feat(magic): reorder schools, fix Wu Xing aspect & power formula
- `magicOrder` ArrayField + ▲/▼ buttons for manual reordering
- Magic rolls use school's aspect for Wu Xing, not speciality's element
- Spell power: `difficulty × (aspectValue + freePowerLevels)` (not `successes × diff`)
- Prompt replaces `aspectspeciality`/`bonusmalusspeciality`/`heispend` with `freepowerlevels`
fix: code review issues
- combat.js: guard undefined `ids` in rollInitiative
- rolling.js: catch Dice So Nice promise, normalize French→English kungfu aspects
- weapon/armor/ingredient: `{ min: 0 }` on quantity
- character.js/npc.js: catch rollForActor fire-and-forget promises
- roll-actions.js/tinji-app.js: await ChatMessage.create
- sanhei.js: null guard on properties
- spell.js/kungfu.js: fix aspect name comments (French→English)
This commit is contained in:
@@ -2179,6 +2179,25 @@ section.npc .cde-neon-tabs .item.active {
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.cde-magic-toggle:hover i {
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color: #e2e8f4;
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}
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.cde-magic-order-btn {
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width: 20px;
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height: 20px;
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display: flex;
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align-items: center;
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justify-content: center;
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cursor: pointer;
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color: #7d94b8;
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border-radius: 3px;
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flex-shrink: 0;
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transition: color 0.12s, background 0.12s;
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}
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.cde-magic-order-btn i {
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font-size: 9px;
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}
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.cde-magic-order-btn:hover {
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color: #e2e8f4;
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background: rgba(38, 56, 83, 0.25);
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}
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.cde-magic-specialities {
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border-top: 1px solid #1a2436;
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padding: 4px 0;
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@@ -3523,6 +3542,12 @@ ol.item-list li.item .item-controls a.item-control:hover {
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color: var(--rr-accent, #e2e8f4);
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text-shadow: 0 0 12px var(--rr-accent, transparent);
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}
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.cde-roll-result .cde-rr-hero .cde-rr-spell-power .cde-rr-spell-power-formula {
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font-size: 10px;
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color: #7d94b8;
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margin: 2px 0;
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white-space: nowrap;
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}
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.cde-roll-result .cde-rr-hero .cde-rr-spell-power .cde-rr-spell-power-label {
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font-size: 9px;
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font-weight: 700;
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@@ -2253,6 +2253,23 @@ section.npc .cde-neon-tabs .item.active { color: @cde-supernatural; borde
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&:hover i { color: @cde-text; }
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}
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.cde-magic-order-btn {
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width: 20px;
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height: 20px;
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display: flex;
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align-items: center;
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justify-content: center;
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cursor: pointer;
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color: @cde-muted;
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border-radius: 3px;
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flex-shrink: 0;
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transition: color 0.12s, background 0.12s;
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i { font-size: 9px; }
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&:hover { color: @cde-text; background: fade(@cde-border-hi, 25%); }
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}
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// Specialities list
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.cde-magic-specialities {
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border-top: 1px solid @cde-border;
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@@ -3582,6 +3599,13 @@ ol.item-list {
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text-shadow: 0 0 12px var(--rr-accent, transparent);
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}
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.cde-rr-spell-power-formula {
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font-size: 10px;
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color: @cde-muted;
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margin: 2px 0;
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white-space: nowrap;
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}
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.cde-rr-spell-power-label {
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font-size: 9px;
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font-weight: 700;
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Vendored
+111
-70
@@ -774,9 +774,8 @@ var CharacterDataModel = class extends foundry.abstract.TypeDataModel {
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typeofthrow: numberField(0),
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aspectskill: numberField(0),
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bonusmalusskill: numberField(0),
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aspectspeciality: numberField(0),
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rolldifficulty: numberField(0),
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bonusmalusspeciality: numberField(0)
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freepowerlevels: numberField(0)
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})
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}),
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aspect: new fields.SchemaField({
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@@ -815,6 +814,10 @@ var CharacterDataModel = class extends foundry.abstract.TypeDataModel {
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nine: componentField(),
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zero: componentField()
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}),
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magicOrder: new fields.ArrayField(
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new fields.StringField({ required: true, nullable: false, initial: "" }),
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{ required: true, initial: [] }
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),
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magics: new fields.SchemaField({
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internalcinnabar: magicField(),
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alchemy: magicField(),
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@@ -931,7 +934,7 @@ var KungfuDataModel = class extends foundry.abstract.TypeDataModel {
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orientation: stringField("yin"),
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// yin | yang | yinyang
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aspect: stringField("metal"),
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// metal | eau | terre | feu | bois
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// metal | water | earth | fire | wood
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skill: stringField("kungfu"),
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// kungfu | rangedcombat
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speciality: stringField(""),
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@@ -957,7 +960,7 @@ var SpellDataModel = class extends foundry.abstract.TypeDataModel {
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description: htmlField(""),
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specialityname: stringField(""),
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associatedelement: stringField("metal"),
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// metal | eau | terre | feu | bois
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// metal | water | earth | fire | wood
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hei: stringField(""),
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realizationtimeritual: stringField(""),
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realizationtimeaccelerated: stringField(""),
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@@ -1012,7 +1015,7 @@ var WeaponDataModel = class extends foundry.abstract.TypeDataModel {
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// contact | courte | mediane | longue | extreme
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obtainLevel: intField(0, { min: 0, max: 5 }),
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obtainDifficulty: intField(0, { min: 0, max: 3 }),
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quantity: intField(1),
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quantity: intField(1, { min: 0 }),
