Foundry v10 version

This commit is contained in:
sladecraven 2022-07-01 15:48:54 +02:00
parent d27b78d1d2
commit cc1964093d
23 changed files with 320 additions and 330 deletions

View File

@ -66,10 +66,9 @@ export class BoLActorSheet extends ActorSheet {
const incr = parseInt(dataset.incr)
const min = parseInt(dataset.min)
const max = parseInt(dataset.max) || 10000
const itemData = item.data;
let value = eval("itemData." + target)
let value = eval("item." + target)
value = value || 0
console.log("IncDec", item, target, value, operator, min, max)
//console.log("IncDec", item, target, value, operator, min, max)
if (operator === "minus") {
if (value >= min + incr) value -= incr;
else value = min;
@ -109,12 +108,12 @@ export class BoLActorSheet extends ActorSheet {
/** @override */
getData(options) {
const data = super.getData(options);
const actorData = duplicate(data.data);
const data = super.getData(options)
const actorData = duplicate(data)
let formData = duplicate(data)
formData.config = game.bol.config
formData.data = actorData.data
formData.data = actorData
formData.details = this.actor.details
formData.attributes = this.actor.attributes
formData.aptitudes = this.actor.aptitudes

View File

@ -9,15 +9,14 @@ export class BoLActor extends Actor {
/** @override */
prepareData() {
const actorData = this.data;
if (actorData.type === 'character') {
actorData.type = 'player';
actorData.villainy = false;
if (this.type === 'character') {
this.chartype = 'player';
this.villainy = false;
}
if (actorData.type === 'encounter') {
actorData.type = 'tough';
actorData.villainy = true;
if (this.type === 'encounter') {
this.chartype = 'tough';
this.villainy = true;
}
super.prepareData();
}
@ -25,13 +24,13 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */
updateResourcesData() {
if (this.type == 'character') {
let newVitality = 10 + this.data.data.attributes.vigor.value + this.data.data.resources.hp.bonus
if (this.data.data.resources.hp.max != newVitality) {
this.update({ 'data.resources.hp.max': newVitality })
let newVitality = 10 + this.system.attributes.vigor.value + this.system.resources.hp.bonus
if (this.system.resources.hp.max != newVitality) {
this.update({ 'system.resources.hp.max': newVitality })
}
let newPower = 10 + this.data.data.attributes.mind.value + this.data.data.resources.power.bonus
if (this.data.data.resources.power.max != newPower) {
this.update({ 'data.resources.power.max': newPower })
let newPower = 10 + this.system.attributes.mind.value + this.system.resources.power.bonus
if (this.system.resources.power.max != newPower) {
this.update({ 'system.resources.power.max': newPower })
}
}
}
@ -44,25 +43,22 @@ export class BoLActor extends Actor {
}
/* -------------------------------------------- */
get itemData() {
return Array.from(this.data.items.values()).map(i => i.data)
}
get details() {
return this.data.data.details
return this.system.details
}
get attributes() {
return Object.values(this.data.data.attributes)
return Object.values(this.system.attributes)
}
get aptitudes() {
return Object.values(this.data.data.aptitudes)
return Object.values(this.system.aptitudes)
}
/* -------------------------------------------- */
clearRoundModifiers() { // Process data/items that are finished at end of a round
let foList = this.fightoptions
for (let fo of foList) {
if (fo.data.properties.used) {
this.updateEmbeddedDocuments("Item", [{ _id: fo._id, 'data.properties.used': false }])
if (fo.system.properties.used) {
this.updateEmbeddedDocuments("Item", [{ _id: fo._id, 'system.properties.used': false }])
}
}
}
@ -71,28 +67,28 @@ export class BoLActor extends Actor {
get defenseValue() {
let defMod = 0
let fo = this.getActiveFightOption()
if (fo && fo.data.properties.fightoptiontype == "intrepid") {
if (fo && fo.system.properties.fightoptiontype == "intrepid") {
defMod += -2
}
if (fo && fo.data.properties.fightoptiontype == "fulldefense") {
if (fo && fo.system.properties.fightoptiontype == "fulldefense") {
defMod += 2
}
if (fo && fo.data.properties.fightoptiontype == "twoweaponsdef" && !fo.data.properties.used) {
if (fo && fo.system.properties.fightoptiontype == "twoweaponsdef" && !fo.system.properties.used) {
defMod += 1
this.updateEmbeddedDocuments("Item", [{ _id: fo._id, 'data.properties.used': true }])
this.updateEmbeddedDocuments("Item", [{ _id: fo._id, 'system.properties.used': true }])
}
if (fo && fo.data.properties.fightoptiontype == "defense") {
if (fo && fo.system.properties.fightoptiontype == "defense") {
defMod += 1
}
if (fo && fo.data.properties.fightoptiontype == "attack") {
if (fo && fo.system.properties.fightoptiontype == "attack") {
defMod += -1
}
return this.data.data.aptitudes.def.value + defMod
return this.system.aptitudes.def.value + defMod
}
/* -------------------------------------------- */
getActiveFightOption() {
let it = this.itemData.find(i => i.type === "feature" && i.data.subtype === "fightoption" && i.data.properties.activated)
let it = this.items.find(i => i.type === "feature" && i.system.subtype === "fightoption" && i.system.properties.activated)
if (it) {
return duplicate(it)
}
@ -101,14 +97,14 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */
incAttributeXP(key) {
let attr = duplicate(this.data.data.attributes[key])
let attr = duplicate(this.system.attributes[key])
if (attr) {
let nextXP = (attr.value == -1) ? 2 : attr.value + (attr.value + 1)
let xp = duplicate(this.data.data.xp)
let xp = duplicate(this.system.xp)
if (xp.total - xp.spent >= nextXP) {
attr.value += 1
xp.spent += nextXP
this.update({ [`data.attributes.${key}`]: attr, [`data.xp`]: xp })
this.update({ [`system.attributes.${key}`]: attr, [`system.xp`]: xp })
} else {
ui.notifications.warn("Pas assez de points d'expérience !")
}
@ -117,14 +113,14 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */
incAptitudeXP(key) {
let apt = duplicate(this.data.data.aptitudes[key])
let apt = duplicate(this.system.aptitudes[key])
if (apt) {
let nextXP = (apt.value == -1) ? 1 : apt.value + 2
let xp = duplicate(this.data.data.xp)
let xp = duplicate(this.system.xp)
if (xp.total - xp.spent >= nextXP) {
apt.value += 1
xp.spent += nextXP
this.update({ [`data.aptitudes.${key}`]: apt, [`data.xp`]: xp })
this.update({ [`system.aptitudes.${key}`]: apt, [`system.xp`]: xp })
} else {
ui.notifications.warn("Pas assez de points d'expérience !")
}
@ -132,15 +128,15 @@ export class BoLActor extends Actor {
}
/* -------------------------------------------- */
incCareerXP(itemId) {
let career = this.data.items.get(itemId)
let career = this.items.get(itemId)
if (career) {
career = duplicate(career)
let nextXP = career.data.rank + 1
let xp = duplicate(this.data.data.xp)
let nextXP = career.system.rank + 1
let xp = duplicate(this.system.xp)
if (xp.total - xp.spent >= nextXP) {
xp.spent += nextXP
this.update({ [`data.xp`]: xp })
this.updateEmbeddedDocuments('Item', [{ _id: career._id, 'data.rank': career.data.rank + 1 }])
this.update({ [`system.xp`]: xp })
this.updateEmbeddedDocuments('Item', [{ _id: career._id, 'system.rank': career.system.rank + 1 }])
} else {
ui.notifications.warn("Pas assez de points d'expérience !")
}
@ -149,18 +145,18 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */
async toggleFightOption(itemId) {
let fightOption = this.data.items.get(itemId)
let fightOption = this.items.get(itemId)
let state
let updates = []
if (fightOption) {
fightOption = duplicate(fightOption)
if (fightOption.data.properties.activated) {
if (fightOption.system.properties.activated) {
state = false
} else {
state = true
}
updates.push({ _id: fightOption._id, 'data.properties.activated': state }) // Update the selected one
updates.push({ _id: fightOption._id, 'system.properties.activated': state }) // Update the selected one
await this.updateEmbeddedDocuments("Item", updates) // Apply all changes
// Then notify
ChatMessage.create({
@ -175,13 +171,13 @@ export class BoLActor extends Actor {
/*-------------------------------------------- */
get armorMalusValue() { // used for Fight Options
