
|
||||
*/
|
||||
_onRollHPFormula(event) {
|
||||
event.preventDefault();
|
||||
const formula = this.actor.data.data.attributes.hp.formula;
|
||||
if ( !formula ) return;
|
||||
const hp = new Roll(formula).roll().total;
|
||||
AudioHelper.play({src: CONFIG.sounds.dice});
|
||||
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,169 +0,0 @@
|
|||
import ActorSheet5e from "./base.js";
|
||||
|
||||
/**
|
||||
* An Actor sheet for starships in the SW5E system.
|
||||
* Extends the base ActorSheet5e class.
|
||||
* @extends {ActorSheet5e}
|
||||
*/
|
||||
export default class ActorSheet5eStarship extends ActorSheet5e {
|
||||
/** @override */
|
||||
get template() {
|
||||
if (!game.user.isGM && this.actor.limited) return "systems/sw5e/templates/actors/newActor/limited-sheet.html";
|
||||
return `systems/sw5e/templates/actors/newActor/starship.html`;
|
||||
}
|
||||
/** @override */
|
||||
static get defaultOptions() {
|
||||
return mergeObject(super.defaultOptions, {
|
||||
classes: ["sw5e", "sheet", "actor", "starship"],
|
||||
width: 800,
|
||||
tabs: [
|
||||
{
|
||||
navSelector: ".root-tabs",
|
||||
contentSelector: ".sheet-body",
|
||||
initial: "attributes"
|
||||
}
|
||||
]
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Organize Owned Items for rendering the starship sheet
|
||||
* @private
|
||||
*/
|
||||
_prepareItems(data) {
|
||||
// Categorize Items as Features and Powers
|
||||
const features = {
|
||||
weapons: {
|
||||
label: game.i18n.localize("SW5E.ItemTypeWeaponPl"),
|
||||
items: [],
|
||||
hasActions: true,
|
||||
dataset: {"type": "weapon", "weapon-type": "natural"}
|
||||
},
|
||||
passive: {label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"}},
|
||||
equipment: {label: game.i18n.localize("SW5E.StarshipEquipment"), items: [], dataset: {type: "equipment"}},
|
||||
starshipfeatures: {
|
||||
label: game.i18n.localize("SW5E.StarshipfeaturePl"),
|
||||
items: [],
|
||||
hasActions: true,
|
||||
dataset: {type: "starshipfeature"}
|
||||
},
|
||||
starshipmods: {
|
||||
label: game.i18n.localize("SW5E.StarshipmodPl"),
|
||||
items: [],
|
||||
hasActions: false,
|
||||
dataset: {type: "starshipmod"}
|
||||
}
|
||||
};
|
||||
|
||||
// Start by classifying items into groups for rendering
|
||||
let [forcepowers, techpowers, other] = data.items.reduce(
|
||||
(arr, item) => {
|
||||
item.img = item.img || CONST.DEFAULT_TOKEN;
|
||||
item.isStack = Number.isNumeric(item.data.quantity) && item.data.quantity !== 1;
|
||||
item.hasUses = item.data.uses && item.data.uses.max > 0;
|
||||
item.isOnCooldown =
|
||||
item.data.recharge && !!item.data.recharge.value && item.data.recharge.charged === false;
|
||||
item.isDepleted = item.isOnCooldown && item.data.uses.per && item.data.uses.value > 0;
|
||||
item.hasTarget = !!item.data.target && !["none", ""].includes(item.data.target.type);
|
||||
if (item.type === "power" && ["lgt", "drk", "uni"].includes(item.data.school)) arr[0].push(item);
|
||||
else if (item.type === "power" && ["tec"].includes(item.data.school)) arr[1].push(item);
|
||||
else arr[2].push(item);
|
||||
return arr;
|
||||
},
|
||||
[[], [], []]
|
||||
);
|
||||
|
||||
// Apply item filters
|
||||
forcepowers = this._filterItems(forcepowers, this._filters.forcePowerbook);
|
||||
techpowers = this._filterItems(techpowers, this._filters.techPowerbook);
|
||||
other = this._filterItems(other, this._filters.features);
|
||||
|
||||
// Organize Powerbook
|
||||
// const forcePowerbook = this._preparePowerbook(data, forcepowers, "uni");
|
||||
// const techPowerbook = this._preparePowerbook(data, techpowers, "tec");
|
||||
|
||||
// Organize Features
|
||||
for (let item of other) {
|
||||
if (item.type === "weapon") features.weapons.items.push(item);
|
||||
else if (item.type === "feat") {
|
||||
if (item.data.activation.type) features.actions.items.push(item);
|
||||
else features.passive.items.push(item);
|
||||
} else if (item.type === "starshipfeature") {
|
||||
features.starshipfeatures.items.push(item);
|
||||
} else if (item.type === "starshipmod") {
|
||||
features.starshipmods.items.push(item);
|
||||
} else features.equipment.items.push(item);
|
||||
}
|
||||
|
||||
// Assign and return
|
||||
data.features = Object.values(features);
|
||||
// data.forcePowerbook = forcePowerbook;
|
||||
// data.techPowerbook = techPowerbook;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
getData(options) {
|
||||
const data = super.getData(options);
|
||||
|
||||
// Add Size info
|
||||
data.isTiny = data.actor.data.traits.size === "tiny";
|
||||
data.isSmall = data.actor.data.traits.size === "sm";
|
||||
data.isMedium = data.actor.data.traits.size === "med";
|
||||
data.isLarge = data.actor.data.traits.size === "lg";
|
||||
data.isHuge = data.actor.data.traits.size === "huge";
|
||||
data.isGargantuan = data.actor.data.traits.size === "grg";
|
||||
|
||||
// Challenge Rating
|
||||
const cr = parseFloat(data.data.details.cr || 0);
|
||||
const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"};
|
||||
data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1;
|
||||
return data;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Object Updates */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
async _updateObject(event, formData) {
|
||||
// Format NPC Challenge Rating
|
||||
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
|
||||
let crv = "data.details.cr";
|
||||
let cr = formData[crv];
|
||||
cr = crs[cr] || parseFloat(cr);
|
||||
if (cr) formData[crv] = cr < 1 ? cr : parseInt(cr);
|
||||
|
||||
// Parent ActorSheet update steps
|
||||
return super._updateObject(event, formData);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Event Listeners and Handlers */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
html.find(".health .rollable").click(this._onRollHPFormula.bind(this));
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle rolling NPC health values using the provided formula
|
||||
* @param {Event} event The original click event
|
||||
* @private
|
||||
*/
|
||||
_onRollHPFormula(event) {
|
||||
event.preventDefault();
|
||||
const formula = this.actor.data.data.attributes.hp.formula;
|
||||
if (!formula) return;
|
||||
const hp = new Roll(formula).roll().total;
|
||||
AudioHelper.play({src: CONFIG.sounds.dice});
|
||||
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});
|
||||
}
|
||||
}
|
|
@ -6,427 +6,380 @@ import ActorSheet5e from "./base.js";
|
|||
* @type {ActorSheet5e}
|
||||
*/
|
||||
export default class ActorSheet5eVehicle extends ActorSheet5e {
|
||||
/**
|
||||
* Define default rendering options for the Vehicle sheet.
|
||||
* @returns {Object}
|
||||
*/
|
||||
static get defaultOptions() {
|
||||
return mergeObject(super.defaultOptions, {
|
||||
classes: ["sw5e", "sheet", "actor", "vehicle"],
|
||||
width: 605,
|
||||
height: 680
|
||||
});
|
||||
/**
|
||||
* Define default rendering options for the Vehicle sheet.
|
||||
* @returns {Object}
|
||||
*/
|
||||
static get defaultOptions() {
|
||||
return mergeObject(super.defaultOptions, {
|
||||
classes: ["sw5e", "sheet", "actor", "vehicle"],
|
||||
width: 605,
|
||||
height: 680
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Creates a new cargo entry for a vehicle Actor.
|
||||
*/
|
||||
static get newCargo() {
|
||||
return {
|
||||
name: '',
|
||||
quantity: 1
|
||||
};
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Compute the total weight of the vehicle's cargo.
|
||||
* @param {Number} totalWeight The cumulative item weight from inventory items
|
||||
* @param {Object} actorData The data object for the Actor being rendered
|
||||
* @returns {{max: number, value: number, pct: number}}
|
||||
* @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;
|
||||
|
||||
// Vehicle weights are an order of magnitude greater.
|
||||
totalWeight /= CONFIG.SW5E.encumbrance.vehicleWeightMultiplier;
|
||||
|
||||
// Compute overall encumbrance
|
||||
const max = actorData.data.attributes.capacity.cargo;
|
||||
const pct = Math.clamped((totalWeight * 100) / max, 0, 100);
|
||||
return {value: totalWeight.toNearest(0.1), max, pct};
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
_getMovementSpeed(actorData, largestPrimary=true) {
|
||||
return super._getMovementSpeed(actorData, largestPrimary);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Prepare items that are mounted to a vehicle and require one or more crew
|
||||
* to operate.
|
||||
* @private
|
||||
*/
|
||||
_prepareCrewedItem(item) {
|
||||
|
||||
// Determine crewed status
|
||||
const isCrewed = item.data.crewed;
|
||||
item.toggleClass = isCrewed ? 'active' : '';
|
||||
item.toggleTitle = game.i18n.localize(`SW5E.${isCrewed ? 'Crewed' : 'Uncrewed'}`);
|
||||
|
||||
// Handle crew actions
|
||||
if (item.type === 'feat' && item.data.activation.type === 'crew') {
|
||||
item.crew = item.data.activation.cost;
|
||||
item.cover = game.i18n.localize(`SW5E.${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 = '—';
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
static unsupportedItemTypes = new Set(["class"]);
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Creates a new cargo entry for a vehicle Actor.
|
||||
*/
|
||||
static get newCargo() {
|
||||
return {
|
||||
name: "",
|
||||
quantity: 1
|
||||
};
|
||||
// Prepare vehicle weapons
|
||||
if (item.type === 'equipment' || item.type === 'weapon') {
|
||||
item.threshold = item.data.hp.dt ? item.data.hp.dt : '—';
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Compute the total weight of the vehicle's cargo.
|
||||
* @param {Number} totalWeight The cumulative item weight from inventory items
|
||||
* @param {Object} actorData The data object for the Actor being rendered
|
||||
* @returns {{max: number, value: number, pct: number}}
|
||||
* @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;
|
||||
/**
|
||||
* Organize Owned Items for rendering the Vehicle sheet.
|
||||
* @private
|
||||
*/
|
||||
_prepareItems(data) {
|
||||
const cargoColumns = [{
|
||||
label: game.i18n.localize('SW5E.Quantity'),
|
||||
css: 'item-qty',
|
||||
property: 'quantity',
|
||||
editable: 'Number'
|
||||
}];
|
||||
|
||||
// Vehicle weights are an order of magnitude greater.
|
||||
totalWeight /= CONFIG.SW5E.encumbrance.vehicleWeightMultiplier;
|
||||
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'
|
||||
}];
|
||||
|
||||
// Compute overall encumbrance
|
||||
const max = actorData.data.attributes.capacity.cargo;
|
||||
const pct = Math.clamped((totalWeight * 100) / max, 0, 100);
|
||||
return {value: totalWeight.toNearest(0.1), max, pct};
|
||||
}
|
||||
const features = {
|
||||
actions: {
|
||||
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'
|
||||
}]
|
||||
},
|
||||
equipment: {
|
||||
label: game.i18n.localize('SW5E.ItemTypeEquipment'),
|
||||
items: [],
|
||||
crewable: true,
|
||||
dataset: {type: 'equipment', 'armor.type': 'vehicle'},
|
||||
columns: equipmentColumns
|
||||
},
|
||||
passive: {
|
||||
label: game.i18n.localize('SW5E.Features'),
|
||||
items: [],
|
||||
dataset: {type: 'feat'}
|
||||
},
|
||||
reactions: {
|
||||
label: game.i18n.localize('SW5E.ReactionPl'),
|
||||
items: [],
|
||||
dataset: {type: 'feat', 'activation.type': 'reaction'}
|
||||
},
|
||||
weapons: {
|
||||
label: game.i18n.localize('SW5E.ItemTypeWeaponPl'),
|
||||
items: [],
|
||||
crewable: true,
|
||||
dataset: {type: 'weapon', 'weapon-type': 'siege'},
|
||||
columns: equipmentColumns
|
||||
}
|
||||
};
|
||||
|
||||
/* -------------------------------------------- */
|
||||
const cargo = {
|
||||
crew: {
|
||||
label: game.i18n.localize('SW5E.VehicleCrew'),
|
||||
items: data.data.cargo.crew,
|
||||
css: 'cargo-row crew',
|
||||
editableName: true,
|
||||
dataset: {type: 'crew'},
|
||||
columns: cargoColumns
|
||||
},
|
||||
passengers: {
|
||||
label: game.i18n.localize('SW5E.VehiclePassengers'),
|
||||
items: data.data.cargo.passengers,
|
||||
css: 'cargo-row passengers',
|
||||
editableName: true,
|
||||
dataset: {type: 'passengers'},
|
||||
columns: cargoColumns
|
||||
},
|
||||
cargo: {
|
||||
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'
|
||||
}]
|
||||
}
|
||||
};
|
||||
|
||||
/** @override */
|
||||
_getMovementSpeed(actorData, largestPrimary = true) {
|
||||
return super._getMovementSpeed(actorData, largestPrimary);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Prepare items that are mounted to a vehicle and require one or more crew
|
||||
* to operate.
|
||||
* @private
|
||||
*/
|
||||
_prepareCrewedItem(item) {
|
||||
// Determine crewed status
|
||||
const isCrewed = item.data.crewed;
|
||||
item.toggleClass = isCrewed ? "active" : "";
|
||||
item.toggleTitle = game.i18n.localize(`SW5E.${isCrewed ? "Crewed" : "Uncrewed"}`);
|
||||
|
||||
// Handle crew actions
|
||||
if (item.type === "feat" && item.data.activation.type === "crew") {
|
||||
item.crew = item.data.activation.cost;
|
||||
item.cover = game.i18n.localize(`SW5E.${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 = "—";
|
||||
}
|
||||
|
||||
// Prepare vehicle weapons
|
||||
if (item.type === "equipment" || item.type === "weapon") {
|
||||
item.threshold = item.data.hp.dt ? item.data.hp.dt : "—";
|
||||
let totalWeight = 0;
|
||||
for (const item of data.items) {
|
||||
this._prepareCrewedItem(item);
|
||||
if (item.type === 'weapon') features.weapons.items.push(item);
|
||||
else if (item.type === 'equipment') features.equipment.items.push(item);
|
||||
else if (item.type === 'loot') {
|
||||
totalWeight += (item.data.weight || 0) * item.data.quantity;
|
||||
cargo.cargo.items.push(item);
|
||||
}
|
||||
else if (item.type === 'feat') {
|
||||
if (!item.data.activation.type || item.data.activation.type === 'none') {
|
||||
features.passive.items.push(item);
|
||||
}
|
||||
else if (item.data.activation.type === 'reaction') features.reactions.items.push(item);
|
||||
else features.actions.items.push(item);
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
data.features = Object.values(features);
|
||||
data.cargo = Object.values(cargo);
|
||||
data.data.attributes.encumbrance = this._computeEncumbrance(totalWeight, data);
|
||||
}
|
||||
|
||||
/**
|
||||
* Organize Owned Items for rendering the Vehicle sheet.
|
||||
* @private
|
||||
*/
|
||||
_prepareItems(data) {
|
||||
const cargoColumns = [
|
||||
{
|
||||
label: game.i18n.localize("SW5E.Quantity"),
|
||||
css: "item-qty",
|
||||
property: "quantity",
|
||||
editable: "Number"
|
||||
}
|
||||
];
|
||||
/* -------------------------------------------- */
|
||||
/* Event Listeners and Handlers */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
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"
|
||||
}
|
||||
];
|
||||
/** @override */
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
if (!this.options.editable) return;
|
||||
|
||||
const features = {
|
||||
actions: {
|
||||
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"
|
||||
}
|
||||
]
|
||||
},
|
||||
equipment: {
|
||||
label: game.i18n.localize("SW5E.ItemTypeEquipment"),
|
||||
items: [],
|
||||
crewable: true,
|
||||
dataset: {"type": "equipment", "armor.type": "vehicle"},
|
||||
columns: equipmentColumns
|
||||
},
|
||||
passive: {
|
||||
label: game.i18n.localize("SW5E.Features"),
|
||||
items: [],
|
||||
dataset: {type: "feat"}
|
||||
},
|
||||
reactions: {
|
||||
label: game.i18n.localize("SW5E.ReactionPl"),
|
||||
items: [],
|
||||
dataset: {"type": "feat", "activation.type": "reaction"}
|
||||
},
|
||||
weapons: {
|
||||
label: game.i18n.localize("SW5E.ItemTypeWeaponPl"),
|
||||
items: [],
|
||||
crewable: true,
|
||||
dataset: {"type": "weapon", "weapon-type": "siege"},
|
||||
columns: equipmentColumns
|
||||
}
|
||||
};
|
||||
html.find('.item-toggle').click(this._onToggleItem.bind(this));
|
||||
html.find('.item-hp input')
|
||||
.click(evt => evt.target.select())
|
||||
.change(this._onHPChange.bind(this));
|
||||
|
||||
const cargo = {
|
||||
crew: {
|
||||
label: game.i18n.localize("SW5E.VehicleCrew"),
|
||||
items: data.data.cargo.crew,
|
||||
css: "cargo-row crew",
|
||||
editableName: true,
|
||||
dataset: {type: "crew"},
|
||||
columns: cargoColumns
|
||||
},
|
||||
passengers: {
|
||||
label: game.i18n.localize("SW5E.VehiclePassengers"),
|
||||
items: data.data.cargo.passengers,
|
||||
css: "cargo-row passengers",
|
||||
editableName: true,
|
||||
dataset: {type: "passengers"},
|
||||
columns: cargoColumns
|
||||
},
|
||||
cargo: {
|
||||
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"
|
||||
}
|
||||
]
|
||||
}
|
||||
};
|
||||
html.find('.item:not(.cargo-row) input[data-property]')
|
||||
.click(evt => evt.target.select())
|
||||
.change(this._onEditInSheet.bind(this));
|
||||
|
||||
// Classify items owned by the vehicle and compute total cargo weight
|
||||
let totalWeight = 0;
|
||||
for (const item of data.items) {
|
||||
this._prepareCrewedItem(item);
|
||||
html.find('.cargo-row input')
|
||||
.click(evt => evt.target.select())
|
||||
.change(this._onCargoRowChange.bind(this));
|
||||
|
||||
// Handle cargo explicitly
|
||||
const isCargo = item.flags.sw5e?.vehicleCargo === true;
|
||||
if (isCargo) {
|
||||
totalWeight += (item.data.weight || 0) * item.data.quantity;
|
||||
cargo.cargo.items.push(item);
|
||||
continue;
|
||||
}
|
||||
if (this.actor.data.data.attributes.actions.stations) {
|
||||
html.find('.counter.actions, .counter.action-thresholds').hide();
|
||||
}
|
||||
}
|
||||
|
||||
// Handle non-cargo item types
|
||||
switch (item.type) {
|
||||
case "weapon":
|
||||
features.weapons.items.push(item);
|
||||
break;
|
||||
case "equipment":
|
||||
features.equipment.items.push(item);
|
||||
break;
|
||||
case "feat":
|
||||
if (!item.data.activation.type || item.data.activation.type === "none")
|
||||
features.passive.items.push(item);
|
||||
else if (item.data.activation.type === "reaction") features.reactions.items.push(item);
|
||||
else features.actions.items.push(item);
|
||||
break;
|
||||
default:
|
||||
totalWeight += (item.data.weight || 0) * item.data.quantity;
|
||||
cargo.cargo.items.push(item);
|
||||
}
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
|
||||
// Update the rendering context data
|
||||
data.features = Object.values(features);
|
||||
data.cargo = Object.values(cargo);
|
||||
data.data.attributes.encumbrance = this._computeEncumbrance(totalWeight, data);
|
||||
/**
|
||||
* Handle saving a cargo row (i.e. crew or passenger) in-sheet.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Actor>|null}
|
||||
* @private
|
||||
*/
|
||||
_onCargoRowChange(event) {
|
||||
event.preventDefault();
|
||||
const target = event.currentTarget;
|
||||
const row = target.closest('.item');
|
||||
const idx = Number(row.dataset.itemId);
|
||||
const property = row.classList.contains('crew') ? 'crew' : 'passengers';
|
||||
|
||||
// Get the cargo entry
|
||||
const cargo = duplicate(this.actor.data.data.cargo[property]);
|
||||
const entry = cargo[idx];
|
||||
if (!entry) return null;
|
||||
|
||||
// Update the cargo value
|
||||
const key = target.dataset.property || 'name';
|
||||
const type = target.dataset.dtype;
|
||||
let value = target.value;
|
||||
if (type === 'Number') value = Number(value);
|
||||
entry[key] = value;
|
||||
|
||||
// Perform the Actor update
|
||||
return this.actor.update({[`data.cargo.${property}`]: cargo});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle editing certain values like quantity, price, and weight in-sheet.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Item>}
|
||||
* @private
|
||||
*/
|
||||
_onEditInSheet(event) {
|
||||
event.preventDefault();
|
||||
const itemID = event.currentTarget.closest('.item').dataset.itemId;
|
||||
const item = this.actor.items.get(itemID);
|
||||
const property = event.currentTarget.dataset.property;
|
||||
const type = event.currentTarget.dataset.dtype;
|
||||
let value = event.currentTarget.value;
|
||||
switch (type) {
|
||||
case 'Number': value = parseInt(value); break;
|
||||
case 'Boolean': value = value === 'true'; break;
|
||||
}
|
||||
return item.update({[`${property}`]: value});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle creating a new crew or passenger row.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Actor|Item>}
|
||||
* @private
|
||||
*/
|
||||
_onItemCreate(event) {
|
||||
event.preventDefault();
|
||||
const target = event.currentTarget;
|
||||
const type = target.dataset.type;
|
||||
if (type === 'crew' || type === 'passengers') {
|
||||
const cargo = duplicate(this.actor.data.data.cargo[type]);
|
||||
cargo.push(this.constructor.newCargo);
|
||||
return this.actor.update({[`data.cargo.${type}`]: cargo});
|
||||
}
|
||||
return super._onItemCreate(event);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle deleting a crew or passenger row.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Actor|Item>}
|
||||
* @private
|
||||
*/
|
||||
_onItemDelete(event) {
|
||||
event.preventDefault();
|
||||
const row = event.currentTarget.closest('.item');
|
||||
if (row.classList.contains('cargo-row')) {
|
||||
const idx = Number(row.dataset.itemId);
|
||||
const type = row.classList.contains('crew') ? 'crew' : 'passengers';
|
||||
const cargo = duplicate(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx);
|
||||
return this.actor.update({[`data.cargo.${type}`]: cargo});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Event Listeners and Handlers */
|
||||
/* -------------------------------------------- */
|
||||
return super._onItemDelete(event);
|
||||
}
|
||||
|
||||
/** @override */
|
||||
activateListeners(html) {
|
||||
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())
|
||||
.change(this._onHPChange.bind(this));
|
||||
/**
|
||||
* Special handling for editing HP to clamp it within appropriate range.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Item>}
|
||||
* @private
|
||||
*/
|
||||
_onHPChange(event) {
|
||||
event.preventDefault();
|
||||
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});
|
||||
}
|
||||
|
||||
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())
|
||||
.change(this._onCargoRowChange.bind(this));
|
||||
|
||||
if (this.actor.data.data.attributes.actions.stations) {
|
||||
html.find(".counter.actions, .counter.action-thresholds").hide();
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle saving a cargo row (i.e. crew or passenger) in-sheet.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Actor>|null}
|
||||
* @private
|
||||
*/
|
||||
_onCargoRowChange(event) {
|
||||
event.preventDefault();
|
||||
const target = event.currentTarget;
|
||||
const row = target.closest(".item");
|
||||
const idx = Number(row.dataset.itemId);
|
||||
const property = row.classList.contains("crew") ? "crew" : "passengers";
|
||||
|
||||
// Get the cargo entry
|
||||
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[property]);
|
||||
const entry = cargo[idx];
|
||||
if (!entry) return null;
|
||||
|
||||
// Update the cargo value
|
||||
const key = target.dataset.property || "name";
|
||||
const type = target.dataset.dtype;
|
||||
let value = target.value;
|
||||
if (type === "Number") value = Number(value);
|
||||
entry[key] = value;
|
||||
|
||||
// Perform the Actor update
|
||||
return this.actor.update({[`data.cargo.${property}`]: cargo});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle editing certain values like quantity, price, and weight in-sheet.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Item>}
|
||||
* @private
|
||||
*/
|
||||
_onEditInSheet(event) {
|
||||
event.preventDefault();
|
||||
const itemID = event.currentTarget.closest(".item").dataset.itemId;
|
||||
const item = this.actor.items.get(itemID);
|
||||
const property = event.currentTarget.dataset.property;
|
||||
const type = event.currentTarget.dataset.dtype;
|
||||
let value = event.currentTarget.value;
|
||||
switch (type) {
|
||||
case "Number":
|
||||
value = parseInt(value);
|
||||
break;
|
||||
case "Boolean":
|
||||
value = value === "true";
|
||||
break;
|
||||
}
|
||||
return item.update({[`${property}`]: value});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle creating a new crew or passenger row.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Actor|Item>}
|
||||
* @private
|
||||
*/
|
||||
_onItemCreate(event) {
|
||||
event.preventDefault();
|
||||
const target = event.currentTarget;
|
||||
const type = target.dataset.type;
|
||||
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.${type}`]: cargo});
|
||||
}
|
||||
return super._onItemCreate(event);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle deleting a crew or passenger row.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Actor|Item>}
|
||||
* @private
|
||||
*/
|
||||
_onItemDelete(event) {
|
||||
event.preventDefault();
|
||||
const row = event.currentTarget.closest(".item");
|
||||
if (row.classList.contains("cargo-row")) {
|
||||
const idx = Number(row.dataset.itemId);
|
||||
const type = row.classList.contains("crew") ? "crew" : "passengers";
|
||||
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx);
|
||||
return this.actor.update({[`data.cargo.${type}`]: cargo});
|
||||
}
|
||||
|
||||
return super._onItemDelete(event);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
async _onDropItemCreate(itemData) {
|
||||
const cargoTypes = ["weapon", "equipment", "consumable", "tool", "loot", "backpack"];
|
||||
const isCargo = cargoTypes.includes(itemData.type) && this._tabs[0].active === "cargo";
|
||||
foundry.utils.setProperty(itemData, "flags.sw5e.vehicleCargo", isCargo);
|
||||
return super._onDropItemCreate(itemData);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Special handling for editing HP to clamp it within appropriate range.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Item>}
|
||||
* @private
|
||||
*/
|
||||
_onHPChange(event) {
|
||||
event.preventDefault();
|
||||
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});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle toggling an item's crewed status.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Item>}
|
||||
* @private
|
||||
*/
|
||||
_onToggleItem(event) {
|
||||
event.preventDefault();
|
||||
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});
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Handle toggling an item's crewed status.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Item>}
|
||||
* @private
|
||||
*/
|
||||
_onToggleItem(event) {
|
||||
event.preventDefault();
|
||||
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});
|
||||
}
|
||||
};
|
||||
|
|
|
@ -7,362 +7,292 @@ import Actor5e from "../../entity.js";
|
|||
* @type {ActorSheet5e}
|
||||
*/
|
||||
export default class ActorSheet5eCharacter extends ActorSheet5e {
|
||||
/**
|
||||
* Define default rendering options for the NPC sheet
|
||||
* @return {Object}
|
||||
*/
|
||||
static get defaultOptions() {
|
||||
return mergeObject(super.defaultOptions, {
|
||||
classes: ["sw5e", "sheet", "actor", "character"],
|
||||
width: 720,
|
||||
height: 736
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/**
|
||||
* Define default rendering options for the NPC sheet
|
||||
* @return {Object}
|
||||
*/
|
||||
static get defaultOptions() {
|
||||
return mergeObject(super.defaultOptions, {
|
||||
classes: ["sw5e", "sheet", "actor", "character"],
|
||||
width: 720,
|
||||
height: 736
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Add some extra data when rendering the sheet to reduce the amount of logic required within the template.
|
||||
*/
|
||||
getData() {
|
||||
const sheetData = super.getData();
|
||||
|
||||
// Temporary HP
|
||||
let hp = sheetData.data.attributes.hp;
|
||||
if (hp.temp === 0) delete hp.temp;
|
||||
if (hp.tempmax === 0) delete hp.tempmax;
|
||||
|
||||
// Resources
|
||||
sheetData["resources"] = ["primary", "secondary", "tertiary"].reduce((arr, r) => {
|
||||
const res = sheetData.data.resources[r] || {};
|
||||
res.name = r;
|
||||
res.placeholder = game.i18n.localize("SW5E.Resource" + r.titleCase());
|
||||
if (res && res.value === 0) delete res.value;
|
||||
if (res && res.max === 0) delete res.max;
|
||||
return arr.concat([res]);
|
||||
}, []);
|
||||
|
||||
// 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(", ");
|
||||
|
||||
// Return data for rendering
|
||||
return sheetData;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Organize and classify Owned Items for Character sheets
|
||||
* @private
|
||||
*/
|
||||
_prepareItems(data) {
|
||||
// Categorize items as inventory, powerbook, features, and classes
|
||||
const inventory = {
|
||||
weapon: {label: "SW5E.ItemTypeWeaponPl", items: [], dataset: {type: "weapon"}},
|
||||
equipment: {label: "SW5E.ItemTypeEquipmentPl", items: [], dataset: {type: "equipment"}},
|
||||
consumable: {label: "SW5E.ItemTypeConsumablePl", items: [], dataset: {type: "consumable"}},
|
||||
tool: {label: "SW5E.ItemTypeToolPl", items: [], dataset: {type: "tool"}},
|
||||
backpack: {label: "SW5E.ItemTypeContainerPl", items: [], dataset: {type: "backpack"}},
|
||||
loot: {label: "SW5E.ItemTypeLootPl", items: [], dataset: {type: "loot"}}
|
||||
};
|
||||
|
||||
// Partition items by category
|
||||
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.attunement = {
|
||||
[CONFIG.SW5E.attunementTypes.REQUIRED]: {
|
||||
icon: "fa-sun",
|
||||
cls: "not-attuned",
|
||||
title: "SW5E.AttunementRequired"
|
||||
},
|
||||
[CONFIG.SW5E.attunementTypes.ATTUNED]: {
|
||||
icon: "fa-sun",
|
||||
cls: "attuned",
|
||||
title: "SW5E.AttunementAttuned"
|
||||
}
|
||||
}[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 toggle state
|
||||
this._prepareItemToggleState(item);
|
||||
|
||||
// Primary Class
|
||||
if (item.type === "class")
|
||||
item.isOriginalClass = item._id === this.actor.data.data.details.originalClass;
|
||||
|
||||
// Classify items into types
|
||||
if (item.type === "power") arr[1].push(item);
|
||||
else if (item.type === "feat") arr[2].push(item);
|
||||
else if (item.type === "class") arr[3].push(item);
|
||||
else if (item.type === "species") arr[4].push(item);
|
||||
else if (item.type === "archetype") arr[5].push(item);
|
||||
else if (item.type === "classfeature") arr[6].push(item);
|
||||
else if (item.type === "background") arr[7].push(item);
|
||||
else if (item.type === "fightingstyle") arr[8].push(item);
|
||||
else if (item.type === "fightingmastery") arr[9].push(item);
|
||||
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);
|
||||
powers = this._filterItems(powers, this._filters.powerbook);
|
||||
feats = this._filterItems(feats, this._filters.features);
|
||||
|
||||
// Organize items
|
||||
for (let i of items) {
|
||||
i.data.quantity = i.data.quantity || 0;
|
||||
i.data.weight = i.data.weight || 0;
|
||||
i.totalWeight = (i.data.quantity * i.data.weight).toNearest(0.1);
|
||||
inventory[i.type].items.push(i);
|
||||
}
|
||||
|
||||
// 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;
|
||||
}).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"}
|
||||
},
|
||||
passive: {label: "SW5E.FeaturePassive", items: [], hasActions: false, dataset: {type: "feat"}}
|
||||
};
|
||||
for (let f of feats) {
|
||||
if (f.data.activation.type) features.active.items.push(f);
|
||||
else features.passive.items.push(f);
|
||||
}
|
||||
classes.sort((a, b) => b.data.levels - a.data.levels);
|
||||
features.classes.items = classes;
|
||||
features.classfeatures.items = classfeatures;
|
||||
features.archetype.items = archetypes;
|
||||
features.species.items = species;
|
||||
features.background.items = backgrounds;
|
||||
features.fightingstyles.items = fightingstyles;
|
||||
features.fightingmasteries.items = fightingmasteries;
|
||||
features.lightsaberforms.items = lightsaberforms;
|
||||
|
||||
// Assign and return
|
||||
data.inventory = Object.values(inventory);
|
||||
data.powerbook = powerbook;
|
||||
data.preparedPowers = nPrepared;
|
||||
data.features = Object.values(features);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* A helper method to establish the displayed preparation state for an item
|
||||
* @param {Item} item
|
||||
* @private
|
||||
*/
|
||||
_prepareItemToggleState(item) {
|
||||
if (item.type === "power") {
|
||||
const isAlways = getProperty(item.data, "preparation.mode") === "always";
|
||||
const isPrepared = getProperty(item.data, "preparation.prepared");
|
||||
item.toggleClass = isPrepared ? "active" : "";
|
||||
if (isAlways) item.toggleClass = "fixed";
|
||||
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 {
|
||||
const isActive = getProperty(item.data, "equipped");
|
||||
item.toggleClass = isActive ? "active" : "";
|
||||
item.toggleTitle = game.i18n.localize(isActive ? "SW5E.Equipped" : "SW5E.Unequipped");
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Event Listeners and Handlers
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Activate event listeners using the prepared sheet HTML
|
||||
* @param html {jQuery} The prepared HTML object ready to be rendered into the DOM
|
||||
*/
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
if (!this.isEditable) return;
|
||||
/**
|
||||
* Add some extra data when rendering the sheet to reduce the amount of logic required within the template.
