Utilisation de constant pour le systeme
This commit is contained in:
@ -1,3 +1,4 @@
|
||||
import { SYSTEM_RDD } from "./constants.js";
|
||||
|
||||
const rddStatusEffects = [
|
||||
{ rdd: true, id: 'stun', label: 'EFFECT.StatusStunned', icon: 'icons/svg/stoned.svg', "duration.rounds": 1 },
|
||||
@ -21,7 +22,7 @@ export class StatusEffects {
|
||||
static onReady() {
|
||||
const rddStatusIds = rddStatusEffects.map(it => it.id);
|
||||
const defaultStatusEffectIds = CONFIG.statusEffects.map(it => it.id);
|
||||
game.settings.register("foundryvtt-reve-de-dragon", "use-status-effects", {
|
||||
game.settings.register(SYSTEM_RDD, "use-status-effects", {
|
||||
name: "use-status-effects",
|
||||
scope: "world",
|
||||
config: false,
|
||||
@ -29,7 +30,7 @@ export class StatusEffects {
|
||||
type: String
|
||||
});
|
||||
|
||||
game.settings.registerMenu("foundryvtt-reve-de-dragon", "select-status-effect", {
|
||||
game.settings.registerMenu(SYSTEM_RDD, "select-status-effect", {
|
||||
name: "Choisir les effets disponibles",
|
||||
label: "Choix des effets",
|
||||
hint: "Ouvre la fenêtre de sélection des effets/status appliqués aux acteurs",
|
||||
@ -58,13 +59,13 @@ export class StatusEffects {
|
||||
}
|
||||
|
||||
static _getUseStatusEffects() {
|
||||
const setting = game.settings.get("foundryvtt-reve-de-dragon", "use-status-effects");
|
||||
const setting = game.settings.get(SYSTEM_RDD, "use-status-effects");
|
||||
return setting ? new Set(setting.split(',')) : new Set();
|
||||
}
|
||||
|
||||
static _setUseStatusEffects(useStatusEffects) {
|
||||
if (game.user.isGM) {
|
||||
game.settings.set("foundryvtt-reve-de-dragon", "use-status-effects", StatusEffects._toSetting(useStatusEffects));
|
||||
game.settings.set(SYSTEM_RDD, "use-status-effects", StatusEffects._toSetting(useStatusEffects));
|
||||
}
|
||||
|
||||
for (let effect of CONFIG.RDD.allEffects) {
|
||||
|
Reference in New Issue
Block a user