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notes: htmlField("")
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};
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}
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@@ -1032,7 +1035,7 @@ var ArmorDataModel = class extends foundry.abstract.TypeDataModel {
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domain: stringField(""),
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obtainLevel: intField(0, { min: 0, max: 5 }),
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obtainDifficulty: intField(0, { min: 0, max: 3 }),
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quantity: intField(1),
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quantity: intField(1, { min: 0 }),
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notes: htmlField("")
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};
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}
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@@ -1078,7 +1081,7 @@ var IngredientDataModel = class extends foundry.abstract.TypeDataModel {
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school: stringField("all"),
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obtainLevel: intField(0, { min: 0, max: 5 }),
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obtainDifficulty: intField(0, { min: 0, max: 3 }),
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quantity: intField(1),
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quantity: intField(1, { min: 0 }),
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notes: htmlField("")
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};
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}
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@@ -1568,20 +1571,16 @@ async function showMagicPrompt(params) {
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aspectskill: Number(params.aspectskill ?? 0),
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bonusmalusskill: params.bonusmalusskill ?? 0,
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bonusauspiciousdice: params.bonusauspiciousdice ?? 0,
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aspectspeciality: Number(params.aspectspeciality ?? 0),
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rolldifficulty: params.rolldifficulty ?? 1,
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bonusmalusspeciality: params.bonusmalusspeciality ?? 0,
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heispend: params.heispend ?? 0,
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freepowerlevels: params.freepowerlevels ?? 0,
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typeofthrow: Number(params.typeofthrow ?? 0)
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},
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fields: [
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"aspectskill",
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"bonusmalusskill",
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"bonusauspiciousdice",
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"aspectspeciality",
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"rolldifficulty",
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"bonusmalusspeciality",
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"heispend",
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"freepowerlevels",
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"typeofthrow"
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]
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});
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@@ -1711,7 +1710,9 @@ async function rollForActor(actor, rollKey) {
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const kfSkill = kfItem.system.skill ?? "kungfu";
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numberofdice = sys.skills?.[kfSkill]?.value ?? 0;
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title = `${kfItem.name} [${game.i18n.localize(sys.skills?.[kfSkill]?.label ?? "CDE.KungFu")}]`;
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kfDefaultAspect = ASPECT_NAMES.indexOf(kfItem.system.aspect ?? "metal");
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const kfAspect = kfItem.system.aspect?.toLowerCase() ?? "metal";
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const ASPECT_NORMALIZE = { eau: "water", terre: "earth", feu: "fire", bois: "wood" };
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kfDefaultAspect = ASPECT_NAMES.indexOf(ASPECT_NORMALIZE[kfAspect] ?? kfAspect);
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if (kfDefaultAspect < 0) kfDefaultAspect = 0;
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break;
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}
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@@ -1813,7 +1814,10 @@ async function rollForActor(actor, rollKey) {
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d0: wpFaces[0]
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}, wpRoll, ROLL_MODES[wpThrowMode] ?? "roll");
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if (game.modules.get("dice-so-nice")?.active && wpMsg?.id) {
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await game.dice3d.waitFor3DAnimationByMessageID(wpMsg.id);
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try {
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await game.dice3d.waitFor3DAnimationByMessageID(wpMsg.id);
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} catch (_e) {
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}
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}
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if ((wpResults.loksyudice ?? 0) > 0) await updateLoksyuFromRoll(wpAspectName, wpFaces);
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if ((wpResults.tinjidice ?? 0) > 0) await updateTinjiFromRoll(wpResults.tinjidice);
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@@ -1846,14 +1850,6 @@ async function rollForActor(actor, rollKey) {
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if (kfDefaultAspect >= 0) {
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defaultAspect = kfDefaultAspect;
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}
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let defaultSpecialAspect = 0;
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if (isMagicSpecial && specialLibel) {
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const specialCfg = MAGICS?.[skillLibel]?.speciality?.[specialLibel];
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const aspectName = LABELELEMENT_TO_ASPECT[specialCfg?.labelelement];
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if (aspectName) {
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defaultSpecialAspect = ASPECT_NAMES.indexOf(aspectName);
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}
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}
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let params;
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if (isMagic) {
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params = await showMagicPrompt({
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@@ -1862,10 +1858,8 @@ async function rollForActor(actor, rollKey) {
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aspectskill: defaultAspect,
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bonusmalusskill: 0,
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bonusauspiciousdice: 0,
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aspectspeciality: defaultSpecialAspect,
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rolldifficulty: 1,
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bonusmalusspeciality: 0,
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heispend: 0,
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freepowerlevels: 0,
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typeofthrow: typeOfThrow
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});
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} else {
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@@ -1882,20 +1876,16 @@ async function rollForActor(actor, rollKey) {
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}
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if (!params) return;
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let aspectIndex, bonusMalus, bonusAuspicious, throwMode;
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let spellAspectIndex = null;
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let rollDifficulty = 1;
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if (isMagic) {
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const skillAspectIndex = Number(params.aspectskill ?? 0);
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spellAspectIndex = Number(params.aspectspeciality ?? skillAspectIndex);
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aspectIndex = skillAspectIndex;
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bonusMalus = Number(params.bonusmalusskill ?? 0);
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bonusAuspicious = Number(params.bonusauspiciousdice ?? 0);
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rollDifficulty = Math.max(1, Number(params.rolldifficulty ?? 1));
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throwMode = Number(params.typeofthrow ?? 0);
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const aspectDice = sys.aspect?.[ASPECT_NAMES[aspectIndex]]?.value ?? 0;
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const bonusSpec = Number(params.bonusmalusspeciality ?? 0);
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const heiDice = Number(params.heispend ?? 0);
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numberofdice = numberofdice + aspectDice + bonusMalus + 1 + bonusSpec + heiDice;
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numberofdice = numberofdice + aspectDice + bonusMalus + 1;
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} else {
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aspectIndex = Number(params.aspect ?? 0);
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bonusMalus = Number(params.bonusmalus ?? 0);
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@@ -1913,22 +1903,33 @@ async function rollForActor(actor, rollKey) {