|
||||
*/
|
||||
getData() {
|
||||
const sheetData = super.getData();
|
||||
|
||||
// Item State Toggling
|
||||
html.find(".item-toggle").click(this._onToggleItem.bind(this));
|
||||
// Temporary HP
|
||||
let hp = sheetData.data.attributes.hp;
|
||||
if (hp.temp === 0) delete hp.temp;
|
||||
if (hp.tempmax === 0) delete hp.tempmax;
|
||||
|
||||
// Short and Long Rest
|
||||
html.find(".short-rest").click(this._onShortRest.bind(this));
|
||||
html.find(".long-rest").click(this._onLongRest.bind(this));
|
||||
// Resources
|
||||
sheetData["resources"] = ["primary", "secondary", "tertiary"].reduce((arr, r) => {
|
||||
const res = sheetData.data.resources[r] || {};
|
||||
res.name = r;
|
||||
res.placeholder = game.i18n.localize("SW5E.Resource"+r.titleCase());
|
||||
if (res && res.value === 0) delete res.value;
|
||||
if (res && res.max === 0) delete res.max;
|
||||
return arr.concat([res]);
|
||||
}, []);
|
||||
|
||||
// Rollable sheet actions
|
||||
html.find(".rollable[data-action]").click(this._onSheetAction.bind(this));
|
||||
}
|
||||
// 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(', ');
|
||||
|
||||
/* -------------------------------------------- */
|
||||
// Return data for rendering
|
||||
return sheetData;
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle mouse click events for character sheet actions
|
||||
* @param {MouseEvent} event The originating click event
|
||||
* @private
|
||||
*/
|
||||
_onSheetAction(event) {
|
||||
event.preventDefault();
|
||||
const button = event.currentTarget;
|
||||
switch (button.dataset.action) {
|
||||
case "rollDeathSave":
|
||||
return this.actor.rollDeathSave({event: event});
|
||||
case "rollInitiative":
|
||||
return this.actor.rollInitiative({createCombatants: true});
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Organize and classify Owned Items for Character sheets
|
||||
* @private
|
||||
*/
|
||||
_prepareItems(data) {
|
||||
|
||||
// Categorize items as inventory, powerbook, features, and classes
|
||||
const inventory = {
|
||||
weapon: { label: "SW5E.ItemTypeWeaponPl", items: [], dataset: {type: "weapon"} },
|
||||
equipment: { label: "SW5E.ItemTypeEquipmentPl", items: [], dataset: {type: "equipment"} },
|
||||
consumable: { label: "SW5E.ItemTypeConsumablePl", items: [], dataset: {type: "consumable"} },
|
||||
tool: { label: "SW5E.ItemTypeToolPl", items: [], dataset: {type: "tool"} },
|
||||
backpack: { label: "SW5E.ItemTypeContainerPl", items: [], dataset: {type: "backpack"} },
|
||||
loot: { label: "SW5E.ItemTypeLootPl", items: [], dataset: {type: "loot"} }
|
||||
};
|
||||
|
||||
// Partition items by category
|
||||
let [items, powers, feats, classes, species, archetypes, classfeatures, backgrounds, fightingstyles, fightingmasteries, lightsaberforms] = data.items.reduce((arr, item) => {
|
||||
|
||||
// Item details
|
||||
item.img = item.img || DEFAULT_TOKEN;
|
||||
item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
|
||||
item.attunement = {
|
||||
[CONFIG.SW5E.attunementTypes.REQUIRED]: {
|
||||
icon: "fa-sun",
|
||||
cls: "not-attuned",
|
||||
title: "SW5E.AttunementRequired"
|
||||
},
|
||||
[CONFIG.SW5E.attunementTypes.ATTUNED]: {
|
||||
icon: "fa-sun",
|
||||
cls: "attuned",
|
||||
title: "SW5E.AttunementAttuned"
|
||||
}
|
||||
}[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 toggle state
|
||||
this._prepareItemToggleState(item);
|
||||
|
||||
// Classify items into types
|
||||
if ( item.type === "power" ) arr[1].push(item);
|
||||
else if ( item.type === "feat" ) arr[2].push(item);
|
||||
else if ( item.type === "class" ) arr[3].push(item);
|
||||
else if ( item.type === "species" ) arr[4].push(item);
|
||||
else if ( item.type === "archetype" ) arr[5].push(item);
|
||||
else if ( item.type === "classfeature" ) arr[6].push(item);
|
||||
else if ( item.type === "background" ) arr[7].push(item);
|
||||
else if ( item.type === "fightingstyle" ) arr[8].push(item);
|
||||
else if ( item.type === "fightingmastery" ) arr[9].push(item);
|
||||
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);
|
||||
powers = this._filterItems(powers, this._filters.powerbook);
|
||||
feats = this._filterItems(feats, this._filters.features);
|
||||
|
||||
// Organize items
|
||||
for ( let i of items ) {
|
||||
i.data.quantity = i.data.quantity || 0;
|
||||
i.data.weight = i.data.weight || 0;
|
||||
i.totalWeight = (i.data.quantity * i.data.weight).toNearest(0.1);
|
||||
inventory[i.type].items.push(i);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
// 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;
|
||||
}).length;
|
||||
|
||||
/**
|
||||
* Handle toggling the state of an Owned Item within the Actor
|
||||
* @param {Event} event The triggering click event
|
||||
* @private
|
||||
*/
|
||||
_onToggleItem(event) {
|
||||
event.preventDefault();
|
||||
const itemId = event.currentTarget.closest(".item").dataset.itemId;
|
||||
const item = this.actor.items.get(itemId);
|
||||
const attr = item.data.type === "power" ? "data.preparation.prepared" : "data.equipped";
|
||||
return item.update({[attr]: !getProperty(item.data, attr)});
|
||||
// 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"} },
|
||||
passive: { label: "SW5E.FeaturePassive", items: [], hasActions: false, dataset: {type: "feat"} }
|
||||
};
|
||||
for ( let f of feats ) {
|
||||
if ( f.data.activation.type ) features.active.items.push(f);
|
||||
else features.passive.items.push(f);
|
||||
}
|
||||
classes.sort((a, b) => b.levels - a.levels);
|
||||
features.classes.items = classes;
|
||||
features.classfeatures.items = classfeatures;
|
||||
features.archetype.items = archetypes;
|
||||
features.species.items = species;
|
||||
features.background.items = backgrounds;
|
||||
features.fightingstyles.items = fightingstyles;
|
||||
features.fightingmasteries.items = fightingmasteries;
|
||||
features.lightsaberforms.items = lightsaberforms;
|
||||
|
||||
/* -------------------------------------------- */
|
||||
// Assign and return
|
||||
data.inventory = Object.values(inventory);
|
||||
data.powerbook = powerbook;
|
||||
data.preparedPowers = nPrepared;
|
||||
data.features = Object.values(features);
|
||||
}
|
||||
|
||||
/**
|
||||
* Take a short rest, calling the relevant function on the Actor instance
|
||||
* @param {Event} event The triggering click event
|
||||
* @private
|
||||
*/
|
||||
async _onShortRest(event) {
|
||||
event.preventDefault();
|
||||
await this._onSubmit(event);
|
||||
return this.actor.shortRest();
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* A helper method to establish the displayed preparation state for an item
|
||||
* @param {Item} item
|
||||
* @private
|
||||
*/
|
||||
_prepareItemToggleState(item) {
|
||||
if (item.type === "power") {
|
||||
const isAlways = getProperty(item.data, "preparation.mode") === "always";
|
||||
const isPrepared = getProperty(item.data, "preparation.prepared");
|
||||
item.toggleClass = isPrepared ? "active" : "";
|
||||
if ( isAlways ) item.toggleClass = "fixed";
|
||||
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");
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Take a long rest, calling the relevant function on the Actor instance
|
||||
* @param {Event} event The triggering click event
|
||||
* @private
|
||||
*/
|
||||
async _onLongRest(event) {
|
||||
event.preventDefault();
|
||||
await this._onSubmit(event);
|
||||
return this.actor.longRest();
|
||||
else {
|
||||
const isActive = getProperty(item.data, "equipped");
|
||||
item.toggleClass = isActive ? "active" : "";
|
||||
item.toggleTitle = game.i18n.localize(isActive ? "SW5E.Equipped" : "SW5E.Unequipped");
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* -------------------------------------------- */
|
||||
/* Event Listeners and Handlers
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @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);
|
||||
let priorLevel = cls?.data.data.levels ?? 0;
|
||||
if (!!cls) {
|
||||
const next = Math.min(priorLevel + 1, 20 + priorLevel - this.actor.data.data.details.level);
|
||||
if (next > priorLevel) {
|
||||
itemData.levels = next;
|
||||
return cls.update({"data.levels": next});
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Activate event listeners using the prepared sheet HTML
|
||||
* @param html {HTML} The prepared HTML object ready to be rendered into the DOM
|
||||
*/
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
if ( !this.options.editable ) return;
|
||||
|
||||
// Item State Toggling
|
||||
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));
|
||||
|
||||
// Rollable sheet actions
|
||||
html.find(".rollable[data-action]").click(this._onSheetAction.bind(this));
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle mouse click events for character sheet actions
|
||||
* @param {MouseEvent} event The originating click event
|
||||
* @private
|
||||
*/
|
||||
_onSheetAction(event) {
|
||||
event.preventDefault();
|
||||
const button = event.currentTarget;
|
||||
switch( button.dataset.action ) {
|
||||
case "rollDeathSave":
|
||||
return this.actor.rollDeathSave({event: event});
|
||||
case "rollInitiative":
|
||||
return this.actor.rollInitiative({createCombatants: true});
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle toggling the state of an Owned Item within the Actor
|
||||
* @param {Event} event The triggering click event
|
||||
* @private
|
||||
*/
|
||||
_onToggleItem(event) {
|
||||
event.preventDefault();
|
||||
const itemId = event.currentTarget.closest(".item").dataset.itemId;
|
||||
const item = this.actor.getOwnedItem(itemId);
|
||||
const attr = item.data.type === "power" ? "data.preparation.prepared" : "data.equipped";
|
||||
return item.update({[attr]: !getProperty(item.data, attr)});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Take a short rest, calling the relevant function on the Actor instance
|
||||
* @param {Event} event The triggering click event
|
||||
* @private
|
||||
*/
|
||||
async _onShortRest(event) {
|
||||
event.preventDefault();
|
||||
await this._onSubmit(event);
|
||||
return this.actor.shortRest();
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Take a long rest, calling the relevant function on the Actor instance
|
||||
* @param {Event} event The triggering click event
|
||||
* @private
|
||||
*/
|
||||
async _onLongRest(event) {
|
||||
event.preventDefault();
|
||||
await this._onSubmit(event);
|
||||
return this.actor.longRest();
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @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);
|
||||
let priorLevel = cls?.data.data.levels ?? 0;
|
||||
if ( !!cls ) {
|
||||
const next = Math.min(priorLevel + 1, 20 + priorLevel - this.actor.data.data.details.level);
|
||||
if ( next > priorLevel ) {
|
||||
itemData.levels = next;
|
||||
return cls.update({"data.levels": next});
|
||||
}
|
||||
|
||||
// Default drop handling if levels were not added
|
||||
return super._onDropItemCreate(itemData);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Default drop handling if levels were not added
|
||||
super._onDropItemCreate(itemData);
|
||||
}
|
||||
}
|
|
@ -6,139 +6,122 @@ import ActorSheet5e from "./base.js";
|
|||
* @extends {ActorSheet5e}
|
||||
*/
|
||||
export default class ActorSheet5eNPC extends ActorSheet5e {
|
||||
/** @override */
|
||||
static get defaultOptions() {
|
||||
return mergeObject(super.defaultOptions, {
|
||||
classes: ["sw5e", "sheet", "actor", "npc"],
|
||||
width: 600,
|
||||
height: 680
|
||||
});
|
||||
|
||||
/** @override */
|
||||
static get defaultOptions() {
|
||||
return mergeObject(super.defaultOptions, {
|
||||
classes: ["sw5e", "sheet", "actor", "npc"],
|
||||
width: 600,
|
||||
height: 680
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Organize Owned Items for rendering the NPC sheet
|
||||
* @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"} },
|
||||
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) => {
|
||||
item.img = item.img || DEFAULT_TOKEN;
|
||||
item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
|
||||
item.hasUses = item.data.uses && (item.data.uses.max > 0);
|
||||
item.isOnCooldown = item.data.recharge && !!item.data.recharge.value && (item.data.recharge.charged === false);
|
||||
item.isDepleted = item.isOnCooldown && (item.data.uses.per && (item.data.uses.value > 0));
|
||||
item.hasTarget = !!item.data.target && !(["none",""].includes(item.data.target.type));
|
||||
if ( item.type === "power" ) arr[0].push(item);
|
||||
else arr[1].push(item);
|
||||
return arr;
|
||||
}, [[], []]);
|
||||
|
||||
// Apply item filters
|
||||
powers = this._filterItems(powers, this._filters.powerbook);
|
||||
other = this._filterItems(other, this._filters.features);
|
||||
|
||||
// Organize Powerbook
|
||||
const powerbook = this._preparePowerbook(data, powers);
|
||||
|
||||
// Organize Features
|
||||
for ( let item of other ) {
|
||||
if ( item.type === "weapon" ) features.weapons.items.push(item);
|
||||
else if ( item.type === "feat" ) {
|
||||
if ( item.data.activation.type ) features.actions.items.push(item);
|
||||
else features.passive.items.push(item);
|
||||
}
|
||||
else features.equipment.items.push(item);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
// Assign and return
|
||||
data.features = Object.values(features);
|
||||
data.powerbook = powerbook;
|
||||
}
|
||||
|
||||
/** @override */
|
||||
static unsupportedItemTypes = new Set(["class"]);
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Organize Owned Items for rendering the NPC sheet
|
||||
* @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"}
|
||||
},
|
||||
passive: {label: game.i18n.localize("SW5E.Features"), items: [], dataset: {type: "feat"}},
|
||||
equipment: {label: game.i18n.localize("SW5E.Inventory"), items: [], dataset: {type: "loot"}}
|
||||
};
|
||||
/** @override */
|
||||
getData() {
|
||||
const data = super.getData();
|
||||
|
||||
// Start by classifying items into groups for rendering
|
||||
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);
|
||||
if (item.type === "power") arr[0].push(item);
|
||||
else arr[1].push(item);
|
||||
return arr;
|
||||
},
|
||||
[[], []]
|
||||
);
|
||||
// Challenge Rating
|
||||
const cr = parseFloat(data.data.details.cr || 0);
|
||||
const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"};
|
||||
data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1;
|
||||
return data;
|
||||
}
|
||||
|
||||
// Apply item filters
|
||||
powers = this._filterItems(powers, this._filters.powerbook);
|
||||
other = this._filterItems(other, this._filters.features);
|
||||
/* -------------------------------------------- */
|
||||
/* Object Updates */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
// Organize Powerbook
|
||||
const powerbook = this._preparePowerbook(data, powers);
|
||||
/** @override */
|
||||
_updateObject(event, formData) {
|
||||
|
||||
// Organize Features
|
||||
for (let item of other) {
|
||||
if (item.type === "weapon") features.weapons.items.push(item);
|
||||
else if (item.type === "feat") {
|
||||
if (item.data.activation.type) features.actions.items.push(item);
|
||||
else features.passive.items.push(item);
|
||||
} else features.equipment.items.push(item);
|
||||
}
|
||||
// Format NPC Challenge Rating
|
||||
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
|
||||
let crv = "data.details.cr";
|
||||
let cr = formData[crv];
|
||||
cr = crs[cr] || parseFloat(cr);
|
||||
if ( cr ) formData[crv] = cr < 1 ? cr : parseInt(cr);
|
||||
|
||||
// Assign and return
|
||||
data.features = Object.values(features);
|
||||
data.powerbook = powerbook;
|
||||
}
|
||||
// Parent ActorSheet update steps
|
||||
super._updateObject(event, formData);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* -------------------------------------------- */
|
||||
/* Event Listeners and Handlers */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @inheritdoc */
|
||||
getData(options) {
|
||||
const data = super.getData(options);
|
||||
/** @override */
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
html.find(".health .rollable").click(this._onRollHPFormula.bind(this));
|
||||
}
|
||||
|
||||
// Challenge Rating
|
||||
const cr = parseFloat(data.data.details.cr || 0);
|
||||
const crLabels = {0: "0", 0.125: "1/8", 0.25: "1/4", 0.5: "1/2"};
|
||||
data.labels["cr"] = cr >= 1 ? String(cr) : crLabels[cr] || 1;
|
||||
/* -------------------------------------------- */
|
||||
|
||||
// Creature Type
|
||||
data.labels["type"] = this.actor.labels.creatureType;
|
||||
return data;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Object Updates */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
async _updateObject(event, formData) {
|
||||
// Format NPC Challenge Rating
|
||||
const crs = {"1/8": 0.125, "1/4": 0.25, "1/2": 0.5};
|
||||
let crv = "data.details.cr";
|
||||
let cr = formData[crv];
|
||||
cr = crs[cr] || parseFloat(cr);
|
||||
if (cr) formData[crv] = cr < 1 ? cr : parseInt(cr);
|
||||
|
||||
// Parent ActorSheet update steps
|
||||
return super._updateObject(event, formData);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Event Listeners and Handlers */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
html.find(".health .rollable").click(this._onRollHPFormula.bind(this));
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle rolling NPC health values using the provided formula
|
||||
* @param {Event} event The original click event
|
||||
* @private
|
||||
*/
|
||||
_onRollHPFormula(event) {
|
||||
event.preventDefault();
|
||||
const formula = this.actor.data.data.attributes.hp.formula;
|
||||
if (!formula) return;
|
||||
const hp = new Roll(formula).roll().total;
|
||||
AudioHelper.play({src: CONFIG.sounds.dice});
|
||||
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});
|
||||
}
|
||||
/**
|
||||
* Handle rolling NPC health values using the provided formula
|
||||
* @param {Event} event The original click event
|
||||
* @private
|
||||
*/
|
||||
_onRollHPFormula(event) {
|
||||
event.preventDefault();
|
||||
const formula = this.actor.data.data.attributes.hp.formula;
|
||||
if ( !formula ) return;
|
||||
const hp = new Roll(formula).roll().total;
|
||||
AudioHelper.play({src: CONFIG.sounds.dice});
|
||||
this.actor.update({"data.attributes.hp.value": hp, "data.attributes.hp.max": hp});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -6,427 +6,380 @@ import ActorSheet5e from "./base.js";
|
|||
* @type {ActorSheet5e}
|
||||
*/
|
||||
export default class ActorSheet5eVehicle extends ActorSheet5e {
|
||||
/**
|
||||
* Define default rendering options for the Vehicle sheet.
|
||||
* @returns {Object}
|
||||
*/
|
||||
static get defaultOptions() {
|
||||
return mergeObject(super.defaultOptions, {
|
||||
classes: ["sw5e", "sheet", "actor", "vehicle"],
|
||||
width: 605,
|
||||
height: 680
|
||||
});
|
||||
/**
|
||||
* Define default rendering options for the Vehicle sheet.
|
||||
* @returns {Object}
|
||||
*/
|
||||
static get defaultOptions() {
|
||||
return mergeObject(super.defaultOptions, {
|
||||
classes: ["sw5e", "sheet", "actor", "vehicle"],
|
||||
width: 605,
|
||||
height: 680
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Creates a new cargo entry for a vehicle Actor.
|
||||
*/
|
||||
static get newCargo() {
|
||||
return {
|
||||
name: '',
|
||||
quantity: 1
|
||||
};
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Compute the total weight of the vehicle's cargo.
|
||||
* @param {Number} totalWeight The cumulative item weight from inventory items
|
||||
* @param {Object} actorData The data object for the Actor being rendered
|
||||
* @returns {{max: number, value: number, pct: number}}
|
||||
* @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;
|
||||
|
||||
// Vehicle weights are an order of magnitude greater.
|
||||
totalWeight /= CONFIG.SW5E.encumbrance.vehicleWeightMultiplier;
|
||||
|
||||
// Compute overall encumbrance
|
||||
const max = actorData.data.attributes.capacity.cargo;
|
||||
const pct = Math.clamped((totalWeight * 100) / max, 0, 100);
|
||||
return {value: totalWeight.toNearest(0.1), max, pct};
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
_getMovementSpeed(actorData, largestPrimary=true) {
|
||||
return super._getMovementSpeed(actorData, largestPrimary);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Prepare items that are mounted to a vehicle and require one or more crew
|
||||
* to operate.
|
||||
* @private
|
||||
*/
|
||||
_prepareCrewedItem(item) {
|
||||
|
||||
// Determine crewed status
|
||||
const isCrewed = item.data.crewed;
|
||||
item.toggleClass = isCrewed ? 'active' : '';
|
||||
item.toggleTitle = game.i18n.localize(`SW5E.${isCrewed ? 'Crewed' : 'Uncrewed'}`);
|
||||
|
||||
// Handle crew actions
|
||||
if (item.type === 'feat' && item.data.activation.type === 'crew') {
|
||||
item.crew = item.data.activation.cost;
|
||||
item.cover = game.i18n.localize(`SW5E.${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 = '—';
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
static unsupportedItemTypes = new Set(["class"]);
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Creates a new cargo entry for a vehicle Actor.
|
||||
*/
|
||||
static get newCargo() {
|
||||
return {
|
||||
name: "",
|
||||
quantity: 1
|
||||
};
|
||||
// Prepare vehicle weapons
|
||||
if (item.type === 'equipment' || item.type === 'weapon') {
|
||||
item.threshold = item.data.hp.dt ? item.data.hp.dt : '—';
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Compute the total weight of the vehicle's cargo.
|
||||
* @param {Number} totalWeight The cumulative item weight from inventory items
|
||||
* @param {Object} actorData The data object for the Actor being rendered
|
||||
* @returns {{max: number, value: number, pct: number}}
|
||||
* @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;
|
||||
/**
|
||||
* Organize Owned Items for rendering the Vehicle sheet.
|
||||
* @private
|
||||
*/
|
||||
_prepareItems(data) {
|
||||
const cargoColumns = [{
|
||||
label: game.i18n.localize('SW5E.Quantity'),
|
||||
css: 'item-qty',
|
||||
property: 'quantity',
|
||||
editable: 'Number'
|
||||
}];
|
||||
|
||||
// Vehicle weights are an order of magnitude greater.
|
||||
totalWeight /= CONFIG.SW5E.encumbrance.vehicleWeightMultiplier;
|
||||
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'
|
||||
}];
|
||||
|
||||
// Compute overall encumbrance
|
||||
const max = actorData.data.attributes.capacity.cargo;
|
||||
const pct = Math.clamped((totalWeight * 100) / max, 0, 100);
|
||||
return {value: totalWeight.toNearest(0.1), max, pct};
|
||||
}
|
||||
const features = {
|
||||
actions: {
|
||||
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'
|
||||
}]
|
||||
},
|
||||
equipment: {
|
||||
label: game.i18n.localize('SW5E.ItemTypeEquipment'),
|
||||
items: [],
|
||||
crewable: true,
|
||||
dataset: {type: 'equipment', 'armor.type': 'vehicle'},
|
||||
columns: equipmentColumns
|
||||
},
|
||||
passive: {
|
||||
label: game.i18n.localize('SW5E.Features'),
|
||||
items: [],
|
||||
dataset: {type: 'feat'}
|
||||
},
|
||||
reactions: {
|
||||
label: game.i18n.localize('SW5E.ReactionPl'),
|
||||
items: [],
|
||||
dataset: {type: 'feat', 'activation.type': 'reaction'}
|
||||
},
|
||||
weapons: {
|
||||
label: game.i18n.localize('SW5E.ItemTypeWeaponPl'),
|
||||
items: [],
|
||||
crewable: true,
|
||||
dataset: {type: 'weapon', 'weapon-type': 'siege'},
|
||||
columns: equipmentColumns
|
||||
}
|
||||
};
|
||||
|
||||
/* -------------------------------------------- */
|
||||
const cargo = {
|
||||
crew: {
|
||||
label: game.i18n.localize('SW5E.VehicleCrew'),
|
||||
items: data.data.cargo.crew,
|
||||
css: 'cargo-row crew',
|
||||
editableName: true,
|
||||
dataset: {type: 'crew'},
|
||||
columns: cargoColumns
|
||||
},
|
||||
passengers: {
|
||||
label: game.i18n.localize('SW5E.VehiclePassengers'),
|
||||
items: data.data.cargo.passengers,
|
||||
css: 'cargo-row passengers',
|
||||
editableName: true,
|
||||
dataset: {type: 'passengers'},
|
||||
columns: cargoColumns
|
||||
},
|
||||
cargo: {
|
||||
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'
|
||||
}]
|
||||
}
|
||||
};
|
||||
|
||||
/** @override */
|
||||
_getMovementSpeed(actorData, largestPrimary = true) {
|
||||
return super._getMovementSpeed(actorData, largestPrimary);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Prepare items that are mounted to a vehicle and require one or more crew
|
||||
* to operate.
|
||||
* @private
|
||||
*/
|
||||
_prepareCrewedItem(item) {
|
||||
// Determine crewed status
|
||||
const isCrewed = item.data.crewed;
|
||||
item.toggleClass = isCrewed ? "active" : "";
|
||||
item.toggleTitle = game.i18n.localize(`SW5E.${isCrewed ? "Crewed" : "Uncrewed"}`);
|
||||
|
||||
// Handle crew actions
|
||||
if (item.type === "feat" && item.data.activation.type === "crew") {
|
||||
item.crew = item.data.activation.cost;
|
||||
item.cover = game.i18n.localize(`SW5E.${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 = "—";
|
||||
}
|
||||
|
||||
// Prepare vehicle weapons
|
||||
if (item.type === "equipment" || item.type === "weapon") {
|
||||
item.threshold = item.data.hp.dt ? item.data.hp.dt : "—";
|
||||
let totalWeight = 0;
|
||||
for (const item of data.items) {
|
||||
this._prepareCrewedItem(item);
|
||||
if (item.type === 'weapon') features.weapons.items.push(item);
|
||||
else if (item.type === 'equipment') features.equipment.items.push(item);
|
||||
else if (item.type === 'loot') {
|
||||
totalWeight += (item.data.weight || 0) * item.data.quantity;
|
||||
cargo.cargo.items.push(item);
|
||||
}
|
||||
else if (item.type === 'feat') {
|
||||
if (!item.data.activation.type || item.data.activation.type === 'none') {
|
||||
features.passive.items.push(item);
|
||||
}
|
||||
else if (item.data.activation.type === 'reaction') features.reactions.items.push(item);
|
||||
else features.actions.items.push(item);
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
data.features = Object.values(features);
|
||||
data.cargo = Object.values(cargo);
|
||||
data.data.attributes.encumbrance = this._computeEncumbrance(totalWeight, data);
|
||||
}
|
||||
|
||||
/**
|
||||
* Organize Owned Items for rendering the Vehicle sheet.
