Various enhancements + fixes
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This commit is contained in:
2025-04-12 00:18:45 +02:00
parent 84cc59c57d
commit edfb2105d3
66 changed files with 314 additions and 144 deletions

View File

@@ -42,6 +42,7 @@ export class TeDeumActorPJSheet extends ActorSheet {
providence: this.actor.prepareProvidence(),
arbreCompetences: this.actor.prepareArbreCompetences(),
equipements: this.actor.getEquipements(),
simples: this.actor.getSimples(),
armures: this.actor.getArmures(),
graces: this.actor.getGraces(),
blessures: this.actor.getBlessures(),
@@ -78,10 +79,10 @@ export class TeDeumActorPJSheet extends ActorSheet {
// Everything below here is only needed if the sheet is editable
if (!this.options.editable) return;
html.bind("keydown", function(e) { // Ignore Enter in actores sheet
if (e.keyCode === 13) return false;
});
});
// Update Inventory Item
html.find('.item-edit').click(ev => {
@@ -104,14 +105,14 @@ export class TeDeumActorPJSheet extends ActorSheet {
let caracKey = $(ev.currentTarget).data("carac-key")
this.actor.createEmbeddedDocuments('Item', [{ name: "Nouvelle " + dataType, type: dataType, system: {caracteristique: caracKey} }], { renderSheet: true })
})
html.find('.subactor-edit').click(ev => {
const li = $(ev.currentTarget).parents(".item");
let actorId = li.data("actor-id");
let actor = game.actors.get( actorId );
actor.sheet.render(true);
});
html.find('.subactor-delete').click(ev => {
const li = $(ev.currentTarget).parents(".item");
let actorId = li.data("actor-id");
@@ -129,7 +130,7 @@ export class TeDeumActorPJSheet extends ActorSheet {
html.find('.roll-competence').click((event) => {
let compId = $(event.currentTarget).data("comp-id")
this.actor.rollCompetence(compId)
});
});
html.find('.roll-arme').click((event) => {
const armeId = $(event.currentTarget).data("arme-id")
this.actor.rollArme(armeId)
@@ -138,24 +139,24 @@ export class TeDeumActorPJSheet extends ActorSheet {
const armeId = $(event.currentTarget).data("arme-id")
this.actor.rollDegatsArme(armeId)
});
html.find('.lock-unlock-sheet').click((event) => {
this.options.editScore = !this.options.editScore;
this.render(true);
});
});
html.find('.item-equip').click(ev => {
const li = $(ev.currentTarget).parents(".item");
this.actor.equipItem( li.data("item-id") );
this.render(true);
this.render(true);
});
html.find('.update-field').change(ev => {
const fieldName = $(ev.currentTarget).data("field-name");
let value = Number(ev.currentTarget.value);
this.actor.update( { [`${fieldName}`]: value } );
});
});
}
/* -------------------------------------------- */
/** @override */
setPosition(options = {}) {

View File

@@ -14,8 +14,8 @@ export class TeDeumActor extends Actor {
/**
* Override the create() function to provide additional SoS functionality.
*
* This overrided create() function adds initial items
* Namely: Basic skills, money,
* This overrided create() function adds initial items
* Namely: Basic skills, money,
*
* @param {Object} data Barebones actor data which this function adds onto.
* @param {Object} options (Unused) Additional options which customize the creation workflow.
@@ -64,7 +64,7 @@ export class TeDeumActor extends Actor {
super._preUpdate(changed, options, user);
}
getCompetenceScore(compName) {
let competence = this.items.find(item => item.type == "competence" && item.name.toLowerCase() == compName.toLowerCase())
if (competence) {
@@ -127,10 +127,10 @@ export class TeDeumActor extends Actor {
if (updates.length > 0) {
this.updateEmbeddedDocuments('Item', updates)
}
super._onUpdate(changed, options, userId);
}
/* -------------------------------------------- */
async _preCreate(data, options, user) {
await super._preCreate(data, options, user);
@@ -200,6 +200,11 @@ export class TeDeumActor extends Actor {
TeDeumUtility.sortArrayObjectsByName(comp)
return comp;
}
getSimples() {
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'simple') || [])
TeDeumUtility.sortArrayObjectsByName(comp)
return comp;
}
getArmures() {
let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'armure') || [])
TeDeumUtility.sortArrayObjectsByName(comp)
@@ -277,7 +282,7 @@ export class TeDeumActor extends Actor {
for (let bId in game.system.tedeum.config.blessures) {
let blessure = game.system.tedeum.config.blessures[bId]
if (diff >= blessure.degatsMin && diff <= blessure.degatsMax) {
// Create a new blessure object
// Create a new blessure object
let blessureObj = {
name: blessure.label,
type: "blessure",
@@ -305,7 +310,11 @@ export class TeDeumActor extends Actor {
c.key = key
c.name = game.system.tedeum.config.caracteristiques[key].label
c.generalqualite = game.system.tedeum.config.descriptionValeur[c.value].qualite
c.qualite = game.system.tedeum.config.descriptionValeur[c.value][key]
if (this.system.genre.toLowerCase() == "homme") {
c.qualite = game.system.tedeum.config.descriptionValeur[c.value][key]
} else {
c.qualite = game.system.tedeum.config.descriptionValeurFemme[c.value][key]
}
c.dice = game.system.tedeum.config.descriptionValeur[c.value].dice
c.negativeDice = game.system.tedeum.config.descriptionValeur[c.value].negativeDice
}
@@ -324,7 +333,11 @@ export class TeDeumActor extends Actor {
prepareProvidence() {
let providence = foundry.utils.deepClone(this.system.providence)
providence.name = "Providence"
providence.qualite = game.system.tedeum.config.providence[providence.value].labelM
if (this.system.genre.toLowerCase() == "homme") {
providence.qualite = game.system.tedeum.config.providence[providence.value].labelH
} else {
providence.qualite = game.system.tedeum.config.providence[providence.value].labelF
}
providence.dice = game.system.tedeum.config.providence[providence.value].diceValue
providence.description = "La Providence représente la Volonté Divine à l'œuvre pour guider ou sauver un être humain. Les PJ montent dans léchelle de la Providence en menant à bien leurs missions et en se montrant vertueux. Les points de Providence peuvent servir à augmenter temporairement une caractéris- tique, à modifier la gravité d'une blessure, et à résister au vieillissement. Chaque person- nage commence avec un score initial de 1 en Providence (au niveau Pauvre pécheur)."
return providence