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const roll = new Roll(`${numberofdice}d10`);
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await roll.evaluate();
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const rollModeKey = ROLL_MODES[throwMode] ?? "roll";
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const wuXingAspectName = spellAspectIndex !== null ? ASPECT_NAMES[spellAspectIndex] : ASPECT_NAMES[aspectIndex];
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let spellPower = null;
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let spellPowerAspectName = null;
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let spellPowerAspectValue = null;
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if (isMagic) {
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if (isMagicSpecial && specialLibel) {
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const specialCfg = MAGICS?.[skillLibel]?.speciality?.[specialLibel];
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const elemName = LABELELEMENT_TO_ASPECT[specialCfg?.labelelement];
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if (elemName) spellPowerAspectName = elemName;
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}
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if (!spellPowerAspectName) spellPowerAspectName = ASPECT_NAMES[aspectIndex];
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spellPowerAspectValue = sys.aspect?.[spellPowerAspectName]?.value ?? 0;
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const freePowerLevels = Number(params.freepowerlevels ?? 0);
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spellPower = rollDifficulty * (spellPowerAspectValue + freePowerLevels);
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}
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const wuXingAspectName = ASPECT_NAMES[aspectIndex];
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const allResults = roll.dice[0]?.results ?? [];
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const faces = countFaces(allResults);
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const results = computeWuXingResults(faces, wuXingAspectName, bonusAuspicious);
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if (!results) return;
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const spellPower = isMagic ? results.successesdice * rollDifficulty : null;
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const modParts = [];
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if (isMagic) {
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const bm = Number(params.bonusmalusskill ?? 0);
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const bs = Number(params.bonusmalusspeciality ?? 0);
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const hs = Number(params.heispend ?? 0);
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const ba = Number(params.bonusauspiciousdice ?? 0);
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const fp = Number(params.freepowerlevels ?? 0);
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if (bm !== 0) modParts.push(`${bm > 0 ? "+" : ""}${bm} ${game.i18n.localize("CDE.BonusMalus")}`);
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if (bs !== 0) modParts.push(`${bs > 0 ? "+" : ""}${bs} ${game.i18n.localize("CDE.SpellBonus")}`);
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if (ba !== 0) modParts.push(`+${ba} ${game.i18n.localize("CDE.BonusAuspiciousDice")}`);
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if (hs !== 0) modParts.push(`${hs} ${game.i18n.localize("CDE.HeiSpend")}`);
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if (fp !== 0) modParts.push(`+${fp} ${game.i18n.localize("CDE.FreePowerLevels")}`);
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if (rollDifficulty !== 1) modParts.push(`\xD7${rollDifficulty} ${game.i18n.localize("CDE.RollDifficulty")}`);
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} else {
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const bm = Number(params.bonusmalus ?? 0);
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@@ -1948,6 +1949,9 @@ async function rollForActor(actor, rollKey) {
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modifiersText: modParts.length ? modParts.join(" \xB7 ") : "",
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// Spell power (magic only)
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spellPower,
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spellPowerAspectLabel: spellPowerAspectName ? game.i18n.localize(ASPECT_LABELS[spellPowerAspectName] ?? "") : "",
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spellPowerAspectValue,
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spellPowerFreeLevels: isMagic ? Number(params.freepowerlevels ?? 0) : 0,
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rollDifficulty: isMagic ? rollDifficulty : null,
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// Actor info
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actorName: actor.name ?? "",
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@@ -1968,7 +1972,10 @@ async function rollForActor(actor, rollKey) {
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d0: faces[0]
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}, roll, rollModeKey);
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if (game.modules.get("dice-so-nice")?.active && msg?.id) {
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await game.dice3d.waitFor3DAnimationByMessageID(msg.id);
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try {
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await game.dice3d.waitFor3DAnimationByMessageID(msg.id);
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} catch (_e) {
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}
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}
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if ((results.loksyudice ?? 0) > 0) await updateLoksyuFromRoll(wuXingAspectName, faces);
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if ((results.tinjidice ?? 0) > 0) await updateTinjiFromRoll(results.tinjidice);
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@@ -2064,9 +2071,13 @@ var CDEBaseActorSheet = class _CDEBaseActorSheet extends HandlebarsApplicationMi
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};
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// src/ui/sheets/actors/character.js
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var CDECharacterSheet = class extends CDEBaseActorSheet {
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var CDECharacterSheet = class _CDECharacterSheet extends CDEBaseActorSheet {
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static DEFAULT_OPTIONS = {
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classes: ["character"]
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classes: ["character"],
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actions: {
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moveMagicUp: _CDECharacterSheet.#onMoveMagicUp,
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moveMagicDown: _CDECharacterSheet.#onMoveMagicDown
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}
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};
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static PARTS = {
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main: { template: "systems/fvtt-chroniques-de-l-etrange/templates/actor/cde-character-sheet.html" }
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@@ -2089,25 +2100,35 @@ var CDECharacterSheet = class extends CDEBaseActorSheet {
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spellsByDiscipline[disc].push(spell);
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}
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const systemMagics = context.systemData.magics ?? {};
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context.magicsDisplay = Object.fromEntries(
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Object.entries(MAGICS).map(([magicKey, magicDef]) => {
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const magicData = systemMagics[magicKey] ?? {};
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return [
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magicKey,
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{
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value: magicData.value ?? 0,
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visible: magicData.visible ?? false,
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speciality: Object.fromEntries(
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Object.keys(magicDef.speciality).map((specKey) => [
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specKey,
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{ check: magicData.speciality?.[specKey]?.check ?? false }
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])
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),
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grimoire: spellsByDiscipline[magicKey] ?? []
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}
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];
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})
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);
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const magicEntries = Object.entries(MAGICS).map(([magicKey, magicDef]) => {
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const magicData = systemMagics[magicKey] ?? {};
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return [
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magicKey,
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{
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value: magicData.value ?? 0,
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visible: magicData.visible ?? false,
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speciality: Object.fromEntries(
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Object.keys(magicDef.speciality).map((specKey) => [
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specKey,
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{ check: magicData.speciality?.[specKey]?.check ?? false }
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])
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),