|
||||
* @private
|
||||
*/
|
||||
_prepareItems(data) {
|
||||
const cargoColumns = [
|
||||
{
|
||||
label: game.i18n.localize("SW5E.Quantity"),
|
||||
css: "item-qty",
|
||||
property: "quantity",
|
||||
editable: "Number"
|
||||
}
|
||||
];
|
||||
/* -------------------------------------------- */
|
||||
/* Event Listeners and Handlers */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
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"
|
||||
}
|
||||
];
|
||||
/** @override */
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
if (!this.options.editable) return;
|
||||
|
||||
const features = {
|
||||
actions: {
|
||||
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"
|
||||
}
|
||||
]
|
||||
},
|
||||
equipment: {
|
||||
label: game.i18n.localize("SW5E.ItemTypeEquipment"),
|
||||
items: [],
|
||||
crewable: true,
|
||||
dataset: {"type": "equipment", "armor.type": "vehicle"},
|
||||
columns: equipmentColumns
|
||||
},
|
||||
passive: {
|
||||
label: game.i18n.localize("SW5E.Features"),
|
||||
items: [],
|
||||
dataset: {type: "feat"}
|
||||
},
|
||||
reactions: {
|
||||
label: game.i18n.localize("SW5E.ReactionPl"),
|
||||
items: [],
|
||||
dataset: {"type": "feat", "activation.type": "reaction"}
|
||||
},
|
||||
weapons: {
|
||||
label: game.i18n.localize("SW5E.ItemTypeWeaponPl"),
|
||||
items: [],
|
||||
crewable: true,
|
||||
dataset: {"type": "weapon", "weapon-type": "siege"},
|
||||
columns: equipmentColumns
|
||||
}
|
||||
};
|
||||
html.find('.item-toggle').click(this._onToggleItem.bind(this));
|
||||
html.find('.item-hp input')
|
||||
.click(evt => evt.target.select())
|
||||
.change(this._onHPChange.bind(this));
|
||||
|
||||
const cargo = {
|
||||
crew: {
|
||||
label: game.i18n.localize("SW5E.VehicleCrew"),
|
||||
items: data.data.cargo.crew,
|
||||
css: "cargo-row crew",
|
||||
editableName: true,
|
||||
dataset: {type: "crew"},
|
||||
columns: cargoColumns
|
||||
},
|
||||
passengers: {
|
||||
label: game.i18n.localize("SW5E.VehiclePassengers"),
|
||||
items: data.data.cargo.passengers,
|
||||
css: "cargo-row passengers",
|
||||
editableName: true,
|
||||
dataset: {type: "passengers"},
|
||||
columns: cargoColumns
|
||||
},
|
||||
cargo: {
|
||||
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"
|
||||
}
|
||||
]
|
||||
}
|
||||
};
|
||||
html.find('.item:not(.cargo-row) input[data-property]')
|
||||
.click(evt => evt.target.select())
|
||||
.change(this._onEditInSheet.bind(this));
|
||||
|
||||
// Classify items owned by the vehicle and compute total cargo weight
|
||||
let totalWeight = 0;
|
||||
for (const item of data.items) {
|
||||
this._prepareCrewedItem(item);
|
||||
html.find('.cargo-row input')
|
||||
.click(evt => evt.target.select())
|
||||
.change(this._onCargoRowChange.bind(this));
|
||||
|
||||
// Handle cargo explicitly
|
||||
const isCargo = item.flags.sw5e?.vehicleCargo === true;
|
||||
if (isCargo) {
|
||||
totalWeight += (item.data.weight || 0) * item.data.quantity;
|
||||
cargo.cargo.items.push(item);
|
||||
continue;
|
||||
}
|
||||
if (this.actor.data.data.attributes.actions.stations) {
|
||||
html.find('.counter.actions, .counter.action-thresholds').hide();
|
||||
}
|
||||
}
|
||||
|
||||
// Handle non-cargo item types
|
||||
switch (item.type) {
|
||||
case "weapon":
|
||||
features.weapons.items.push(item);
|
||||
break;
|
||||
case "equipment":
|
||||
features.equipment.items.push(item);
|
||||
break;
|
||||
case "feat":
|
||||
if (!item.data.activation.type || item.data.activation.type === "none")
|
||||
features.passive.items.push(item);
|
||||
else if (item.data.activation.type === "reaction") features.reactions.items.push(item);
|
||||
else features.actions.items.push(item);
|
||||
break;
|
||||
default:
|
||||
totalWeight += (item.data.weight || 0) * item.data.quantity;
|
||||
cargo.cargo.items.push(item);
|
||||
}
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
|
||||
// Update the rendering context data
|
||||
data.features = Object.values(features);
|
||||
data.cargo = Object.values(cargo);
|
||||
data.data.attributes.encumbrance = this._computeEncumbrance(totalWeight, data);
|
||||
/**
|
||||
* Handle saving a cargo row (i.e. crew or passenger) in-sheet.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Actor>|null}
|
||||
* @private
|
||||
*/
|
||||
_onCargoRowChange(event) {
|
||||
event.preventDefault();
|
||||
const target = event.currentTarget;
|
||||
const row = target.closest('.item');
|
||||
const idx = Number(row.dataset.itemId);
|
||||
const property = row.classList.contains('crew') ? 'crew' : 'passengers';
|
||||
|
||||
// Get the cargo entry
|
||||
const cargo = duplicate(this.actor.data.data.cargo[property]);
|
||||
const entry = cargo[idx];
|
||||
if (!entry) return null;
|
||||
|
||||
// Update the cargo value
|
||||
const key = target.dataset.property || 'name';
|
||||
const type = target.dataset.dtype;
|
||||
let value = target.value;
|
||||
if (type === 'Number') value = Number(value);
|
||||
entry[key] = value;
|
||||
|
||||
// Perform the Actor update
|
||||
return this.actor.update({[`data.cargo.${property}`]: cargo});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle editing certain values like quantity, price, and weight in-sheet.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Item>}
|
||||
* @private
|
||||
*/
|
||||
_onEditInSheet(event) {
|
||||
event.preventDefault();
|
||||
const itemID = event.currentTarget.closest('.item').dataset.itemId;
|
||||
const item = this.actor.items.get(itemID);
|
||||
const property = event.currentTarget.dataset.property;
|
||||
const type = event.currentTarget.dataset.dtype;
|
||||
let value = event.currentTarget.value;
|
||||
switch (type) {
|
||||
case 'Number': value = parseInt(value); break;
|
||||
case 'Boolean': value = value === 'true'; break;
|
||||
}
|
||||
return item.update({[`${property}`]: value});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle creating a new crew or passenger row.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Actor|Item>}
|
||||
* @private
|
||||
*/
|
||||
_onItemCreate(event) {
|
||||
event.preventDefault();
|
||||
const target = event.currentTarget;
|
||||
const type = target.dataset.type;
|
||||
if (type === 'crew' || type === 'passengers') {
|
||||
const cargo = duplicate(this.actor.data.data.cargo[type]);
|
||||
cargo.push(this.constructor.newCargo);
|
||||
return this.actor.update({[`data.cargo.${type}`]: cargo});
|
||||
}
|
||||
return super._onItemCreate(event);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle deleting a crew or passenger row.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Actor|Item>}
|
||||
* @private
|
||||
*/
|
||||
_onItemDelete(event) {
|
||||
event.preventDefault();
|
||||
const row = event.currentTarget.closest('.item');
|
||||
if (row.classList.contains('cargo-row')) {
|
||||
const idx = Number(row.dataset.itemId);
|
||||
const type = row.classList.contains('crew') ? 'crew' : 'passengers';
|
||||
const cargo = duplicate(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx);
|
||||
return this.actor.update({[`data.cargo.${type}`]: cargo});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Event Listeners and Handlers */
|
||||
/* -------------------------------------------- */
|
||||
return super._onItemDelete(event);
|
||||
}
|
||||
|
||||
/** @override */
|
||||
activateListeners(html) {
|
||||
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())
|
||||
.change(this._onHPChange.bind(this));
|
||||
/**
|
||||
* Special handling for editing HP to clamp it within appropriate range.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Item>}
|
||||
* @private
|
||||
*/
|
||||
_onHPChange(event) {
|
||||
event.preventDefault();
|
||||
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});
|
||||
}
|
||||
|
||||
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())
|
||||
.change(this._onCargoRowChange.bind(this));
|
||||
|
||||
if (this.actor.data.data.attributes.actions.stations) {
|
||||
html.find(".counter.actions, .counter.action-thresholds").hide();
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle saving a cargo row (i.e. crew or passenger) in-sheet.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Actor>|null}
|
||||
* @private
|
||||
*/
|
||||
_onCargoRowChange(event) {
|
||||
event.preventDefault();
|
||||
const target = event.currentTarget;
|
||||
const row = target.closest(".item");
|
||||
const idx = Number(row.dataset.itemId);
|
||||
const property = row.classList.contains("crew") ? "crew" : "passengers";
|
||||
|
||||
// Get the cargo entry
|
||||
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[property]);
|
||||
const entry = cargo[idx];
|
||||
if (!entry) return null;
|
||||
|
||||
// Update the cargo value
|
||||
const key = target.dataset.property || "name";
|
||||
const type = target.dataset.dtype;
|
||||
let value = target.value;
|
||||
if (type === "Number") value = Number(value);
|
||||
entry[key] = value;
|
||||
|
||||
// Perform the Actor update
|
||||
return this.actor.update({[`data.cargo.${property}`]: cargo});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle editing certain values like quantity, price, and weight in-sheet.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Item>}
|
||||
* @private
|
||||
*/
|
||||
_onEditInSheet(event) {
|
||||
event.preventDefault();
|
||||
const itemID = event.currentTarget.closest(".item").dataset.itemId;
|
||||
const item = this.actor.items.get(itemID);
|
||||
const property = event.currentTarget.dataset.property;
|
||||
const type = event.currentTarget.dataset.dtype;
|
||||
let value = event.currentTarget.value;
|
||||
switch (type) {
|
||||
case "Number":
|
||||
value = parseInt(value);
|
||||
break;
|
||||
case "Boolean":
|
||||
value = value === "true";
|
||||
break;
|
||||
}
|
||||
return item.update({[`${property}`]: value});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle creating a new crew or passenger row.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Actor|Item>}
|
||||
* @private
|
||||
*/
|
||||
_onItemCreate(event) {
|
||||
event.preventDefault();
|
||||
const target = event.currentTarget;
|
||||
const type = target.dataset.type;
|
||||
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.${type}`]: cargo});
|
||||
}
|
||||
return super._onItemCreate(event);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle deleting a crew or passenger row.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Actor|Item>}
|
||||
* @private
|
||||
*/
|
||||
_onItemDelete(event) {
|
||||
event.preventDefault();
|
||||
const row = event.currentTarget.closest(".item");
|
||||
if (row.classList.contains("cargo-row")) {
|
||||
const idx = Number(row.dataset.itemId);
|
||||
const type = row.classList.contains("crew") ? "crew" : "passengers";
|
||||
const cargo = foundry.utils.deepClone(this.actor.data.data.cargo[type]).filter((_, i) => i !== idx);
|
||||
return this.actor.update({[`data.cargo.${type}`]: cargo});
|
||||
}
|
||||
|
||||
return super._onItemDelete(event);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
async _onDropItemCreate(itemData) {
|
||||
const cargoTypes = ["weapon", "equipment", "consumable", "tool", "loot", "backpack"];
|
||||
const isCargo = cargoTypes.includes(itemData.type) && this._tabs[0].active === "cargo";
|
||||
foundry.utils.setProperty(itemData, "flags.sw5e.vehicleCargo", isCargo);
|
||||
return super._onDropItemCreate(itemData);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Special handling for editing HP to clamp it within appropriate range.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Item>}
|
||||
* @private
|
||||
*/
|
||||
_onHPChange(event) {
|
||||
event.preventDefault();
|
||||
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});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle toggling an item's crewed status.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Item>}
|
||||
* @private
|
||||
*/
|
||||
_onToggleItem(event) {
|
||||
event.preventDefault();
|
||||
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});
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Handle toggling an item's crewed status.
|
||||
* @param event {Event}
|
||||
* @returns {Promise<Item>}
|
||||
* @private
|
||||
*/
|
||||
_onToggleItem(event) {
|
||||
event.preventDefault();
|
||||
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});
|
||||
}
|
||||
};
|
||||
|
|
|
@ -3,225 +3,226 @@
|
|||
* @type {Dialog}
|
||||
*/
|
||||
export default class AbilityUseDialog extends Dialog {
|
||||
constructor(item, dialogData = {}, options = {}) {
|
||||
super(dialogData, options);
|
||||
this.options.classes = ["sw5e", "dialog"];
|
||||
|
||||
/**
|
||||
* Store a reference to the Item entity being used
|
||||
* @type {Item5e}
|
||||
*/
|
||||
this.item = item;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Rendering */
|
||||
/* -------------------------------------------- */
|
||||
constructor(item, dialogData={}, options={}) {
|
||||
super(dialogData, options);
|
||||
this.options.classes = ["sw5e", "dialog"];
|
||||
|
||||
/**
|
||||
* A constructor function which displays the Power Cast Dialog app for a given Actor and Item.
|
||||
* Returns a Promise which resolves to the dialog FormData once the workflow has been completed.
|
||||
* @param {Item5e} item
|
||||
* @return {Promise}
|
||||
* Store a reference to the Item entity being used
|
||||
* @type {Item5e}
|
||||
*/
|
||||
static async create(item) {
|
||||
if (!item.isOwned) throw new Error("You cannot display an ability usage dialog for an unowned item");
|
||||
this.item = item;
|
||||
}
|
||||
|
||||
// Prepare data
|
||||
const actorData = item.actor.data.data;
|
||||
const itemData = item.data.data;
|
||||
const uses = itemData.uses || {};
|
||||
const quantity = itemData.quantity || 0;
|
||||
const recharge = itemData.recharge || {};
|
||||
const recharges = !!recharge.value;
|
||||
const sufficientUses = (quantity > 0 && !uses.value) || uses.value > 0;
|
||||
/* -------------------------------------------- */
|
||||
/* Rendering */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
// Prepare dialog form data
|
||||
const data = {
|
||||
item: item.data,
|
||||
title: game.i18n.format("SW5E.AbilityUseHint", {
|
||||
type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`),
|
||||
name: item.name
|
||||
}),
|
||||
note: this._getAbilityUseNote(item.data, uses, recharge),
|
||||
consumePowerSlot: false,
|
||||
consumeRecharge: recharges,
|
||||
consumeResource: !!itemData.consume.target,
|
||||
consumeUses: uses.per && uses.max > 0,
|
||||
canUse: recharges ? recharge.charged : sufficientUses,
|
||||
createTemplate: game.user.can("TEMPLATE_CREATE") && item.hasAreaTarget,
|
||||
errors: []
|
||||
};
|
||||
if (item.data.type === "power") this._getPowerData(actorData, itemData, data);
|
||||
/**
|
||||
* A constructor function which displays the Power Cast Dialog app for a given Actor and Item.
|
||||
* Returns a Promise which resolves to the dialog FormData once the workflow has been completed.
|
||||
* @param {Item5e} item
|
||||
* @return {Promise}
|
||||
*/
|
||||
static async create(item) {
|
||||
if ( !item.isOwned ) throw new Error("You cannot display an ability usage dialog for an unowned item");
|
||||
|
||||
// Render the ability usage template
|
||||
const html = await renderTemplate("systems/sw5e/templates/apps/ability-use.html", data);
|
||||
// Prepare data
|
||||
const actorData = item.actor.data.data;
|
||||
const itemData = item.data.data;
|
||||
const uses = itemData.uses || {};
|
||||
const quantity = itemData.quantity || 0;
|
||||
const recharge = itemData.recharge || {};
|
||||
const recharges = !!recharge.value;
|
||||
const sufficientUses = (quantity > 0 && !uses.value) || uses.value > 0;
|
||||
|
||||
// Create the Dialog and return data as a Promise
|
||||
const icon = data.isPower ? "fa-magic" : "fa-fist-raised";
|
||||
const label = game.i18n.localize("SW5E.AbilityUse" + (data.isPower ? "Cast" : "Use"));
|
||||
return new Promise((resolve) => {
|
||||
const dlg = new this(item, {
|
||||
title: `${item.name}: ${game.i18n.localize("SW5E.AbilityUseConfig")}`,
|
||||
content: html,
|
||||
buttons: {
|
||||
use: {
|
||||
icon: `<i class="fas ${icon}"></i>`,
|
||||
label: label,
|
||||
callback: (html) => {
|
||||
const fd = new FormDataExtended(html[0].querySelector("form"));
|
||||
resolve(fd.toObject());
|
||||
}
|
||||
}
|
||||
},
|
||||
default: "use",
|
||||
close: () => resolve(null)
|
||||
});
|
||||
dlg.render(true);
|
||||
});
|
||||
}
|
||||
// Prepare dialog form data
|
||||
const data = {
|
||||
item: item.data,
|
||||
title: game.i18n.format("SW5E.AbilityUseHint", item.data),
|
||||
note: this._getAbilityUseNote(item.data, uses, recharge),
|
||||
consumePowerSlot: false,
|
||||
consumeRecharge: recharges,
|
||||
consumeResource: !!itemData.consume.target,
|
||||
consumeUses: uses.max,
|
||||
canUse: recharges ? recharge.charged : sufficientUses,
|
||||
createTemplate: game.user.can("TEMPLATE_CREATE") && item.hasAreaTarget,
|
||||
errors: []
|
||||
};
|
||||
if ( item.data.type === "power" ) this._getPowerData(actorData, itemData, data);
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Helpers */
|
||||
/* -------------------------------------------- */
|
||||
// Render the ability usage template
|
||||
const html = await renderTemplate("systems/sw5e/templates/apps/ability-use.html", data);
|
||||
|
||||
/**
|
||||
* Get dialog data related to limited power slots
|
||||
* @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);
|
||||
|
||||
// If can't upcast, return early and don't bother calculating available power slots
|
||||
if (!consumePowerSlot) {
|
||||
mergeObject(data, {isPower: true, consumePowerSlot});
|
||||
return;
|
||||
}
|
||||
|
||||
// Determine the levels which are feasible
|
||||
let lmax = 0;
|
||||
let points;
|
||||
let powerType;
|
||||
switch (itemData.school) {
|
||||
case "lgt":
|
||||
case "uni":
|
||||
case "drk": {
|
||||
powerType = "force";
|
||||
points = actorData.attributes.force.points.value + actorData.attributes.force.points.temp;
|
||||
break;
|
||||
// Create the Dialog and return data as a Promise
|
||||
const icon = data.isPower ? "fa-magic" : "fa-fist-raised";
|
||||
const label = game.i18n.localize("SW5E.AbilityUse" + (data.isPower ? "Cast" : "Use"));
|
||||
return new Promise((resolve) => {
|
||||
const dlg = new this(item, {
|
||||
title: `${item.name}: Usage Configuration`,
|
||||
content: html,
|
||||
buttons: {
|
||||
use: {
|
||||
icon: `<i class="fas ${icon}"></i>`,
|
||||
label: label,
|
||||
callback: html => {
|
||||
const fd = new FormDataExtended(html[0].querySelector("form"));
|
||||
resolve(fd.toObject());
|
||||
}
|
||||
case "tec": {
|
||||
powerType = "tech";
|
||||
points = actorData.attributes.tech.points.value + actorData.attributes.tech.points.temp;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
default: "use",
|
||||
close: () => resolve(null)
|
||||
});
|
||||
dlg.render(true);
|
||||
});
|
||||
}
|
||||
|
||||
// eliminate point usage for innate casters
|
||||
if (actorData.attributes.powercasting === "innate") points = 999;
|
||||
/* -------------------------------------------- */
|
||||
/* Helpers */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
let powerLevels;
|
||||
if (powerType === "force") {
|
||||
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) {
|
||||
arr.push({
|
||||
level: i,
|
||||
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);
|
||||
} else if (powerType === "tech") {
|
||||
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) {
|
||||
arr.push({
|
||||
level: i,
|
||||
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);
|
||||
}
|
||||
/**
|
||||
* Get dialog data related to limited power slots
|
||||
* @private
|
||||
*/
|
||||
static _getPowerData(actorData, itemData, data) {
|
||||
|
||||
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
|
||||
})
|
||||
);
|
||||
// Determine whether the power may be up-cast
|
||||
const lvl = itemData.level;
|
||||
const consumePowerSlot = (lvl > 0) && CONFIG.SW5E.powerUpcastModes.includes(itemData.preparation.mode);
|
||||
|
||||
// Merge power casting data
|
||||
return foundry.utils.mergeObject(data, {isPower: true, consumePowerSlot, powerLevels});
|
||||
// If can't upcast, return early and don't bother calculating available power slots
|
||||
if (!consumePowerSlot) {
|
||||
mergeObject(data, { isPower: true, consumePowerSlot });
|
||||
return;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Get the ability usage note that is displayed
|
||||
* @private
|
||||
*/
|
||||
static _getAbilityUseNote(item, uses, recharge) {
|
||||
// Zero quantity
|
||||
const quantity = item.data.quantity;
|
||||
if (quantity <= 0) return game.i18n.localize("SW5E.AbilityUseUnavailableHint");
|
||||
|
||||
// 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()}`)
|
||||
});
|
||||
}
|
||||
|
||||
// Does not use any resource
|
||||
if (!uses.per || !uses.max) return "";
|
||||
|
||||
// Consumables
|
||||
if (item.type === "consumable") {
|
||||
let str = "SW5E.AbilityUseNormalHint";
|
||||
if (uses.value > 1) str = "SW5E.AbilityUseConsumableChargeHint";
|
||||
else if (item.data.quantity === 1 && uses.autoDestroy) str = "SW5E.AbilityUseConsumableDestroyHint";
|
||||
else if (item.data.quantity > 1) str = "SW5E.AbilityUseConsumableQuantityHint";
|
||||
return game.i18n.format(str, {
|
||||
type: game.i18n.localize(`SW5E.Consumable${item.data.consumableType.capitalize()}`),
|
||||
value: uses.value,
|
||||
quantity: item.data.quantity,
|
||||
max: uses.max,
|
||||
per: CONFIG.SW5E.limitedUsePeriods[uses.per]
|
||||
});
|
||||
}
|
||||
|
||||
// Other Items
|
||||
else {
|
||||
return game.i18n.format("SW5E.AbilityUseNormalHint", {
|
||||
type: game.i18n.localize(`SW5E.ItemType${item.type.capitalize()}`),
|
||||
value: uses.value,
|
||||
max: uses.max,
|
||||
per: CONFIG.SW5E.limitedUsePeriods[uses.per]
|
||||
});
|
||||
}
|
||||
// Determine the levels which are feasible
|
||||
let lmax = 0;
|
||||
let points;
|
||||
let powerType;
|
||||
switch (itemData.school){
|
||||
case "lgt":
|
||||
case "uni":
|
||||
case "drk": {
|
||||
powerType = "force"
|
||||
points = actorData.attributes.force.points.value + actorData.attributes.force.points.temp;
|
||||
break;
|
||||
}
|
||||
case "tec": {
|
||||
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;
|
||||
|
||||
|
||||
let powerLevels
|
||||
if (powerType === "force"){
|
||||
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)){
|
||||
arr.push({
|
||||
level: i,
|
||||
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);
|
||||
}else if (powerType === "tech"){
|
||||
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)){
|
||||
arr.push({
|
||||
level: i,
|
||||
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);
|
||||
}
|
||||
|
||||
|
||||
|
||||
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 mergeObject(data, { isPower: true, consumePowerSlot, powerLevels });
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Get the ability usage note that is displayed
|
||||
* @private
|
||||
*/
|
||||
static _getAbilityUseNote(item, uses, recharge) {
|
||||
|
||||
// Zero quantity
|
||||
const quantity = item.data.quantity;
|
||||
if ( quantity <= 0 ) return game.i18n.localize("SW5E.AbilityUseUnavailableHint");
|
||||
|
||||
// Abilities which use Recharge
|
||||
if ( !!recharge.value ) {
|
||||
return game.i18n.format(recharge.charged ? "SW5E.AbilityUseChargedHint" : "SW5E.AbilityUseRechargeHint", {
|
||||
type: item.type,
|
||||
})
|
||||
}
|
||||
|
||||
// Does not use any resource
|
||||
if ( !uses.per || !uses.max ) return "";
|
||||
|
||||
// Consumables
|
||||
if ( item.type === "consumable" ) {
|
||||
let str = "SW5E.AbilityUseNormalHint";
|
||||
if ( uses.value > 1 ) str = "SW5E.AbilityUseConsumableChargeHint";
|
||||
else if ( item.data.quantity === 1 && uses.autoDestroy ) str = "SW5E.AbilityUseConsumableDestroyHint";
|
||||
else if ( item.data.quantity > 1 ) str = "SW5E.AbilityUseConsumableQuantityHint";
|
||||
return game.i18n.format(str, {
|
||||
type: item.data.consumableType,
|
||||
value: uses.value,
|
||||
quantity: item.data.quantity,
|
||||
max: uses.max,
|
||||
per: CONFIG.SW5E.limitedUsePeriods[uses.per]
|
||||
});
|
||||
}
|
||||
|
||||
// Other Items
|
||||
else {
|
||||
return game.i18n.format("SW5E.AbilityUseNormalHint", {
|
||||
type: item.type,
|
||||
value: uses.value,
|
||||
max: uses.max,
|
||||
per: CONFIG.SW5E.limitedUsePeriods[uses.per]
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
static _handleSubmit(formData, item) {
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,139 +1,121 @@
|
|||
/**
|
||||
* An application class which provides advanced configuration for special character flags which modify an Actor
|
||||
* @implements {DocumentSheet}
|
||||
* @implements {BaseEntitySheet}
|
||||
*/
|
||||
export default class ActorSheetFlags extends DocumentSheet {
|
||||
static get defaultOptions() {
|
||||
return foundry.utils.mergeObject(super.defaultOptions, {
|
||||
id: "actor-flags",
|
||||
classes: ["sw5e"],
|
||||
template: "systems/sw5e/templates/apps/actor-flags.html",
|
||||
width: 500,
|
||||
closeOnSubmit: true
|
||||
});
|
||||
export default class ActorSheetFlags extends BaseEntitySheet {
|
||||
static get defaultOptions() {
|
||||
const options = super.defaultOptions;
|
||||
return mergeObject(options, {
|
||||
id: "actor-flags",
|
||||
classes: ["sw5e"],
|
||||
template: "systems/sw5e/templates/apps/actor-flags.html",
|
||||
width: 500,
|
||||
closeOnSubmit: true
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
get title() {
|
||||
return `${game.i18n.localize('SW5E.FlagsTitle')}: ${this.object.name}`;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
getData() {
|
||||
const data = {};
|
||||
data.actor = this.object;
|
||||
data.flags = this._getFlags();
|
||||
data.bonuses = this._getBonuses();
|
||||
return data;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Prepare an object of flags data which groups flags by section
|
||||
* Add some additional data for rendering
|
||||
* @return {object}
|
||||
*/
|
||||
_getFlags() {
|
||||
const flags = {};
|
||||
const baseData = this.entity._data;
|
||||
for ( let [k, v] of Object.entries(CONFIG.SW5E.characterFlags) ) {
|
||||
if ( !flags.hasOwnProperty(v.section) ) flags[v.section] = {};
|
||||
let flag = duplicate(v);
|
||||
flag.type = v.type.name;
|
||||
flag.isCheckbox = v.type === Boolean;
|
||||
flag.isSelect = v.hasOwnProperty('choices');
|
||||
flag.value = getProperty(baseData.flags, `sw5e.${k}`);
|
||||
flags[v.section][`flags.sw5e.${k}`] = flag;
|
||||
}
|
||||
return flags;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
get title() {
|
||||
return `${game.i18n.localize("SW5E.FlagsTitle")}: ${this.object.name}`;
|
||||
/**
|
||||
* Get the bonuses fields and their localization strings
|
||||
* @return {Array<object>}
|
||||
* @private
|
||||
*/
|
||||
_getBonuses() {
|
||||
const bonuses = [
|
||||
{name: "data.bonuses.mwak.attack", label: "SW5E.BonusMWAttack"},
|
||||
{name: "data.bonuses.mwak.damage", label: "SW5E.BonusMWDamage"},
|
||||
{name: "data.bonuses.rwak.attack", label: "SW5E.BonusRWAttack"},
|
||||
{name: "data.bonuses.rwak.damage", label: "SW5E.BonusRWDamage"},
|
||||
{name: "data.bonuses.mpak.attack", label: "SW5E.BonusMPAttack"},
|
||||
{name: "data.bonuses.mpak.damage", label: "SW5E.BonusMPDamage"},
|
||||
{name: "data.bonuses.rpak.attack", label: "SW5E.BonusRPAttack"},
|
||||
{name: "data.bonuses.rpak.damage", label: "SW5E.BonusRPDamage"},
|
||||
{name: "data.bonuses.abilities.check", label: "SW5E.BonusAbilityCheck"},
|
||||
{name: "data.bonuses.abilities.save", label: "SW5E.BonusAbilitySave"},
|
||||
{name: "data.bonuses.abilities.skill", label: "SW5E.BonusAbilitySkill"},
|
||||
{name: "data.bonuses.power.dc", label: "SW5E.BonusPowerDC"},
|
||||
{name: "data.bonuses.power.forceLightDC", label: "SW5E.BonusForceLightPowerDC"},
|
||||
{name: "data.bonuses.power.forceDarkDC", label: "SW5E.BonusForceDarkPowerDC"},
|
||||
{name: "data.bonuses.power.forceUnivDC", label: "SW5E.BonusForceUnivPowerDC"},
|
||||
{name: "data.bonuses.power.techDC", label: "SW5E.BonusTechPowerDC"}
|
||||
];
|
||||
for ( let b of bonuses ) {
|
||||
b.value = getProperty(this.object._data, b.name) || "";
|
||||
}
|
||||
return bonuses;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
getData() {
|
||||
const data = {};
|
||||
data.actor = this.object;
|
||||
data.classes = this._getClasses();
|
||||
data.flags = this._getFlags();
|
||||
data.bonuses = this._getBonuses();
|
||||
return data;
|
||||
}
|
||||
/** @override */
|
||||
async _updateObject(event, formData) {
|
||||
const actor = this.object;
|
||||
let updateData = expandObject(formData);
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Prepare an object of sorted classes.
|
||||
* @return {object}
|
||||
* @private
|
||||
*/
|
||||
_getClasses() {
|
||||
const classes = this.object.items.filter((i) => i.type === "class");
|
||||
return classes
|
||||
.sort((a, b) => a.name.localeCompare(b.name))
|
||||
.reduce((obj, i) => {
|
||||
obj[i.id] = i.name;
|
||||
return obj;
|
||||
}, {});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Prepare an object of flags data which groups flags by section
|
||||
* Add some additional data for rendering
|
||||
* @return {object}
|
||||
* @private
|
||||
*/
|
||||
_getFlags() {
|
||||
const flags = {};
|
||||
const baseData = this.document.toJSON();
|
||||
for (let [k, v] of Object.entries(CONFIG.SW5E.characterFlags)) {
|
||||
if (!flags.hasOwnProperty(v.section)) flags[v.section] = {};
|
||||
let flag = foundry.utils.deepClone(v);
|
||||
flag.type = v.type.name;
|
||||
flag.isCheckbox = v.type === Boolean;
|
||||
flag.isSelect = v.hasOwnProperty("choices");
|
||||
flag.value = getProperty(baseData.flags, `sw5e.${k}`);
|
||||
flags[v.section][`flags.sw5e.${k}`] = flag;
|
||||
// Unset any flags which are "false"
|
||||
let unset = false;
|
||||
const flags = updateData.flags.sw5e;
|
||||
//clone flags to dnd5e for module compatability
|
||||
updateData.flags.dnd5e = updateData.flags.sw5e
|
||||
for ( let [k, v] of Object.entries(flags) ) {
|
||||
if ( [undefined, null, "", false, 0].includes(v) ) {
|
||||
delete flags[k];
|
||||
if ( hasProperty(actor._data.flags, `sw5e.${k}`) ) {
|
||||
unset = true;
|
||||
flags[`-=${k}`] = null;
|
||||
}
|
||||
return flags;
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Get the bonuses fields and their localization strings
|
||||
* @return {Array<object>}
|
||||
* @private
|
||||
*/
|
||||
_getBonuses() {
|
||||
const bonuses = [
|
||||
{name: "data.bonuses.mwak.attack", label: "SW5E.BonusMWAttack"},
|
||||
{name: "data.bonuses.mwak.damage", label: "SW5E.BonusMWDamage"},
|
||||
{name: "data.bonuses.rwak.attack", label: "SW5E.BonusRWAttack"},
|
||||
{name: "data.bonuses.rwak.damage", label: "SW5E.BonusRWDamage"},
|
||||
{name: "data.bonuses.mpak.attack", label: "SW5E.BonusMPAttack"},
|
||||
{name: "data.bonuses.mpak.damage", label: "SW5E.BonusMPDamage"},
|
||||
{name: "data.bonuses.rpak.attack", label: "SW5E.BonusRPAttack"},
|
||||
{name: "data.bonuses.rpak.damage", label: "SW5E.BonusRPDamage"},
|
||||
{name: "data.bonuses.abilities.check", label: "SW5E.BonusAbilityCheck"},
|
||||
{name: "data.bonuses.abilities.save", label: "SW5E.BonusAbilitySave"},
|
||||
{name: "data.bonuses.abilities.skill", label: "SW5E.BonusAbilitySkill"},
|
||||
{name: "data.bonuses.power.dc", label: "SW5E.BonusPowerDC"},
|
||||
{name: "data.bonuses.power.forceLightDC", label: "SW5E.BonusForceLightPowerDC"},
|
||||
{name: "data.bonuses.power.forceDarkDC", label: "SW5E.BonusForceDarkPowerDC"},
|
||||
{name: "data.bonuses.power.forceUnivDC", label: "SW5E.BonusForceUnivPowerDC"},
|
||||
{name: "data.bonuses.power.techDC", label: "SW5E.BonusTechPowerDC"}
|
||||
];
|
||||
for (let b of bonuses) {
|
||||
b.value = getProperty(this.object._data, b.name) || "";
|
||||
}
|
||||
return bonuses;
|
||||
// Clear any bonuses which are whitespace only
|
||||
for ( let b of Object.values(updateData.data.bonuses ) ) {
|
||||
for ( let [k, v] of Object.entries(b) ) {
|
||||
b[k] = v.trim();
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
async _updateObject(event, formData) {
|
||||
const actor = this.object;
|
||||
let updateData = expandObject(formData);
|
||||
|
||||
// Unset any flags which are "false"
|
||||
let unset = false;
|
||||
const flags = updateData.flags.sw5e;
|
||||
//clone flags to dnd5e for module compatability
|
||||
updateData.flags.dnd5e = updateData.flags.sw5e;
|
||||
for (let [k, v] of Object.entries(flags)) {
|
||||
if ([undefined, null, "", false, 0].includes(v)) {
|
||||
delete flags[k];
|
||||
if (hasProperty(actor._data.flags, `sw5e.${k}`)) {
|
||||
unset = true;
|
||||
flags[`-=${k}`] = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Clear any bonuses which are whitespace only
|
||||
for (let b of Object.values(updateData.data.bonuses)) {
|
||||
for (let [k, v] of Object.entries(b)) {
|
||||
b[k] = v.trim();
|
||||
}
|
||||
}
|
||||
|
||||
// Diff the data against any applied overrides and apply
|
||||
await actor.update(updateData, {diff: false});
|
||||
}
|
||||
// Diff the data against any applied overrides and apply
|
||||
await actor.update(updateData, {diff: false});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,111 +0,0 @@
|
|||
import Actor5e from "../actor/entity.js";
|
||||
|
||||
/**
|
||||
* A specialized form used to select from a checklist of attributes, traits, or properties
|
||||
* @extends {FormApplication}
|
||||
*/
|
||||
export default class ActorTypeConfig extends FormApplication {
|
||||
/** @inheritdoc */
|
||||
static get defaultOptions() {
|
||||
return foundry.utils.mergeObject(super.defaultOptions, {
|
||||
classes: ["sw5e", "actor-type", "trait-selector"],
|
||||
template: "systems/sw5e/templates/apps/actor-type.html",
|
||||
title: "SW5E.CreatureTypeTitle",
|
||||
width: 280,
|
||||
height: "auto",
|
||||
choices: {},
|
||||
allowCustom: true,
|
||||
minimum: 0,
|
||||
maximum: null
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
get id() {
|
||||
return `actor-type-${this.object.id}`;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
getData(options) {
|
||||
// Get current value or new default
|
||||
let attr = foundry.utils.getProperty(this.object.data.data, "details.type");
|
||||
if (foundry.utils.getType(attr) !== "Object")
|
||||
attr = {
|
||||
value: attr in CONFIG.SW5E.creatureTypes ? attr : "humanoid",
|
||||
subtype: "",
|
||||
swarm: "",
|
||||
custom: ""
|
||||
};
|
||||
|
||||
// Populate choices
|
||||
const types = {};
|
||||
for (let [k, v] of Object.entries(CONFIG.SW5E.creatureTypes)) {
|
||||
types[k] = {
|
||||
label: game.i18n.localize(v),
|
||||
chosen: attr.value === k
|
||||
};
|
||||
}
|
||||
|
||||
// Return data for rendering
|
||||
return {
|
||||
types: types,
|
||||
custom: {
|
||||
value: attr.custom,
|
||||
label: game.i18n.localize("SW5E.CreatureTypeSelectorCustom"),
|
||||
chosen: attr.value === "custom"
|
||||
},
|
||||
subtype: attr.subtype,
|
||||
swarm: attr.swarm,
|
||||
sizes: Array.from(Object.entries(CONFIG.SW5E.actorSizes))
|
||||
.reverse()
|
||||
.reduce((obj, e) => {
|
||||
obj[e[0]] = e[1];
|
||||
return obj;
|
||||
}, {}),
|
||||
preview: Actor5e.formatCreatureType(attr) || "–"
|
||||
};
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
async _updateObject(event, formData) {
|
||||
const typeObject = foundry.utils.expandObject(formData);
|
||||
return this.object.update({"data.details.type": typeObject});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Event Listeners and Handlers */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @inheritdoc */
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
html.find("input[name='custom']").focusin(this._onCustomFieldFocused.bind(this));
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @inheritdoc */
|
||||
_onChangeInput(event) {
|
||||
super._onChangeInput(event);
|
||||
const typeObject = foundry.utils.expandObject(this._getSubmitData());
|
||||
this.form["preview"].value = Actor5e.formatCreatureType(typeObject) || "—";
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Select the custom radio button when the custom text field is focused.