for (let armor of this.armors) {
if (armor.data.properties.armorQuality.includes("light")) {
if (armor.system.properties.armorQuality.includes("light")) {
return 1
}
if (armor.data.properties.armorQuality.includes("medium")) {
if (armor.system.properties.armorQuality.includes("medium")) {
return 2
}
if (armor.data.properties.armorQuality.includes("heavy")) {
if (armor.system.properties.armorQuality.includes("heavy")) {
return 3
}
}
@ -189,112 +185,112 @@ export class BoLActor extends Actor {
}
get resources() {
return Object.values(this.data.data.resources)
return Object.values(this.system.resources)
}
get boons() {
return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "boon");
return this.items.filter(i => i.type === "feature" && i.system.subtype === "boon");
}
get flaws() {
return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "flaw");
return this.items.filter(i => i.type === "feature" && i.system.subtype === "flaw");
}
get careers() {
return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "career");
return duplicate( this.items.filter(i => i.type === "feature" && i.system.subtype === "career") || [])
}
get origins() {
return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "origin");
return this.items.filter(i => i.type === "feature" && i.system.subtype === "origin");
}
get races() {
return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "race");
return this.items.filter(i => i.type === "feature" && i.system.subtype === "race");
}
get languages() {
return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "language")
return this.items.filter(i => i.type === "feature" && i.system.subtype === "language")
}
get fightoptions() {
return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "fightoption")
return this.items.filter(i => i.type === "feature" && i.system.subtype === "fightoption")
}
get godsfaith() {
return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "godsfaith")
return this.items.filter(i => i.type === "feature" && i.system.subtype === "godsfaith")
}
get features() {
return this.itemData.filter(i => i.type === "feature")
return this.items.filter(i => i.type === "feature")
}
get equipment() {
return this.itemData.filter(i => i.type === "item")
return this.items.filter(i => i.type === "item")
}
get equipmentCreature() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && (( i.data.subtype === "weapon" && i.data.properties.natural === true) || (i.data.subtype === "armor")) )
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && (( i.system.subtype === "weapon" && i.system.properties.natural === true) || (i.system.subtype === "armor")) )
}
get armors() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "armor");
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "armor");
}
get helms() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "helm");
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "helm");
}
get shields() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "shield");
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "shield");
}
get weapons() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "weapon");
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "weapon");
}
get protections() {
return this.armors.concat(this.helms).concat(this.shields)
}
get spells() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "spell");
return this.items.filter(i => i.type === "item" && i.system.category === "spell");
}
get alchemy() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "alchemy");
return this.items.filter(i => i.type === "item" && i.system.category === "alchemy");
}
get melee() {
return this.weapons.filter(i => i.data.properties.melee === true);
return this.weapons.filter(i => i.system.properties.melee === true);
}
get natural() {
return this.weapons.filter(i => i.data.properties.natural === true);
return this.weapons.filter(i => i.system.properties.natural === true);
}
get ranged() {
return this.weapons.filter(i => i.data.properties.ranged === true);
return this.weapons.filter(i => i.system.properties.ranged === true);
}
get containers() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "container");
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "container");
}
get treasure() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "currency");
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "currency");
}
get vehicles() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "vehicle");
return this.items.filter(i => i.type === "item" && i.system.category === "vehicle");
}
get ammos() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "ammunition");
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "ammunition");
}
get misc() {
return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && (i.data.subtype === "other" || i.data.subtype === "container" || i.data.subtype === "scroll" || i.data.subtype === "jewel"));
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && (i.system.subtype === "other" || i.system.subtype === "container" || i.system.subtype === "scroll" || i.system.subtype === "jewel"));
}
get bonusBoons() {
return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "boon" && i.data.properties.isbonusdice);
return this.items.filter(i => i.type === "feature" && i.system.subtype === "boon" && i.system.properties.isbonusdice);
}
get malusFlaws() {
return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "flaw" && i.data.properties.ismalusdice);
return this.items.filter(i => i.type === "feature" && i.system.subtype === "flaw" && i.system.properties.ismalusdice);
}
isSorcerer() {
if (this.careers.find(item => item.data.properties.sorcerer == true))
if (this.careers.find(item => item.system.properties.sorcerer == true))
return true
return false
}
isAlchemist() {
if (this.careers.find(item => item.data.properties.alchemist == true))
if (this.careers.find(item => item.system.properties.alchemist == true))
return true
return false
}
isPriest() {
if (this.careers.find(item => item.data.properties.priest == true))
if (this.careers.find(item => item.system.properties.priest == true))
return true
return false
}
@ -304,8 +300,8 @@ export class BoLActor extends Actor {
let armors = this.armors
let ppCostArmor = 0
for (let armor of armors) {
if (armor.data.worn) {
ppCostArmor += Number(armor.data.properties.modifiers.powercost) || 0
if (armor.system.worn) {
ppCostArmor += Number(armor.system.properties.modifiers.powercost) || 0
}
}
return ppCostArmor
@ -314,8 +310,8 @@ export class BoLActor extends Actor {
getArmorAgiMalus() {
let malusAgi = 0
for (let armor of this.protections) {
if (armor.data.worn) {
malusAgi += Number(armor.data.properties.modifiers.agility) || 0
if (armor.system.worn) {
malusAgi += Number(armor.system.properties.modifiers.agility) || 0
}
}
return malusAgi
@ -324,8 +320,8 @@ export class BoLActor extends Actor {
getArmorInitMalus() {
let malusInit = 0
for (let armor of this.protections) {
if (armor.data.worn) {
malusInit += Number(armor.data.properties.modifiers.init) || 0
if (armor.system.worn) {
malusInit += Number(armor.system.properties.modifiers.init) || 0
}
}
return malusInit
@ -333,7 +329,7 @@ export class BoLActor extends Actor {
/*-------------------------------------------- */
spendPowerPoint(ppCost) {
let newPP = this.data.data.resources.power.value - ppCost
let newPP = this.system.resources.power.value - ppCost
newPP = (newPP < 0) ? 0 : newPP
this.update({ 'data.resources.power.value': newPP })
return newPP
@ -341,7 +337,7 @@ export class BoLActor extends Actor {
/*-------------------------------------------- */
resetAlchemyStatus(alchemyId) {
let alchemy = this.data.items.get(alchemyId)
let alchemy = this.items.get(alchemyId)
if (alchemy) {
this.updateEmbeddedDocuments('Item', [{ _id: alchemy.id, 'data.properties.pccurrent': 0 }])
}
@ -349,14 +345,14 @@ export class BoLActor extends Actor {
/*-------------------------------------------- */
async spendAlchemyPoint(alchemyId, pcCost) {
let alchemy = this.data.items.get(alchemyId)
let alchemy = this.items.get(alchemyId)