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grimoire: spellsByDiscipline[magicKey] ?? []
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}
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];
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});
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const order = context.systemData.magicOrder ?? [];
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if (order.length > 0) {
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magicEntries.sort((a, b) => {
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const ia = order.indexOf(a[0]);
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const ib = order.indexOf(b[0]);
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if (ia === -1 && ib === -1) return 0;
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if (ia === -1) return 1;
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if (ib === -1) return -1;
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return ia - ib;
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});
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}
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context.magicsDisplay = Object.fromEntries(magicEntries);
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return context;
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}
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_onRender(context, options) {
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@@ -2191,7 +2212,7 @@ var CDECharacterSheet = class extends CDEBaseActorSheet {
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cell.addEventListener("click", (event) => {
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event.preventDefault();
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const rollKey = cell.dataset.libelId;
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if (rollKey) rollForActor(this.document, rollKey);
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if (rollKey) rollForActor(this.document, rollKey)?.catch((err) => console.error("Roll failed:", err));
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});
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});
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}
|
||||
@@ -2205,6 +2226,26 @@ var CDECharacterSheet = class extends CDEBaseActorSheet {
|
||||
}).render(true);
|
||||
});
|
||||
}
|
||||
static async #onMoveMagicUp(event, target) {
|
||||
const key = target.dataset.magicKey;
|
||||
let order = this.document.system.magicOrder ?? [];
|
||||
if (!order.length) order = [...Object.keys(MAGICS)];
|
||||
else order = [...order];
|
||||
const idx = order.indexOf(key);
|
||||
if (idx <= 0) return;
|
||||
[order[idx - 1], order[idx]] = [order[idx], order[idx - 1]];
|
||||
await this.document.update({ "system.magicOrder": order });
|
||||
}
|
||||
static async #onMoveMagicDown(event, target) {
|
||||
const key = target.dataset.magicKey;
|
||||
let order = this.document.system.magicOrder ?? [];
|
||||
if (!order.length) order = [...Object.keys(MAGICS)];
|
||||
else order = [...order];
|
||||
const idx = order.indexOf(key);
|
||||
if (idx === -1 || idx >= order.length - 1) return;
|
||||
[order[idx], order[idx + 1]] = [order[idx + 1], order[idx]];
|
||||
await this.document.update({ "system.magicOrder": order });
|
||||
}
|
||||
#bindComponentRandomize() {
|
||||
const btn = this.element?.querySelector("[data-action='randomize-component']");
|
||||
if (!btn) return;
|
||||
@@ -2274,7 +2315,7 @@ var CDENpcSheet = class extends CDEBaseActorSheet {
|
||||
cell.addEventListener("click", (event) => {
|
||||
event.preventDefault();
|
||||
const rollKey = cell.dataset.libelId;
|
||||
if (rollKey) rollForActor(this.document, rollKey);
|
||||
if (rollKey) rollForActor(this.document, rollKey)?.catch((err) => console.error("Roll failed:", err));
|
||||
});
|
||||
});
|
||||
}
|
||||
@@ -2461,11 +2502,11 @@ var CDESanheiSheet = class extends CDEBaseItemSheet {
|
||||
async _prepareContext() {
|
||||
const context = await super._prepareContext();
|
||||
const enrich = (content) => foundry.applications.ux.TextEditor.implementation.enrichHTML(content ?? "", { async: true });
|
||||
const props = this.document.system.properties;
|
||||
context.prop1DescriptionHTML = await enrich(props.prop1.description);
|
||||
context.prop2DescriptionHTML = await enrich(props.prop2.description);
|
||||
context.prop3DescriptionHTML = await enrich(props.prop3.description);
|
||||
context.propFields = this.document.system.schema.fields.properties.fields;
|
||||
const props = this.document.system.properties ?? {};
|
||||
context.prop1DescriptionHTML = await enrich(props.prop1?.description);
|
||||
context.prop2DescriptionHTML = await enrich(props.prop2?.description);
|
||||
context.prop3DescriptionHTML = await enrich(props.prop3?.description);
|
||||
context.propFields = this.document.system.schema.fields.properties?.fields;
|
||||
return context;
|
||||
}
|
||||
};
|
||||
@@ -2673,7 +2714,7 @@ var CDETinjiApp = class _CDETinjiApp extends foundry.applications.api.Handlebars
|
||||
return;
|
||||
}
|
||||
await setTinjiValue(current - 1);
|
||||
ChatMessage.create({
|
||||
await ChatMessage.create({
|
||||
user: game.user.id,
|
||||
content: `<div class="cde-tinji-spend-msg">
|
||||
<i class="fas fa-star"></i>
|
||||
@@ -2692,7 +2733,7 @@ var CDECombat = class extends Combat {
|
||||
* for each selected combatant, then sync the result to the Combatant document.
|
||||
*/
|
||||
async rollInitiative(ids, options = {}) {
|
||||
const combatantIds = typeof ids === "string" ? [ids] : ids;
|
||||
const combatantIds = ids ? typeof ids === "string" ? [ids] : ids : this.combatants.map((c) => c.id);
|
||||
for (const id of combatantIds) {
|
||||
const combatant = this.combatants.get(id);
|
||||
if (!combatant) continue;
|
||||
@@ -2994,7 +3035,7 @@ async function _drawFromLoksyu(message, aspect, type, aspectLabel) {
|
||||
}
|
||||
const remain = entry.yin + entry.yang;
|
||||
const typeLabel = type === "success" ? game.i18n.localize("CDE.Successes") : game.i18n.localize("CDE.AuspiciousDie");
|
||||
ChatMessage.create({
|
||||
await ChatMessage.create({
|
||||
user: game.user.id,
|
||||
content: `<div class="cde-loksyu-draw-msg">
|
||||
<div class="cde-loksyu-draw-header">
|
||||
@@ -3020,7 +3061,7 @@ async function _spendTinjiPostRoll() {
|
||||
return;
|
||||
}
|
||||
await setTinjiValue(current - 1);
|
||||
ChatMessage.create({
|
||||
await ChatMessage.create({
|
||||
user: game.user.id,
|
||||
content: `<div class="cde-tinji-spend-msg">
|
||||
<span class="cde-tinji-icon">\u5929</span>
|
||||
|
||||
Vendored
+2
-2
File diff suppressed because one or more lines are too long
@@ -217,8 +217,11 @@
|
||||
"CDE.MsgMagic2": "s'élève à ",
|
||||
"CDE.MsgMagic3": ". La puissance à invoquer est de ",
|
||||
"CDE.MsgMagic4": ", si toutefois le sort est lancé avec succès.",
|
||||
"CDE.MoveUp": "Monter",
|
||||
"CDE.MoveDown": "Descendre",
|
||||
"CDE.NPCName": "Nom du PNJ",
|
||||
"CDE.FatSi": "Fat Si",
|
||||
"CDE.FreePowerLevels": "Niveaux de puissance gratuits",
|
||||
"CDE.PNJ": "PNJ",
|
||||
"CDE.Name": "Nom",
|
||||
"CDE.Necromancy": "Nécromancie",
|
||||
|
||||
@@ -122,9 +122,8 @@ export default class CharacterDataModel extends foundry.abstract.TypeDataModel {
|
||||
typeofthrow: numberField(0),
|
||||
aspectskill: numberField(0),
|
||||
bonusmalusskill: numberField(0),
|
||||
aspectspeciality: numberField(0),
|
||||
rolldifficulty: numberField(0),
|
||||
bonusmalusspeciality: numberField(0),
|
||||
freepowerlevels: numberField(0),
|
||||
}),
|
||||
}),
|
||||
aspect: new fields.SchemaField({
|
||||
@@ -163,6 +162,10 @@ export default class CharacterDataModel extends foundry.abstract.TypeDataModel {
|
||||
nine: componentField(),
|
||||
zero: componentField(),
|
||||
}),
|
||||
magicOrder: new fields.ArrayField(
|
||||
new fields.StringField({ required: true, nullable: false, initial: "" }),
|
||||
{ required: true, initial: [] }
|
||||
),
|
||||
magics: new fields.SchemaField({
|
||||
internalcinnabar: magicField(),
|
||||
alchemy: magicField(),
|
||||
|
||||
@@ -25,7 +25,7 @@ export default class ArmorDataModel extends foundry.abstract.TypeDataModel {
|
||||
domain: stringField(""),
|
||||
obtainLevel: intField(0, { min: 0, max: 5 }),
|
||||
obtainDifficulty: intField(0, { min: 0, max: 3 }),
|
||||
quantity: intField(1),
|
||||
quantity: intField(1, { min: 0 }),
|
||||
notes: htmlField(""),
|
||||
}
|
||||
}
|
||||
|
||||
@@ -24,7 +24,7 @@ export default class IngredientDataModel extends foundry.abstract.TypeDataModel
|
||||
school: stringField("all"),
|
||||
obtainLevel: intField(0, { min: 0, max: 5 }),
|
||||
obtainDifficulty: intField(0, { min: 0, max: 3 }),
|
||||
quantity: intField(1),
|
||||
quantity: intField(1, { min: 0 }),
|
||||
notes: htmlField(""),
|
||||
}
|
||||
}
|
||||
|
||||
@@ -30,7 +30,7 @@ export default class KungfuDataModel extends foundry.abstract.TypeDataModel {
|
||||
reference: stringField(""),
|
||||
description: htmlField(""),
|
||||
orientation: stringField("yin"), // yin | yang | yinyang
|
||||
aspect: stringField("metal"), // metal | eau | terre | feu | bois
|
||||
aspect: stringField("metal"), // metal | water | earth | fire | wood
|
||||
skill: stringField("kungfu"), // kungfu | rangedcombat
|
||||
speciality: stringField(""),
|
||||
style: stringField(""),
|
||||
|
||||
@@ -21,7 +21,7 @@ export default class SpellDataModel extends foundry.abstract.TypeDataModel {
|
||||
reference: stringField(""),
|
||||
description: htmlField(""),
|
||||
specialityname: stringField(""),
|
||||
associatedelement: stringField("metal"), // metal | eau | terre | feu | bois
|
||||
associatedelement: stringField("metal"), // metal | water | earth | fire | wood
|
||||
hei: stringField(""),
|
||||
realizationtimeritual: stringField(""),
|
||||
realizationtimeaccelerated: stringField(""),
|
||||
|
||||
@@ -30,7 +30,7 @@ export default class WeaponDataModel extends foundry.abstract.TypeDataModel {
|
||||
range: stringField("contact"), // contact | courte | mediane | longue | extreme
|
||||
obtainLevel: intField(0, { min: 0, max: 5 }),
|
||||
obtainDifficulty: intField(0, { min: 0, max: 3 }),
|
||||
quantity: intField(1),
|
||||
quantity: intField(1, { min: 0 }),
|
||||
notes: htmlField(""),
|
||||
}
|
||||
}
|
||||
|
||||
@@ -31,7 +31,9 @@ export class CDECombat extends Combat {
|
||||
* for each selected combatant, then sync the result to the Combatant document.