|
||||
* @param {FocusEvent} event The original focusin event
|
||||
* @private
|
||||
*/
|
||||
_onCustomFieldFocused(event) {
|
||||
this.form.querySelector("input[name='value'][value='custom']").checked = true;
|
||||
this._onChangeInput(event);
|
||||
}
|
||||
}
|
|
@ -1,92 +0,0 @@
|
|||
/**
|
||||
* A simple form to set actor hit dice amounts
|
||||
* @implements {DocumentSheet}
|
||||
*/
|
||||
export default class ActorHitDiceConfig extends DocumentSheet {
|
||||
/** @override */
|
||||
static get defaultOptions() {
|
||||
return foundry.utils.mergeObject(super.defaultOptions, {
|
||||
classes: ["sw5e", "hd-config", "dialog"],
|
||||
template: "systems/sw5e/templates/apps/hit-dice-config.html",
|
||||
width: 360,
|
||||
height: "auto"
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
get title() {
|
||||
return `${game.i18n.localize("SW5E.HitDiceConfig")}: ${this.object.name}`;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
getData(options) {
|
||||
return {
|
||||
classes: this.object.items
|
||||
.reduce((classes, item) => {
|
||||
if (item.data.type === "class") {
|
||||
// Add the appropriate data only if this item is a "class"
|
||||
classes.push({
|
||||
classItemId: item.data._id,
|
||||
name: item.data.name,
|
||||
diceDenom: item.data.data.hitDice,
|
||||
currentHitDice: item.data.data.levels - item.data.data.hitDiceUsed,
|
||||
maxHitDice: item.data.data.levels,
|
||||
canRoll: item.data.data.levels - item.data.data.hitDiceUsed > 0
|
||||
});
|
||||
}
|
||||
return classes;
|
||||
}, [])
|
||||
.sort((a, b) => parseInt(b.diceDenom.slice(1)) - parseInt(a.diceDenom.slice(1)))
|
||||
};
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
|
||||
// Hook up -/+ buttons to adjust the current value in the form
|
||||
html.find("button.increment,button.decrement").click((event) => {
|
||||
const button = event.currentTarget;
|
||||
const current = button.parentElement.querySelector(".current");
|
||||
const max = button.parentElement.querySelector(".max");
|
||||
const direction = button.classList.contains("increment") ? 1 : -1;
|
||||
current.value = Math.clamped(parseInt(current.value) + direction, 0, parseInt(max.value));
|
||||
});
|
||||
|
||||
html.find("button.roll-hd").click(this._onRollHitDie.bind(this));
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
async _updateObject(event, formData) {
|
||||
const actorItems = this.object.items;
|
||||
const classUpdates = Object.entries(formData).map(([id, hd]) => ({
|
||||
"_id": id,
|
||||
"data.hitDiceUsed": actorItems.get(id).data.data.levels - hd
|
||||
}));
|
||||
return this.object.updateEmbeddedDocuments("Item", classUpdates);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Rolls the hit die corresponding with the class row containing the event's target button.
|
||||
* @param {MouseEvent} event
|
||||
* @private
|
||||
*/
|
||||
async _onRollHitDie(event) {
|
||||
event.preventDefault();
|
||||
const button = event.currentTarget;
|
||||
await this.object.rollHitDie(button.dataset.hdDenom);
|
||||
|
||||
// Re-render dialog to reflect changed hit dice quantities
|
||||
this.render();
|
||||
}
|
||||
}
|
|
@ -3,65 +3,67 @@
|
|||
* @extends {Dialog}
|
||||
*/
|
||||
export default class LongRestDialog extends Dialog {
|
||||
constructor(actor, dialogData = {}, options = {}) {
|
||||
super(dialogData, options);
|
||||
this.actor = actor;
|
||||
}
|
||||
constructor(actor, dialogData = {}, options = {}) {
|
||||
super(dialogData, options);
|
||||
this.actor = actor;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
static get defaultOptions() {
|
||||
return mergeObject(super.defaultOptions, {
|
||||
template: "systems/sw5e/templates/apps/long-rest.html",
|
||||
classes: ["sw5e", "dialog"]
|
||||
});
|
||||
}
|
||||
/** @override */
|
||||
static get defaultOptions() {
|
||||
return mergeObject(super.defaultOptions, {
|
||||
template: "systems/sw5e/templates/apps/long-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;
|
||||
}
|
||||
/** @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 Long Rest confirmation dialog and returns a Promise once it's
|
||||
* workflow has been resolved.
|
||||
* @param {Actor5e} actor
|
||||
* @return {Promise}
|
||||
*/
|
||||
static async longRestDialog({actor} = {}) {
|
||||
return new Promise((resolve, reject) => {
|
||||
const dlg = new this(actor, {
|
||||
title: game.i18n.localize("SW5E.LongRest"),
|
||||
buttons: {
|
||||
rest: {
|
||||
icon: '<i class="fas fa-bed"></i>',
|
||||
label: game.i18n.localize("SW5E.Rest"),
|
||||
callback: (html) => {
|
||||
let newDay = true;
|
||||
if (game.settings.get("sw5e", "restVariant") !== "gritty")
|
||||
newDay = html.find('input[name="newDay"]')[0].checked;
|
||||
resolve(newDay);
|
||||
}
|
||||
},
|
||||
cancel: {
|
||||
icon: '<i class="fas fa-times"></i>',
|
||||
label: game.i18n.localize("Cancel"),
|
||||
callback: reject
|
||||
}
|
||||
},
|
||||
default: "rest",
|
||||
close: reject
|
||||
});
|
||||
dlg.render(true);
|
||||
});
|
||||
}
|
||||
}
|
||||
/**
|
||||
* A helper constructor function which displays the Long Rest confirmation dialog and returns a Promise once it's
|
||||
* workflow has been resolved.
|
||||
* @param {Actor5e} actor
|
||||
* @return {Promise}
|
||||
*/
|
||||
static async longRestDialog({ actor } = {}) {
|
||||
return new Promise((resolve, reject) => {
|
||||
const dlg = new this(actor, {
|
||||
title: "Long 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);
|
||||
});
|
||||
}
|
||||
}
|
|
@ -1,38 +1,38 @@
|
|||
/**
|
||||
* A simple form to set actor movement speeds
|
||||
* @extends {DocumentSheet}
|
||||
* @implements {BaseEntitySheet}
|
||||
*/
|
||||
export default class ActorMovementConfig extends DocumentSheet {
|
||||
/** @override */
|
||||
static get defaultOptions() {
|
||||
return foundry.utils.mergeObject(super.defaultOptions, {
|
||||
classes: ["sw5e"],
|
||||
template: "systems/sw5e/templates/apps/movement-config.html",
|
||||
width: 300,
|
||||
height: "auto"
|
||||
});
|
||||
export default class ActorMovementConfig extends BaseEntitySheet {
|
||||
|
||||
/** @override */
|
||||
static get defaultOptions() {
|
||||
return mergeObject(super.defaultOptions, {
|
||||
classes: ["sw5e"],
|
||||
template: "systems/sw5e/templates/apps/movement-config.html",
|
||||
width: 300,
|
||||
height: "auto"
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
get title() {
|
||||
return `${game.i18n.localize("SW5E.MovementConfig")}: ${this.entity.name}`;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
getData(options) {
|
||||
const data = {
|
||||
movement: duplicate(this.entity._data.data.attributes.movement),
|
||||
units: CONFIG.SW5E.movementUnits
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
get title() {
|
||||
return `${game.i18n.localize("SW5E.MovementConfig")}: ${this.document.name}`;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
getData(options) {
|
||||
const sourceMovement = foundry.utils.getProperty(this.document.data._source, "data.attributes.movement") || {};
|
||||
const data = {
|
||||
movement: foundry.utils.deepClone(sourceMovement),
|
||||
units: CONFIG.SW5E.movementUnits
|
||||
};
|
||||
for (let [k, v] of Object.entries(data.movement)) {
|
||||
if (["units", "hover"].includes(k)) continue;
|
||||
data.movement[k] = Number.isNumeric(v) ? v.toNearest(0.1) : 0;
|
||||
}
|
||||
return data;
|
||||
for ( let [k, v] of Object.entries(data.movement) ) {
|
||||
if ( ["units", "hover"].includes(k) ) continue;
|
||||
data.movement[k] = Number.isNumeric(v) ? v.toNearest(0.1) : 0;
|
||||
}
|
||||
return data;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,66 +0,0 @@
|
|||
/**
|
||||
* A Dialog to prompt the user to select from a list of items.
|
||||
* @type {Dialog}
|
||||
*/
|
||||
export default class SelectItemsPrompt extends Dialog {
|
||||
constructor(items, dialogData = {}, options = {}) {
|
||||
super(dialogData, options);
|
||||
this.options.classes = ["sw5e", "dialog", "select-items-prompt", "sheet"];
|
||||
|
||||
/**
|
||||
* Store a reference to the Item entities being used
|
||||
* @type {Array<Item5e>}
|
||||
*/
|
||||
this.items = items;
|
||||
}
|
||||
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
|
||||
// render the item's sheet if its image is clicked
|
||||
html.on("click", ".item-image", (event) => {
|
||||
const item = this.items.find((feature) => feature.id === event.currentTarget.dataset?.itemId);
|
||||
|
||||
item?.sheet.render(true);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* A constructor function which displays the AddItemPrompt app for a given Actor and Item set.
|
||||
* Returns a Promise which resolves to the dialog FormData once the workflow has been completed.
|
||||
* @param {Array<Item5e>} items
|
||||
* @param {Object} options
|
||||
* @param {string} options.hint - Localized hint to display at the top of the prompt
|
||||
* @return {Promise<string[]>} - list of item ids which the user has selected
|
||||
*/
|
||||
static async create(items, {hint}) {
|
||||
// Render the ability usage template
|
||||
const html = await renderTemplate("systems/sw5e/templates/apps/select-items-prompt.html", {items, hint});
|
||||
|
||||
return new Promise((resolve) => {
|
||||
const dlg = new this(items, {
|
||||
title: game.i18n.localize("SW5E.SelectItemsPromptTitle"),
|
||||
content: html,
|
||||
buttons: {
|
||||
apply: {
|
||||
icon: `<i class="fas fa-user-plus"></i>`,
|
||||
label: game.i18n.localize("SW5E.Apply"),
|
||||
callback: (html) => {
|
||||
const fd = new FormDataExtended(html[0].querySelector("form")).toObject();
|
||||
const selectedIds = Object.keys(fd).filter((itemId) => fd[itemId]);
|
||||
resolve(selectedIds);
|
||||
}
|
||||
},
|
||||
cancel: {
|
||||
icon: '<i class="fas fa-forward"></i>',
|
||||
label: game.i18n.localize("SW5E.Skip"),
|
||||
callback: () => resolve([])
|
||||
}
|
||||
},
|
||||
default: "apply",
|
||||
close: () => resolve([])
|
||||
});
|
||||
dlg.render(true);
|
||||
});
|
||||
}
|
||||
}
|
|
@ -1,43 +1,43 @@
|
|||
/**
|
||||
* A simple form to set Actor movement speeds.
|
||||
* @extends {DocumentSheet}
|
||||
* A simple form to set actor movement speeds
|
||||
* @implements {BaseEntitySheet}
|
||||
*/
|
||||
export default class ActorSensesConfig extends DocumentSheet {
|
||||
/** @inheritdoc */
|
||||
static get defaultOptions() {
|
||||
return foundry.utils.mergeObject(super.defaultOptions, {
|
||||
classes: ["sw5e"],
|
||||
template: "systems/sw5e/templates/apps/senses-config.html",
|
||||
width: 300,
|
||||
height: "auto"
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @inheritdoc */
|
||||
get title() {
|
||||
return `${game.i18n.localize("SW5E.SensesConfig")}: ${this.document.name}`;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @inheritdoc */
|
||||
getData(options) {
|
||||
const senses = foundry.utils.getProperty(this.document.data._source, "data.attributes.senses") || {};
|
||||
const data = {
|
||||
senses: {},
|
||||
special: senses.special ?? "",
|
||||
units: senses.units,
|
||||
movementUnits: CONFIG.SW5E.movementUnits
|
||||
};
|
||||
for (let [name, label] of Object.entries(CONFIG.SW5E.senses)) {
|
||||
const v = senses[name];
|
||||
data.senses[name] = {
|
||||
label: game.i18n.localize(label),
|
||||
value: Number.isNumeric(v) ? v.toNearest(0.1) : 0
|
||||
};
|
||||
}
|
||||
return data;
|
||||
export default class ActorSensesConfig extends BaseEntitySheet {
|
||||
|
||||
/** @override */
|
||||
static get defaultOptions() {
|
||||
return mergeObject(super.defaultOptions, {
|
||||
classes: ["sw5e"],
|
||||
template: "systems/sw5e/templates/apps/senses-config.html",
|
||||
width: 300,
|
||||
height: "auto"
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
get title() {
|
||||
return `${game.i18n.localize("SW5E.SensesConfig")}: ${this.entity.name}`;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
getData(options) {
|
||||
const senses = this.entity._data.data.attributes?.senses ?? {};
|
||||
const data = {
|
||||
senses: {},
|
||||
special: senses.special ?? "",
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,130 +5,129 @@ import LongRestDialog from "./long-rest.js";
|
|||
* @extends {Dialog}
|
||||
*/
|
||||
export default class ShortRestDialog extends Dialog {
|
||||
constructor(actor, dialogData = {}, options = {}) {
|
||||
super(dialogData, options);
|
||||
constructor(actor, dialogData={}, options={}) {
|
||||
super(dialogData, options);
|
||||
|
||||
/**
|
||||
* Store a reference to the Actor entity which is resting
|
||||
* @type {Actor}
|
||||
*/
|
||||
this.actor = actor;
|
||||
/**
|
||||
* 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;
|
||||
}
|
||||
/**
|
||||
* 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/short-rest.html",
|
||||
classes: ["sw5e", "dialog"]
|
||||
});
|
||||
}
|
||||
/** @override */
|
||||
static get defaultOptions() {
|
||||
return mergeObject(super.defaultOptions, {
|
||||
template: "systems/sw5e/templates/apps/short-rest.html",
|
||||
classes: ["sw5e", "dialog"]
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
getData() {
|
||||
const data = super.getData();
|
||||
/** @override */
|
||||
getData() {
|
||||
const data = super.getData();
|
||||
|
||||
// Determine Hit Dice
|
||||
data.availableHD = this.actor.data.items.reduce((hd, item) => {
|
||||
if (item.type === "class") {
|
||||
const d = item.data.data;
|
||||
const denom = d.hitDice || "d6";
|
||||
const available = parseInt(d.levels || 1) - parseInt(d.hitDiceUsed || 0);
|
||||
hd[denom] = denom in hd ? hd[denom] + available : available;
|
||||
// Determine Hit Dice
|
||||
data.availableHD = this.actor.data.items.reduce((hd, item) => {
|
||||
if ( item.type === "class" ) {
|
||||
const d = item.data;
|
||||
const denom = d.hitDice || "d6";
|
||||
const available = parseInt(d.levels || 1) - parseInt(d.hitDiceUsed || 0);
|
||||
hd[denom] = denom in hd ? hd[denom] + available : available;
|
||||
}
|
||||
return hd;
|
||||
}, {});
|
||||
data.canRoll = this.actor.data.data.attributes.hd > 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-hd");
|
||||
btn.click(this._onRollHitDie.bind(this));
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle rolling a Hit Die as part of a Short Rest action
|
||||
* @param {Event} event The triggering click event
|
||||
* @private
|
||||
*/
|
||||
async _onRollHitDie(event) {
|
||||
event.preventDefault();
|
||||
const btn = event.currentTarget;
|
||||
this._denom = btn.form.hd.value;
|
||||
await this.actor.rollHitDie(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 shortRestDialog({actor}={}) {
|
||||
return new Promise((resolve, reject) => {
|
||||
const dlg = new this(actor, {
|
||||
title: "Short 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);
|
||||
}
|
||||
return hd;
|
||||
}, {});
|
||||
data.canRoll = this.actor.data.data.attributes.hd > 0;
|
||||
data.denomination = this._denom;
|
||||
},
|
||||
cancel: {
|
||||
icon: '<i class="fas fa-times"></i>',
|
||||
label: "Cancel",
|
||||
callback: reject
|
||||
}
|
||||
},
|
||||
close: reject
|
||||
});
|
||||
dlg.render(true);
|
||||
});
|
||||
}
|
||||
|
||||
// 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-hd");
|
||||
btn.click(this._onRollHitDie.bind(this));
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle rolling a Hit Die as part of a Short Rest action
|
||||
* @param {Event} event The triggering click event
|
||||
* @private
|
||||
*/
|
||||
async _onRollHitDie(event) {
|
||||
event.preventDefault();
|
||||
const btn = event.currentTarget;
|
||||
this._denom = btn.form.hd.value;
|
||||
await this.actor.rollHitDie(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 shortRestDialog({actor} = {}) {
|
||||
return new Promise((resolve, reject) => {
|
||||
const dlg = new this(actor, {
|
||||
title: game.i18n.localize("SW5E.ShortRest"),
|
||||
buttons: {
|
||||
rest: {
|
||||
icon: '<i class="fas fa-bed"></i>',
|
||||
label: game.i18n.localize("SW5E.Rest"),
|
||||
callback: (html) => {
|
||||
let newDay = false;
|
||||
if (game.settings.get("sw5e", "restVariant") === "gritty")
|
||||
newDay = html.find('input[name="newDay"]')[0].checked;
|
||||
resolve(newDay);
|
||||
}
|
||||
},
|
||||
cancel: {
|
||||
icon: '<i class="fas fa-times"></i>',
|
||||
label: game.i18n.localize("Cancel"),
|
||||
callback: reject
|
||||
}
|
||||
},
|
||||
close: reject
|
||||
});
|
||||
dlg.render(true);
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* A helper constructor function which displays the Long Rest confirmation dialog and returns a Promise once it's
|
||||
* workflow has been resolved.
|
||||
* @deprecated
|
||||
* @param {Actor5e} actor
|
||||
* @return {Promise}
|
||||
*/
|
||||
static async longRestDialog({actor} = {}) {
|
||||
console.warn(
|
||||
"WARNING! ShortRestDialog.longRestDialog has been deprecated, use LongRestDialog.longRestDialog instead."
|
||||
);
|
||||
return LongRestDialog.longRestDialog(...arguments);
|
||||
}
|
||||
/**
|
||||
* A helper constructor function which displays the Long Rest confirmation dialog and returns a Promise once it's
|
||||
* workflow has been resolved.
|
||||
* @deprecated
|
||||
* @param {Actor5e} actor
|
||||
* @return {Promise}
|
||||
*/
|
||||
static async longRestDialog({actor}={}) {
|
||||
console.warn("WARNING! ShortRestDialog.longRestDialog has been deprecated, use LongRestDialog.longRestDialog instead.");
|
||||
return LongRestDialog.longRestDialog(...arguments);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,87 +1,88 @@
|
|||
/**
|
||||
* A specialized form used to select from a checklist of attributes, traits, or properties
|
||||
* @extends {DocumentSheet}
|
||||
* @implements {FormApplication}
|
||||
*/
|
||||
export default class TraitSelector extends DocumentSheet {
|
||||
/** @inheritdoc */
|
||||
static get defaultOptions() {
|
||||
return foundry.utils.mergeObject(super.defaultOptions, {
|
||||
id: "trait-selector",
|
||||
classes: ["sw5e", "trait-selector", "subconfig"],
|
||||
title: "Actor Trait Selection",
|
||||
template: "systems/sw5e/templates/apps/trait-selector.html",
|
||||
width: 320,
|
||||
height: "auto",
|
||||
choices: {},
|
||||
allowCustom: true,
|
||||
minimum: 0,
|
||||
maximum: null,
|
||||
valueKey: "value",
|
||||
customKey: "custom"
|
||||
});
|
||||
export default class TraitSelector extends FormApplication {
|
||||
|
||||
/** @override */
|
||||
static get defaultOptions() {
|
||||
return mergeObject(super.defaultOptions, {
|
||||
id: "trait-selector",
|
||||
classes: ["sw5e"],
|
||||
title: "Actor Trait Selection",
|
||||
template: "systems/sw5e/templates/apps/trait-selector.html",
|
||||
width: 320,
|
||||
height: "auto",
|
||||
choices: {},
|
||||
allowCustom: true,
|
||||
minimum: 0,
|
||||
maximum: null
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Return a reference to the target attribute
|
||||
* @type {String}
|
||||
*/
|
||||
get attribute() {
|
||||
return this.options.name;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
getData() {
|
||||
|
||||
// Get current values
|
||||
let attr = getProperty(this.object._data, this.attribute);
|
||||
if ( getType(attr) !== "Object" ) attr = {value: [], custom: ""};
|
||||
|
||||
// Populate choices
|
||||
const choices = duplicate(this.options.choices);
|
||||
for ( let [k, v] of Object.entries(choices) ) {
|
||||
choices[k] = {
|
||||
label: v,
|
||||
chosen: attr ? attr.value.includes(k) : false
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
// Return data
|
||||
return {
|
||||
allowCustom: this.options.allowCustom,
|
||||
choices: choices,
|
||||
custom: attr ? attr.custom : ""
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Return a reference to the target attribute
|
||||
* @type {string}
|
||||
*/
|
||||
get attribute() {
|
||||
return this.options.name;
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
_updateObject(event, formData) {
|
||||
const updateData = {};
|
||||
|
||||
// Obtain choices
|
||||
const chosen = [];
|
||||
for ( let [k, v] of Object.entries(formData) ) {
|
||||
if ( (k !== "custom") && v ) chosen.push(k);
|
||||
}
|
||||
updateData[`${this.attribute}.value`] = chosen;
|
||||
|
||||
// Validate the number chosen
|
||||
if ( this.options.minimum && (chosen.length < this.options.minimum) ) {
|
||||
return ui.notifications.error(`You must choose at least ${this.options.minimum} options`);
|
||||
}
|
||||
if ( this.options.maximum && (chosen.length > this.options.maximum) ) {
|
||||
return ui.notifications.error(`You may choose no more than ${this.options.maximum} options`);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
getData() {
|
||||
const attr = foundry.utils.getProperty(this.object.data, this.attribute);
|
||||
const o = this.options;
|
||||
const value = o.valueKey ? attr[o.valueKey] ?? [] : attr;
|
||||
const custom = o.customKey ? attr[o.customKey] ?? "" : "";
|
||||
|
||||
// Populate choices
|
||||
const choices = Object.entries(o.choices).reduce((obj, e) => {
|
||||
let [k, v] = e;
|
||||
obj[k] = {label: v, chosen: attr ? value.includes(k) : false};
|
||||
return obj;
|
||||
}, {});
|
||||
|
||||
// Return data
|
||||
return {
|
||||
allowCustom: o.allowCustom,
|
||||
choices: choices,
|
||||
custom: custom
|
||||
};
|
||||
// Include custom
|
||||
if ( this.options.allowCustom ) {
|
||||
updateData[`${this.attribute}.custom`] = formData.custom;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
async _updateObject(event, formData) {
|
||||
const o = this.options;
|
||||
|
||||
// Obtain choices
|
||||
const chosen = [];
|
||||
for (let [k, v] of Object.entries(formData)) {
|
||||
if (k !== "custom" && v) chosen.push(k);
|
||||
}
|
||||
|
||||
// Object including custom data
|
||||
const updateData = {};
|
||||
if (o.valueKey) updateData[`${this.attribute}.${o.valueKey}`] = chosen;
|
||||
else updateData[this.attribute] = chosen;
|
||||
if (o.allowCustom) updateData[`${this.attribute}.${o.customKey}`] = formData.custom;
|
||||
|
||||
// Validate the number chosen
|
||||
if (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) {
|
||||
return ui.notifications.error(`You may choose no more than ${o.maximum} options`);
|
||||
}
|
||||
|
||||
// Update the object
|
||||
this.object.update(updateData);
|
||||
}
|
||||
// Update the object
|
||||
this.object.update(updateData);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,38 +1,54 @@
|
|||
/** @override */
|
||||
export const measureDistances = function (segments, options = {}) {
|
||||
if (!options.gridSpaces) return BaseGrid.prototype.measureDistances.call(this, segments, options);
|
||||
export const measureDistances = function(segments, options={}) {
|
||||
if ( !options.gridSpaces ) return BaseGrid.prototype.measureDistances.call(this, segments, options);
|
||||
|
||||
// Track the total number of diagonals
|
||||
let nDiagonal = 0;
|
||||
const rule = this.parent.diagonalRule;
|
||||
const d = canvas.dimensions;
|
||||
// Track the total number of diagonals
|
||||
let nDiagonal = 0;
|
||||
const rule = this.parent.diagonalRule;
|
||||
const d = canvas.dimensions;
|
||||
|
||||
// Iterate over measured segments
|
||||
return segments.map((s) => {
|
||||
let r = s.ray;
|
||||
// Iterate over measured segments
|
||||
return segments.map(s => {
|
||||
let r = s.ray;
|
||||
|
||||
// Determine the total distance traveled
|
||||
let nx = Math.abs(Math.ceil(r.dx / d.size));
|
||||
let ny = Math.abs(Math.ceil(r.dy / d.size));
|
||||
// Determine the total distance traveled
|
||||
let nx = Math.abs(Math.ceil(r.dx / d.size));
|
||||
let ny = Math.abs(Math.ceil(r.dy / d.size));
|
||||
|
||||
// Determine the number of straight and diagonal moves
|
||||
let nd = Math.min(nx, ny);
|
||||
let ns = Math.abs(ny - nx);
|
||||
nDiagonal += nd;
|
||||
// Determine the number of straight and diagonal moves
|
||||
let nd = Math.min(nx, ny);
|
||||
let ns = Math.abs(ny - nx);
|
||||
nDiagonal += nd;
|
||||
|
||||
// Alternative DMG Movement
|
||||
if (rule === "5105") {
|
||||
let nd10 = Math.floor(nDiagonal / 2) - Math.floor((nDiagonal - nd) / 2);
|
||||
let spaces = nd10 * 2 + (nd - nd10) + ns;
|
||||
return spaces * canvas.dimensions.distance;
|
||||
}
|
||||
// Alternative DMG Movement
|
||||
if (rule === "5105") {
|
||||
let nd10 = Math.floor(nDiagonal / 2) - Math.floor((nDiagonal - nd) / 2);
|
||||
let spaces = (nd10 * 2) + (nd - nd10) + ns;
|
||||
return spaces * canvas.dimensions.distance;
|
||||
}
|
||||
|
||||
// Euclidean Measurement
|
||||
else if (rule === "EUCL") {
|
||||
return Math.round(Math.hypot(nx, ny) * canvas.scene.data.gridDistance);
|
||||
}
|
||||
// Euclidean Measurement
|
||||
else if (rule === "EUCL") {
|
||||
return Math.round(Math.hypot(nx, ny) * canvas.scene.data.gridDistance);
|
||||
}
|
||||
|
||||
// Standard PHB Movement
|
||||
else return (ns + nd) * canvas.scene.data.gridDistance;
|
||||
});
|
||||
// Standard PHB Movement
|
||||
else return (ns + nd) * canvas.scene.data.gridDistance;
|
||||
});
|
||||
};
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Hijack Token health bar rendering to include temporary and temp-max health in the bar display
|
||||
* TODO: This should probably be replaced with a formal Token class extension
|
||||
*/
|
||||
const _TokenGetBarAttribute = Token.prototype.getBarAttribute;
|
||||
export const getBarAttribute = function(...args) {
|
||||
const data = _TokenGetBarAttribute.bind(this)(...args);
|
||||
if ( data && (data.attribute === "attributes.hp") ) {
|
||||
data.value += parseInt(getProperty(this.actor.data, "data.attributes.hp.temp") || 0);
|
||||
data.max += parseInt(getProperty(this.actor.data, "data.attributes.hp.tempmax") || 0);
|
||||
}
|
||||
return data;
|
||||
};
|
||||
|
|
|
@ -1,326 +1,121 @@
|
|||
export default class CharacterImporter {
|
||||
// transform JSON from sw5e.com to Foundry friendly format
|
||||
// and insert new actor
|
||||
static async transform(rawCharacter) {
|
||||
const sourceCharacter = JSON.parse(rawCharacter); //source character
|
||||
|
||||
const details = {
|
||||
species: sourceCharacter.attribs.find((e) => e.name == "race").current,
|
||||
background: sourceCharacter.attribs.find((e) => e.name == "background").current,
|
||||
alignment: sourceCharacter.attribs.find((e) => e.name == "alignment").current
|
||||
};
|
||||
|
||||
const hp = {
|
||||
value: sourceCharacter.attribs.find((e) => e.name == "hp").current,
|
||||
min: 0,
|
||||
max: sourceCharacter.attribs.find((e) => e.name == "hp").current,
|
||||
temp: sourceCharacter.attribs.find((e) => e.name == "hp_temp").current
|
||||
};
|
||||
|
||||
const abilities = {
|
||||
str: {
|
||||
value: sourceCharacter.attribs.find((e) => e.name == "strength").current,
|
||||
proficient: sourceCharacter.attribs.find((e) => e.name == "strength_save_prof").current ? 1 : 0
|
||||
},
|
||||
dex: {
|
||||
value: sourceCharacter.attribs.find((e) => e.name == "dexterity").current,
|
||||
proficient: sourceCharacter.attribs.find((e) => e.name == "dexterity_save_prof").current ? 1 : 0
|
||||
},
|
||||
con: {
|
||||
value: sourceCharacter.attribs.find((e) => e.name == "constitution").current,
|
||||
proficient: sourceCharacter.attribs.find((e) => e.name == "constitution_save_prof").current ? 1 : 0
|
||||
},
|
||||
int: {
|
||||
value: sourceCharacter.attribs.find((e) => e.name == "intelligence").current,
|
||||
proficient: sourceCharacter.attribs.find((e) => e.name == "intelligence_save_prof").current ? 1 : 0
|
||||
},
|
||||
wis: {
|
||||
value: sourceCharacter.attribs.find((e) => e.name == "wisdom").current,
|
||||
proficient: sourceCharacter.attribs.find((e) => e.name == "wisdom_save_prof").current ? 1 : 0
|
||||
},
|
||||
cha: {
|
||||
value: sourceCharacter.attribs.find((e) => e.name == "charisma").current,
|
||||
proficient: sourceCharacter.attribs.find((e) => e.name == "charisma_save_prof").current ? 1 : 0
|
||||
}
|
||||
};
|
||||
|
||||
/* ----------------------------------------------------------------- */
|
||||
/* character.data.skills.<skill_name>.value is all that matters
|
||||
/* values can be 0, 0.5, 1 or 2
|
||||
/* 0 = regular
|
||||
/* 0.5 = half-proficient
|
||||
/* 1 = proficient
|
||||
/* 2 = expertise
|
||||
/* foundry takes care of calculating the rest
|
||||
/* ----------------------------------------------------------------- */
|
||||
const skills = {
|
||||
acr: {
|
||||
value: sourceCharacter.attribs.find((e) => e.name == "acrobatics_type").current
|
||||
},
|
||||
ani: {
|
||||
value: sourceCharacter.attribs.find((e) => e.name == "animal_handling_type").current
|
||||
},
|
||||
ath: {
|
||||
value: sourceCharacter.attribs.find((e) => e.name == "athletics_type").current
|
||||
},
|
||||
dec: {
|
||||
value: sourceCharacter.attribs.find((e) => e.name == "deception_type").current
|
||||
},
|
||||
ins: {
|
||||
value: sourceCharacter.attribs.find((e) => e.name == "insight_type").current
|
||||
},
|
||||
inv: {
|
||||
value: sourceCharacter.attribs.find((e) => e.name == "investigation_type").current
|
||||
},
|
||||
itm: {
|
||||
value: sourceCharacter.attribs.find((e) => e.name == "intimidation_type").current
|
||||
},
|
||||
lor: {
|
||||
value: sourceCharacter.attribs.find((e) => e.name == "lore_type").current
|
||||
},
|
||||
med: {
|
||||
value: sourceCharacter.attribs.find((e) => e.name == "medicine_type").current
|
||||
},
|
||||
nat: {
|
||||
value: sourceCharacter.attribs.find((e) => e.name == "nature_type").current
|
||||
},
|
||||
per: {
|
||||
value: sourceCharacter.attribs.find((e) => e.name == "persuasion_type").current
|
||||
},
|
||||
pil: {
|
||||
value: sourceCharacter.attribs.find((e) => e.name == "piloting_type").current
|
||||
},
|
||||
prc: {
|
||||
value: sourceCharacter.attribs.find((e) => e.name == "perception_type").current
|
||||
},
|
||||
prf: {
|
||||
value: sourceCharacter.attribs.find((e) => e.name == "performance_type").current
|
||||
},
|
||||
slt: {
|
||||
value: sourceCharacter.attribs.find((e) => e.name == "sleight_of_hand_type").current
|
||||
},
|
||||
ste: {
|
||||
value: sourceCharacter.attribs.find((e) => e.name == "stealth_type").current
|
||||
},
|
||||
sur: {
|
||||
value: sourceCharacter.attribs.find((e) => e.name == "survival_type").current
|
||||
},
|
||||
tec: {
|
||||
value: sourceCharacter.attribs.find((e) => e.name == "technology_type").current
|
||||
}
|
||||
};
|
||||
|
||||
const targetCharacter = {
|
||||
name: sourceCharacter.name,
|
||||
type: "character",
|
||||
data: {
|
||||
abilities: abilities,
|
||||
details: details,
|
||||
skills: skills,
|
||||
attributes: {
|
||||
hp: hp
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
let actor = await Actor.create(targetCharacter);
|
||||
CharacterImporter.addProfessions(sourceCharacter, actor);
|
||||
// transform JSON from sw5e.com to Foundry friendly format
|
||||
// and insert new actor
|
||||
static async transform(rawCharacter){
|
||||
const sourceCharacter = JSON.parse(rawCharacter); //source character
|
||||
|
||||
const details = {
|
||||
species: sourceCharacter.attribs.find(e => e.name == "race").current,
|
||||
background: sourceCharacter.attribs.find(e => e.name == "background").current,
|
||||
alignment: sourceCharacter.attribs.find(e => e.name == "alignment").current
|
||||
}
|
||||
|
||||
const hp = {
|
||||
value: sourceCharacter.attribs.find(e => e.name == "hp").current,
|
||||
min: 0,
|
||||
max: sourceCharacter.attribs.find(e => e.name == "hp").current,
|
||||
temp: sourceCharacter.attribs.find(e => e.name == "hp_temp").current
|
||||
};
|
||||
|
||||
// Parse all classes and add them to already created actor.