if (alchemy) {
pcCost = Number(pcCost) ?? 0
if (this.data.data.resources.alchemypoints.value >= pcCost) {
let newPC = this.data.data.resources.alchemypoints.value - pcCost
if (this.system.resources.alchemypoints.value >= pcCost) {
let newPC = this.system.resources.alchemypoints.value - pcCost
newPC = (newPC < 0) ? 0 : newPC
this.update({ 'data.resources.alchemypoints.value': newPC })
newPC = alchemy.data.data.properties.pccurrent + pcCost
newPC = alchemy.system.properties.pccurrent + pcCost
await this.updateEmbeddedDocuments('Item', [{ _id: alchemy.id, 'data.properties.pccurrent': newPC }])
} else {
ui.notifications.warn("Plus assez de Points de Création !")
@ -366,17 +362,17 @@ export class BoLActor extends Actor {
/*-------------------------------------------- */
getAlchemistBonus() {
let sorcerer = this.careers.find(item => item.data.properties.alchemist == true)
let sorcerer = this.careers.find(item => item.system.properties.alchemist == true)
if (sorcerer) {
return sorcerer.data.rank
return sorcerer.system.rank
}
return 0;
}
/*-------------------------------------------- */
getSorcererBonus() {
let sorcerer = this.careers.find(item => item.data.properties.sorcerer == true)
let sorcerer = this.careers.find(item => item.system.properties.sorcerer == true)
if (sorcerer) {
return sorcerer.data.rank
return sorcerer.system.rank
}
return 0;
}
@ -384,10 +380,10 @@ export class BoLActor extends Actor {
/*-------------------------------------------- */
heroReroll() {
if (this.type == 'character') {
return this.data.data.resources.hero.value > 0;
return this.system.resources.hero.value > 0;
} else {
if (this.data.data.type == 'adversary') {
return this.data.data.resources.hero.value > 0;
if (this.system.type == 'adversary') {
return this.system.resources.hero.value > 0;
}
}
return false
@ -396,17 +392,17 @@ export class BoLActor extends Actor {
getResourcesFromType() {
let resources = {};
if (this.type == 'encounter') {
resources['hp'] = this.data.data.resources.hp;
if (this.data.data.type != 'base') {
resources['faith'] = this.data.data.resources.faith
resources['power'] = this.data.data.resources.power
resources['hp'] = this.system.resources.hp;
if (this.system.type != 'base') {
resources['faith'] = this.system.resources.faith
resources['power'] = this.system.resources.power
}
if (this.data.data.type == 'adversary') {
resources['hero'] = duplicate(this.data.data.resources.hero)
if (this.system.type == 'adversary') {
resources['hero'] = duplicate(this.system.resources.hero)
resources['hero'].label = "BOL.resources.villainy"
}
} else {
resources = this.data.data.resources;
resources = this.system.resources;
}
return resources
}
@ -532,13 +528,13 @@ export class BoLActor extends Actor {
/*-------------------------------------------- */
buildRollList() {
let rolls = []
for (let key in this.data.data.attributes) {
let attr = this.data.data.attributes[key]
for (let key in this.system.attributes) {
let attr = this.system.attributes[key]
rolls.push({ key: key, value: attr.value, name: attr.label, type: "attribute" })
}
for (let key in this.data.data.aptitudes) {
for (let key in this.system.aptitudes) {
if (key != "def") {
let apt = this.data.data.aptitudes[key]
let apt = this.system.aptitudes[key]
rolls.push({ key: key, value: apt.value, name: apt.label, type: "aptitude" })
}
}
@ -554,13 +550,13 @@ export class BoLActor extends Actor {
async manageHealthState() {
let hpID = "lastHP" + this.id
let lastHP = await this.getFlag("world", hpID)
if (lastHP != this.data.data.resources.hp.value && game.user.isGM ) { // Only GM sends this
await this.setFlag("world", hpID, this.data.data.resources.hp.value)
if (this.data.data.resources.hp.value <= 0) {
if (lastHP != this.system.resources.hp.value && game.user.isGM ) { // Only GM sends this
await this.setFlag("world", hpID, this.system.resources.hp.value)
if (this.system.resources.hp.value <= 0) {
ChatMessage.create({
alias: this.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name),
content: await renderTemplate('systems/bol/templates/chat/chat-vitality-zero.hbs', { name: this.name, img: this.img, hp: this.data.data.resources.hp.value })
content: await renderTemplate('systems/bol/templates/chat/chat-vitality-zero.hbs', { name: this.name, img: this.img, hp: this.system.resources.hp.value })
})
}
}
@ -568,46 +564,46 @@ export class BoLActor extends Actor {
/*-------------------------------------------- */
registerInit(initScore, isCritical, isFumble) {
this.update({ 'data.combat.lastinit': initScore, 'data.combat.iscritical': isCritical, 'data.combat.isfumble': isFumble })
this.update({ 'system.combat.lastinit': initScore, 'system.combat.iscritical': isCritical, 'system.combat.isfumble': isFumble })
}
/*-------------------------------------------- */
getLastInitData() {
return this.data.data.combat
return this.system.combat
}
/*-------------------------------------------- */
async subHeroPoints(nb) {
let newHeroP = this.data.data.resources.hero.value - nb;
let newHeroP = this.system.resources.hero.value - nb;
newHeroP = (newHeroP < 0) ? 0 : newHeroP;
await this.update({ 'data.resources.hero.value': newHeroP });
await this.update({ 'system.resources.hero.value': newHeroP });
}
/*-------------------------------------------- */
async sufferDamage(damage) {
let newHP = this.data.data.resources.hp.value - damage
await this.update({ 'data.resources.hp.value': newHP })
let newHP = this.system.resources.hp.value - damage
await this.update({ 'system.resources.hp.value': newHP })
}
/* -------------------------------------------- */
getArmorFormula() {
let protectWorn = this.protections.filter(item => item.data.worn)
let protectWorn = this.protections.filter(item => item.system.worn)
let formula = ""
for (let protect of protectWorn) {
if (protect.data.subtype == 'helm') {
if (protect.system.subtype == 'helm') {
formula += "+1"
} else if (protect.data.subtype == 'armor') {
} else if (protect.system.subtype == 'armor') {
if (BoLUtility.getRollArmor()) {
if (!protect.data.properties.soak.formula || protect.data.properties.soak.formula == "") {
if (!protect.system.properties.soak.formula || protect.system.properties.soak.formula == "") {
ui.notifications.warn(`L'armure ${protect.name} n'a pas de formule pour la protection !`)
} else {
formula += "+" + " max(" + protect.data.properties.soak.formula +",0)"
formula += "+" + " max(" + protect.system.properties.soak.formula +",0)"
}
} else {
if (protect.data.properties.soak.value == undefined) {
if (protect.system.properties.soak.value == undefined) {
ui.notifications.warn(`L'armure ${protect.name} n'a pas de valeur fixe pour la protection !`)
} else {
formula += "+ " + protect.data.properties.soak.value
formula += "+ " + protect.system.properties.soak.value
}
}
}
@ -618,9 +614,9 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */
rollProtection(itemId) {
let armor = duplicate(this.data.items.get(itemId))
let armor = duplicate(this.items.get(itemId))
if (armor) {
let armorFormula = "max("+armor.data.properties.soak.formula + ", 0)"
let armorFormula = "max("+armor.system.properties.soak.formula + ", 0)"
let rollArmor = new Roll(armorFormula)
rollArmor.roll({ async: false }).toMessage()
}
@ -628,7 +624,7 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */
rollWeaponDamage(itemId) {
let weapon = duplicate(this.data.items.get(itemId))
let weapon = duplicate(this.system.items.get(itemId))
if (weapon) {
let r = new BoLDefaultRoll({ id: randomID(16), isSuccess: true, mode: "weapon", weapon: weapon, actorId: this.id, actor: this })
r.setSuccess(true)
@ -638,10 +634,10 @@ export class BoLActor extends Actor {
/* -------------------------------------------- */
toggleEquipItem(item) {
const equipable = item.data.data.properties.equipable;
const equipable = item.system.properties.equipable;
if (equipable) {
let itemData = duplicate(item.data);
itemData.data.worn = !itemData.data.worn;
let itemData = duplicate(item);
itemData.system.worn = !itemData.system.worn;
return item.update(itemData);
}
}