|
||||
*/
|
||||
async rollInitiative(ids, options = {}) {
|
||||
const combatantIds = typeof ids === "string" ? [ids] : ids
|
||||
const combatantIds = ids
|
||||
? (typeof ids === "string" ? [ids] : ids)
|
||||
: this.combatants.map(c => c.id)
|
||||
for (const id of combatantIds) {
|
||||
const combatant = this.combatants.get(id)
|
||||
if (!combatant) continue
|
||||
|
||||
@@ -105,7 +105,7 @@ export class CDETinjiApp extends foundry.applications.api.HandlebarsApplicationM
|
||||
return
|
||||
}
|
||||
await setTinjiValue(current - 1)
|
||||
ChatMessage.create({
|
||||
await ChatMessage.create({
|
||||
user: game.user.id,
|
||||
content: `<div class="cde-tinji-spend-msg">
|
||||
<i class="fas fa-star"></i>
|
||||
|
||||
@@ -177,7 +177,7 @@ async function _drawFromLoksyu(message, aspect, type, aspectLabel) {
|
||||
? game.i18n.localize("CDE.Successes")
|
||||
: game.i18n.localize("CDE.AuspiciousDie")
|
||||
|
||||
ChatMessage.create({
|
||||
await ChatMessage.create({
|
||||
user: game.user.id,
|
||||
content: `<div class="cde-loksyu-draw-msg">
|
||||
<div class="cde-loksyu-draw-header">
|
||||
@@ -207,7 +207,7 @@ async function _spendTinjiPostRoll() {
|
||||
return
|
||||
}
|
||||
await setTinjiValue(current - 1)
|
||||
ChatMessage.create({
|
||||
await ChatMessage.create({
|
||||
user: game.user.id,
|
||||
content: `<div class="cde-tinji-spend-msg">
|
||||
<span class="cde-tinji-icon">天</span>
|
||||
|
||||
+44
-47
@@ -164,19 +164,16 @@ async function showMagicPrompt(params) {
|
||||
title: params.title,
|
||||
template: MAGIC_PROMPT_TEMPLATE,
|
||||
data: {
|
||||
numberofdice: params.numberofdice ?? 0,
|
||||
aspectskill: Number(params.aspectskill ?? 0),
|
||||
bonusmalusskill: params.bonusmalusskill ?? 0,
|
||||
numberofdice: params.numberofdice ?? 0,
|
||||
aspectskill: Number(params.aspectskill ?? 0),
|
||||
bonusmalusskill: params.bonusmalusskill ?? 0,
|
||||
bonusauspiciousdice: params.bonusauspiciousdice ?? 0,
|
||||
aspectspeciality: Number(params.aspectspeciality ?? 0),
|
||||
rolldifficulty: params.rolldifficulty ?? 1,
|
||||
bonusmalusspeciality: params.bonusmalusspeciality ?? 0,
|
||||
heispend: params.heispend ?? 0,
|
||||
typeofthrow: Number(params.typeofthrow ?? 0),
|
||||
rolldifficulty: params.rolldifficulty ?? 1,
|
||||
freepowerlevels: params.freepowerlevels ?? 0,
|
||||
typeofthrow: Number(params.typeofthrow ?? 0),
|
||||
},
|
||||
fields: ["aspectskill", "bonusmalusskill", "bonusauspiciousdice",
|
||||
"aspectspeciality", "rolldifficulty", "bonusmalusspeciality",
|
||||
"heispend", "typeofthrow"],
|
||||
"rolldifficulty", "freepowerlevels", "typeofthrow"],
|
||||
})
|
||||
}
|
||||
|
||||
@@ -318,7 +315,9 @@ export async function rollForActor(actor, rollKey) {
|
||||
const kfSkill = kfItem.system.skill ?? "kungfu"
|
||||
numberofdice = sys.skills?.[kfSkill]?.value ?? 0
|
||||
title = `${kfItem.name} [${game.i18n.localize(sys.skills?.[kfSkill]?.label ?? "CDE.KungFu")}]`
|
||||
kfDefaultAspect = ASPECT_NAMES.indexOf(kfItem.system.aspect ?? "metal")
|
||||
const kfAspect = kfItem.system.aspect?.toLowerCase() ?? "metal"
|
||||
const ASPECT_NORMALIZE = { eau: "water", terre: "earth", feu: "fire", bois: "wood" }
|
||||
kfDefaultAspect = ASPECT_NAMES.indexOf(ASPECT_NORMALIZE[kfAspect] ?? kfAspect)
|
||||
if (kfDefaultAspect < 0) kfDefaultAspect = 0
|
||||
break
|
||||
}
|
||||
@@ -427,7 +426,7 @@ export async function rollForActor(actor, rollKey) {
|
||||
}, wpRoll, ROLL_MODES[wpThrowMode] ?? "roll")
|
||||
|
||||
if (game.modules.get("dice-so-nice")?.active && wpMsg?.id) {
|
||||
await game.dice3d.waitFor3DAnimationByMessageID(wpMsg.id)
|
||||
try { await game.dice3d.waitFor3DAnimationByMessageID(wpMsg.id) } catch (_e) { /* DSN not available */ }
|
||||
}
|
||||
// Auto-update Loksyu/TinJi singletons from weapon roll faces
|
||||
if ((wpResults.loksyudice ?? 0) > 0) await updateLoksyuFromRoll(wpAspectName, wpFaces)
|
||||
@@ -439,8 +438,7 @@ export async function rollForActor(actor, rollKey) {
|
||||
return
|
||||
}
|
||||
|
||||
// For magic rolls the prompt allows adding HEI dice, so don't block early.