|
||||
// "class" is a reserved word, therefore I use profession where I can.
|
||||
static async addProfessions(sourceCharacter, actor) {
|
||||
let result = [];
|
||||
const ac = {
|
||||
value: sourceCharacter.attribs.find(e => e.name == "ac").current
|
||||
};
|
||||
|
||||
// parse all class and multiclassX items
|
||||
// couldn't get Array.filter to work here for some reason
|
||||
// result = array of objects. each object is a separate class
|
||||
sourceCharacter.attribs.forEach((e) => {
|
||||
if (CharacterImporter.classOrMulticlass(e.name)) {
|
||||
var t = {
|
||||
profession: CharacterImporter.capitalize(e.current),
|
||||
type: CharacterImporter.baseOrMulti(e.name),
|
||||
level: CharacterImporter.getLevel(e, sourceCharacter)
|
||||
};
|
||||
result.push(t);
|
||||
}
|
||||
});
|
||||
const abilities = {
|
||||
str: {
|
||||
value: sourceCharacter.attribs.find(e => e.name == "strength").current,
|
||||
proficient: sourceCharacter.attribs.find(e => e.name == 'strength_save_prof').current ? 1 : 0
|
||||
},
|
||||
dex: {
|
||||
value: sourceCharacter.attribs.find(e => e.name == "dexterity").current,
|
||||
proficient: sourceCharacter.attribs.find(e => e.name == 'dexterity_save_prof').current ? 1 : 0
|
||||
},
|
||||
con: {
|
||||
value: sourceCharacter.attribs.find(e => e.name == "constitution").current,
|
||||
proficient: sourceCharacter.attribs.find(e => e.name == 'constitution_save_prof').current ? 1 : 0
|
||||
},
|
||||
int: {
|
||||
value: sourceCharacter.attribs.find(e => e.name == "intelligence").current,
|
||||
proficient: sourceCharacter.attribs.find(e => e.name == 'intelligence_save_prof').current ? 1 : 0
|
||||
},
|
||||
wis: {
|
||||
value: sourceCharacter.attribs.find(e => e.name == "wisdom").current,
|
||||
proficient: sourceCharacter.attribs.find(e => e.name == 'wisdom_save_prof').current ? 1 : 0
|
||||
},
|
||||
cha: {
|
||||
value: sourceCharacter.attribs.find(e => e.name == "charisma").current,
|
||||
proficient: sourceCharacter.attribs.find(e => e.name == 'charisma_save_prof').current ? 1 : 0
|
||||
},
|
||||
};
|
||||
|
||||
// pull classes directly from system compendium and add them to current actor
|
||||
const professionsPack = await game.packs.get("sw5e.classes").getDocuments();
|
||||
result.forEach((prof) => {
|
||||
let assignedProfession = professionsPack.find((o) => o.name === prof.profession);
|
||||
assignedProfession.data.data.levels = prof.level;
|
||||
actor.createEmbeddedDocuments("Item", [assignedProfession.data], {displaySheet: false});
|
||||
});
|
||||
|
||||
this.addSpecies(sourceCharacter.attribs.find((e) => e.name == "race").current, actor);
|
||||
|
||||
this.addPowers(
|
||||
sourceCharacter.attribs
|
||||
.filter((e) => e.name.search(/repeating_power.+_powername/g) != -1)
|
||||
.map((e) => e.current),
|
||||
actor
|
||||
);
|
||||
|
||||
const discoveredItems = sourceCharacter.attribs.filter(
|
||||
(e) => e.name.search(/repeating_inventory.+_itemname/g) != -1
|
||||
);
|
||||
const items = discoveredItems.map((item) => {
|
||||
const id = item.name.match(/-\w{19}/g);
|
||||
|
||||
return {
|
||||
name: item.current,
|
||||
quantity: sourceCharacter.attribs.find((e) => e.name === `repeating_inventory_${id}_itemcount`).current
|
||||
};
|
||||
});
|
||||
|
||||
this.addItems(items, actor);
|
||||
}
|
||||
|
||||
static async addClasses(profession, level, actor) {
|
||||
let classes = await game.packs.get("sw5e.classes").getDocuments();
|
||||
let assignedClass = classes.find((c) => c.name === profession);
|
||||
assignedClass.data.data.levels = level;
|
||||
await actor.createEmbeddedDocuments("Item", [assignedClass.data], {displaySheet: false});
|
||||
}
|
||||
|
||||
static classOrMulticlass(name) {
|
||||
return name === "class" || (name.includes("multiclass") && name.length <= 12);
|
||||
}
|
||||
|
||||
static baseOrMulti(name) {
|
||||
if (name === "class") {
|
||||
return "base_class";
|
||||
} else {
|
||||
return "multi_class";
|
||||
const targetCharacter = {
|
||||
name: sourceCharacter.name,
|
||||
type: "character",
|
||||
data: {
|
||||
abilities: abilities,
|
||||
details: details,
|
||||
attributes: {
|
||||
ac: ac,
|
||||
hp: hp
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
static getLevel(item, sourceCharacter) {
|
||||
if (item.name === "class") {
|
||||
let result = sourceCharacter.attribs.find((e) => e.name === "base_level").current;
|
||||
return parseInt(result);
|
||||
} else {
|
||||
let result = sourceCharacter.attribs.find((e) => e.name === `${item.name}_lvl`).current;
|
||||
return parseInt(result);
|
||||
let actor = await Actor.create(targetCharacter);
|
||||
|
||||
const profession = sourceCharacter.attribs.find(e => e.name == "class").current;
|
||||
let professionLevel = sourceCharacter.attribs.find(e => e.name == "class_display").current;
|
||||
professionLevel = parseInt( professionLevel.replace(/[^0-9]/g,'') ); //remove a-z, leaving only integers
|
||||
CharacterImporter.addClasses(profession, professionLevel, actor);
|
||||
}
|
||||
|
||||
static async addClasses(profession, level, actor){
|
||||
let classes = await game.packs.get('sw5e.classes').getContent();
|
||||
let assignedClass = classes.find( c => c.name === profession );
|
||||
assignedClass.data.data.levels = level;
|
||||
await actor.createEmbeddedEntity("OwnedItem", assignedClass.data, { displaySheet: false });
|
||||
}
|
||||
|
||||
static addImportButton(html){
|
||||
const header = $("#actors").find("header.directory-header");
|
||||
const search = $("#actors").children().find("div.header-search");
|
||||
const newImportButtonDiv = $("#actors").children().find("div.header-actions").clone();
|
||||
const newSearch = search.clone();
|
||||
search.remove();
|
||||
newImportButtonDiv.attr('id', 'character-sheet-import');
|
||||
header.append(newImportButtonDiv);
|
||||
newImportButtonDiv.children("button").remove();
|
||||
newImportButtonDiv.append("<button class='create-entity' id='cs-import-button'><i class='fas fa-upload'></i> Import Character</button>");
|
||||
newSearch.appendTo(header);
|
||||
|
||||
let characterImportButton = $("#cs-import-button");
|
||||
characterImportButton.click(ev => {
|
||||
let content = '<h1>Saved Character JSON Import</h1> '
|
||||
+ '<label for="character-json">Paste character JSON here:</label> '
|
||||
+ '</br>'
|
||||
+ '<textarea id="character-json" name="character-json" rows="10" cols="50"></textarea>';
|
||||
let importDialog = new Dialog({
|
||||
title: "Import Character from SW5e.com",
|
||||
content: content,
|
||||
buttons: {
|
||||
"Import": {
|
||||
icon: '<i class="fas fa-file-import"></i>',
|
||||
label: "Import Character",
|
||||
callback: (e) => {
|
||||
let characterData = $('#character-json').val();
|
||||
console.log('Parsing Character JSON');
|
||||
CharacterImporter.transform(characterData);
|
||||
}
|
||||
},
|
||||
"Cancel": {
|
||||
icon: '<i class="fas fa-times-circle"></i>',
|
||||
label: "Cancel",
|
||||
callback: () => {},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static capitalize(str) {
|
||||
return str.charAt(0).toUpperCase() + str.slice(1);
|
||||
}
|
||||
|
||||
static async addSpecies(race, actor) {
|
||||
const species = await game.packs.get("sw5e.species").getDocuments();
|
||||
const assignedSpecies = species.find((c) => c.name === race);
|
||||
const activeEffects = [...assignedSpecies.data.effects][0].data.changes;
|
||||
const actorData = {data: {abilities: {...actor.data.data.abilities}}};
|
||||
|
||||
activeEffects.map((effect) => {
|
||||
switch (effect.key) {
|
||||
case "data.abilities.str.value":
|
||||
actorData.data.abilities.str.value -= effect.value;
|
||||
break;
|
||||
|
||||
case "data.abilities.dex.value":
|
||||
actorData.data.abilities.dex.value -= effect.value;
|
||||
break;
|
||||
|
||||
case "data.abilities.con.value":
|
||||
actorData.data.abilities.con.value -= effect.value;
|
||||
break;
|
||||
|
||||
case "data.abilities.int.value":
|
||||
actorData.data.abilities.int.value -= effect.value;
|
||||
break;
|
||||
|
||||
case "data.abilities.wis.value":
|
||||
actorData.data.abilities.wis.value -= effect.value;
|
||||
break;
|
||||
|
||||
case "data.abilities.cha.value":
|
||||
actorData.data.abilities.cha.value -= effect.value;
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
});
|
||||
|
||||
actor.update(actorData);
|
||||
|
||||
await actor.createEmbeddedDocuments("Item", [assignedSpecies.data], {displaySheet: false});
|
||||
}
|
||||
|
||||
static async addPowers(powers, actor) {
|
||||
const forcePowers = await game.packs.get("sw5e.forcepowers").getDocuments();
|
||||
const techPowers = await game.packs.get("sw5e.techpowers").getDocuments();
|
||||
|
||||
for (const power of powers) {
|
||||
const createdPower = forcePowers.find((c) => c.name === power) || techPowers.find((c) => c.name === power);
|
||||
|
||||
if (createdPower) {
|
||||
await actor.createEmbeddedDocuments("Item", [createdPower.data], {displaySheet: false});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static async addItems(items, actor) {
|
||||
const weapons = await game.packs.get("sw5e.weapons").getDocuments();
|
||||
const armors = await game.packs.get("sw5e.armor").getDocuments();
|
||||
const adventuringGear = await game.packs.get("sw5e.adventuringgear").getDocuments();
|
||||
|
||||
for (const item of items) {
|
||||
const createdItem =
|
||||
weapons.find((c) => c.name.toLowerCase() === item.name.toLowerCase()) ||
|
||||
armors.find((c) => c.name.toLowerCase() === item.name.toLowerCase()) ||
|
||||
adventuringGear.find((c) => c.name.toLowerCase() === item.name.toLowerCase());
|
||||
|
||||
if (createdItem) {
|
||||
if (item.quantity != 1) {
|
||||
createdItem.data.data.quantity = item.quantity;
|
||||
}
|
||||
|
||||
await actor.createEmbeddedDocuments("Item", [createdItem.data], {displaySheet: false});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static addImportButton(html) {
|
||||
const actionButtons = html.find(".header-actions");
|
||||
actionButtons[0].insertAdjacentHTML(
|
||||
"afterend",
|
||||
`<div class="header-actions action-buttons flexrow"><button class="create-entity cs-import-button"><i class="fas fa-upload"></i> Import Character</button></div>`
|
||||
);
|
||||
|
||||
let characterImportButton = $(".cs-import-button");
|
||||
characterImportButton.click(() => {
|
||||
let content = `<h1>Saved Character JSON Import</h1>
|
||||
<label for="character-json">Paste character JSON here:</label>
|
||||
</br>
|
||||
<textarea id="character-json" name="character-json" rows="10" cols="50"></textarea>`;
|
||||
let importDialog = new Dialog({
|
||||
title: "Import Character from SW5e.com",
|
||||
content: content,
|
||||
buttons: {
|
||||
Import: {
|
||||
icon: `<i class="fas fa-file-import"></i>`,
|
||||
label: "Import Character",
|
||||
callback: () => {
|
||||
let characterData = $("#character-json").val();
|
||||
console.log("Parsing Character JSON");
|
||||
CharacterImporter.transform(characterData);
|
||||
}
|
||||
},
|
||||
Cancel: {
|
||||
icon: `<i class="fas fa-times-circle"></i>`,
|
||||
label: "Cancel",
|
||||
callback: () => {}
|
||||
}
|
||||
}
|
||||
});
|
||||
importDialog.render(true);
|
||||
});
|
||||
}
|
||||
}
|
||||
})
|
||||
importDialog.render(true);
|
||||
});
|
||||
}
|
||||
}
|
151
module/chat.js
|
@ -1,29 +1,30 @@
|
|||
|
||||
/**
|
||||
* Highlight critical success or failure on d20 rolls
|
||||
*/
|
||||
export const highlightCriticalSuccessFailure = function (message, html, data) {
|
||||
if (!message.isRoll || !message.isContentVisible) return;
|
||||
export const highlightCriticalSuccessFailure = function(message, html, data) {
|
||||
if ( !message.isRoll || !message.isContentVisible ) return;
|
||||
|
||||
// Highlight rolls where the first part is a d20 roll
|
||||
const roll = message.roll;
|
||||
if (!roll.dice.length) return;
|
||||
const d = roll.dice[0];
|
||||
// Highlight rolls where the first part is a d20 roll
|
||||
const roll = message.roll;
|
||||
if ( !roll.dice.length ) return;
|
||||
const d = roll.dice[0];
|
||||
|
||||
// Ensure it is an un-modified d20 roll
|
||||
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;
|
||||
if (isModifiedRoll) return;
|
||||
// Ensure it is an un-modified d20 roll
|
||||
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;
|
||||
if ( isModifiedRoll ) return;
|
||||
|
||||
// Highlight successes and failures
|
||||
const critical = d.options.critical || 20;
|
||||
const fumble = d.options.fumble || 1;
|
||||
if (d.total >= critical) html.find(".dice-total").addClass("critical");
|
||||
else if (d.total <= fumble) html.find(".dice-total").addClass("fumble");
|
||||
else if (d.options.target) {
|
||||
if (roll.total >= d.options.target) html.find(".dice-total").addClass("success");
|
||||
else html.find(".dice-total").addClass("failure");
|
||||
}
|
||||
// Highlight successes and failures
|
||||
const critical = d.options.critical || 20;
|
||||
const fumble = d.options.fumble || 1;
|
||||
if ( d.total >= critical ) html.find(".dice-total").addClass("critical");
|
||||
else if ( d.total <= fumble ) html.find(".dice-total").addClass("fumble");
|
||||
else if ( d.options.target ) {
|
||||
if ( roll.total >= d.options.target ) html.find(".dice-total").addClass("success");
|
||||
else html.find(".dice-total").addClass("failure");
|
||||
}
|
||||
};
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
@ -31,24 +32,24 @@ export const highlightCriticalSuccessFailure = function (message, html, data) {
|
|||
/**
|
||||
* Optionally hide the display of chat card action buttons which cannot be performed by the user
|
||||
*/
|
||||
export const displayChatActionButtons = function (message, html, data) {
|
||||
const chatCard = html.find(".sw5e.chat-card");
|
||||
if (chatCard.length > 0) {
|
||||
const flavor = html.find(".flavor-text");
|
||||
if (flavor.text() === html.find(".item-name").text()) flavor.remove();
|
||||
export const displayChatActionButtons = function(message, html, data) {
|
||||
const chatCard = html.find(".sw5e.chat-card");
|
||||
if ( chatCard.length > 0 ) {
|
||||
const flavor = html.find(".flavor-text");
|
||||
if ( flavor.text() === html.find(".item-name").text() ) flavor.remove();
|
||||
|
||||
// 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;
|
||||
// If the user is the message author or the actor owner, proceed
|
||||
let actor = game.actors.get(data.message.speaker.actor);
|
||||
if ( actor && actor.owner ) return;
|
||||
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";
|
||||
});
|
||||
}
|
||||
// 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"
|
||||
});
|
||||
}
|
||||
};
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
@ -62,38 +63,38 @@ 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) => {
|
||||
const message = game.messages.get(li.data("messageId"));
|
||||
return message?.isRoll && message?.isContentVisible && canvas.tokens?.controlled.length;
|
||||
};
|
||||
options.push(
|
||||
{
|
||||
name: game.i18n.localize("SW5E.ChatContextDamage"),
|
||||
icon: '<i class="fas fa-user-minus"></i>',
|
||||
condition: canApply,
|
||||
callback: (li) => applyChatCardDamage(li, 1)
|
||||
},
|
||||
{
|
||||
name: game.i18n.localize("SW5E.ChatContextHealing"),
|
||||
icon: '<i class="fas fa-user-plus"></i>',
|
||||
condition: canApply,
|
||||
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)
|
||||
},
|
||||
{
|
||||
name: game.i18n.localize("SW5E.ChatContextHalfDamage"),
|
||||
icon: '<i class="fas fa-user-shield"></i>',
|
||||
condition: canApply,
|
||||
callback: (li) => applyChatCardDamage(li, 0.5)
|
||||
}
|
||||
);
|
||||
return options;
|
||||
export const addChatMessageContextOptions = function(html, options) {
|
||||
let canApply = li => {
|
||||
const message = game.messages.get(li.data("messageId"));
|
||||
return message?.isRoll && message?.isContentVisible && canvas?.tokens.controlled.length;
|
||||
};
|
||||
options.push(
|
||||
{
|
||||
name: game.i18n.localize("SW5E.ChatContextDamage"),
|
||||
icon: '<i class="fas fa-user-minus"></i>',
|
||||
condition: canApply,
|
||||
callback: li => applyChatCardDamage(li, 1)
|
||||
},
|
||||
{
|
||||
name: game.i18n.localize("SW5E.ChatContextHealing"),
|
||||
icon: '<i class="fas fa-user-plus"></i>',
|
||||
condition: canApply,
|
||||
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)
|
||||
},
|
||||
{
|
||||
name: game.i18n.localize("SW5E.ChatContextHalfDamage"),
|
||||
icon: '<i class="fas fa-user-shield"></i>',
|
||||
condition: canApply,
|
||||
callback: li => applyChatCardDamage(li, 0.5)
|
||||
}
|
||||
);
|
||||
return options;
|
||||
};
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
@ -107,14 +108,12 @@ export const addChatMessageContextOptions = function (html, options) {
|
|||
* @return {Promise}
|
||||
*/
|
||||
function applyChatCardDamage(li, multiplier) {
|
||||
const message = game.messages.get(li.data("messageId"));
|
||||
const roll = message.roll;
|
||||
return Promise.all(
|
||||
canvas.tokens.controlled.map((t) => {
|
||||
const a = t.actor;
|
||||
return a.applyDamage(roll.total, multiplier);
|
||||
})
|
||||
);
|
||||
const message = game.messages.get(li.data("messageId"));
|
||||
const roll = message.roll;
|
||||
return Promise.all(canvas.tokens.controlled.map(t => {
|
||||
const a = t.actor;
|
||||
return a.applyDamage(roll.total, multiplier);
|
||||
}));
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
|
|
@ -1 +1,4 @@
|
|||
export const ClassFeatures = {};
|
||||
export const ClassFeatures = {
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -1,31 +1,28 @@
|
|||
|
||||
/**
|
||||
* Override the default Initiative formula to customize special behaviors of the SW5e system.
|
||||
* Apply advantage, proficiency, or bonuses where appropriate
|
||||
* Apply the dexterity score as a decimal tiebreaker if requested
|
||||
* See Combat._getInitiativeFormula for more detail.
|
||||
*/
|
||||
export const _getInitiativeFormula = function () {
|
||||
const actor = this.actor;
|
||||
if (!actor) return "1d20";
|
||||
const init = actor.data.data.attributes.init;
|
||||
export const _getInitiativeFormula = function(combatant) {
|
||||
const actor = combatant.actor;
|
||||
if ( !actor ) return "1d20";
|
||||
const init = actor.data.data.attributes.init;
|
||||
|
||||
// Construct initiative formula parts
|
||||
let nd = 1;
|
||||
let mods = "";
|
||||
if (actor.getFlag("sw5e", "halflingLucky")) mods += "r1=1";
|
||||
if (actor.getFlag("sw5e", "initiativeAdv")) {
|
||||
nd = 2;
|
||||
mods += "kh";
|
||||
}
|
||||
const parts = [
|
||||
`${nd}d20${mods}`,
|
||||
init.mod,
|
||||
init.prof !== 0 ? init.prof : null,
|
||||
init.bonus !== 0 ? init.bonus : null
|
||||
];
|
||||
let nd = 1;
|
||||
let mods = "";
|
||||
|
||||
// Optionally apply Dexterity tiebreaker
|
||||
const tiebreaker = game.settings.get("sw5e", "initiativeDexTiebreaker");
|
||||
if (tiebreaker) parts.push(actor.data.data.abilities.dex.value / 100);
|
||||
return parts.filter((p) => p !== null).join(" + ");
|
||||
if (actor.getFlag("sw5e", "halflingLucky")) mods += "r1=1";
|
||||
if (actor.getFlag("sw5e", "initiativeAdv")) {
|
||||
nd = 2;
|
||||
mods += "kh";
|
||||
}
|
||||
|
||||
const parts = [`${nd}d20${mods}`, init.mod, (init.prof !== 0) ? init.prof : null, (init.bonus !== 0) ? init.bonus : null];
|
||||
|
||||
// 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(" + ");
|
||||
};
|
||||
|
|
2278
module/config.js
533
module/dice.js
|
@ -1,6 +1,3 @@
|
|||
export {default as D20Roll} from "./dice/d20-roll.js";
|
||||
export {default as DamageRoll} from "./dice/damage-roll.js";
|
||||
|
||||
/**
|
||||
* A standardized helper function for simplifying the constant parts of a multipart roll formula
|
||||
*
|
||||
|
@ -12,55 +9,42 @@ export {default as DamageRoll} from "./dice/damage-roll.js";
|
|||
* @return {string} The resulting simplified formula
|
||||
*/
|
||||
export function simplifyRollFormula(formula, data, {constantFirst = false} = {}) {
|
||||
const roll = new Roll(formula, data); // Parses the formula and replaces any @properties
|
||||
const terms = roll.terms;
|
||||
const roll = new Roll(formula, data); // Parses the formula and replaces any @properties
|
||||
const terms = roll.terms;
|
||||
|
||||
// Some terms are "too complicated" for this algorithm to simplify
|
||||
// In this case, the original formula is returned.
|
||||
if (terms.some(_isUnsupportedTerm)) return roll.formula;
|
||||
// Some terms are "too complicated" for this algorithm to simplify
|
||||
// In this case, the original formula is returned.
|
||||
if (terms.some(_isUnsupportedTerm)) return roll.formula;
|
||||
|
||||
const rollableTerms = []; // Terms that are non-constant, and their associated operators
|
||||
const constantTerms = []; // Terms that are constant, and their associated operators
|
||||
let operators = []; // Temporary storage for operators before they are moved to one of the above
|
||||
const rollableTerms = []; // Terms that are non-constant, and their associated operators
|
||||
const constantTerms = []; // Terms that are constant, and their associated operators
|
||||
let operators = []; // Temporary storage for operators before they are moved to one of the above
|
||||
|
||||
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
|
||||
constantTerms.push(...operators); // Place the operators into the constantTerms array
|
||||
constantTerms.push(term); // Then also add this constant term to that array.
|
||||
} //
|
||||
operators = []; // Finally, the operators have now all been assigend to one of the arrays, so empty this before the next iteration.
|
||||
}
|
||||
for (let term of terms) { // For each term
|
||||
if (["+", "-"].includes(term)) 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
|
||||
constantTerms.push(...operators); // Place the operators into the constantTerms array
|
||||
constantTerms.push(term); // Then also add this constant term to that array.
|
||||
} //
|
||||
operators = []; // Finally, the operators have now all been assigend to one of the arrays, so empty this before the next iteration.
|
||||
}
|
||||
}
|
||||
|
||||
const constantFormula = Roll.getFormula(constantTerms); // Cleans up the constant terms and produces a new formula string
|
||||
const rollableFormula = Roll.getFormula(rollableTerms); // Cleans up the non-constant terms and produces a new formula string
|
||||
const constantFormula = Roll.cleanFormula(constantTerms); // Cleans up the constant terms and produces a new formula string
|
||||
const rollableFormula = Roll.cleanFormula(rollableTerms); // Cleans up the non-constant terms and produces a new formula string
|
||||
|
||||
// Mathematically evaluate the constant formula to produce a single constant term
|
||||
let constantPart = undefined;
|
||||
if (constantFormula) {
|
||||
try {
|
||||
constantPart = Roll.safeEval(constantFormula);
|
||||
} catch (err) {
|
||||
console.warn(`Unable to evaluate constant term ${constantFormula} in simplifyRollFormula`);
|
||||
}
|
||||
}
|
||||
const constantPart = roll._safeEval(constantFormula); // Mathematically evaluate the constant formula to produce a single constant term
|
||||
|
||||
// Order the rollable and constant terms, either constant first or second depending on the optional argument
|
||||
const parts = constantFirst ? [constantPart, rollableFormula] : [rollableFormula, constantPart];
|
||||
const parts = constantFirst ? // Order the rollable and constant terms, either constant first or second depending on the optional argumen
|
||||
[constantPart, rollableFormula] : [rollableFormula, constantPart];
|
||||
|
||||
// Join the parts with a + sign, pass them to `Roll` once again to clean up the formula
|
||||
return new Roll(parts.filterJoin(" + ")).formula;
|
||||
// Join the parts with a + sign, pass them to `Roll` once again to clean up the formula
|
||||
return new Roll(parts.filterJoin(" + ")).formula;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
@ -71,243 +55,316 @@ export function simplifyRollFormula(formula, data, {constantFirst = false} = {})
|
|||
* @return {Boolean} True when unsupported, false if supported
|
||||
*/
|
||||
function _isUnsupportedTerm(term) {
|
||||
const diceTerm = term instanceof DiceTerm;
|
||||
const operator = term instanceof OperatorTerm && ["+", "-"].includes(term.operator);
|
||||
const number = term instanceof NumericTerm;
|
||||
const diceTerm = term instanceof DiceTerm;
|
||||
const operator = ["+", "-"].includes(term);
|
||||
const number = !isNaN(Number(term));
|
||||
|
||||
return !(diceTerm || operator || number);
|
||||
return !(diceTerm || operator || number);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* D20 Roll */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* A standardized helper function for managing core 5e d20 rolls.
|
||||
* A standardized helper function for managing core 5e "d20 rolls"
|
||||
*
|
||||
* Holding SHIFT, ALT, or CTRL when the attack is rolled will "fast-forward".
|
||||
* This chooses the default options of a normal attack with no bonus, Advantage, or Disadvantage respectively
|
||||
*
|
||||
* @param {string[]} parts The dice roll component parts, excluding the initial d20
|
||||
* @param {object} data Actor or item data against which to parse the roll
|
||||
* @param {Array} parts The dice roll component parts, excluding the initial d20
|
||||
* @param {Object} data Actor or item data against which to parse the roll
|
||||
* @param {Event|object} event The triggering event which initiated the roll
|
||||
* @param {string} rollMode A specific roll mode to apply as the default for the resulting roll
|
||||
* @param {string|null} template The HTML template used to render the roll dialog
|
||||
* @param {string|null} title The dice roll UI window title
|
||||
* @param {Object} speaker The ChatMessage speaker to pass when creating the chat
|
||||
* @param {string|null} flavor Flavor text to use in the posted chat message
|
||||
* @param {Boolean} fastForward Allow fast-forward advantage selection
|
||||
* @param {Function} onClose Callback for actions to take when the dialog form is closed
|
||||
* @param {Object} dialogOptions Modal dialog options
|
||||
* @param {boolean} advantage Apply advantage to the roll (unless otherwise specified)
|
||||
* @param {boolean} disadvantage Apply disadvantage to the roll (unless otherwise specified)
|
||||
* @param {number} critical The value of d20 result which represents a critical success
|
||||
* @param {number} fumble The value of d20 result which represents a critical failure
|
||||
* @param {number} targetValue Assign a target value against which the result of this roll should be compared
|
||||
* @param {boolean} elvenAccuracy Allow Elven Accuracy to modify this roll?
|
||||
* @param {boolean} halflingLucky Allow Halfling Luck to modify this roll?
|
||||
* @param {boolean} reliableTalent Allow Reliable Talent to modify this roll?
|
||||
* @param {boolean} chatMessage Automatically create a Chat Message for the result of this roll
|
||||
* @param {object} messageData Additional data which is applied to the created Chat Message, if any
|
||||
*
|
||||
* @param {boolean} [advantage] Apply advantage to the roll (unless otherwise specified)
|
||||
* @param {boolean} [disadvantage] Apply disadvantage to the roll (unless otherwise specified)
|
||||
* @param {number} [critical] The value of d20 result which represents a critical success
|
||||
* @param {number} [fumble] The value of d20 result which represents a critical failure
|
||||
* @param {number} [targetValue] Assign a target value against which the result of this roll should be compared
|
||||
* @param {boolean} [elvenAccuracy] Allow Elven Accuracy to modify this roll?
|
||||
* @param {boolean} [halflingLucky] Allow Halfling Luck to modify this roll?
|
||||
* @param {boolean} [reliableTalent] Allow Reliable Talent to modify this roll?