View File

@ -79,6 +79,7 @@ function registerUsageCount( registerKey ) {
name: "Unique world key",
scope: "world",
config: false,
default: "",
type: String
});
@ -88,7 +89,7 @@ function registerUsageCount( registerKey ) {
game.settings.set(registerKey, "world-key", worldKey )
}
// Simple API counter
let regURL = `https://www.uberwald.me/fvtt_appcount/count.php?name="${registerKey}"&worldKey="${worldKey}"&version="${game.release.generation}.${game.release.build}"&system="${game.system.id}"&systemversion="${game.system.data.version}"`
let regURL = `https://www.uberwald.me/fvtt_appcount/count.php?name="${registerKey}"&worldKey="${worldKey}"&version="${game.release.generation}.${game.release.build}"&system="${game.system.id}"&systemversion="${game.system.version}"`
$.ajax(regURL)
}
}

View File

@ -18,7 +18,7 @@ export class BoLRoll {
/* -------------------------------------------- */
static attributeCheck(actor, key) {
let attribute = eval(`actor.data.data.attributes.${key}`)
let attribute = eval(`actor.system.attributes.${key}`)
let label = (attribute.label) ? game.i18n.localize(attribute.label) : null
let description = game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label)
@ -43,9 +43,9 @@ export class BoLRoll {
/* -------------------------------------------- */
static aptitudeCheck(actor, key) {
let aptitude = eval(`actor.data.data.aptitudes.${key}`)
let aptitude = eval(`actor.system.aptitudes.${key}`)
let attrKey = this.getDefaultAttribute(key)
let attribute = eval(`actor.data.data.attributes.${attrKey}`)
let attribute = eval(`actor.system.attributes.${attrKey}`)
let label = (aptitude.label) ? game.i18n.localize(aptitude.label) : null;
let description = game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label);
@ -72,13 +72,13 @@ export class BoLRoll {
let target = BoLUtility.getTarget()
let weaponData = weapon.data
let attribute = eval(`actor.data.data.attributes.${weaponData.properties.attackAttribute}`)
let aptitude = eval(`actor.data.data.aptitudes.${weaponData.properties.attackAptitude}`)
let weaponData = weapon.system
let attribute = eval(`actor.system.attributes.${weaponData.properties.attackAttribute}`)
let aptitude = eval(`actor.system.aptitudes.${weaponData.properties.attackAptitude}`)
// Manage specific case
let fightOption = actor.getActiveFightOption()
if (fightOption && fightOption.data.fightoptiontype == "fulldefense") {
if (fightOption && fightOption.system.fightoptiontype == "fulldefense") {
ui.notifications.warn(`{{actor.name}} est en Défense Totale ! Il ne peut pas attaquer ce round.`)
return
}
@ -138,8 +138,8 @@ export class BoLRoll {
actorId: actor.id,
img: actor.img,
alchemy: alchemy,
attribute: actor.data.data.attributes.mind,
attrValue: actor.data.data.attributes.mind.value,
attribute: actor.system.attributes.mind,
attrValue: actor.system.attributes.mind.value,
aptValue: 0,
careerBonus: actor.getAlchemistBonus(),
pcCost: Number(alchemyData.properties.pccost),
@ -161,14 +161,14 @@ export class BoLRoll {
actorId: actor.id,
img: actor.img,
spell: spell,
attribute: actor.data.data.attributes.mind,
attrValue: actor.data.data.attributes.mind.value,
attribute: actor.system.attributes.mind,
attrValue: actor.system.attributes.mind.value,
aptValue: 0,
ppCurrent: Number(actor.data.data.resources.power.value),
ppCurrent: Number(actor.system.resources.power.value),
careerBonus: actor.getSorcererBonus(),
ppCostArmor: actor.getPPCostArmor(),
ppCost: Number(spell.data.properties.ppcost),
mod: Number(spell.data.properties.difficulty),
ppCost: Number(spell.system.properties.ppcost),
mod: Number(spell.system.properties.difficulty),
armorAgiMalus: actor.getArmorAgiMalus(),
armorInitMalus: actor.getArmorInitMalus(),
label: spell.name,
@ -180,7 +180,7 @@ export class BoLRoll {
/* -------------------------------------------- */
static spellCheck(actor, event) {
if (actor.data.data.resources.power.value <= 0) {
if (actor.system.resources.power.value <= 0) {
ui.notifications.warn("Plus assez de points de Pouvoir !")
return
}
@ -209,7 +209,7 @@ export class BoLRoll {
$('#roll-nbdice').val("2 + " + String(Math.abs(this.rollData.bmDice)) + letter)
}
let rollbase = this.rollData.attrValue + "+" + this.rollData.aptValue
if ( this.rollData.weapon && this.rollData.weapon.data.properties.onlymodifier ) {
if ( this.rollData.weapon && this.rollData.weapon.system.properties.onlymodifier ) {
rollbase = ""
}
$('#roll-modifier').val(rollbase + "+" + this.rollData.careerBonus + "+" + this.rollData.mod + "+" +
@ -226,20 +226,20 @@ export class BoLRoll {
let fgItem = rollData.fightOption
if (fgItem) {
console.log(fgItem)
if (fgItem.data.properties.fightoptiontype == "armordefault") {
if (fgItem.system.properties.fightoptiontype == "armordefault") {
rollData.modArmorMalus = rollData.armorMalus // Activate the armor malus
rollData.damagesIgnoresArmor = true
}
if (fgItem.data.properties.fightoptiontype == "intrepid") {
if (fgItem.system.properties.fightoptiontype == "intrepid") {
rollData.attackModifier += 2
}
if (fgItem.data.properties.fightoptiontype == "defense") {
if (fgItem.system.properties.fightoptiontype == "defense") {
rollData.attackModifier += -1
}
if (fgItem.data.properties.fightoptiontype == "attack") {
if (fgItem.system.properties.fightoptiontype == "attack") {
rollData.attackModifier += 1
}
if (fgItem.data.properties.fightoptiontype == "twoweaponsdef" || fgItem.data.properties.fightoptiontype == "twoweaponsatt") {
if (fgItem.system.properties.fightoptiontype == "twoweaponsdef" || fgItem.system.properties.fightoptiontype == "twoweaponsatt") {
rollData.attackModifier += -1
}
}
@ -289,15 +289,15 @@ export class BoLRoll {
html.find('#attr').change((event) => {
let attrKey = event.currentTarget.value
let actor = game.actors.get( this.rollData.actorId)
this.rollData.attribute = duplicate(actor.data.data.attributes[attrKey])
this.rollData.attrValue = actor.data.data.attributes[attrKey].value
this.rollData.attribute = duplicate(actor.system.attributes[attrKey])
this.rollData.attrValue = actor.system.attributes[attrKey].value
this.updateTotalDice()
})
html.find('#apt').change((event) => {
let aptKey = event.currentTarget.value
let actor = game.actors.get( this.rollData.actorId)
this.rollData.aptitude = duplicate(actor.data.data.aptitudes[aptKey])
this.rollData.aptValue = actor.data.data.aptitudes[aptKey].value
this.rollData.aptitude = duplicate(actor.system.aptitudes[aptKey])
this.rollData.aptValue = actor.system.aptitudes[aptKey].value
this.updateTotalDice()
})
@ -339,16 +339,16 @@ export class BoLRoll {
/* -------------------------------------------- */
static preProcessWeapon(rollData, defender) {
if (rollData.mode == "weapon") {
rollData.weaponModifier = rollData.weapon.data.properties.attackModifiers ?? 0;
rollData.attackBonusDice = rollData.weapon.data.properties.attackBonusDice
rollData.weaponModifier = rollData.weapon.system.properties.attackModifiers ?? 0;
rollData.attackBonusDice = rollData.weapon.system.properties.attackBonusDice
if (defender) { // If target is selected
rollData.defence = defender.defenseValue
rollData.armorMalus = defender.armorMalusValue
rollData.shieldBlock = 'none'
let shields = defender.shields
for (let shield of shields) {
rollData.shieldBlock = (shield.data.properties.blocking.blockingAll) ? 'blockall' : 'blockone';
rollData.shieldAttackMalus = (shield.data.properties.blocking.malus) ? shield.data.properties.blocking.malus : 1;
rollData.shieldBlock = (shield.system.properties.blocking.blockingAll) ? 'blockall' : 'blockone';
rollData.shieldAttackMalus = (shield.system.properties.blocking.malus) ? shield.system.properties.blocking.malus : 1;
rollData.applyShieldMalus = false
}
}
@ -431,7 +431,7 @@ export class BoLRoll {
rollData.nbDice += (rollData.attackBonusDice) ? 1 : 0
let rollbase = rollData.attrValue + rollData.aptValue
if ( rollData.weapon && rollData.weapon.data.properties.onlymodifier ) {
if ( rollData.weapon && rollData.weapon.system.properties.onlymodifier ) {
rollbase = 0
}
const modifiers = rollbase + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier + rollData.appliedArmorMalus
@ -597,8 +597,8 @@ export class BoLDefaultRoll {
if (this.rollData.damageMode == 'damage-plus-12') {
bonusDmg = 12
}
let attrDamageValue = this.getDamageAttributeValue(this.rollData.weapon.data.properties.damageAttribute)
let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.data, this.rollData.fightOption)
let attrDamageValue = this.getDamageAttributeValue(this.rollData.weapon.system.properties.damageAttribute)
let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.system, this.rollData.fightOption)
let damageFormula = weaponFormula + "+" + bonusDmg + "+" + attrDamageValue
console.log("DAMAGE !!!", damageFormula, attrDamageValue, this.rollData)