|
||||
// For itemkungfu, allow 0 base dice (user can add bonus dice in the prompt).
|
||||
// For magic rolls / itemkungfu, allow 0 base dice (user can add bonus dice in the prompt).
|
||||
if (numberofdice <= 0 && typeLibel !== "aspect" && typeLibel !== "itemkungfu" && !isMagic) {
|
||||
ui.notifications.warn(game.i18n.localize("CDE.Error0"))
|
||||
return
|
||||
@@ -465,16 +463,6 @@ export async function rollForActor(actor, rollKey) {
|
||||
defaultAspect = kfDefaultAspect
|
||||
}
|
||||
|
||||
let defaultSpecialAspect = 0
|
||||
if (isMagicSpecial && specialLibel) {
|
||||
// Look up the speciality's element from the MAGICS config constant
|
||||
const specialCfg = MAGICS?.[skillLibel]?.speciality?.[specialLibel]
|
||||
const aspectName = LABELELEMENT_TO_ASPECT[specialCfg?.labelelement]
|
||||
if (aspectName) {
|
||||
defaultSpecialAspect = ASPECT_NAMES.indexOf(aspectName)
|
||||
}
|
||||
}
|
||||
|
||||
// ---- Show roll prompt ----
|
||||
let params
|
||||
|
||||
@@ -485,10 +473,8 @@ export async function rollForActor(actor, rollKey) {
|
||||
aspectskill: defaultAspect,
|
||||
bonusmalusskill: 0,
|
||||
bonusauspiciousdice: 0,
|
||||
aspectspeciality: defaultSpecialAspect,
|
||||
rolldifficulty: 1,
|
||||
bonusmalusspeciality: 0,
|
||||
heispend: 0,
|
||||
freepowerlevels: 0,
|
||||
typeofthrow: typeOfThrow,
|
||||
})
|
||||
} else {
|
||||
@@ -508,22 +494,18 @@ export async function rollForActor(actor, rollKey) {
|
||||
|
||||
// ---- Compute total dice and roll ----
|
||||
let aspectIndex, bonusMalus, bonusAuspicious, throwMode
|
||||
let spellAspectIndex = null // magic only: aspect of the speciality for Wu Xing
|
||||
let rollDifficulty = 1 // magic only: multiplier applied to successes
|
||||
let rollDifficulty = 1 // magic only: multiplier applied to successes
|
||||
|
||||
if (isMagic) {
|
||||
const skillAspectIndex = Number(params.aspectskill ?? 0)
|
||||
spellAspectIndex = Number(params.aspectspeciality ?? skillAspectIndex)
|
||||
aspectIndex = skillAspectIndex // used only for skill dice pool
|
||||
aspectIndex = skillAspectIndex // used for both dice pool and Wu Xing cycle
|
||||
bonusMalus = Number(params.bonusmalusskill ?? 0)
|
||||
bonusAuspicious = Number(params.bonusauspiciousdice ?? 0)
|
||||
rollDifficulty = Math.max(1, Number(params.rolldifficulty ?? 1))
|
||||
throwMode = Number(params.typeofthrow ?? 0)
|
||||
// magic: magic skill + aspect + bonuses + 1 (speciality base) + HEI spent
|
||||
const aspectDice = sys.aspect?.[ASPECT_NAMES[aspectIndex]]?.value ?? 0
|
||||
const bonusSpec = Number(params.bonusmalusspeciality ?? 0)
|
||||
const heiDice = Number(params.heispend ?? 0)
|
||||
numberofdice = numberofdice + aspectDice + bonusMalus + 1 + bonusSpec + heiDice
|
||||
numberofdice = numberofdice + aspectDice + bonusMalus + 1
|
||||
} else {
|
||||
aspectIndex = Number(params.aspect ?? 0)
|
||||
bonusMalus = Number(params.bonusmalus ?? 0)
|
||||
@@ -550,31 +532,43 @@ export async function rollForActor(actor, rollKey) {
|
||||
|
||||
const rollModeKey = ROLL_MODES[throwMode] ?? "roll"
|
||||
|
||||
// ---- Compute spell power (magic only) ----
|
||||
// Power = rollDifficulty × character aspect value for the speciality's
|
||||
// associated element (or the school's aspect for base magic rolls).
|
||||
let spellPower = null
|
||||
let spellPowerAspectName = null
|
||||
let spellPowerAspectValue = null
|
||||
if (isMagic) {
|
||||
if (isMagicSpecial && specialLibel) {
|
||||
const specialCfg = MAGICS?.[skillLibel]?.speciality?.[specialLibel]
|
||||
const elemName = LABELELEMENT_TO_ASPECT[specialCfg?.labelelement]
|
||||
if (elemName) spellPowerAspectName = elemName
|
||||
}
|
||||
if (!spellPowerAspectName) spellPowerAspectName = ASPECT_NAMES[aspectIndex]
|
||||
spellPowerAspectValue = sys.aspect?.[spellPowerAspectName]?.value ?? 0
|
||||
const freePowerLevels = Number(params.freepowerlevels ?? 0)
|
||||
spellPower = rollDifficulty * (spellPowerAspectValue + freePowerLevels)
|
||||
}
|
||||
|
||||
// ---- Compute Wu Xing results ----
|
||||
// For magic rolls, the spell's aspect (aspectspeciality) governs the Wu Xing
|
||||
// cycle (which faces count as successes/auspicious/etc.), not the skill aspect.
|
||||
const wuXingAspectName = spellAspectIndex !== null
|
||||
? ASPECT_NAMES[spellAspectIndex]
|
||||
: ASPECT_NAMES[aspectIndex]
|
||||
// The Wu Xing cycle always uses the roll's aspect (skill aspect for magic,
|
||||
// skill/resource aspect otherwise) to determine which faces count as
|
||||
// successes/auspicious/etc.