|
||||
|
||||
* @param {boolean} [chooseModifier=false] Choose the ability modifier that should be used when the roll is made
|
||||
* @param {boolean} [fastForward=false] Allow fast-forward advantage selection
|
||||
* @param {Event} [event] The triggering event which initiated the roll
|
||||
* @param {string} [rollMode] A specific roll mode to apply as the default for the resulting roll
|
||||
* @param {string} [template] The HTML template used to render the roll dialog
|
||||
* @param {string} [title] The dialog window title
|
||||
* @param {Object} [dialogOptions] Modal dialog options
|
||||
*
|
||||
* @param {boolean} [chatMessage=true] Automatically create a Chat Message for the result of this roll
|
||||
* @param {object} [messageData={}] Additional data which is applied to the created Chat Message, if any
|
||||
* @param {string} [rollMode] A specific roll mode to apply as the default for the resulting roll
|
||||
* @param {object} [speaker] The ChatMessage speaker to pass when creating the chat
|
||||
* @param {string} [flavor] Flavor text to use in the posted chat message
|
||||
*
|
||||
* @return {Promise<D20Roll|null>} The evaluated D20Roll, or null if the workflow was cancelled
|
||||
* @return {Promise} A Promise which resolves once the roll workflow has completed
|
||||
*/
|
||||
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
|
||||
} = {}) {
|
||||
// Handle input arguments
|
||||
const formula = ["1d20"].concat(parts).join(" + ");
|
||||
const {advantageMode, isFF} = _determineAdvantageMode({advantage, disadvantage, fastForward, event});
|
||||
const defaultRollMode = rollMode || game.settings.get("core", "rollMode");
|
||||
if (chooseModifier && !isFF) data["mod"] = "@mod";
|
||||
export async function d20Roll({parts=[], data={}, event={}, rollMode=null, template=null, title=null, speaker=null,
|
||||
flavor=null, fastForward=null, dialogOptions,
|
||||
advantage=null, disadvantage=null, critical=20, fumble=1, targetValue=null,
|
||||
elvenAccuracy=false, halflingLucky=false, reliableTalent=false,
|
||||
chatMessage=true, messageData={}}={}) {
|
||||
|
||||
// Construct the D20Roll instance
|
||||
const roll = new CONFIG.Dice.D20Roll(formula, data, {
|
||||
flavor: flavor || title,
|
||||
advantageMode,
|
||||
defaultRollMode,
|
||||
critical,
|
||||
fumble,
|
||||
targetValue,
|
||||
elvenAccuracy,
|
||||
halflingLucky,
|
||||
reliableTalent
|
||||
});
|
||||
// Prepare Message Data
|
||||
messageData.flavor = flavor || title;
|
||||
messageData.speaker = speaker || ChatMessage.getSpeaker();
|
||||
const messageOptions = {rollMode: rollMode || game.settings.get("core", "rollMode")};
|
||||
parts = parts.concat(["@bonus"]);
|
||||
|
||||
// Prompt a Dialog to further configure the D20Roll
|
||||
if (!isFF) {
|
||||
const configured = await roll.configureDialog(
|
||||
{
|
||||
title,
|
||||
chooseModifier,
|
||||
defaultRollMode: defaultRollMode,
|
||||
defaultAction: advantageMode,
|
||||
defaultAbility: data?.item?.ability,
|
||||
template
|
||||
},
|
||||
dialogOptions
|
||||
);
|
||||
if (configured === null) return null;
|
||||
// Handle fast-forward events
|
||||
let adv = 0;
|
||||
fastForward = fastForward ?? (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
|
||||
if (fastForward) {
|
||||
if ( advantage ?? event.altKey ) adv = 1;
|
||||
else if ( disadvantage ?? (event.ctrlKey || event.metaKey) ) adv = -1;
|
||||
}
|
||||
|
||||
// Define the inner roll function
|
||||
const _roll = (parts, adv, form) => {
|
||||
|
||||
// Determine the d20 roll and modifiers
|
||||
let nd = 1;
|
||||
let mods = halflingLucky ? "r1=1" : "";
|
||||
|
||||
// Handle advantage
|
||||
if (adv === 1) {
|
||||
nd = elvenAccuracy ? 3 : 2;
|
||||
messageData.flavor += ` (${game.i18n.localize("SW5E.Advantage")})`;
|
||||
if ( "flags.sw5e.roll" in messageData ) messageData["flags.sw5e.roll"].advantage = true;
|
||||
mods += "kh";
|
||||
}
|
||||
|
||||
// Evaluate the configured roll
|
||||
await roll.evaluate({async: true});
|
||||
|
||||
// Create a Chat Message
|
||||
if (speaker) {
|
||||
console.warn(
|
||||
`You are passing the speaker argument to the d20Roll function directly which should instead be passed as an internal key of messageData`
|
||||
);
|
||||
messageData.speaker = speaker;
|
||||
// Handle disadvantage
|
||||
else if (adv === -1) {
|
||||
nd = 2;
|
||||
messageData.flavor += ` (${game.i18n.localize("SW5E.Disadvantage")})`;
|
||||
if ( "flags.sw5e.roll" in messageData ) messageData["flags.sw5e.roll"].disadvantage = true;
|
||||
mods += "kl";
|
||||
}
|
||||
|
||||
// Prepend the d20 roll
|
||||
let formula = `${nd}d20${mods}`;
|
||||
if (reliableTalent) formula = `{${nd}d20${mods},10}kh`;
|
||||
parts.unshift(formula);
|
||||
|
||||
// Optionally include a situational bonus
|
||||
if ( form ) {
|
||||
data['bonus'] = form.bonus.value;
|
||||
messageOptions.rollMode = form.rollMode.value;
|
||||
}
|
||||
if (!data["bonus"]) parts.pop();
|
||||
|
||||
// Optionally include an ability score selection (used for tool checks)
|
||||
const ability = form ? form.ability : null;
|
||||
if (ability && ability.value) {
|
||||
data.ability = ability.value;
|
||||
const abl = data.abilities[data.ability];
|
||||
if (abl) {
|
||||
data.mod = abl.mod;
|
||||
messageData.flavor += ` (${CONFIG.SW5E.abilities[data.ability]})`;
|
||||
}
|
||||
}
|
||||
|
||||
// Execute the roll
|
||||
let roll = new Roll(parts.join(" + "), data);
|
||||
try {
|
||||
roll.roll();
|
||||
} catch (err) {
|
||||
console.error(err);
|
||||
ui.notifications.error(`Dice roll evaluation failed: ${err.message}`);
|
||||
return null;
|
||||
}
|
||||
|
||||
// Flag d20 options for any 20-sided dice in the roll
|
||||
for (let d of roll.dice) {
|
||||
if (d.faces === 20) {
|
||||
d.options.critical = critical;
|
||||
d.options.fumble = fumble;
|
||||
if ( adv === 1 ) d.options.advantage = true;
|
||||
else if ( adv === -1 ) d.options.disadvantage = true;
|
||||
if (targetValue) d.options.target = targetValue;
|
||||
}
|
||||
}
|
||||
|
||||
// If reliable talent was applied, add it to the flavor text
|
||||
if (reliableTalent && roll.dice[0].total < 10) {
|
||||
messageData.flavor += ` (${game.i18n.localize("SW5E.FlagsReliableTalent")})`;
|
||||
}
|
||||
if (roll && chatMessage) await roll.toMessage(messageData);
|
||||
return roll;
|
||||
};
|
||||
|
||||
// Create the Roll instance
|
||||
const roll = fastForward ? _roll(parts, adv) :
|
||||
await _d20RollDialog({template, title, parts, data, rollMode: messageOptions.rollMode, dialogOptions, roll: _roll});
|
||||
|
||||
// Create a Chat Message
|
||||
if ( roll && chatMessage ) roll.toMessage(messageData, messageOptions);
|
||||
return roll;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Determines whether this d20 roll should be fast-forwarded, and whether advantage or disadvantage should be applied
|
||||
* @returns {{isFF: boolean, advantageMode: number}} Whether the roll is fast-forward, and its advantage mode
|
||||
* Present a Dialog form which creates a d20 roll once submitted
|
||||
* @return {Promise<Roll>}
|
||||
* @private
|
||||
*/
|
||||
function _determineAdvantageMode({event, advantage = false, disadvantage = false, fastForward = false} = {}) {
|
||||
const isFF = fastForward || (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
|
||||
let advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.NORMAL;
|
||||
if (advantage || event?.altKey) advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.ADVANTAGE;
|
||||
else if (disadvantage || event?.ctrlKey || event?.metaKey)
|
||||
advantageMode = CONFIG.Dice.D20Roll.ADV_MODE.DISADVANTAGE;
|
||||
return {isFF, advantageMode};
|
||||
async function _d20RollDialog({template, title, parts, data, rollMode, dialogOptions, roll}={}) {
|
||||
|
||||
// Render modal dialog
|
||||
template = template || "systems/sw5e/templates/chat/roll-dialog.html";
|
||||
let dialogData = {
|
||||
formula: parts.join(" + "),
|
||||
data: data,
|
||||
rollMode: rollMode,
|
||||
rollModes: CONFIG.Dice.rollModes,
|
||||
config: CONFIG.SW5E
|
||||
};
|
||||
const html = await renderTemplate(template, dialogData);
|
||||
|
||||
// Create the Dialog window
|
||||
return new Promise(resolve => {
|
||||
new Dialog({
|
||||
title: title,
|
||||
content: html,
|
||||
buttons: {
|
||||
advantage: {
|
||||
label: game.i18n.localize("SW5E.Advantage"),
|
||||
callback: html => resolve(roll(parts, 1, html[0].querySelector("form")))
|
||||
},
|
||||
normal: {
|
||||
label: game.i18n.localize("SW5E.Normal"),
|
||||
callback: html => resolve(roll(parts, 0, html[0].querySelector("form")))
|
||||
},
|
||||
disadvantage: {
|
||||
label: game.i18n.localize("SW5E.Disadvantage"),
|
||||
callback: html => resolve(roll(parts, -1, html[0].querySelector("form")))
|
||||
}
|
||||
},
|
||||
default: "normal",
|
||||
close: () => resolve(null)
|
||||
}, dialogOptions).render(true);
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Damage Roll */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* A standardized helper function for managing core 5e damage rolls.
|
||||
* A standardized helper function for managing core 5e "d20 rolls"
|
||||
*
|
||||
* Holding SHIFT, ALT, or CTRL when the attack is rolled will "fast-forward".
|
||||
* This chooses the default options of a normal attack with no bonus, Critical, or no bonus respectively
|
||||
*
|
||||
* @param {string[]} parts The dice roll component parts, excluding the initial d20
|
||||
* @param {object} [data] Actor or item data against which to parse the roll
|
||||
* @param {Array} parts The dice roll component parts, excluding the initial d20
|
||||
* @param {Actor} actor The Actor making the damage roll
|
||||
* @param {Object} data Actor or item data against which to parse the roll
|
||||
* @param {Event|object}[event The triggering event which initiated the roll
|
||||
* @param {string} rollMode A specific roll mode to apply as the default for the resulting roll
|
||||
* @param {String} template The HTML template used to render the roll dialog
|
||||
* @param {String} title The dice roll UI window title
|
||||
* @param {Object} speaker The ChatMessage speaker to pass when creating the chat
|
||||
* @param {string} flavor Flavor text to use in the posted chat message
|
||||
* @param {boolean} allowCritical Allow the opportunity for a critical hit to be rolled
|
||||
* @param {Boolean} critical Flag this roll as a critical hit for the purposes of fast-forward rolls
|
||||
* @param {number} criticalBonusDice A number of bonus damage dice that are added for critical hits
|
||||
* @param {number} criticalMultiplier A critical hit multiplier which is applied to critical hits
|
||||
* @param {Boolean} fastForward Allow fast-forward advantage selection
|
||||
* @param {Function} onClose Callback for actions to take when the dialog form is closed
|
||||
* @param {Object} dialogOptions Modal dialog options
|
||||
* @param {boolean} chatMessage Automatically create a Chat Message for the result of this roll
|
||||
* @param {object} messageData Additional data which is applied to the created Chat Message, if any
|
||||
*
|
||||
* @param {boolean} [critical=false] Flag this roll as a critical hit for the purposes of fast-forward or default dialog action
|
||||
* @param {number} [criticalBonusDice=0] A number of bonus damage dice that are added for critical hits
|
||||
* @param {number} [criticalMultiplier=2] A critical hit multiplier which is applied to critical hits
|
||||
* @param {boolean} [multiplyNumeric=false] Multiply numeric terms by the critical multiplier
|
||||
* @param {boolean} [powerfulCritical=false] Apply the "powerful criticals" house rule to critical hits
|
||||
|
||||
* @param {boolean} [fastForward=false] Allow fast-forward advantage selection
|
||||
* @param {Event}[event] The triggering event which initiated the roll
|
||||
* @param {boolean} [allowCritical=true] Allow the opportunity for a critical hit to be rolled
|
||||
* @param {string} [template] The HTML template used to render the roll dialog
|
||||
* @param {string} [title] The dice roll UI window title
|
||||
* @param {object} [dialogOptions] Configuration dialog options
|
||||
*
|
||||
* @param {boolean} [chatMessage=true] Automatically create a Chat Message for the result of this roll
|
||||
* @param {object} [messageData={}] Additional data which is applied to the created Chat Message, if any
|
||||
* @param {string} [rollMode] A specific roll mode to apply as the default for the resulting roll
|
||||
* @param {object} [speaker] The ChatMessage speaker to pass when creating the chat
|
||||
* @param {string} [flavor] Flavor text to use in the posted chat message
|
||||
*
|
||||
* @return {Promise<DamageRoll|null>} The evaluated DamageRoll, or null if the workflow was canceled
|
||||
* @return {Promise} A Promise which resolves once the roll workflow has completed
|
||||
*/
|
||||
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
|
||||
} = {}) {
|
||||
// Handle input arguments
|
||||
const defaultRollMode = rollMode || game.settings.get("core", "rollMode");
|
||||
export async function damageRoll({parts, actor, data, event={}, rollMode=null, template, title, speaker, flavor,
|
||||
allowCritical=true, critical=false, criticalBonusDice=0, criticalMultiplier=2, fastForward=null,
|
||||
dialogOptions={}, chatMessage=true, messageData={}}={}) {
|
||||
|
||||
// Construct the DamageRoll instance
|
||||
const formula = parts.join(" + ");
|
||||
const {isCritical, isFF} = _determineCriticalMode({critical, fastForward, event});
|
||||
const roll = new CONFIG.Dice.DamageRoll(formula, data, {
|
||||
flavor: flavor || title,
|
||||
critical: isCritical,
|
||||
criticalBonusDice,
|
||||
criticalMultiplier,
|
||||
multiplyNumeric,
|
||||
powerfulCritical
|
||||
});
|
||||
// Prepare Message Data
|
||||
messageData.flavor = flavor || title;
|
||||
messageData.speaker = speaker || ChatMessage.getSpeaker();
|
||||
const messageOptions = {rollMode: rollMode || game.settings.get("core", "rollMode")};
|
||||
parts = parts.concat(["@bonus"]);
|
||||
|
||||
// Prompt a Dialog to further configure the DamageRoll
|
||||
if (!isFF) {
|
||||
const configured = await roll.configureDialog(
|
||||
{
|
||||
title,
|
||||
defaultRollMode: defaultRollMode,
|
||||
defaultCritical: isCritical,
|
||||
template,
|
||||
allowCritical
|
||||
},
|
||||
dialogOptions
|
||||
);
|
||||
if (configured === null) return null;
|
||||
// Define inner roll function
|
||||
const _roll = function(parts, crit, form) {
|
||||
|
||||
// Optionally include a situational bonus
|
||||
if ( form ) {
|
||||
data['bonus'] = form.bonus.value;
|
||||
messageOptions.rollMode = form.rollMode.value;
|
||||
}
|
||||
if (!data["bonus"]) parts.pop();
|
||||
|
||||
// Create the damage roll
|
||||
let roll = new Roll(parts.join("+"), data);
|
||||
|
||||
// Modify the damage formula for critical hits
|
||||
if ( crit === true ) {
|
||||
roll.alter(criticalMultiplier, 0); // Multiply all dice
|
||||
if ( roll.terms[0] instanceof Die ) { // Add bonus dice for only the main dice term
|
||||
roll.terms[0].alter(1, criticalBonusDice);
|
||||
roll._formula = roll.formula;
|
||||
}
|
||||
messageData.flavor += ` (${game.i18n.localize("SW5E.Critical")})`;
|
||||
if ( "flags.sw5e.roll" in messageData ) messageData["flags.sw5e.roll"].critical = true;
|
||||
}
|
||||
|
||||
// Evaluate the configured roll
|
||||
await roll.evaluate({async: true});
|
||||
|
||||
// Create a Chat Message
|
||||
if (speaker) {
|
||||
console.warn(
|
||||
`You are passing the speaker argument to the damageRoll function directly which should instead be passed as an internal key of messageData`
|
||||
);
|
||||
messageData.speaker = speaker;
|
||||
// Execute the roll
|
||||
try {
|
||||
roll.evaluate()
|
||||
if ( crit ) roll.dice.forEach(d => d.options.critical = true); // TODO workaround core bug which wipes Roll#options on roll
|
||||
return roll;
|
||||
} catch(err) {
|
||||
console.error(err);
|
||||
ui.notifications.error(`Dice roll evaluation failed: ${err.message}`);
|
||||
return null;
|
||||
}
|
||||
if (roll && chatMessage) await roll.toMessage(messageData);
|
||||
return roll;
|
||||
};
|
||||
|
||||
// Create the Roll instance
|
||||
const roll = fastForward ? _roll(parts, critical) : await _damageRollDialog({
|
||||
template, title, parts, data, allowCritical, rollMode: messageOptions.rollMode, dialogOptions, roll: _roll
|
||||
});
|
||||
|
||||
// Create a Chat Message
|
||||
if ( roll && chatMessage ) roll.toMessage(messageData, messageOptions);
|
||||
return roll;
|
||||
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Determines whether this d20 roll should be fast-forwarded, and whether advantage or disadvantage should be applied
|
||||
* @returns {{isFF: boolean, isCritical: boolean}} Whether the roll is fast-forward, and whether it is a critical hit
|
||||
* Present a Dialog form which creates a damage roll once submitted
|
||||
* @return {Promise<Roll>}
|
||||
* @private
|
||||
*/
|
||||
function _determineCriticalMode({event, critical = false, fastForward = false} = {}) {
|
||||
const isFF = fastForward || (event && (event.shiftKey || event.altKey || event.ctrlKey || event.metaKey));
|
||||
if (event?.altKey) critical = true;
|
||||
return {isFF, isCritical: critical};
|
||||
async function _damageRollDialog({template, title, parts, data, allowCritical, rollMode, dialogOptions, roll}={}) {
|
||||
|
||||
// Render modal dialog
|
||||
template = template || "systems/sw5e/templates/chat/roll-dialog.html";
|
||||
let dialogData = {
|
||||
formula: parts.join(" + "),
|
||||
data: data,
|
||||
rollMode: rollMode,
|
||||
rollModes: CONFIG.Dice.rollModes
|
||||
};
|
||||
const html = await renderTemplate(template, dialogData);
|
||||
|
||||
// Create the Dialog window
|
||||
return new Promise(resolve => {
|
||||
new Dialog({
|
||||
title: title,
|
||||
content: html,
|
||||
buttons: {
|
||||
critical: {
|
||||
condition: allowCritical,
|
||||
label: game.i18n.localize("SW5E.CriticalHit"),
|
||||
callback: html => resolve(roll(parts, true, html[0].querySelector("form")))
|
||||
},
|
||||
normal: {
|
||||
label: game.i18n.localize(allowCritical ? "SW5E.Normal" : "SW5E.Roll"),
|
||||
callback: html => resolve(roll(parts, false, html[0].querySelector("form")))
|
||||
},
|
||||
},
|
||||
default: "normal",
|
||||
close: () => resolve(null)
|
||||
}, dialogOptions).render(true);
|
||||
});
|
||||
}
|
||||
|
|
|
@ -1,230 +0,0 @@
|
|||
/**
|
||||
* A type of Roll specific to a d20-based check, save, or attack roll in the 5e system.
|
||||
* @param {string} formula The string formula to parse
|
||||
* @param {object} data The data object against which to parse attributes within the formula
|
||||
* @param {object} [options={}] Extra optional arguments which describe or modify the D20Roll
|
||||
* @param {number} [options.advantageMode] What advantage modifier to apply to the roll (none, advantage, disadvantage)
|
||||
* @param {number} [options.critical] The value of d20 result which represents a critical success
|
||||
* @param {number} [options.fumble] The value of d20 result which represents a critical failure
|
||||
* @param {(number)} [options.targetValue] Assign a target value against which the result of this roll should be compared
|
||||
* @param {boolean} [options.elvenAccuracy=false] Allow Elven Accuracy to modify this roll?
|
||||
* @param {boolean} [options.halflingLucky=false] Allow Halfling Luck to modify this roll?
|
||||
* @param {boolean} [options.reliableTalent=false] Allow Reliable Talent to modify this roll?
|
||||
*/
|
||||
// TODO: Check elven accuracy, halfling lucky, and reliable talent are required
|
||||
// Elven Accuracy is Supreme accuracy feat, Reliable Talent is operative's Reliable Talent Class Feat
|
||||
export default class D20Roll extends Roll {
|
||||
constructor(formula, data, options) {
|
||||
super(formula, data, options);
|
||||
if (!(this.terms[0] instanceof Die && this.terms[0].faces === 20)) {
|
||||
throw new Error(`Invalid D20Roll formula provided ${this._formula}`);
|
||||
}
|
||||
this.configureModifiers();
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Advantage mode of a 5e d20 roll
|
||||
* @enum {number}
|
||||
*/
|
||||
static ADV_MODE = {
|
||||
NORMAL: 0,
|
||||
ADVANTAGE: 1,
|
||||
DISADVANTAGE: -1
|
||||
};
|
||||
|
||||
/**
|
||||
* The HTML template path used to configure evaluation of this Roll
|
||||
* @type {string}
|
||||
*/
|
||||
static EVALUATION_TEMPLATE = "systems/sw5e/templates/chat/roll-dialog.html";
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* A convenience reference for whether this D20Roll has advantage
|
||||
* @type {boolean}
|
||||
*/
|
||||
get hasAdvantage() {
|
||||
return this.options.advantageMode === D20Roll.ADV_MODE.ADVANTAGE;
|
||||
}
|
||||
|
||||
/**
|
||||
* A convenience reference for whether this D20Roll has disadvantage
|
||||
* @type {boolean}
|
||||
*/
|
||||
get hasDisadvantage() {
|
||||
return this.options.advantageMode === D20Roll.ADV_MODE.DISADVANTAGE;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* D20 Roll Methods */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Apply optional modifiers which customize the behavior of the d20term
|
||||
* @private
|
||||
*/
|
||||
configureModifiers() {
|
||||
const d20 = this.terms[0];
|
||||
d20.modifiers = [];
|
||||
|
||||
// Halfling Lucky
|
||||
if (this.options.halflingLucky) d20.modifiers.push("r1=1");
|
||||
|
||||
// Reliable Talent
|
||||
if (this.options.reliableTalent) d20.modifiers.push("min10");
|
||||
|
||||
// Handle Advantage or Disadvantage
|
||||
if (this.hasAdvantage) {
|
||||
d20.number = this.options.elvenAccuracy ? 3 : 2;
|
||||
d20.modifiers.push("kh");
|
||||
d20.options.advantage = true;
|
||||
} else if (this.hasDisadvantage) {
|
||||
d20.number = 2;
|
||||
d20.modifiers.push("kl");
|
||||
d20.options.disadvantage = true;
|
||||
} else d20.number = 1;
|
||||
|
||||
// Assign critical and fumble thresholds
|
||||
if (this.options.critical) d20.options.critical = this.options.critical;
|
||||
if (this.options.fumble) d20.options.fumble = this.options.fumble;
|
||||
if (this.options.targetValue) d20.options.target = this.options.targetValue;
|
||||
|
||||
// Re-compile the underlying formula
|
||||
this._formula = this.constructor.getFormula(this.terms);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @inheritdoc */
|
||||
async toMessage(messageData = {}, options = {}) {
|
||||
// Evaluate the roll now so we have the results available to determine whether reliable talent came into play
|
||||
if (!this._evaluated) await this.evaluate({async: true});
|
||||
|
||||
// Add appropriate advantage mode message flavor and sw5e roll flags
|
||||
messageData.flavor = messageData.flavor || this.options.flavor;
|
||||
if (this.hasAdvantage) messageData.flavor += ` (${game.i18n.localize("SW5E.Advantage")})`;
|
||||
else if (this.hasDisadvantage) messageData.flavor += ` (${game.i18n.localize("SW5E.Disadvantage")})`;
|
||||
|
||||
// Add reliable talent to the d20-term flavor text if it applied
|
||||
if (this.options.reliableTalent) {
|
||||
const d20 = this.dice[0];
|
||||
const isRT = d20.results.every((r) => !r.active || r.result < 10);
|
||||
const label = `(${game.i18n.localize("SW5E.FlagsReliableTalent")})`;
|
||||
if (isRT) d20.options.flavor = d20.options.flavor ? `${d20.options.flavor} (${label})` : label;
|
||||
}
|
||||
|
||||
// Record the preferred rollMode
|
||||
options.rollMode = options.rollMode ?? this.options.rollMode;
|
||||
return super.toMessage(messageData, options);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Configuration Dialog */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Create a Dialog prompt used to configure evaluation of an existing D20Roll instance.
|
||||
* @param {object} data Dialog configuration data
|
||||
* @param {string} [data.title] The title of the shown dialog window
|
||||
* @param {number} [data.defaultRollMode] The roll mode that the roll mode select element should default to
|
||||
* @param {number} [data.defaultAction] The button marked as default
|
||||
* @param {boolean} [data.chooseModifier] Choose which ability modifier should be applied to the roll?
|
||||
* @param {string} [data.defaultAbility] For tool rolls, the default ability modifier applied to the roll
|
||||
* @param {string} [data.template] A custom path to an HTML template to use instead of the default
|
||||
* @param {object} options Additional Dialog customization options
|
||||
* @returns {Promise<D20Roll|null>} A resulting D20Roll object constructed with the dialog, or null if the dialog was closed
|
||||
*/
|
||||
async configureDialog(
|
||||
{
|
||||
title,
|
||||
defaultRollMode,
|
||||
defaultAction = D20Roll.ADV_MODE.NORMAL,
|
||||
chooseModifier = false,
|
||||
defaultAbility,
|
||||
template
|
||||
} = {},
|
||||
options = {}
|
||||
) {
|
||||
// Render the Dialog inner HTML
|
||||
const content = await renderTemplate(template ?? this.constructor.EVALUATION_TEMPLATE, {
|
||||
formula: `${this.formula} + @bonus`,
|
||||
defaultRollMode,
|
||||
rollModes: CONFIG.Dice.rollModes,
|
||||
chooseModifier,
|
||||
defaultAbility,
|
||||
abilities: CONFIG.SW5E.abilities
|
||||
});
|
||||
|
||||
let defaultButton = "normal";
|
||||
switch (defaultAction) {
|
||||
case D20Roll.ADV_MODE.ADVANTAGE:
|
||||
defaultButton = "advantage";
|
||||
break;
|
||||
case D20Roll.ADV_MODE.DISADVANTAGE:
|
||||
defaultButton = "disadvantage";
|
||||
break;
|
||||
}
|
||||
|
||||
// Create the Dialog window and await submission of the form
|
||||
return new Promise((resolve) => {
|
||||
new Dialog(
|
||||
{
|
||||
title,
|
||||
content,
|
||||
buttons: {
|
||||
advantage: {
|
||||
label: game.i18n.localize("SW5E.Advantage"),
|
||||
callback: (html) => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.ADVANTAGE))
|
||||
},
|
||||
normal: {
|
||||
label: game.i18n.localize("SW5E.Normal"),
|
||||
callback: (html) => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.NORMAL))
|
||||
},
|
||||
disadvantage: {
|
||||
label: game.i18n.localize("SW5E.Disadvantage"),
|
||||
callback: (html) => resolve(this._onDialogSubmit(html, D20Roll.ADV_MODE.DISADVANTAGE))
|
||||
}
|
||||
},
|
||||
default: defaultButton,
|
||||
close: () => resolve(null)
|
||||
},
|
||||
options
|
||||
).render(true);
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle submission of the Roll evaluation configuration Dialog
|
||||
* @param {jQuery} html The submitted dialog content
|
||||
* @param {number} advantageMode The chosen advantage mode
|
||||
* @private
|
||||
*/
|
||||
_onDialogSubmit(html, advantageMode) {
|
||||
const form = html[0].querySelector("form");
|
||||
|
||||
// Append a situational bonus term
|
||||
if (form.bonus.value) {
|
||||
const bonus = new Roll(form.bonus.value, this.data);
|
||||
if (!(bonus.terms[0] instanceof OperatorTerm)) this.terms.push(new OperatorTerm({operator: "+"}));
|
||||
this.terms = this.terms.concat(bonus.terms);
|
||||
}
|
||||
|
||||
// Customize the modifier
|
||||
if (form.ability?.value) {
|
||||
const abl = this.data.abilities[form.ability.value];
|
||||
this.terms.findSplice((t) => t.term === "@mod", new NumericTerm({number: abl.mod}));
|
||||
this.options.flavor += ` (${CONFIG.SW5E.abilities[form.ability.value]})`;
|
||||
}
|
||||
|
||||
// Apply advantage or disadvantage
|
||||
this.options.advantageMode = advantageMode;
|
||||
this.options.rollMode = form.rollMode.value;
|
||||
this.configureModifiers();
|
||||
return this;
|
||||
}
|
||||
}
|
|
@ -1,186 +0,0 @@
|
|||
/**
|
||||
* A type of Roll specific to a damage (or healing) roll in the 5e system.
|
||||
* @param {string} formula The string formula to parse
|
||||
* @param {object} data The data object against which to parse attributes within the formula
|
||||
* @param {object} [options={}] Extra optional arguments which describe or modify the DamageRoll
|
||||
* @param {number} [options.criticalBonusDice=0] A number of bonus damage dice that are added for critical hits
|
||||
* @param {number} [options.criticalMultiplier=2] A critical hit multiplier which is applied to critical hits
|
||||
* @param {boolean} [options.multiplyNumeric=false] Multiply numeric terms by the critical multiplier
|
||||
* @param {boolean} [options.powerfulCritical=false] Apply the "powerful criticals" house rule to critical hits
|
||||
*
|
||||
*/
|
||||
export default class DamageRoll extends Roll {
|
||||
constructor(formula, data, options) {
|
||||
super(formula, data, options);
|
||||
// For backwards compatibility, skip rolls which do not have the "critical" option defined
|
||||
if (this.options.critical !== undefined) this.configureDamage();
|
||||
}
|
||||
|
||||
/**
|
||||
* The HTML template path used to configure evaluation of this Roll
|
||||
* @type {string}
|
||||
*/
|
||||
static EVALUATION_TEMPLATE = "systems/sw5e/templates/chat/roll-dialog.html";
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* A convenience reference for whether this DamageRoll is a critical hit
|
||||
* @type {boolean}
|
||||
*/
|
||||
get isCritical() {
|
||||
return this.options.critical;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Damage Roll Methods */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Apply optional modifiers which customize the behavior of the d20term
|
||||
* @private
|
||||
*/
|
||||
configureDamage() {
|
||||
let flatBonus = 0;
|
||||
for (let [i, term] of this.terms.entries()) {
|
||||
// Multiply dice terms
|
||||
if (term instanceof DiceTerm) {
|
||||
term.options.baseNumber = term.options.baseNumber ?? term.number; // Reset back
|
||||
term.number = term.options.baseNumber;
|
||||
if (this.isCritical) {
|
||||
let cm = this.options.criticalMultiplier ?? 2;
|
||||
|
||||
// Powerful critical - maximize damage and reduce the multiplier by 1
|
||||
if (this.options.powerfulCritical) {
|
||||
flatBonus += term.number * term.faces;
|
||||
cm = Math.max(1, cm - 1);
|
||||
}
|
||||
|
||||
// Alter the damage term
|
||||
let cb = this.options.criticalBonusDice && i === 0 ? this.options.criticalBonusDice : 0;
|
||||
term.alter(cm, cb);
|
||||
term.options.critical = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Multiply numeric terms
|
||||
else if (this.options.multiplyNumeric && term instanceof NumericTerm) {
|
||||
term.options.baseNumber = term.options.baseNumber ?? term.number; // Reset back
|
||||
term.number = term.options.baseNumber;
|
||||
if (this.isCritical) {
|
||||
term.number *= this.options.criticalMultiplier ?? 2;
|
||||
term.options.critical = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Add powerful critical bonus
|
||||
if (this.options.powerfulCritical && flatBonus > 0) {
|
||||
this.terms.push(new OperatorTerm({operator: "+"}));
|
||||
this.terms.push(
|
||||
new NumericTerm({number: flatBonus}, {flavor: game.i18n.localize("SW5E.PowerfulCritical")})
|
||||
);
|
||||
}
|
||||
|
||||
// Re-compile the underlying formula
|
||||
this._formula = this.constructor.getFormula(this.terms);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @inheritdoc */
|
||||
toMessage(messageData = {}, options = {}) {
|
||||
messageData.flavor = messageData.flavor || this.options.flavor;
|
||||
if (this.isCritical) {
|
||||
const label = game.i18n.localize("SW5E.CriticalHit");
|
||||
messageData.flavor = messageData.flavor ? `${messageData.flavor} (${label})` : label;
|
||||
}
|
||||
options.rollMode = options.rollMode ?? this.options.rollMode;
|
||||
return super.toMessage(messageData, options);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Configuration Dialog */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Create a Dialog prompt used to configure evaluation of an existing D20Roll instance.