View File

@ -20,42 +20,40 @@ export class BoLItemSheet extends ItemSheet {
/* -------------------------------------------- */
/** @override */
getData(options) {
const data = super.getData(options);
const itemData = data.data;
data.config = game.bol.config;
data.item = itemData;
data.data = itemData.data;
data.category = itemData.category;
data.itemProperties = this.item.itemProperties;
const data = super.getData(options)
let itemData = duplicate(data.document)
data.config = game.bol.config
data.item = itemData
data.category = itemData.system.category
data.isGM = game.user.isGM;
// Dynamic default data fix/adapt
if (itemData.type == "item") {
if (!itemData.data.category) {
itemData.data.category = "equipment"
if (!itemData.system.category) {
itemData.system.category = "equipment"
}
if ( itemData.data.category == "equipment" && itemData.data.properties.equipable) {
if (!itemData.data.properties.slot) {
itemData.data.properties.slot = "-"
if ( itemData.system.category == "equipment" && itemData.system.properties.equipable) {
if (!itemData.system.properties.slot) {
itemData.system.properties.slot = "-"
}
}
if (itemData.data.category == 'spell') {
if(!itemData.data.properties.mandatoryconditions) {
itemData.data.properties.mandatoryconditions = []
if (itemData.system.category == 'spell') {
if(!itemData.system.properties.mandatoryconditions) {
itemData.system.properties.mandatoryconditions = []
}
if(!itemData.data.properties.optionnalconditions) {
itemData.data.properties.optionnalconditions = []
if(!itemData.system.properties.optionnalconditions) {
itemData.system.properties.optionnalconditions = []
}
for (let i = 0; i < 4; i++) {
itemData.data.properties.mandatoryconditions[i] = itemData.data.properties.mandatoryconditions[i] ?? ""
itemData.system.properties.mandatoryconditions[i] = itemData.system.properties.mandatoryconditions[i] ?? ""
}
for (let i = 0; i < 8; i++) {
itemData.data.properties.optionnalconditions[i] = itemData.data.properties.optionnalconditions[i] ?? ""
itemData.system.properties.optionnalconditions[i] = itemData.system.properties.optionnalconditions[i] ?? ""
}
}
} else {
if (!itemData.data.subtype) {
itemData.data.category = "origin"
if (!itemData.system.subtype) {
itemData.system.category = "origin"
}
}

View File

@ -7,21 +7,17 @@ export class BoLItem extends Item {
* Augment the basic Item data model with additional dynamic data.
*/
prepareData() {
super.prepareData();
// console.debug("Item prepareData");
// Get the Item's data
const itemData = this.data;
// console.log(itemData);
const actorData = this.actor ? this.actor.data : {};
const data = itemData.data;
}
super.prepareData()
get properties() {
return this.data.properties;
const actorData = this.actor ? this.actor.system : {}
}
/* -------------------------------------------- */
get properties() {
return this.system.properties
}
/* -------------------------------------------- */
/**
* Get the Array of item properties which are used in the small sidebar of the description tab
* @return {Array}
@ -29,11 +25,11 @@ export class BoLItem extends Item {
*/
get itemProperties() {
const props = [];
if ( this.data.type === "item" ) {
const entries = Object.entries(this.data.data.properties);
props.push(...entries.filter(e => e[1] === true).map(e => { return game.bol.config.itemProperties2[e[0]] }));
if ( this.type === "item" ) {
const entries = Object.entries(this.system.properties)
props.push(...entries.filter(e => e[1] === true).map(e => { return game.bol.config.itemProperties2[e[0]] }))
}
return props.filter(p => !!p);
return props.filter(p => !!p)
}

View File

@ -14,10 +14,10 @@
"url": "https://www.uberwald.me/gitea/public/bol",
"license": "LICENSE.txt",
"flags": {},
"version": "1.5.0",
"version": "10.0.0",
"templateVersion": 10,
"minimumCoreVersion": "0.8.6",
"compatibleCoreVersion": "9",
"minimumCoreVersion": "10",
"compatibleCoreVersion": "10",
"scripts": [],
"esmodules": [
"module/bol.js"
@ -182,8 +182,8 @@
"system": [],
"dependencies": [],
"socket": true,
"manifest": "https://www.uberwald.me/gitea/public/bol/raw/master/system.json",
"download": "https://www.uberwald.me/gitea/public/bol/archive/bol-v1.5.0.zip",
"manifest": "https://www.uberwald.me/gitea/public/bol/raw/v10/system.json",
"download": "https://www.uberwald.me/gitea/public/bol/archive/bol-v10.0.0.zip",
"protected": false,
"background": "images/map_lemurie.webp",
"gridDistance": 1.5,

View File

@ -137,7 +137,7 @@
},
"character": {
"templates": [ "base" ],
"type": "player",
"chartype": "player",
"villainy": false,
"bougette": {
"state": "nomoney"
@ -157,7 +157,7 @@
},
"encounter": {
"templates": [ "base" ],
"type": "tough",
"chartype": "tough",
"villainy": false,
"size": "",
"environment": ""