|
||||
const wuXingAspectName = ASPECT_NAMES[aspectIndex]
|
||||
const allResults = roll.dice[0]?.results ?? []
|
||||
const faces = countFaces(allResults)
|
||||
const results = computeWuXingResults(faces, wuXingAspectName, bonusAuspicious)
|
||||
if (!results) return
|
||||
|
||||
// For magic, successesdice × rollDifficulty = spell power
|
||||
const spellPower = isMagic ? results.successesdice * rollDifficulty : null
|
||||
|
||||
// ---- Build modifier summary text ----
|
||||
const modParts = []
|
||||
if (isMagic) {
|
||||
const bm = Number(params.bonusmalusskill ?? 0)
|
||||
const bs = Number(params.bonusmalusspeciality ?? 0)
|
||||
const hs = Number(params.heispend ?? 0)
|
||||
const ba = Number(params.bonusauspiciousdice ?? 0)
|
||||
const fp = Number(params.freepowerlevels ?? 0)
|
||||
if (bm !== 0) modParts.push(`${bm > 0 ? "+" : ""}${bm} ${game.i18n.localize("CDE.BonusMalus")}`)
|
||||
if (bs !== 0) modParts.push(`${bs > 0 ? "+" : ""}${bs} ${game.i18n.localize("CDE.SpellBonus")}`)
|
||||
if (ba !== 0) modParts.push(`+${ba} ${game.i18n.localize("CDE.BonusAuspiciousDice")}`)
|
||||
if (hs !== 0) modParts.push(`${hs} ${game.i18n.localize("CDE.HeiSpend")}`)
|
||||
if (fp !== 0) modParts.push(`+${fp} ${game.i18n.localize("CDE.FreePowerLevels")}`)
|
||||
if (rollDifficulty !== 1) modParts.push(`×${rollDifficulty} ${game.i18n.localize("CDE.RollDifficulty")}`)
|
||||
} else {
|
||||
const bm = Number(params.bonusmalus ?? 0)
|
||||
@@ -596,6 +590,9 @@ export async function rollForActor(actor, rollKey) {
|
||||
modifiersText: modParts.length ? modParts.join(" · ") : "",
|
||||
// Spell power (magic only)
|
||||
spellPower,
|
||||
spellPowerAspectLabel: spellPowerAspectName ? game.i18n.localize(ASPECT_LABELS[spellPowerAspectName] ?? "") : "",
|
||||
spellPowerAspectValue,
|
||||
spellPowerFreeLevels: isMagic ? Number(params.freepowerlevels ?? 0) : 0,
|
||||
rollDifficulty: isMagic ? rollDifficulty : null,
|
||||
// Actor info
|
||||
actorName: actor.name ?? "",
|
||||
@@ -610,7 +607,7 @@ export async function rollForActor(actor, rollKey) {
|
||||
|
||||
// ---- Wait for Dice So Nice animation ----
|
||||
if (game.modules.get("dice-so-nice")?.active && msg?.id) {
|
||||
await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
|
||||
try { await game.dice3d.waitFor3DAnimationByMessageID(msg.id) } catch (_e) { /* DSN not available */ }
|
||||
}
|
||||
|
||||
// ---- Auto-update Loksyu / TinJi singletons ----
|
||||
|
||||
@@ -19,6 +19,10 @@ import { CDEBaseActorSheet } from "./base.js"
|
||||
export class CDECharacterSheet extends CDEBaseActorSheet {
|
||||
static DEFAULT_OPTIONS = {
|
||||
classes: ["character"],
|
||||
actions: {
|
||||
moveMagicUp: CDECharacterSheet.#onMoveMagicUp,
|
||||
moveMagicDown: CDECharacterSheet.#onMoveMagicDown,
|
||||
},
|
||||
}
|
||||
|
||||
static PARTS = {
|
||||
@@ -48,25 +52,35 @@ export class CDECharacterSheet extends CDEBaseActorSheet {
|
||||
|
||||
// Build magicsDisplay: only include the 5 relevant specialities per magic type + grimoire
|
||||
const systemMagics = context.systemData.magics ?? {}
|
||||
context.magicsDisplay = Object.fromEntries(
|
||||
Object.entries(MAGICS).map(([magicKey, magicDef]) => {
|
||||
const magicData = systemMagics[magicKey] ?? {}
|
||||
return [
|
||||
magicKey,
|
||||
{
|
||||
value: magicData.value ?? 0,
|
||||
visible: magicData.visible ?? false,
|
||||
speciality: Object.fromEntries(
|
||||
Object.keys(magicDef.speciality).map((specKey) => [
|
||||
specKey,
|
||||
{ check: magicData.speciality?.[specKey]?.check ?? false },
|
||||
])
|
||||
),
|
||||
grimoire: spellsByDiscipline[magicKey] ?? [],
|
||||
},
|
||||
]
|
||||
const magicEntries = Object.entries(MAGICS).map(([magicKey, magicDef]) => {
|
||||
const magicData = systemMagics[magicKey] ?? {}
|
||||
return [
|
||||
magicKey,
|
||||
{
|
||||
value: magicData.value ?? 0,
|
||||
visible: magicData.visible ?? false,
|
||||
speciality: Object.fromEntries(
|
||||
Object.keys(magicDef.speciality).map((specKey) => [
|
||||
specKey,
|
||||
{ check: magicData.speciality?.[specKey]?.check ?? false },
|
||||
])
|
||||
),
|
||||
grimoire: spellsByDiscipline[magicKey] ?? [],
|
||||
},
|
||||
]
|
||||
})
|
||||
const order = context.systemData.magicOrder ?? []
|
||||
if (order.length > 0) {
|
||||
magicEntries.sort((a, b) => {
|
||||
const ia = order.indexOf(a[0])
|
||||
const ib = order.indexOf(b[0])
|
||||
if (ia === -1 && ib === -1) return 0
|
||||
if (ia === -1) return 1
|
||||
if (ib === -1) return -1
|
||||
return ia - ib
|
||||
})
|
||||
)
|
||||
}
|
||||
context.magicsDisplay = Object.fromEntries(magicEntries)
|
||||
|
||||
return context
|
||||
}
|
||||
@@ -155,7 +169,7 @@ export class CDECharacterSheet extends CDEBaseActorSheet {
|
||||
cell.addEventListener("click", (event) => {
|
||||
event.preventDefault()
|
||||
const rollKey = cell.dataset.libelId
|
||||
if (rollKey) rollForActor(this.document, rollKey)
|
||||
if (rollKey) rollForActor(this.document, rollKey)?.catch(err => console.error("Roll failed:", err))
|
||||
})
|
||||
})
|
||||
}
|
||||
@@ -171,6 +185,28 @@ export class CDECharacterSheet extends CDEBaseActorSheet {
|
||||
})
|
||||
}
|
||||
|
||||
static async #onMoveMagicUp(event, target) {
|
||||
const key = target.dataset.magicKey