|
||||
* @param {object} data Dialog configuration data
|
||||
* @param {string} [data.title] The title of the shown dialog window
|
||||
* @param {number} [data.defaultRollMode] The roll mode that the roll mode select element should default to
|
||||
* @param {string} [data.defaultCritical] Should critical be selected as default
|
||||
* @param {string} [data.template] A custom path to an HTML template to use instead of the default
|
||||
* @param {boolean} [data.allowCritical=true] Allow critical hit to be chosen as a possible damage mode
|
||||
* @param {object} options Additional Dialog customization options
|
||||
* @returns {Promise<D20Roll|null>} A resulting D20Roll object constructed with the dialog, or null if the dialog was closed
|
||||
*/
|
||||
async configureDialog(
|
||||
{title, defaultRollMode, defaultCritical = false, template, allowCritical = true} = {},
|
||||
options = {}
|
||||
) {
|
||||
// Render the Dialog inner HTML
|
||||
const content = await renderTemplate(template ?? this.constructor.EVALUATION_TEMPLATE, {
|
||||
formula: `${this.formula} + @bonus`,
|
||||
defaultRollMode,
|
||||
rollModes: CONFIG.Dice.rollModes
|
||||
});
|
||||
|
||||
// Create the Dialog window and await submission of the form
|
||||
return new Promise((resolve) => {
|
||||
new Dialog(
|
||||
{
|
||||
title,
|
||||
content,
|
||||
buttons: {
|
||||
critical: {
|
||||
condition: allowCritical,
|
||||
label: game.i18n.localize("SW5E.CriticalHit"),
|
||||
callback: (html) => resolve(this._onDialogSubmit(html, true))
|
||||
},
|
||||
normal: {
|
||||
label: game.i18n.localize(allowCritical ? "SW5E.Normal" : "SW5E.Roll"),
|
||||
callback: (html) => resolve(this._onDialogSubmit(html, false))
|
||||
}
|
||||
},
|
||||
default: defaultCritical ? "critical" : "normal",
|
||||
close: () => resolve(null)
|
||||
},
|
||||
options
|
||||
).render(true);
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle submission of the Roll evaluation configuration Dialog
|
||||
* @param {jQuery} html The submitted dialog content
|
||||
* @param {boolean} isCritical Is the damage a critical hit?
|
||||
* @private
|
||||
*/
|
||||
_onDialogSubmit(html, isCritical) {
|
||||
const form = html[0].querySelector("form");
|
||||
|
||||
// Append a situational bonus term
|
||||
if (form.bonus.value) {
|
||||
const bonus = new Roll(form.bonus.value, this.data);
|
||||
if (!(bonus.terms[0] instanceof OperatorTerm)) this.terms.push(new OperatorTerm({operator: "+"}));
|
||||
this.terms = this.terms.concat(bonus.terms);
|
||||
}
|
||||
|
||||
// Apply advantage or disadvantage
|
||||
this.options.critical = isCritical;
|
||||
this.options.rollMode = form.rollMode.value;
|
||||
this.configureDamage();
|
||||
return this;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @inheritdoc */
|
||||
static fromData(data) {
|
||||
const roll = super.fromData(data);
|
||||
roll._formula = this.getFormula(roll.terms);
|
||||
return roll;
|
||||
}
|
||||
}
|
|
@ -1,15 +0,0 @@
|
|||
/**
|
||||
* @deprecated since 1.3.0
|
||||
* @ignore
|
||||
*/
|
||||
async function d20Dialog(data, options) {
|
||||
throw new Error(`The d20Dialog helper method is deprecated in favor of D20Roll#configureDialog`);
|
||||
}
|
||||
|
||||
/**
|
||||
* @deprecated since 1.3.0
|
||||
* @ignore
|
||||
*/
|
||||
async function damageDialog(data, options) {
|
||||
throw new Error(`The damageDialog helper method is deprecated in favor of DamageRoll#configureDialog`);
|
||||
}
|
85
module/effects.js
vendored
|
@ -4,28 +4,26 @@
|
|||
* @param {Actor|Item} owner The owning entity which manages this effect
|
||||
*/
|
||||
export function onManageActiveEffect(event, owner) {
|
||||
event.preventDefault();
|
||||
const a = event.currentTarget;
|
||||
const li = a.closest("li");
|
||||
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,
|
||||
"duration.rounds": li.dataset.effectType === "temporary" ? 1 : undefined,
|
||||
"disabled": li.dataset.effectType === "inactive"
|
||||
}
|
||||
]);
|
||||
case "edit":
|
||||
return effect.sheet.render(true);
|
||||
case "delete":
|
||||
return effect.delete();
|
||||
case "toggle":
|
||||
return effect.update({disabled: !effect.data.disabled});
|
||||
}
|
||||
event.preventDefault();
|
||||
const a = event.currentTarget;
|
||||
const li = a.closest("li");
|
||||
const effect = li.dataset.effectId ? owner.effects.get(li.dataset.effectId) : null;
|
||||
switch ( a.dataset.action ) {
|
||||
case "create":
|
||||
return ActiveEffect.create({
|
||||
label: "New Effect",
|
||||
icon: "icons/svg/aura.svg",
|
||||
origin: owner.uuid,
|
||||
"duration.rounds": li.dataset.effectType === "temporary" ? 1 : undefined,
|
||||
disabled: li.dataset.effectType === "inactive"
|
||||
}, owner).create();
|
||||
case "edit":
|
||||
return effect.sheet.render(true);
|
||||
case "delete":
|
||||
return effect.delete();
|
||||
case "toggle":
|
||||
return effect.update({disabled: !effect.data.disabled});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -34,31 +32,32 @@ export function onManageActiveEffect(event, owner) {
|
|||
* @return {object} Data for rendering
|
||||
*/
|
||||
export function prepareActiveEffectCategories(effects) {
|
||||
|
||||
// Define effect header categories
|
||||
const categories = {
|
||||
temporary: {
|
||||
type: "temporary",
|
||||
label: game.i18n.localize("SW5E.EffectTemporary"),
|
||||
effects: []
|
||||
},
|
||||
passive: {
|
||||
type: "passive",
|
||||
label: game.i18n.localize("SW5E.EffectPassive"),
|
||||
effects: []
|
||||
},
|
||||
inactive: {
|
||||
type: "inactive",
|
||||
label: game.i18n.localize("SW5E.EffectInactive"),
|
||||
effects: []
|
||||
}
|
||||
temporary: {
|
||||
type: "temporary",
|
||||
label: "SW5E.EffectsCategoryTemporary",
|
||||
effects: []
|
||||
},
|
||||
passive: {
|
||||
type: "passive",
|
||||
label: "SW5E.EffectsCategoryPassive",
|
||||
effects: []
|
||||
},
|
||||
inactive: {
|
||||
type: "inactive",
|
||||
label: "SW5E.EffectsCategoryInactive",
|
||||
effects: []
|
||||
}
|
||||
};
|
||||
|
||||
// Iterate over active effects, classifying them into categories
|
||||
for (let e of effects) {
|
||||
e._getSourceName(); // Trigger a lookup for the source name
|
||||
if (e.data.disabled) categories.inactive.effects.push(e);
|
||||
else if (e.isTemporary) categories.temporary.effects.push(e);
|
||||
else categories.passive.effects.push(e);
|
||||
for ( let e of effects ) {
|
||||
e._getSourceName(); // Trigger a lookup for the source name
|
||||
if ( e.data.disabled ) categories.inactive.effects.push(e);
|
||||
else if ( e.isTemporary ) categories.temporary.effects.push(e);
|
||||
else categories.passive.effects.push(e);
|
||||
}
|
||||
return categories;
|
||||
}
|
||||
}
|
|
@ -1,370 +1,346 @@
|
|||
import TraitSelector from "../apps/trait-selector.js";
|
||||
import {onManageActiveEffect, prepareActiveEffectCategories} from "../effects.js";
|
||||
import { onManageActiveEffect, prepareActiveEffectCategories } from "../effects.js";
|
||||
|
||||
/**
|
||||
* Override and extend the core ItemSheet implementation to handle specific item types
|
||||
* @extends {ItemSheet}
|
||||
*/
|
||||
export default class ItemSheet5e extends ItemSheet {
|
||||
constructor(...args) {
|
||||
super(...args);
|
||||
constructor(...args) {
|
||||
super(...args);
|
||||
|
||||
// Expand the default size of the class sheet
|
||||
if (this.object.data.type === "class") {
|
||||
this.options.width = this.position.width = 600;
|
||||
this.options.height = this.position.height = 680;
|
||||
// Expand the default size of the class sheet
|
||||
if (this.object.data.type === "class") {
|
||||
this.options.width = this.position.width = 600;
|
||||
this.options.height = this.position.height = 680;
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
static get defaultOptions() {
|
||||
return mergeObject(super.defaultOptions, {
|
||||
width: 560,
|
||||
height: 400,
|
||||
classes: ["sw5e", "sheet", "item"],
|
||||
resizable: true,
|
||||
scrollY: [".tab.details"],
|
||||
tabs: [{ navSelector: ".tabs", contentSelector: ".sheet-body", initial: "description" }]
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
get template() {
|
||||
const path = "systems/sw5e/templates/items/";
|
||||
return `${path}/${this.item.data.type}.html`;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
async getData(options) {
|
||||
const data = super.getData(options);
|
||||
data.labels = this.item.labels;
|
||||
data.config = CONFIG.SW5E;
|
||||
|
||||
// Item Type, Status, and Details
|
||||
data.itemType = game.i18n.localize(`ITEM.Type${data.item.type.titleCase()}`);
|
||||
data.itemStatus = this._getItemStatus(data.item);
|
||||
data.itemProperties = this._getItemProperties(data.item);
|
||||
data.isPhysical = data.item.data.hasOwnProperty("quantity");
|
||||
|
||||
// Potential consumption targets
|
||||
data.abilityConsumptionTargets = this._getItemConsumptionTargets(data.item);
|
||||
|
||||
// Action Detail
|
||||
data.hasAttackRoll = this.item.hasAttack;
|
||||
data.isHealing = data.item.data.actionType === "heal";
|
||||
data.isFlatDC = getProperty(data.item.data, "save.scaling") === "flat";
|
||||
data.isLine = ["line", "wall"].includes(data.item.data.target?.type);
|
||||
|
||||
// Original maximum uses formula
|
||||
if (this.item._data.data?.uses?.max) data.data.uses.max = this.item._data.data.uses.max;
|
||||
|
||||
// Vehicles
|
||||
data.isCrewed = data.item.data.activation?.type === "crew";
|
||||
data.isMountable = this._isItemMountable(data.item);
|
||||
|
||||
// Prepare Active Effects
|
||||
data.effects = prepareActiveEffectCategories(this.entity.effects);
|
||||
return data;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Get the valid item consumption targets which exist on the actor
|
||||
* @param {Object} item Item data for the item being displayed
|
||||
* @return {{string: string}} An object of potential consumption targets
|
||||
* @private
|
||||
*/
|
||||
_getItemConsumptionTargets(item) {
|
||||
const consume = item.data.consume || {};
|
||||
if (!consume.type) return [];
|
||||
const actor = this.item.actor;
|
||||
if (!actor) return {};
|
||||
|
||||
// Ammunition
|
||||
if (consume.type === "ammo") {
|
||||
return actor.itemTypes.consumable.reduce(
|
||||
(ammo, i) => {
|
||||
if (i.data.data.consumableType === "ammo") {
|
||||
ammo[i.id] = `${i.name} (${i.data.data.quantity})`;
|
||||
}
|
||||
return ammo;
|
||||
},
|
||||
{ [item._id]: `${item.name} (${item.data.quantity})` }
|
||||
);
|
||||
}
|
||||
|
||||
// Attributes
|
||||
else if (consume.type === "attribute") {
|
||||
const attributes = Object.values(CombatTrackerConfig.prototype.getAttributeChoices())[0]; // Bit of a hack
|
||||
return attributes.reduce((obj, a) => {
|
||||
obj[a] = a;
|
||||
return obj;
|
||||
}, {});
|
||||
}
|
||||
|
||||
// Materials
|
||||
else if (consume.type === "material") {
|
||||
return actor.items.reduce((obj, i) => {
|
||||
if (["consumable", "loot"].includes(i.data.type) && !i.data.data.activation) {
|
||||
obj[i.id] = `${i.name} (${i.data.data.quantity})`;
|
||||
}
|
||||
return obj;
|
||||
}, {});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @inheritdoc */
|
||||
static get defaultOptions() {
|
||||
return foundry.utils.mergeObject(super.defaultOptions, {
|
||||
width: 560,
|
||||
height: 400,
|
||||
classes: ["sw5e", "sheet", "item"],
|
||||
resizable: true,
|
||||
scrollY: [".tab.details"],
|
||||
tabs: [{navSelector: ".tabs", contentSelector: ".sheet-body", initial: "description"}]
|
||||
});
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @inheritdoc */
|
||||
get template() {
|
||||
const path = "systems/sw5e/templates/items/";
|
||||
return `${path}/${this.item.data.type}.html`;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
async getData(options) {
|
||||
const data = super.getData(options);
|
||||
const itemData = data.data;
|
||||
data.labels = this.item.labels;
|
||||
data.config = CONFIG.SW5E;
|
||||
|
||||
// Item Type, Status, and Details
|
||||
data.itemType = game.i18n.localize(`ITEM.Type${data.item.type.titleCase()}`);
|
||||
data.itemStatus = this._getItemStatus(itemData);
|
||||
data.itemProperties = this._getItemProperties(itemData);
|
||||
data.isPhysical = itemData.data.hasOwnProperty("quantity");
|
||||
|
||||
// Potential consumption targets
|
||||
data.abilityConsumptionTargets = this._getItemConsumptionTargets(itemData);
|
||||
|
||||
// Action Details
|
||||
data.hasAttackRoll = this.item.hasAttack;
|
||||
data.isHealing = itemData.data.actionType === "heal";
|
||||
data.isFlatDC = getProperty(itemData, "data.save.scaling") === "flat";
|
||||
data.isLine = ["line", "wall"].includes(itemData.data.target?.type);
|
||||
|
||||
// Original maximum uses formula
|
||||
const sourceMax = foundry.utils.getProperty(this.item.data._source, "data.uses.max");
|
||||
if (sourceMax) itemData.data.uses.max = sourceMax;
|
||||
|
||||
// Vehicles
|
||||
data.isCrewed = itemData.data.activation?.type === "crew";
|
||||
data.isMountable = this._isItemMountable(itemData);
|
||||
|
||||
// Prepare Active Effects
|
||||
data.effects = prepareActiveEffectCategories(this.item.effects);
|
||||
|
||||
// Re-define the template data references (backwards compatible)
|
||||
data.item = itemData;
|
||||
data.data = itemData.data;
|
||||
return data;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Get the valid item consumption targets which exist on the actor
|
||||
* @param {Object} item Item data for the item being displayed
|
||||
* @return {{string: string}} An object of potential consumption targets
|
||||
* @private
|
||||
*/
|
||||
_getItemConsumptionTargets(item) {
|
||||
const consume = item.data.consume || {};
|
||||
if (!consume.type) return [];
|
||||
const actor = this.item.actor;
|
||||
if (!actor) return {};
|
||||
|
||||
// Ammunition
|
||||
if (consume.type === "ammo") {
|
||||
return actor.itemTypes.consumable.reduce(
|
||||
(ammo, i) => {
|
||||
if (i.data.data.consumableType === "ammo") {
|
||||
ammo[i.id] = `${i.name} (${i.data.data.quantity})`;
|
||||
}
|
||||
return ammo;
|
||||
},
|
||||
{[item._id]: `${item.name} (${item.data.quantity})`}
|
||||
);
|
||||
// Charges
|
||||
else if (consume.type === "charges") {
|
||||
return actor.items.reduce((obj, i) => {
|
||||
// Limited-use items
|
||||
const uses = i.data.data.uses || {};
|
||||
if (uses.per && uses.max) {
|
||||
const label =
|
||||
uses.per === "charges"
|
||||
? ` (${game.i18n.format("SW5E.AbilityUseChargesLabel", { value: uses.value })})`
|
||||
: ` (${game.i18n.format("SW5E.AbilityUseConsumableLabel", { max: uses.max, per: uses.per })})`;
|
||||
obj[i.id] = i.name + label;
|
||||
}
|
||||
|
||||
// Attributes
|
||||
else if (consume.type === "attribute") {
|
||||
const attributes = TokenDocument.getTrackedAttributes(actor.data.data);
|
||||
attributes.bar.forEach((a) => a.push("value"));
|
||||
return attributes.bar.concat(attributes.value).reduce((obj, a) => {
|
||||
let k = a.join(".");
|
||||
obj[k] = k;
|
||||
return obj;
|
||||
}, {});
|
||||
}
|
||||
// Recharging items
|
||||
const recharge = i.data.data.recharge || {};
|
||||
if (recharge.value) obj[i.id] = `${i.name} (${game.i18n.format("SW5E.Recharge")})`;
|
||||
return obj;
|
||||
}, {});
|
||||
} else return {};
|
||||
}
|
||||
|
||||
// Materials
|
||||
else if (consume.type === "material") {
|
||||
return actor.items.reduce((obj, i) => {
|
||||
if (["consumable", "loot"].includes(i.data.type) && !i.data.data.activation) {
|
||||
obj[i.id] = `${i.name} (${i.data.data.quantity})`;
|
||||
}
|
||||
return obj;
|
||||
}, {});
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
|
||||
// Charges
|
||||
else if (consume.type === "charges") {
|
||||
return actor.items.reduce((obj, i) => {
|
||||
// Limited-use items
|
||||
const uses = i.data.data.uses || {};
|
||||
if (uses.per && uses.max) {
|
||||
const label =
|
||||
uses.per === "charges"
|
||||
? ` (${game.i18n.format("SW5E.AbilityUseChargesLabel", {value: uses.value})})`
|
||||
: ` (${game.i18n.format("SW5E.AbilityUseConsumableLabel", {
|
||||
max: uses.max,
|
||||
per: uses.per
|
||||
})})`;
|
||||
obj[i.id] = i.name + label;
|
||||
}
|
||||
/**
|
||||
* Get the text item status which is shown beneath the Item type in the top-right corner of the sheet
|
||||
* @return {string}
|
||||
* @private
|
||||
*/
|
||||
_getItemStatus(item) {
|
||||
if (item.type === "power") {
|
||||
return CONFIG.SW5E.powerPreparationModes[item.data.preparation];
|
||||
} else if (["weapon", "equipment"].includes(item.type)) {
|
||||
return game.i18n.localize(item.data.equipped ? "SW5E.Equipped" : "SW5E.Unequipped");
|
||||
} else if (item.type === "tool") {
|
||||
return game.i18n.localize(item.data.proficient ? "SW5E.Proficient" : "SW5E.NotProficient");
|
||||
}
|
||||
}
|
||||
|
||||
// Recharging items
|
||||
const recharge = i.data.data.recharge || {};
|
||||
if (recharge.value) obj[i.id] = `${i.name} (${game.i18n.format("SW5E.Recharge")})`;
|
||||
return obj;
|
||||
}, {});
|
||||
} else return {};
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Get the Array of item properties which are used in the small sidebar of the description tab
|
||||
* @return {Array}
|
||||
* @private
|
||||
*/
|
||||
_getItemProperties(item) {
|
||||
const props = [];
|
||||
const labels = this.item.labels;
|
||||
|
||||
if (item.type === "weapon") {
|
||||
props.push(
|
||||
...Object.entries(item.data.properties)
|
||||
.filter((e) => e[1] === true)
|
||||
.map((e) => CONFIG.SW5E.weaponProperties[e[0]])
|
||||
);
|
||||
} else if (item.type === "power") {
|
||||
props.push(
|
||||
labels.components,
|
||||
labels.materials,
|
||||
item.data.components.concentration ? game.i18n.localize("SW5E.Concentration") : null,
|
||||
item.data.components.ritual ? game.i18n.localize("SW5E.Ritual") : null
|
||||
);
|
||||
} else if (item.type === "equipment") {
|
||||
props.push(CONFIG.SW5E.equipmentTypes[item.data.armor.type]);
|
||||
props.push(labels.armor);
|
||||
} else if (item.type === "feat") {
|
||||
props.push(labels.featType);
|
||||
} else if (item.type === "species") {
|
||||
//props.push(labels.species);
|
||||
} else if (item.type === "archetype") {
|
||||
//props.push(labels.archetype);
|
||||
} else if (item.type === "background") {
|
||||
//props.push(labels.background);
|
||||
} else if (item.type === "classfeature") {
|
||||
//props.push(labels.classfeature);
|
||||
} else if (item.type === "fightingmastery") {
|
||||
//props.push(labels.fightingmastery);
|
||||
} else if (item.type === "fightingstyle") {
|
||||
//props.push(labels.fightingstyle);
|
||||
} else if (item.type === "lightsaberform") {
|
||||
//props.push(labels.lightsaberform);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Get the text item status which is shown beneath the Item type in the top-right corner of the sheet
|
||||
* @return {string}
|
||||
* @private
|
||||
*/
|
||||
_getItemStatus(item) {
|
||||
if (item.type === "power") {
|
||||
return CONFIG.SW5E.powerPreparationModes[item.data.preparation];
|
||||
} else if (["weapon", "equipment"].includes(item.type)) {
|
||||
return game.i18n.localize(item.data.equipped ? "SW5E.Equipped" : "SW5E.Unequipped");
|
||||
} else if (item.type === "tool") {
|
||||
return game.i18n.localize(item.data.proficient ? "SW5E.Proficient" : "SW5E.NotProficient");
|
||||
}
|
||||
// Action type
|
||||
if (item.data.actionType) {
|
||||
props.push(CONFIG.SW5E.itemActionTypes[item.data.actionType]);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
// Action usage
|
||||
if (item.type !== "weapon" && item.data.activation && !isObjectEmpty(item.data.activation)) {
|
||||
props.push(labels.activation, labels.range, labels.target, labels.duration);
|
||||
}
|
||||
return props.filter((p) => !!p);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the Array of item properties which are used in the small sidebar of the description tab
|
||||
* @return {Array}
|
||||
* @private
|
||||
*/
|
||||
_getItemProperties(item) {
|
||||
const props = [];
|
||||
const labels = this.item.labels;
|
||||
/* -------------------------------------------- */
|
||||
|
||||
if (item.type === "weapon") {
|
||||
props.push(
|
||||
...Object.entries(item.data.properties)
|
||||
.filter((e) => e[1] === true)
|
||||
.map((e) => CONFIG.SW5E.weaponProperties[e[0]])
|
||||
);
|
||||
} else if (item.type === "power") {
|
||||
props.push(
|
||||
labels.materials,
|
||||
item.data.components.concentration ? game.i18n.localize("SW5E.Concentration") : null,
|
||||
item.data.components.ritual ? game.i18n.localize("SW5E.Ritual") : null
|
||||
);
|
||||
} else if (item.type === "equipment") {
|
||||
props.push(CONFIG.SW5E.equipmentTypes[item.data.armor.type]);
|
||||
props.push(labels.armor);
|
||||
} else if (item.type === "feat") {
|
||||
props.push(labels.featType);
|
||||
//TODO: Work out these
|
||||
} else if (item.type === "species") {
|
||||
//props.push(labels.species);
|
||||
} else if (item.type === "archetype") {
|
||||
//props.push(labels.archetype);
|
||||
} else if (item.type === "background") {
|
||||
//props.push(labels.background);
|
||||
} else if (item.type === "classfeature") {
|
||||
//props.push(labels.classfeature);
|
||||
} else if (item.type === "deployment") {
|
||||
//props.push(labels.deployment);
|
||||
} else if (item.type === "venture") {
|
||||
//props.push(labels.venture);
|
||||
} else if (item.type === "fightingmastery") {
|
||||
//props.push(labels.fightingmastery);
|
||||
} else if (item.type === "fightingstyle") {
|
||||
//props.push(labels.fightingstyle);
|
||||
} else if (item.type === "lightsaberform") {
|
||||
//props.push(labels.lightsaberform);
|
||||
}
|
||||
/**
|
||||
* Is this item a separate large object like a siege engine or vehicle
|
||||
* component that is usually mounted on fixtures rather than equipped, and
|
||||
* has its own AC and HP.
|
||||
* @param item
|
||||
* @returns {boolean}
|
||||
* @private
|
||||
*/
|
||||
_isItemMountable(item) {
|
||||
const data = item.data;
|
||||
return (
|
||||
(item.type === "weapon" && data.weaponType === "siege") ||
|
||||
(item.type === "equipment" && data.armor.type === "vehicle")
|
||||
);
|
||||
}
|
||||
|
||||
// Action type
|
||||
if (item.data.actionType) {
|
||||
props.push(CONFIG.SW5E.itemActionTypes[item.data.actionType]);
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
|
||||
// Action usage
|
||||
if (item.type !== "weapon" && item.data.activation && !isObjectEmpty(item.data.activation)) {
|
||||
props.push(labels.activation, labels.range, labels.target, labels.duration);
|
||||
}
|
||||
return props.filter((p) => !!p);
|
||||
/** @override */
|
||||
setPosition(position = {}) {
|
||||
if (!(this._minimized || position.height)) {
|
||||
position.height = this._tabs[0].active === "details" ? "auto" : this.options.height;
|
||||
}
|
||||
return super.setPosition(position);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Form Submission */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
_getSubmitData(updateData = {}) {
|
||||
// Create the expanded update data object
|
||||
const fd = new FormDataExtended(this.form, { editors: this.editors });
|
||||
let data = fd.toObject();
|
||||
if (updateData) data = mergeObject(data, updateData);
|
||||
else data = expandObject(data);
|
||||
|
||||
// Handle Damage array
|
||||
const damage = data.data?.damage;
|
||||
if (damage) damage.parts = Object.values(damage?.parts || {}).map((d) => [d[0] || "", d[1] || ""]);
|
||||
|
||||
// Return the flattened submission data
|
||||
return flattenObject(data);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @override */
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
if (this.isEditable) {
|
||||
html.find(".damage-control").click(this._onDamageControl.bind(this));
|
||||
html.find(".trait-selector.class-skills").click(this._onConfigureClassSkills.bind(this));
|
||||
html.find(".effect-control").click((ev) => {
|
||||
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);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Add or remove a damage part from the damage formula
|
||||
* @param {Event} event The original click event
|
||||
* @return {Promise}
|
||||
* @private
|
||||
*/
|
||||
async _onDamageControl(event) {
|
||||
event.preventDefault();
|
||||
const a = event.currentTarget;
|
||||
|
||||
// Add new damage component
|
||||
if (a.classList.contains("add-damage")) {
|
||||
await this._onSubmit(event); // Submit any unsaved changes
|
||||
const damage = this.item.data.data.damage;
|
||||
return this.item.update({ "data.damage.parts": damage.parts.concat([["", ""]]) });
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Is this item a separate large object like a siege engine or vehicle
|
||||
* component that is usually mounted on fixtures rather than equipped, and
|
||||
* has its own AC and HP.
|
||||
* @param item
|
||||
* @returns {boolean}
|
||||
* @private
|
||||
*/
|
||||
_isItemMountable(item) {
|
||||
const data = item.data;
|
||||
return (
|
||||
(item.type === "weapon" && data.weaponType === "siege") ||
|
||||
(item.type === "equipment" && data.armor.type === "vehicle")
|
||||
);
|
||||
// Remove a damage component
|
||||
if (a.classList.contains("delete-damage")) {
|
||||
await this._onSubmit(event); // Submit any unsaved changes
|
||||
const li = a.closest(".damage-part");
|
||||
const damage = duplicate(this.item.data.data.damage);
|
||||
damage.parts.splice(Number(li.dataset.damagePart), 1);
|
||||
return this.item.update({ "data.damage.parts": damage.parts });
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @inheritdoc */
|
||||
setPosition(position = {}) {
|
||||
if (!(this._minimized || position.height)) {
|
||||
position.height = this._tabs[0].active === "details" ? "auto" : this.options.height;
|
||||
}
|
||||
return super.setPosition(position);
|
||||
}
|
||||
/**
|
||||
* Handle spawning the TraitSelector application which allows a checkbox of multiple trait options
|
||||
* @param {Event} event The click event which originated the selection
|
||||
* @private
|
||||
*/
|
||||
_onConfigureClassSkills(event) {
|
||||
event.preventDefault();
|
||||
const skills = this.item.data.data.skills;
|
||||
const choices = skills.choices && skills.choices.length ? skills.choices : Object.keys(CONFIG.SW5E.skills);
|
||||
const a = event.currentTarget;
|
||||
const label = a.parentElement;
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Form Submission */
|
||||
/* -------------------------------------------- */
|
||||
// Render the Trait Selector dialog
|
||||
new TraitSelector(this.item, {
|
||||
name: a.dataset.target,
|
||||
title: label.innerText,
|
||||
choices: Object.entries(CONFIG.SW5E.skills).reduce((obj, e) => {
|
||||
if (choices.includes(e[0])) obj[e[0]] = e[1];
|
||||
return obj;
|
||||
}, {}),
|
||||
minimum: skills.number,
|
||||
maximum: skills.number
|
||||
}).render(true);
|
||||
}
|
||||
|
||||
/** @inheritdoc */
|
||||
_getSubmitData(updateData = {}) {
|
||||
// Create the expanded update data object
|
||||
const fd = new FormDataExtended(this.form, {editors: this.editors});
|
||||
let data = fd.toObject();
|
||||
if (updateData) data = mergeObject(data, updateData);
|
||||
else data = expandObject(data);
|
||||
/* -------------------------------------------- */
|
||||
|
||||
// Handle Damage array
|
||||
const damage = data.data?.damage;
|
||||
if (damage) damage.parts = Object.values(damage?.parts || {}).map((d) => [d[0] || "", d[1] || ""]);
|
||||
|
||||
// Return the flattened submission data
|
||||
return flattenObject(data);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @inheritdoc */
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
if (this.isEditable) {
|
||||
html.find(".damage-control").click(this._onDamageControl.bind(this));
|
||||
html.find(".trait-selector.class-skills").click(this._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."
|
||||
);
|
||||
onManageActiveEffect(ev, this.item);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Add or remove a damage part from the damage formula
|
||||
* @param {Event} event The original click event
|
||||
* @return {Promise}
|
||||
* @private
|
||||
*/
|
||||
async _onDamageControl(event) {
|
||||
event.preventDefault();
|
||||
const a = event.currentTarget;
|
||||
|
||||
// Add new damage component
|
||||
if (a.classList.contains("add-damage")) {
|
||||
await this._onSubmit(event); // Submit any unsaved changes
|
||||
const damage = this.item.data.data.damage;
|
||||
return this.item.update({"data.damage.parts": damage.parts.concat([["", ""]])});
|
||||
}
|
||||
|
||||
// Remove a damage component
|
||||
if (a.classList.contains("delete-damage")) {
|
||||
await this._onSubmit(event); // Submit any unsaved changes
|
||||
const li = a.closest(".damage-part");
|
||||
const damage = foundry.utils.deepClone(this.item.data.data.damage);
|
||||
damage.parts.splice(Number(li.dataset.damagePart), 1);
|
||||
return this.item.update({"data.damage.parts": damage.parts});
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Handle spawning the TraitSelector application for selection various options.