View File

@ -12,14 +12,14 @@
<li class="item flexrow" data-item-id="{{item._id}}">
<div class="item-image" ><img src="{{item.img}}" title="{{item.name}}"/></div>
<h4 class="item-name flex2">{{#if ../weapon}}<a class="rollable" data-roll-type="weapon">{{/if}}{{item.name}}{{#if ../weapon}}</a>{{/if}}</h4>
{{#if ../protection}}<div class="item-field"><a class="rollable" data-roll-type="protection">{{item.data.properties.soak.formula}}</a> / {{item.data.properties.soak.value}}</div>{{/if}}
{{#if ../blocking}}<div class="item-field">{{item.data.properties.blocking.malus}}</div>{{/if}}
{{#if ../protection}}<div class="item-field"><a class="rollable" data-roll-type="protection">{{item.system.properties.soak.formula}}</a> / {{item.data.properties.soak.value}}</div>{{/if}}
{{#if ../blocking}}<div class="item-field">{{item.system.properties.blocking.malus}}</div>{{/if}}
{{#if ../weapon}}<div class="item-field"><a class="rollable" data-roll-type="damage">
{{item.data.properties.damage}}+{{item.data.properties.damageModifiers}} x{{item.data.properties.damageMultiplier}}
{{item.system.properties.damage}}+{{item.system.properties.damageModifiers}}x{{item.system.properties.damageMultiplier}}
</a></div>{{/if}}
{{#if ../ranged}}<div class="item-field">{{item.data.properties.range}}</div>{{else}}<div class="item-field"></div>{{/if}}
{{#if ../ranged}}<div class="item-field">{{item.system.properties.range}}</div>{{else}}<div class="item-field"></div>{{/if}}
{{#if ../options}}<div class="item-field">
{{#if item.data.properties.activated}}
{{#if item.system.properties.activated}}
<a class="toggle-fight-option">{{localize "BOL.ui.toactivated"}}</a>
{{else}}
<a class="toggle-fight-option">{{localize "BOL.ui.todeactivated"}}</a>

View File

@ -40,7 +40,7 @@
</li>
</ol>
{{editor content=data.details.biography target="data.details.biography" button=true owner=owner
{{editor details.biography target="system.details.biography" button=true owner=owner
editable=editable}}
<ol class="items-list">
@ -49,4 +49,4 @@ editable=editable}}
<div class="item-field flex1 right"></div>
</li>
</ol>
{{editor content=data.details.notes target="data.details.notes" button=true owner=owner editable=editable}}
{{editor details.notes target="system.details.notes" button=true owner=owner editable=editable}}

View File

@ -21,10 +21,10 @@
<li class="item flexrow" data-item-id="{{item._id}}">
<div class="item-image {{#if ../weapon}}roll-weapon{{/if}}"><img src="{{item.img}}" title="{{item.name}}"/></div>
<h4 class="item-name flex2"><a class="item-edit">{{item.name}}</a></h4>
{{#if ../protection}}<div class="item-field">{{item.data.properties.soak.value}}</div>{{/if}}
{{#if ../blocking}}<div class="item-field">{{item.data.properties.blocking.malus}}</div>{{/if}}
{{#if ../weapon}}<div class="item-field">{{item.data.properties.damage}}</div>{{/if}}
{{#if ../ranged}}<div class="item-field">{{item.data.properties.range}}</div>{{else}}<div class="item-field"></div>{{/if}}
{{#if ../protection}}<div class="item-field">{{item.system.properties.soak.value}}</div>{{/if}}
{{#if ../blocking}}<div class="item-field">{{item.system.properties.blocking.malus}}</div>{{/if}}
{{#if ../weapon}}<div class="item-field">{{item.system.properties.damage}}</div>{{/if}}
{{#if ../ranged}}<div class="item-field">{{item.system.properties.range}}</div>{{else}}<div class="item-field"></div>{{/if}}
</li>
{{/each}}
</ol>