|
||||
* @param {Event} event The click event which originated the selection
|
||||
* @private
|
||||
*/
|
||||
_onConfigureTraits(event) {
|
||||
event.preventDefault();
|
||||
const a = event.currentTarget;
|
||||
|
||||
const options = {
|
||||
name: a.dataset.target,
|
||||
title: a.parentElement.innerText,
|
||||
choices: [],
|
||||
allowCustom: false
|
||||
};
|
||||
|
||||
switch (a.dataset.options) {
|
||||
case "saves":
|
||||
options.choices = CONFIG.SW5E.abilities;
|
||||
options.valueKey = null;
|
||||
break;
|
||||
case "skills":
|
||||
const skills = this.item.data.data.skills;
|
||||
const choiceSet =
|
||||
skills.choices && skills.choices.length ? skills.choices : Object.keys(CONFIG.SW5E.skills);
|
||||
options.choices = Object.fromEntries(
|
||||
Object.entries(CONFIG.SW5E.skills).filter((skill) => choiceSet.includes(skill[0]))
|
||||
);
|
||||
options.maximum = skills.number;
|
||||
break;
|
||||
}
|
||||
new TraitSelector(this.item, options).render(true);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/** @inheritdoc */
|
||||
async _onSubmit(...args) {
|
||||
if (this._tabs[0].active === "details") this.position.height = "auto";
|
||||
await super._onSubmit(...args);
|
||||
}
|
||||
/** @override */
|
||||
async _onSubmit(...args) {
|
||||
if (this._tabs[0].active === "details") this.position.height = "auto";
|
||||
await super._onSubmit(...args);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
|
||||
/* -------------------------------------------- */
|
||||
/* Hotbar Macros */
|
||||
/* -------------------------------------------- */
|
||||
|
@ -10,24 +11,24 @@
|
|||
* @returns {Promise}
|
||||
*/
|
||||
export async function create5eMacro(data, slot) {
|
||||
if (data.type !== "Item") return;
|
||||
if (!("data" in data)) return ui.notifications.warn("You can only create macro buttons for owned Items");
|
||||
const item = data.data;
|
||||
if ( data.type !== "Item" ) return;
|
||||
if (!( "data" in data ) ) return ui.notifications.warn("You can only create macro buttons for owned Items");
|
||||
const item = data.data;
|
||||
|
||||
// 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);
|
||||
if (!macro) {
|
||||
macro = await Macro.create({
|
||||
name: item.name,
|
||||
type: "script",
|
||||
img: item.img,
|
||||
command: command,
|
||||
flags: {"sw5e.itemMacro": true}
|
||||
});
|
||||
}
|
||||
game.user.assignHotbarMacro(macro, slot);
|
||||
return false;
|
||||
// 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));
|
||||
if ( !macro ) {
|
||||
macro = await Macro.create({
|
||||
name: item.name,
|
||||
type: "script",
|
||||
img: item.img,
|
||||
command: command,
|
||||
flags: {"sw5e.itemMacro": true}
|
||||
});
|
||||
}
|
||||
game.user.assignHotbarMacro(macro, slot);
|
||||
return false;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
@ -39,22 +40,20 @@ export async function create5eMacro(data, slot) {
|
|||
* @return {Promise}
|
||||
*/
|
||||
export function rollItemMacro(itemName) {
|
||||
const speaker = ChatMessage.getSpeaker();
|
||||
let actor;
|
||||
if (speaker.token) actor = game.actors.tokens[speaker.token];
|
||||
if (!actor) actor = game.actors.get(speaker.actor);
|
||||
const speaker = ChatMessage.getSpeaker();
|
||||
let actor;
|
||||
if ( speaker.token ) actor = game.actors.tokens[speaker.token];
|
||||
if ( !actor ) actor = game.actors.get(speaker.actor);
|
||||
|
||||
// Get matching items
|
||||
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.`
|
||||
);
|
||||
} else if (items.length === 0) {
|
||||
return ui.notifications.warn(`Your controlled Actor does not have an item named ${itemName}`);
|
||||
}
|
||||
const item = items[0];
|
||||
// Get matching items
|
||||
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.`);
|
||||
} else if ( items.length === 0 ) {
|
||||
return ui.notifications.warn(`Your controlled Actor does not have an item named ${itemName}`);
|
||||
}
|
||||
const item = items[0];
|
||||
|
||||
// Trigger the item roll
|
||||
return item.roll();
|
||||
// Trigger the item roll
|
||||
return item.roll();
|
||||
}
|
||||
|
|
|
@ -1,132 +1,137 @@
|
|||
import {SW5E} from "../config.js";
|
||||
import { SW5E } from "../config.js";
|
||||
|
||||
/**
|
||||
* A helper class for building MeasuredTemplates for 5e powers and abilities
|
||||
* @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
|
||||
* @return {AbilityTemplate|null} The template object, or null if the item does not produce a template
|
||||
*/
|
||||
static fromItem(item) {
|
||||
const target = getProperty(item.data, "data.target") || {};
|
||||
const templateShape = SW5E.areaTargetTypes[target.type];
|
||||
if (!templateShape) return null;
|
||||
|
||||
// Prepare template data
|
||||
const templateData = {
|
||||
t: templateShape,
|
||||
user: game.user.data._id,
|
||||
distance: target.value,
|
||||
direction: 0,
|
||||
x: 0,
|
||||
y: 0,
|
||||
fillColor: game.user.color
|
||||
};
|
||||
/**
|
||||
* 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
|
||||
* @return {AbilityTemplate|null} The template object, or null if the item does not produce a template
|
||||
*/
|
||||
static fromItem(item) {
|
||||
const target = getProperty(item.data, "data.target") || {};
|
||||
const templateShape = SW5E.areaTargetTypes[target.type];
|
||||
if ( !templateShape ) return null;
|
||||
|
||||
// Additional type-specific data
|
||||
switch (templateShape) {
|
||||
case "cone":
|
||||
templateData.angle = CONFIG.MeasuredTemplate.defaults.angle;
|
||||
break;
|
||||
case "rect": // 5e rectangular AoEs are always cubes
|
||||
templateData.distance = Math.hypot(target.value, target.value);
|
||||
templateData.width = target.value;
|
||||
templateData.direction = 45;
|
||||
break;
|
||||
case "ray": // 5e rays are most commonly 1 square (5 ft) in width
|
||||
templateData.width = target.width ?? canvas.dimensions.distance;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
// Prepare template data
|
||||
const templateData = {
|
||||
t: templateShape,
|
||||
user: game.user._id,
|
||||
distance: target.value,
|
||||
direction: 0,
|
||||
x: 0,
|
||||
y: 0,
|
||||
fillColor: game.user.color
|
||||
};
|
||||
|
||||
// Return the template constructed from the item data
|
||||
const cls = CONFIG.MeasuredTemplate.documentClass;
|
||||
const template = new cls(templateData, {parent: canvas.scene});
|
||||
const object = new this(template);
|
||||
object.item = item;
|
||||
object.actorSheet = item.actor?.sheet || null;
|
||||
return object;
|
||||
// Additional type-specific data
|
||||
switch ( templateShape ) {
|
||||
case "cone":
|
||||
templateData.angle = CONFIG.MeasuredTemplate.defaults.angle;
|
||||
break;
|
||||
case "rect": // 5e rectangular AoEs are always cubes
|
||||
templateData.distance = Math.hypot(target.value, target.value);
|
||||
templateData.width = target.value;
|
||||
templateData.direction = 45;
|
||||
break;
|
||||
case "ray": // 5e rays are most commonly 1 square (5 ft) in width
|
||||
templateData.width = target.width ?? canvas.dimensions.distance;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
// Return the template constructed from the item data
|
||||
const template = new this(templateData);
|
||||
template.item = item;
|
||||
template.actorSheet = item.actor?.sheet || null;
|
||||
return template;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a preview of the power template
|
||||
*/
|
||||
drawPreview() {
|
||||
const initialLayer = canvas.activeLayer;
|
||||
/* -------------------------------------------- */
|
||||
|
||||
// Draw the template and switch to the template layer
|
||||
this.draw();
|
||||
this.layer.activate();
|
||||
this.layer.preview.addChild(this);
|
||||
/**
|
||||
* Creates a preview of the power template
|
||||
*/
|
||||
drawPreview() {
|
||||
const initialLayer = canvas.activeLayer;
|
||||
|
||||
// Hide the sheet that originated the preview
|
||||
if (this.actorSheet) this.actorSheet.minimize();
|
||||
// Draw the template and switch to the template layer
|
||||
this.draw();
|
||||
this.layer.activate();
|
||||
this.layer.preview.addChild(this);
|
||||
|
||||
// Activate interactivity
|
||||
this.activatePreviewListeners(initialLayer);
|
||||
}
|
||||
// Hide the sheet that originated the preview
|
||||
if ( this.actorSheet ) this.actorSheet.minimize();
|
||||
|
||||
/* -------------------------------------------- */
|
||||
// Activate interactivity
|
||||
this.activatePreviewListeners(initialLayer);
|
||||
}
|
||||
|
||||
/**
|
||||
* Activate listeners for the template preview
|
||||
* @param {CanvasLayer} initialLayer The initially active CanvasLayer to re-activate after the workflow is complete
|
||||
*/
|
||||
activatePreviewListeners(initialLayer) {
|
||||
const handlers = {};
|
||||
let moveTime = 0;
|
||||
/* -------------------------------------------- */
|
||||
|
||||
// Update placement (mouse-move)
|
||||
handlers.mm = (event) => {
|
||||
event.stopPropagation();
|
||||
let now = Date.now(); // Apply a 20ms throttle
|
||||
if (now - moveTime <= 20) return;
|
||||
const center = event.data.getLocalPosition(this.layer);
|
||||
const snapped = canvas.grid.getSnappedPosition(center.x, center.y, 2);
|
||||
this.data.update({x: snapped.x, y: snapped.y});
|
||||
this.refresh();
|
||||
moveTime = now;
|
||||
};
|
||||
/**
|
||||
* Activate listeners for the template preview
|
||||
* @param {CanvasLayer} initialLayer The initially active CanvasLayer to re-activate after the workflow is complete
|
||||
*/
|
||||
activatePreviewListeners(initialLayer) {
|
||||
const handlers = {};
|
||||
let moveTime = 0;
|
||||
|
||||
// Cancel the workflow (right-click)
|
||||
handlers.rc = (event) => {
|
||||
this.layer.preview.removeChildren();
|
||||
canvas.stage.off("mousemove", handlers.mm);
|
||||
canvas.stage.off("mousedown", handlers.lc);
|
||||
canvas.app.view.oncontextmenu = null;
|
||||
canvas.app.view.onwheel = null;
|
||||
initialLayer.activate();
|
||||
this.actorSheet.maximize();
|
||||
};
|
||||
// Update placement (mouse-move)
|
||||
handlers.mm = event => {
|
||||
event.stopPropagation();
|
||||
let now = Date.now(); // Apply a 20ms throttle
|
||||
if ( now - moveTime <= 20 ) return;
|
||||
const center = event.data.getLocalPosition(this.layer);
|
||||
const snapped = canvas.grid.getSnappedPosition(center.x, center.y, 2);
|
||||
this.data.x = snapped.x;
|
||||
this.data.y = snapped.y;
|
||||
this.refresh();
|
||||
moveTime = now;
|
||||
};
|
||||
|
||||
// Confirm the workflow (left-click)
|
||||
handlers.lc = (event) => {
|
||||
handlers.rc(event);
|
||||
const destination = canvas.grid.getSnappedPosition(this.data.x, this.data.y, 2);
|
||||
this.data.update(destination);
|
||||
canvas.scene.createEmbeddedDocuments("MeasuredTemplate", [this.data]);
|
||||
};
|
||||
// Cancel the workflow (right-click)
|
||||
handlers.rc = event => {
|
||||
this.layer.preview.removeChildren();
|
||||
canvas.stage.off("mousemove", handlers.mm);
|
||||
canvas.stage.off("mousedown", handlers.lc);
|
||||
canvas.app.view.oncontextmenu = null;
|
||||
canvas.app.view.onwheel = null;
|
||||
initialLayer.activate();
|
||||
this.actorSheet.maximize();
|
||||
};
|
||||
|
||||
// Rotate the template by 3 degree increments (mouse-wheel)
|
||||
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.refresh();
|
||||
};
|
||||
// Confirm the workflow (left-click)
|
||||
handlers.lc = event => {
|
||||
handlers.rc(event);
|
||||
|
||||
// Activate listeners
|
||||
canvas.stage.on("mousemove", handlers.mm);
|
||||
canvas.stage.on("mousedown", handlers.lc);
|
||||
canvas.app.view.oncontextmenu = handlers.rc;
|
||||
canvas.app.view.onwheel = handlers.mw;
|
||||
}
|
||||
// Confirm final snapped position
|
||||
const destination = canvas.grid.getSnappedPosition(this.x, this.y, 2);
|
||||
this.data.x = destination.x;
|
||||
this.data.y = destination.y;
|
||||
|
||||
// Create the template
|
||||
canvas.scene.createEmbeddedEntity("MeasuredTemplate", this.data);
|
||||
};
|
||||
|
||||
// Rotate the template by 3 degree increments (mouse-wheel)
|
||||
handlers.mw = event => {
|
||||
if ( event.ctrlKey ) event.preventDefault(); // Avoid zooming the browser window
|
||||
event.stopPropagation();
|
||||
let delta = canvas.grid.type > CONST.GRID_TYPES.SQUARE ? 30 : 15;
|
||||
let snap = event.shiftKey ? delta : 5;
|
||||
this.data.direction += (snap * Math.sign(event.deltaY));
|
||||
this.refresh();
|
||||
};
|
||||
|
||||
// Activate listeners
|
||||
canvas.stage.on("mousemove", handlers.mm);
|
||||
canvas.stage.on("mousedown", handlers.lc);
|
||||
canvas.app.view.oncontextmenu = handlers.rc;
|
||||
canvas.app.view.onwheel = handlers.mw;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,144 +1,145 @@
|
|||
export const registerSystemSettings = function () {
|
||||
/**
|
||||
* Track the system version upon which point a migration was last applied
|
||||
*/
|
||||
game.settings.register("sw5e", "systemMigrationVersion", {
|
||||
name: "System Migration Version",
|
||||
scope: "world",
|
||||
config: false,
|
||||
type: String,
|
||||
default: game.system.data.version
|
||||
});
|
||||
export const registerSystemSettings = function() {
|
||||
|
||||
/**
|
||||
* Register resting variants
|
||||
*/
|
||||
game.settings.register("sw5e", "restVariant", {
|
||||
name: "SETTINGS.5eRestN",
|
||||
hint: "SETTINGS.5eRestL",
|
||||
scope: "world",
|
||||
config: true,
|
||||
default: "normal",
|
||||
type: String,
|
||||
choices: {
|
||||
normal: "SETTINGS.5eRestPHB",
|
||||
gritty: "SETTINGS.5eRestGritty",
|
||||
epic: "SETTINGS.5eRestEpic"
|
||||
}
|
||||
});
|
||||
/**
|
||||
* Track the system version upon which point a migration was last applied
|
||||
*/
|
||||
game.settings.register("sw5e", "systemMigrationVersion", {
|
||||
name: "System Migration Version",
|
||||
scope: "world",
|
||||
config: false,
|
||||
type: String,
|
||||
default: ""
|
||||
});
|
||||
|
||||
/**
|
||||
* Register diagonal movement rule setting
|
||||
*/
|
||||
game.settings.register("sw5e", "diagonalMovement", {
|
||||
name: "SETTINGS.5eDiagN",
|
||||
hint: "SETTINGS.5eDiagL",
|
||||
scope: "world",
|
||||
config: true,
|
||||
default: "555",
|
||||
type: String,
|
||||
choices: {
|
||||
555: "SETTINGS.5eDiagPHB",
|
||||
5105: "SETTINGS.5eDiagDMG",
|
||||
EUCL: "SETTINGS.5eDiagEuclidean"
|
||||
},
|
||||
onChange: (rule) => (canvas.grid.diagonalRule = rule)
|
||||
});
|
||||
/**
|
||||
* Register resting variants
|
||||
*/
|
||||
game.settings.register("sw5e", "restVariant", {
|
||||
name: "SETTINGS.5eRestN",
|
||||
hint: "SETTINGS.5eRestL",
|
||||
scope: "world",
|
||||
config: true,
|
||||
default: "normal",
|
||||
type: String,
|
||||
choices: {
|
||||
"normal": "SETTINGS.5eRestPHB",
|
||||
"gritty": "SETTINGS.5eRestGritty",
|
||||
"epic": "SETTINGS.5eRestEpic",
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* Register Initiative formula setting
|
||||
*/
|
||||
game.settings.register("sw5e", "initiativeDexTiebreaker", {
|
||||
name: "SETTINGS.5eInitTBN",
|
||||
hint: "SETTINGS.5eInitTBL",
|
||||
scope: "world",
|
||||
config: true,
|
||||
default: false,
|
||||
type: Boolean
|
||||
});
|
||||
/**
|
||||
* Register diagonal movement rule setting
|
||||
*/
|
||||
game.settings.register("sw5e", "diagonalMovement", {
|
||||
name: "SETTINGS.5eDiagN",
|
||||
hint: "SETTINGS.5eDiagL",
|
||||
scope: "world",
|
||||
config: true,
|
||||
default: "555",
|
||||
type: String,
|
||||
choices: {
|
||||
"555": "SETTINGS.5eDiagPHB",
|
||||
"5105": "SETTINGS.5eDiagDMG",
|
||||
"EUCL": "SETTINGS.5eDiagEuclidean",
|
||||
},
|
||||
onChange: rule => canvas.grid.diagonalRule = rule
|
||||
});
|
||||
|
||||
/**
|
||||
* Require Currency Carrying Weight
|
||||
*/
|
||||
game.settings.register("sw5e", "currencyWeight", {
|
||||
name: "SETTINGS.5eCurWtN",
|
||||
hint: "SETTINGS.5eCurWtL",
|
||||
scope: "world",
|
||||
config: true,
|
||||
default: true,
|
||||
type: Boolean
|
||||
});
|
||||
/**
|
||||
* Register Initiative formula setting
|
||||
*/
|
||||
game.settings.register("sw5e", "initiativeDexTiebreaker", {
|
||||
name: "SETTINGS.5eInitTBN",
|
||||
hint: "SETTINGS.5eInitTBL",
|
||||
scope: "world",
|
||||
config: true,
|
||||
default: false,
|
||||
type: Boolean
|
||||
});
|
||||
|
||||
/**
|
||||
* Option to disable XP bar for session-based or story-based advancement.
|
||||
*/
|
||||
game.settings.register("sw5e", "disableExperienceTracking", {
|
||||
name: "SETTINGS.5eNoExpN",
|
||||
hint: "SETTINGS.5eNoExpL",
|
||||
scope: "world",
|
||||
config: true,
|
||||
default: false,
|
||||
type: Boolean
|
||||
});
|
||||
/**
|
||||
* Require Currency Carrying Weight
|
||||
*/
|
||||
game.settings.register("sw5e", "currencyWeight", {
|
||||
name: "SETTINGS.5eCurWtN",
|
||||
hint: "SETTINGS.5eCurWtL",
|
||||
scope: "world",
|
||||
config: true,
|
||||
default: true,
|
||||
type: Boolean
|
||||
});
|
||||
|
||||
/**
|
||||
* Option to automatically collapse Item Card descriptions
|
||||
*/
|
||||
game.settings.register("sw5e", "autoCollapseItemCards", {
|
||||
name: "SETTINGS.5eAutoCollapseCardN",
|
||||
hint: "SETTINGS.5eAutoCollapseCardL",
|
||||
scope: "client",
|
||||
config: true,
|
||||
default: false,
|
||||
type: Boolean,
|
||||
onChange: (s) => {
|
||||
ui.chat.render();
|
||||
}
|
||||
});
|
||||
/**
|
||||
* Option to disable XP bar for session-based or story-based advancement.
|
||||
*/
|
||||
game.settings.register("sw5e", "disableExperienceTracking", {
|
||||
name: "SETTINGS.5eNoExpN",
|
||||
hint: "SETTINGS.5eNoExpL",
|
||||
scope: "world",
|
||||
config: true,
|
||||
default: false,
|
||||
type: Boolean,
|
||||
});
|
||||
|
||||
/**
|
||||
* Option to allow GMs to restrict polymorphing to GMs only.
|
||||
*/
|
||||
game.settings.register("sw5e", "allowPolymorphing", {
|
||||
name: "SETTINGS.5eAllowPolymorphingN",
|
||||
hint: "SETTINGS.5eAllowPolymorphingL",
|
||||
scope: "world",
|
||||
config: true,
|
||||
default: false,
|
||||
type: Boolean
|
||||
});
|
||||
/**
|
||||
* Option to automatically collapse Item Card descriptions
|
||||
*/
|
||||
game.settings.register("sw5e", "autoCollapseItemCards", {
|
||||
name: "SETTINGS.5eAutoCollapseCardN",
|
||||
hint: "SETTINGS.5eAutoCollapseCardL",
|
||||
scope: "client",
|
||||
config: true,
|
||||
default: false,
|
||||
type: Boolean,
|
||||
onChange: s => {
|
||||
ui.chat.render();
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* Remember last-used polymorph settings.
|
||||
*/
|
||||
game.settings.register("sw5e", "polymorphSettings", {
|
||||
scope: "client",
|
||||
default: {
|
||||
keepPhysical: false,
|
||||
keepMental: false,
|
||||
keepSaves: false,
|
||||
keepSkills: false,
|
||||
mergeSaves: false,
|
||||
mergeSkills: false,
|
||||
keepClass: false,
|
||||
keepFeats: false,
|
||||
keepPowers: false,
|
||||
keepItems: false,
|
||||
keepBio: false,
|
||||
keepVision: true,
|
||||
transformTokens: true
|
||||
}
|
||||
});
|
||||
game.settings.register("sw5e", "colorTheme", {
|
||||
name: "SETTINGS.SWColorN",
|
||||
hint: "SETTINGS.SWColorL",
|
||||
scope: "world",
|
||||
config: true,
|
||||
default: "light",
|
||||
type: String,
|
||||
choices: {
|
||||
light: "SETTINGS.SWColorLight",
|
||||
dark: "SETTINGS.SWColorDark"
|
||||
}
|
||||
});
|
||||
/**
|
||||
* Option to allow GMs to restrict polymorphing to GMs only.
|
||||
*/
|
||||
game.settings.register('sw5e', 'allowPolymorphing', {
|
||||
name: 'SETTINGS.5eAllowPolymorphingN',
|
||||
hint: 'SETTINGS.5eAllowPolymorphingL',
|
||||
scope: 'world',
|
||||
config: true,
|
||||
default: false,
|
||||
type: Boolean
|
||||
});
|
||||
|
||||
/**
|
||||
* Remember last-used polymorph settings.
|
||||
*/
|
||||
game.settings.register('sw5e', 'polymorphSettings', {
|
||||
scope: 'client',
|
||||
default: {
|
||||
keepPhysical: false,
|
||||
keepMental: false,
|
||||
keepSaves: false,
|
||||
keepSkills: false,
|
||||
mergeSaves: false,
|
||||
mergeSkills: false,
|
||||
keepClass: false,
|
||||
keepFeats: false,
|
||||
keepPowers: false,
|
||||
keepItems: false,
|
||||
keepBio: false,
|
||||
keepVision: true,
|
||||
transformTokens: true
|
||||
}
|
||||
});
|
||||
game.settings.register("sw5e", "colorTheme", {
|
||||
name: "SETTINGS.SWColorN",
|
||||
hint: "SETTINGS.SWColorL",
|
||||
scope: "world",
|
||||
config: true,
|
||||
default: "light",
|
||||
type: String,
|
||||
choices: {
|
||||
"light": "SETTINGS.SWColorLight",
|
||||
"dark": "SETTINGS.SWColorDark"
|
||||
}
|
||||
});
|
||||
};
|
||||
|
|
|
@ -3,33 +3,33 @@
|
|||
* Pre-loaded templates are compiled and cached for fast access when rendering
|
||||
* @return {Promise}
|
||||
*/
|
||||
export const preloadHandlebarsTemplates = async function () {
|
||||
return loadTemplates([
|
||||
// Shared Partials
|
||||
"systems/sw5e/templates/actors/parts/active-effects.html",
|
||||
export const preloadHandlebarsTemplates = async function() {
|
||||
return loadTemplates([
|
||||
|
||||
// Actor Sheet Partials
|
||||
"systems/sw5e/templates/actors/oldActor/parts/actor-traits.html",
|
||||
"systems/sw5e/templates/actors/oldActor/parts/actor-inventory.html",
|
||||
"systems/sw5e/templates/actors/oldActor/parts/actor-features.html",
|
||||
"systems/sw5e/templates/actors/oldActor/parts/actor-powerbook.html",
|
||||
"systems/sw5e/templates/actors/oldActor/parts/actor-notes.html",
|
||||
// Shared Partials
|
||||
"systems/sw5e/templates/actors/parts/active-effects.html",
|
||||
|
||||
"systems/sw5e/templates/actors/newActor/parts/swalt-biography.html",
|
||||
"systems/sw5e/templates/actors/newActor/parts/swalt-core.html",
|
||||
"systems/sw5e/templates/actors/newActor/parts/swalt-crew.html",
|
||||
"systems/sw5e/templates/actors/newActor/parts/swalt-active-effects.html",
|
||||
"systems/sw5e/templates/actors/newActor/parts/swalt-features.html",
|
||||
"systems/sw5e/templates/actors/newActor/parts/swalt-inventory.html",
|
||||
"systems/sw5e/templates/actors/newActor/parts/swalt-force-powerbook.html",
|
||||
"systems/sw5e/templates/actors/newActor/parts/swalt-tech-powerbook.html",
|
||||
"systems/sw5e/templates/actors/newActor/parts/swalt-resources.html",
|
||||
"systems/sw5e/templates/actors/newActor/parts/swalt-traits.html",
|
||||
// Actor Sheet Partials
|
||||
"systems/sw5e/templates/actors/oldActor/parts/actor-traits.html",
|
||||
"systems/sw5e/templates/actors/oldActor/parts/actor-inventory.html",
|
||||
"systems/sw5e/templates/actors/oldActor/parts/actor-features.html",
|
||||
"systems/sw5e/templates/actors/oldActor/parts/actor-powerbook.html",
|
||||
"systems/sw5e/templates/actors/oldActor/parts/actor-notes.html",
|
||||
|
||||
// Item Sheet Partials
|
||||
"systems/sw5e/templates/items/parts/item-action.html",
|
||||
"systems/sw5e/templates/items/parts/item-activation.html",
|
||||
"systems/sw5e/templates/items/parts/item-description.html",
|
||||
"systems/sw5e/templates/items/parts/item-mountable.html"
|
||||
]);
|
||||
"systems/sw5e/templates/actors/newActor/parts/swalt-biography.html",
|
||||
"systems/sw5e/templates/actors/newActor/parts/swalt-core.html",
|
||||
"systems/sw5e/templates/actors/newActor/parts/swalt-active-effects.html",
|
||||
"systems/sw5e/templates/actors/newActor/parts/swalt-features.html",
|
||||
"systems/sw5e/templates/actors/newActor/parts/swalt-inventory.html",
|
||||
"systems/sw5e/templates/actors/newActor/parts/swalt-force-powerbook.html",
|
||||
"systems/sw5e/templates/actors/newActor/parts/swalt-tech-powerbook.html",
|
||||
"systems/sw5e/templates/actors/newActor/parts/swalt-resources.html",
|
||||
"systems/sw5e/templates/actors/newActor/parts/swalt-traits.html",
|
||||
|
||||
// Item Sheet Partials
|
||||
"systems/sw5e/templates/items/parts/item-action.html",
|
||||
"systems/sw5e/templates/items/parts/item-activation.html",
|
||||
"systems/sw5e/templates/items/parts/item-description.html",
|
||||
"systems/sw5e/templates/items/parts/item-mountable.html"
|
||||
]);
|
||||
};
|
||||
|
|
102
module/token.js
|
@ -1,102 +0,0 @@
|
|||
/**
|
||||
* Extend the base TokenDocument class to implement system-specific HP bar logic.
|
||||
* @extends {TokenDocument}
|
||||
*/
|
||||
export class TokenDocument5e extends TokenDocument {
|
||||
/** @inheritdoc */
|
||||
getBarAttribute(...args) {
|
||||
const data = super.getBarAttribute(...args);
|
||||
if (data && data.attribute === "attributes.hp") {
|
||||
data.value += parseInt(getProperty(this.actor.data, "data.attributes.hp.temp") || 0);
|
||||
data.max += parseInt(getProperty(this.actor.data, "data.attributes.hp.tempmax") || 0);
|
||||
}
|
||||
return data;
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Extend the base Token class to implement additional system-specific logic.
|
||||
* @extends {Token}
|
||||
*/
|
||||
export class Token5e extends Token {
|
||||
/** @inheritdoc */
|
||||
_drawBar(number, bar, data) {
|
||||
if (data.attribute === "attributes.hp") return this._drawHPBar(number, bar, data);
|
||||
return super._drawBar(number, bar, data);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Specialized drawing function for HP bars.
|
||||
* @param {number} number The Bar number
|
||||
* @param {PIXI.Graphics} bar The Bar container
|
||||
* @param {object} data Resource data for this bar
|
||||
* @private
|
||||
*/
|
||||
_drawHPBar(number, bar, data) {
|
||||
// Extract health data
|
||||
let {value, max, temp, tempmax} = this.document.actor.data.data.attributes.hp;
|
||||
temp = Number(temp || 0);
|
||||
tempmax = Number(tempmax || 0);
|
||||
|
||||
// Differentiate between effective maximum and displayed maximum
|
||||
const effectiveMax = Math.max(0, max + tempmax);
|
||||
let displayMax = max + (tempmax > 0 ? tempmax : 0);
|
||||
|
||||
// Allocate percentages of the total
|
||||
const tempPct = Math.clamped(temp, 0, displayMax) / displayMax;
|
||||
const valuePct = Math.clamped(value, 0, effectiveMax) / displayMax;
|
||||
const colorPct = Math.clamped(value, 0, effectiveMax) / displayMax;
|
||||
|
||||
// Determine colors to use
|
||||
const blk = 0x000000;
|
||||
const hpColor = PIXI.utils.rgb2hex([1 - colorPct / 2, colorPct, 0]);
|
||||
const c = CONFIG.SW5E.tokenHPColors;
|
||||
|
||||
// Determine the container size (logic borrowed from core)
|
||||
const w = this.w;
|
||||
let h = Math.max(canvas.dimensions.size / 12, 8);
|
||||
if (this.data.height >= 2) h *= 1.6;
|
||||
const bs = Math.clamped(h / 8, 1, 2);
|
||||
const bs1 = bs + 1;
|
||||
|
||||
// Overall bar container
|
||||
bar.clear();
|
||||
bar.beginFill(blk, 0.5).lineStyle(bs, blk, 1.0).drawRoundedRect(0, 0, w, h, 3);
|
||||
|
||||
// Temporary maximum HP
|
||||
if (tempmax > 0) {
|
||||
const pct = max / effectiveMax;
|
||||
bar.beginFill(c.tempmax, 1.0)
|
||||
.lineStyle(1, blk, 1.0)
|
||||
.drawRoundedRect(pct * w, 0, (1 - pct) * w, h, 2);
|
||||
}
|
||||
|
||||
// Maximum HP penalty
|
||||
else if (tempmax < 0) {
|
||||
const pct = (max + tempmax) / max;
|
||||
bar.beginFill(c.negmax, 1.0)
|
||||
.lineStyle(1, blk, 1.0)
|
||||
.drawRoundedRect(pct * w, 0, (1 - pct) * w, h, 2);
|
||||
}
|
||||
|
||||
// Health bar
|
||||
bar.beginFill(hpColor, 1.0)
|
||||
.lineStyle(bs, blk, 1.0)
|
||||
.drawRoundedRect(0, 0, valuePct * w, h, 2);
|
||||
|
||||
// Temporary hit points
|
||||
if (temp > 0) {
|
||||
bar.beginFill(c.temp, 1.0)
|
||||
.lineStyle(0)
|
||||
.drawRoundedRect(bs1, bs1, tempPct * w - 2 * bs1, h - 2 * bs1, 1);
|
||||
}
|
||||
|
||||
// Set position
|
||||
let posY = number === 0 ? this.h - h : 0;
|
||||
bar.position.set(0, posY);
|
||||
}
|
||||
}
|
6
package-lock.json
generated
|
@ -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",
|
||||
|
|
Before Width: | Height: | Size: 8.8 KiB |
Before Width: | Height: | Size: 9.4 KiB |
Before Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 12 KiB |
Before Width: | Height: | Size: 9.8 KiB |
Before Width: | Height: | Size: 15 KiB |
Before Width: | Height: | Size: 15 KiB |
Before Width: | Height: | Size: 16 KiB |
Before Width: | Height: | Size: 13 KiB |
Before Width: | Height: | Size: 13 KiB |
Before Width: | Height: | Size: 12 KiB |
Before Width: | Height: | Size: 16 KiB |
Before Width: | Height: | Size: 35 KiB |
Before Width: | Height: | Size: 56 KiB |
Before Width: | Height: | Size: 69 KiB |
Before Width: | Height: | Size: 36 KiB |
Before Width: | Height: | Size: 32 KiB |
Before Width: | Height: | Size: 36 KiB |
Before Width: | Height: | Size: 3.5 KiB |
Before Width: | Height: | Size: 3.5 KiB |
Before Width: | Height: | Size: 7.8 KiB |
Before Width: | Height: | Size: 4.1 KiB |
Before Width: | Height: | Size: 8.7 KiB |
Before Width: | Height: | Size: 3.8 KiB |
Before Width: | Height: | Size: 3 KiB |
Before Width: | Height: | Size: 2.7 KiB |
Before Width: | Height: | Size: 4.8 KiB |
Before Width: | Height: | Size: 4.3 KiB |
Before Width: | Height: | Size: 9.5 KiB |
Before Width: | Height: | Size: 1.9 KiB |
Before Width: | Height: | Size: 9.4 KiB |
Before Width: | Height: | Size: 9.3 KiB |
Before Width: | Height: | Size: 10 KiB |
Before Width: | Height: | Size: 9.4 KiB |
Before Width: | Height: | Size: 8.1 KiB |
Before Width: | Height: | Size: 8.1 KiB |
Before Width: | Height: | Size: 10 KiB |
Before Width: | Height: | Size: 8 KiB |
Before Width: | Height: | Size: 10 KiB |
Before Width: | Height: | Size: 8 KiB |
Before Width: | Height: | Size: 8.9 KiB |