View File

@ -13,7 +13,7 @@
{{localize "BOL.ui.money"}}
</h4>
<select class="field-value" name="data.bougette.state" data-dtype="String">
{{#select data.bougette.state}}
{{#select system.bougette.state}}
{{#each config.bougetteState as |value id|}}
<option value="{{id}}">{{localize value}}</option>
{{/each}}
@ -39,26 +39,26 @@
<a class="item-edit">{{item.name}}</a>
</h4>
<div class="item-field flex2 center">
{{#if item.data.properties.equipable}}
{{#if item.system.properties.equipable}}
<span class="item-field" style="font-size: smaller; font-style: italic; color:#4b4a44">{{localize (concat
"BOL.equipmentSlots." item.data.properties.slot)}}</span>
"BOL.equipmentSlots." item.system.properties.slot)}}</span>
{{/if}}
</div>
<div class="item-field group-btns flex1 center">
{{#if item.data.properties.stackable}}
<a class="inc-dec-btns" data-operator="minus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
{{#if item.system.properties.stackable}}
<a class="inc-dec-btns" data-operator="minus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.data.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
<a class="inc-dec-btns" data-operator="plus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
{{/if}}
</div>
<div class="item-field flex1 center">
<span class="item-field">{{item.data.price}}</span>
<span class="item-field">{{item.system.price}}</span>
</div>
<div class="item-field flex1 center">
{{#if data.properties.equipable}}
{{#if data.worn}}
{{#if system.properties.equipable}}
{{#if system.worn}}
<span class="item-field"><a class="item-control item-equip" title="{{localize " BOL.ui.unequip"}}"><i
class="fas fa-shield-alt"></i></a></span>
{{else}}
@ -92,32 +92,32 @@
<a class="item-edit">{{item.name}}</a>
</h4>
<div class="item-field flex2 center">
{{#if item.data.properties.equipable}}
{{#if item.system.properties.equipable}}
<span class="item-field" style="font-size: smaller; font-style: italic; color:#4b4a44">{{localize (concat
"BOL.equipmentSlots." item.data.properties.slot)}}</span>
"BOL.equipmentSlots." item.system.properties.slot)}}</span>
{{/if}}
</div>
<div class="item-field flex2 center">
{{#if item.data.properties.equipable}}
{{#if item.system.properties.equipable}}
<span class="item-field"
style="font-size: smaller; font-style: italic; color:#4b4a44">{{data.properties.soak.formula}}</span>
style="font-size: smaller; font-style: italic; color:#4b4a44">{{system.properties.soak.formula}}</span>
{{/if}}
</div>
<div class="item-field group-btns flex1 center">
{{#if item.data.properties.stackable}}
<a class="inc-dec-btns" data-operator="minus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.data.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
{{#if item.system.properties.stackable}}
<a class="inc-dec-btns" data-operator="minus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.system.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
{{/if}}
</div>
<div class="item-field flex1 center">
<span class="item-field">{{item.data.price}}</span>
<span class="item-field">{{item.system.price}}</span>
</div>
<div class="item-field flex1 center">
{{#if data.properties.equipable}}
{{#if data.worn}}
{{#if system.properties.equipable}}
{{#if system.worn}}
<span class="item-field"><a class="item-control item-equip" title="{{localize " BOL.ui.unequip"}}"><i
class="fas fa-shield-alt"></i></a></span>
{{else}}
@ -150,26 +150,26 @@
<a class="item-edit">{{item.name}}</a>
</h4>
<div class="item-field flex2 center">
{{#if item.data.properties.equipable}}
{{#if item.system.properties.equipable}}
<span class="item-field" style="font-size: smaller; font-style: italic; color:#4b4a44">{{localize (concat
"BOL.equipmentSlots." item.data.properties.slot)}}</span>
"BOL.equipmentSlots." item.system.properties.slot)}}</span>
{{/if}}
</div>
<div class="item-field group-btns flex1 center">
{{#if item.data.properties.stackable}}
<a class="inc-dec-btns" data-operator="minus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.data.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
{{#if item.system.properties.stackable}}
<a class="inc-dec-btns" data-operator="minus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.system.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
{{/if}}
</div>
<div class="item-field flex1 center">
<span class="item-field">{{item.data.price}}</span>
<span class="item-field">{{item.system.price}}</span>
</div>
<div class="item-field flex1 center">
{{#if data.properties.equipable}}
{{#if data.worn}}
{{#if system.properties.equipable}}
{{#if system.worn}}
<span class="item-field"><a class="item-control item-equip" title="{{localize " BOL.ui.unequip"}}"><i
class="fas fa-shield-alt"></i></a></span>
{{else}}
@ -202,26 +202,26 @@
<a class="item-edit">{{item.name}}</a>
</h4>
<div class="item-field flex2 center">
{{#if item.data.properties.equipable}}
{{#if item.system.properties.equipable}}
<span class="item-field" style="font-size: smaller; font-style: italic; color:#4b4a44">{{localize (concat
"BOL.equipmentSlots." item.data.properties.slot)}}</span>
"BOL.equipmentSlots." item.system.properties.slot)}}</span>
{{/if}}
</div>
<div class="item-field group-btns flex1 center">
{{#if item.data.properties.stackable}}
<a class="inc-dec-btns" data-operator="minus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.data.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
<a class="system-dec-btns" data-operator="minus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.system.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
{{/if}}
</div>
<div class="item-field flex1 center">
<span class="item-field">{{item.data.price}}</span>
<span class="item-field">{{item.system.price}}</span>
</div>
<div class="item-field flex1 center">
{{#if data.properties.equipable}}
{{#if data.worn}}
{{#if system.properties.equipable}}
{{#if system.worn}}
<span class="item-field"><a class="item-control item-equip" title="{{localize " BOL.ui.unequip"}}"><i
class="fas fa-shield-alt"></i></a></span>
{{else}}
@ -256,24 +256,24 @@
<div class="item-field flex2 center">
{{#if item.data.properties.equipable}}
<span class="item-field" style="font-size: smaller; font-style: italic; color:#4b4a44">{{localize (concat
"BOL.equipmentSlots." item.data.properties.slot)}}</span>
"BOL.equipmentSlots." item.system.properties.slot)}}</span>
{{/if}}
</div>
<div class="item-field group-btns flex1 center">
{{#if item.data.properties.stackable}}
<a class="inc-dec-btns" data-operator="minus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.data.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
{{#if item.system.properties.stackable}}
<a class="inc-dec-btns" data-operator="minus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.system.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
{{/if}}
</div>
<div class="item-field flex1 center">
<span class="item-field">{{item.data.price}}</span>
<span class="item-field">{{item.system.price}}</span>
</div>
<div class="item-field flex1 center">
{{#if data.properties.equipable}}
{{#if data.worn}}
{{#if system.properties.equipable}}
{{#if system.worn}}
<span class="item-field"><a class="item-control item-equip" title="{{localize " BOL.ui.unequip"}}"><i
class="fas fa-shield-alt"></i></a></span>
{{else}}
@ -306,26 +306,26 @@
<a class="item-edit">{{item.name}}</a>
</h4>
<div class="item-field flex2 center">
{{#if item.data.properties.equipable}}
{{#if item.system.properties.equipable}}
<span class="item-field" style="font-size: smaller; font-style: italic; color:#4b4a44">{{localize (concat
"BOL.equipmentSlots." item.data.properties.slot)}}</span>
"BOL.equipmentSlots." item.system.properties.slot)}}</span>
{{/if}}
</div>
<div class="item-field group-btns flex1 center">
{{#if item.data.properties.stackable}}
<a class="inc-dec-btns" data-operator="minus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.data.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
<a class="inc-dec-btns" data-operator="minus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.system.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
{{/if}}
</div>
<div class="item-field flex1 center">
<span class="item-field">{{item.data.price}}</span>
<span class="item-field">{{item.system.price}}</span>
</div>
<div class="item-field flex1 center">
{{#if data.properties.equipable}}
{{#if data.worn}}
{{#if system.properties.equipable}}
{{#if system.worn}}
<span class="item-field"><a class="item-control item-equip" title="{{localize " BOL.ui.unequip"}}"><i
class="fas fa-shield-alt"></i></a></span>
{{else}}
@ -358,26 +358,26 @@
<a class="item-edit">{{item.name}}</a>
</h4>
<div class="item-field flex2 center">
{{#if item.data.properties.equipable}}
{{#if item.system.properties.equipable}}
<span class="item-field" style="font-size: smaller; font-style: italic; color:#4b4a44">{{localize (concat
"BOL.equipmentSlots." item.data.properties.slot)}}</span>
"BOL.equipmentSlots." item.system.properties.slot)}}</span>
{{/if}}
</div>
<div class="item-field group-btns flex1 center">
{{#if item.data.properties.stackable}}
<a class="inc-dec-btns" data-operator="minus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.data.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="data.quantity" data-incr="1" data-min="0"
data-max="{{item.data.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
{{#if item.system.properties.stackable}}
<a class="inc-dec-btns" data-operator="minus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.system.quantity}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="system.quantity" data-incr="1" data-min="0"
data-max="{{item.system.properties.stacksize}}"><i class="fas fa-plus-square"></i></a>
{{/if}}
</div>
<div class="item-field flex1 center">
<span class="item-field">{{item.data.price}}</span>
<span class="item-field">{{item.system.price}}</span>
</div>
<div class="item-field flex1 center">
{{#if data.properties.equipable}}
{{#if data.worn}}
{{#if system.properties.equipable}}
{{#if system.worn}}
<span class="item-field"><a class="item-control item-equip" title="{{localize " BOL.ui.unequip"}}"><i
class="fas fa-shield-alt"></i></a></span>
{{else}}

View File

@ -16,18 +16,18 @@
</h4>
<div class="item-field group-btns center flex2">
{{#if (equals key "careers")}}
<a class="inc-dec-btns" data-operator="minus" data-target="data.rank" data-incr="1" data-min="0" data-max="5"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.data.rank}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="data.rank" data-incr="1" data-min="0" data-max="5"><i class="fas fa-plus-square"></i></a>
<a class="inc-dec-btns" data-operator="minus" data-target="system.rank" data-incr="1" data-min="0" data-max="5"><i class="fas fa-minus-square"></i></a>&nbsp;
<span class="item-field">{{item.system.rank}}</span>&nbsp;
<a class="inc-dec-btns" data-operator="plus" data-target="system.rank" data-incr="1" data-min="0" data-max="5"><i class="fas fa-plus-square"></i></a>
<span class="item-field">&nbsp;&nbsp;</span>&nbsp;
<span class="tooltip-container">
<span class="stat-roll rollable" title="XP" data-roll-type="careerxp" data-key="{{key}}">
<i class="xp-next fas fa-arrow-up"></i></span>
<span class="tooltiptext">
{{#if (eq data.rank 0)}}
{{#if (eq system.rank 0)}}
1 XP
{{else}}
{{add data.rank 1}} XP
{{add system.rank 1}} XP
{{/if}}
</span>
</span>

View File

@ -1,5 +1,5 @@
<div class="attributes flexrow">
{{#each data.attributes as |attribute id|}}
{{#each attributes as |attribute id|}}
<div class="attribute stat flex1 flex-group-center {{key}}">
<label class="stat-label"><a class="rollable" data-roll-type="attribute" data-roll="2d6+@attributes.{{key}}.value" data-adv="0" data-key="{{key}}">{{localize label}}</a></label><br/>
<input class="stat-value rounded" type="text" name="data.attributes.{{key}}.value" value="{{numberFormat value decimals=0 sign=true}}" data-dtype="Number"/><br/>
@ -22,7 +22,7 @@
</div>
<hr/>
<div class="aptitudes flexrow">
{{#each data.aptitudes as |aptitude id|}}
{{#each aptitudes as |aptitude id|}}
<div class="aptitude stat flex1 flex-group-center">
<label class="stat-label"><a class="rollable" data-roll-type="aptitude" data-roll="2d6+@aptitudes.{{key}}.value" data-adv="0" data-key="{{key}}">{{localize label}}</a></label><br/>
<input class="stat-value rounded-border" type="text" name="data.aptitudes.{{key}}.value" value="{{numberFormat value decimals=0 sign=true}}" data-dtype="Number"/><br/>

View File

@ -6,7 +6,7 @@
<div class="flex1 center cell">
<select class="flex1" name="career" id="career" data-type="String" multiple>
{{#each careers as | career id|}}
<option value="{{career.data.rank}}">{{career.name}} ({{numberFormat career.data.rank decimals=0 sign=true}})</option>
<option value="{{career.system.rank}}">{{career.name}} ({{numberFormat career.system.rank decimals=0 sign=true}})</option>
{{/each}}
</select>
</div>

View File

@ -18,7 +18,7 @@
<div class="flex1 center bg-darkred">
<label for="mod">{{localize 'BOL.ui.attackValue'}}</label>
</div>
<div class="flex1 center cell">{{weapon.data.data.properties.attackModifiers}}</div>
<div class="flex1 center cell">{{weapon.system.properties.attackModifiers}}</div>
</div>
<div class="flexrow roll-box" >

View File

@ -20,7 +20,7 @@
</div>
{{/if}}
{{editor content=data.description target="data.description" button=true owner=owner editable=editable}}
{{editor item.system.description target="system.description" button=true owner=owner editable=editable}}
</div>
<div class="tab properties" data-group="primary" data-tab="properties">
{{#if (eq item.type "item")}}

View File

@ -1,7 +1,7 @@
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.subtype"}}</label>
<select name="data.subtype" value="{{data.subtype}}" data-dtype="String">
{{#select data.subtype}}
<select name="system.subtype" value="{{item.system.subtype}}" data-dtype="String">
{{#select item.system.subtype}}
{{#each config.featureSubtypes as |item id|}}
<option value="{{id}}">{{localize item}}</option>
{{/each}}
@ -9,18 +9,18 @@
</select>
</div>
{{#if (equals data.subtype "career")}}
{{#if (equals item.system.subtype "career")}}
{{> "systems/bol/templates/item/parts/properties/feature/career-properties.hbs"}}
{{/if}}
{{#if (equals data.subtype "fightoption")}}
{{#if (equals item.system.subtype "fightoption")}}
{{> "systems/bol/templates/item/parts/properties/feature/fightoption-properties.hbs"}}
{{/if}}
{{!#if (equals data.subtype "race")}}
{{!> "systems/bol/templates/item/parts/properties/feature/race-properties.hbs"}}
{{!/if}}
{{#if (equals data.subtype "boon")}}
{{#if (equals item.system.subtype "boon")}}
{{> "systems/bol/templates/item/parts/properties/feature/boon-properties.hbs"}}
{{/if}}
{{#if (equals data.subtype "flaw")}}
{{#if (equals item.system.subtype "flaw")}}
{{> "systems/bol/templates/item/parts/properties/feature/flaw-properties.hbs"}}
{{/if}}

View File

@ -1,5 +1,5 @@
<h3 class="form-header">{{localize 'BOL.featureSubtypes.boon'}}</h3>
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.isbonusdice"}}</label>
<input class="field-value" type="checkbox" name="data.properties.isbonusdice" {{checked data.properties.isbonusdice}}>
<input class="field-value" type="checkbox" name="system.properties.isbonusdice" {{checked item.system.properties.isbonusdice}}>
</div>

View File

@ -1,17 +1,17 @@
<h3 class="form-header">{{localize 'BOL.featureSubtypes.career'}}</h3>
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.rank"}}</label>
<input type="text" name="data.rank" value="{{data.rank}}" data-dtype="Number"/>
<input type="text" name="system.rank" value="{{item.system.rank}}" data-dtype="Number"/>
</div>
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.isSorcerer"}}</label>
<input class="field-value" type="checkbox" name="data.properties.sorcerer" {{checked data.properties.sorcerer}}>
<input class="field-value" type="checkbox" name="item.system.properties.sorcerer" {{checked item.system.properties.sorcerer}}>
</div>
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.isAlchemist"}}</label>
<input class="field-value" type="checkbox" name="data.properties.alchemist" {{checked data.properties.alchemist}}>
<input class="field-value" type="checkbox" name="item.system.properties.alchemist" {{checked item.system.properties.alchemist}}>
</div>
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.isPriest"}}</label>
<input class="field-value" type="checkbox" name="data.properties.priest" {{checked data.properties.priest}}>
<input class="field-value" type="checkbox" name="item.system.properties.priest" {{checked item.system.properties.priest}}>
</div>

View File

@ -3,8 +3,8 @@
<div class="form-group">
<label class="property-label">{{localize "BOL.ui.fightOptionType"}}</label>
<div class="form-fields">
<select name="data.properties.fightoptiontype" data-dtype="String">
{{#select data.properties.fightoptiontype}}
<select name="item.system.properties.fightoptiontype" data-dtype="String">
{{#select item.system.properties.fightoptiontype}}
{{#each config.fightOptionTypes as |item id|}}
<option value="{{id}}">{{localize item}}</option>
{{/each}}
@ -14,6 +14,6 @@
</div>
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.activated"}}</label>
<input class="field-value" type="checkbox" name="data.properties.activated" {{checked data.properties.activated}}>
<input class="field-value" type="checkbox" name="system.properties.activated" {{checked item.system.properties.activated}}>
</div>

View File

@ -1,5 +1,5 @@
<h3 class="form-header">{{localize 'BOL.featureSubtypes.flaw'}}</h3>
<div class="property flexrow">
<label class="property-label">{{localize "BOL.ui.ismalusdice"}}</label>
<input class="field-value" type="checkbox" name="data.properties.ismalusdice" {{checked data.properties.ismalusdice}}>
<input class="field-value" type="checkbox" name="system.properties.ismalusdice" {{checked item.system.properties.ismalusdice}}>
</div>

View File

@ -1,8 +1,8 @@
<div class="form-group">
<label class="property-label">{{localize "BOL.ui.category"}}</label>
<div class="form-fields">
<select class="field-value" name="data.category" value="{{data.category}}" data-dtype="String">
{{#select data.category}}
<select class="field-value" name="system.category" value="{{item.system.category}}" data-dtype="String">
{{#select item.system.category}}
{{#each config.itemCategories as |item id|}}
<option value="{{id}}">{{localize item}}</option>
{{/each}}
@ -11,18 +11,18 @@
</div>
</div>
{{#if (eq data.category "equipment")}}
{{#if (eq item.system.category "equipment")}}
{{> "systems/bol/templates/item/parts/properties/item/equipment-properties.hbs"}}
{{/if}}
{{#if (eq data.category "capacity")}}
{{#if (eq item.system.category "capacity")}}
{{> "systems/bol/templates/item/parts/properties/item/capacity-properties.hbs"}}
{{/if}}
{{#if (eq data.category "vehicle")}}
{{#if (eq item.system.category "vehicle")}}
{{> "systems/bol/templates/item/parts/properties/item/vehicle-properties.hbs"}}
{{/if}}
{{#if (eq data.category "spell")}}
{{#if (eq item.system.category "spell")}}
{{> "systems/bol/templates/item/parts/properties/item/spell-properties.hbs"}}
{{/if}}
{{#if (eq data.category "alchemy")}}
{{#if (eq item.system.category "alchemy")}}
{{> "systems/bol/templates/item/parts/properties/item/alchemy-properties.hbs"}}
{{/if}}