|
||||
let order = this.document.system.magicOrder ?? []
|
||||
if (!order.length) order = [...Object.keys(MAGICS)]
|
||||
else order = [...order]
|
||||
const idx = order.indexOf(key)
|
||||
if (idx <= 0) return
|
||||
[order[idx - 1], order[idx]] = [order[idx], order[idx - 1]]
|
||||
await this.document.update({ "system.magicOrder": order })
|
||||
}
|
||||
|
||||
static async #onMoveMagicDown(event, target) {
|
||||
const key = target.dataset.magicKey
|
||||
let order = this.document.system.magicOrder ?? []
|
||||
if (!order.length) order = [...Object.keys(MAGICS)]
|
||||
else order = [...order]
|
||||
const idx = order.indexOf(key)
|
||||
if (idx === -1 || idx >= order.length - 1) return
|
||||
[order[idx], order[idx + 1]] = [order[idx + 1], order[idx]]
|
||||
await this.document.update({ "system.magicOrder": order })
|
||||
}
|
||||
|
||||
#bindComponentRandomize() {
|
||||
const btn = this.element?.querySelector("[data-action='randomize-component']")
|
||||
if (!btn) return
|
||||
|
||||
@@ -50,7 +50,7 @@ export class CDENpcSheet extends CDEBaseActorSheet {
|
||||
cell.addEventListener("click", (event) => {
|
||||
event.preventDefault()
|
||||
const rollKey = cell.dataset.libelId
|
||||
if (rollKey) rollForActor(this.document, rollKey)
|
||||
if (rollKey) rollForActor(this.document, rollKey)?.catch(err => console.error("Roll failed:", err))
|
||||
})
|
||||
})
|
||||
}
|
||||
|
||||
@@ -26,11 +26,11 @@ export class CDESanheiSheet extends CDEBaseItemSheet {
|
||||
async _prepareContext() {
|
||||
const context = await super._prepareContext()
|
||||
const enrich = (content) => foundry.applications.ux.TextEditor.implementation.enrichHTML(content ?? "", { async: true })
|
||||
const props = this.document.system.properties
|
||||
context.prop1DescriptionHTML = await enrich(props.prop1.description)
|
||||
context.prop2DescriptionHTML = await enrich(props.prop2.description)
|
||||
context.prop3DescriptionHTML = await enrich(props.prop3.description)
|
||||
context.propFields = this.document.system.schema.fields.properties.fields
|
||||
const props = this.document.system.properties ?? {}
|
||||
context.prop1DescriptionHTML = await enrich(props.prop1?.description)
|
||||
context.prop2DescriptionHTML = await enrich(props.prop2?.description)
|
||||
context.prop3DescriptionHTML = await enrich(props.prop3?.description)
|
||||
context.propFields = this.document.system.schema.fields.properties?.fields
|
||||
return context
|
||||
}
|
||||
}
|
||||
|
||||
@@ -81,6 +81,14 @@
|
||||
title="{{ localize 'CDE.Roll' }} {{getMagicLabel key}}">
|
||||
<i class="fas fa-dice-d10"></i>
|
||||
</a>
|
||||
<a class="cde-magic-order-btn" data-action="moveMagicUp" data-magic-key="{{key}}"
|
||||
title="{{ localize 'CDE.MoveUp' }}">
|
||||
<i class="fas fa-chevron-up"></i>
|
||||
</a>
|
||||
<a class="cde-magic-order-btn" data-action="moveMagicDown" data-magic-key="{{key}}"
|
||||
title="{{ localize 'CDE.MoveDown' }}">
|
||||
<i class="fas fa-chevron-down"></i>
|
||||
</a>
|
||||
<label class="cde-magic-toggle" title="{{ localize 'CDE.PracticeSpecialty' }}">
|
||||
<input type="checkbox" name="system.magics.{{key}}.visible" {{checked magic.visible}} />
|
||||
<i class="fas {{#if magic.visible}}fa-chevron-up{{else}}fa-chevron-down{{/if}}"></i>
|
||||
|
||||
@@ -30,6 +30,7 @@
|
||||
{{#if spellPower}}
|
||||
<div class="cde-rr-spell-power">
|
||||
<span class="cde-rr-spell-power-count">{{spellPower}}</span>
|
||||
<span class="cde-rr-spell-power-formula">{{spellPowerAspectLabel}} ({{spellPowerAspectValue}}{{#if spellPowerFreeLevels}} + {{spellPowerFreeLevels}}{{/if}}) × {{rollDifficulty}}</span>
|
||||
<span class="cde-rr-spell-power-label">{{ localize "CDE.SpellPower" }}</span>
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
@@ -54,16 +54,6 @@
|
||||
<div class="cde-roll-section cde-roll-section--separator">
|
||||
<p class="cde-roll-section-title">② {{ localize "CDE.TwoPowerOfSpell" }}</p>
|
||||
<div class="cde-roll-fields">
|
||||
<div class="cde-roll-field">
|
||||
<label>{{ localize "CDE.AspectSpeciality" }}</label>
|
||||
<select name="aspectspeciality">
|
||||
<option value="0" {{#if (eq aspectspeciality 0)}}selected{{/if}}>{{ localize "CDE.Metal" }}</option>
|
||||
<option value="1" {{#if (eq aspectspeciality 1)}}selected{{/if}}>{{ localize "CDE.Water" }}</option>
|
||||
<option value="2" {{#if (eq aspectspeciality 2)}}selected{{/if}}>{{ localize "CDE.Earth" }}</option>
|
||||
<option value="3" {{#if (eq aspectspeciality 3)}}selected{{/if}}>{{ localize "CDE.Fire" }}</option>
|
||||
<option value="4" {{#if (eq aspectspeciality 4)}}selected{{/if}}>{{ localize "CDE.Wood" }}</option>
|
||||
</select>
|
||||
</div>
|
||||
<div class="cde-roll-field">
|
||||
<label>{{ localize "CDE.RollDifficulty" }} (×)</label>
|
||||
<select name="rolldifficulty">
|
||||
@@ -75,32 +65,17 @@
|
||||
</select>
|
||||
</div>
|
||||
<div class="cde-roll-field">
|
||||
<label>{{ localize "CDE.BonusMalus" }}</label>
|
||||
<select name="bonusmalusspeciality">
|
||||
<option value="-5" {{#if (eq bonusmalusspeciality -5)}}selected{{/if}}>−5 dés</option>
|
||||
<option value="-4" {{#if (eq bonusmalusspeciality -4)}}selected{{/if}}>−4 dés</option>
|
||||
<option value="-3" {{#if (eq bonusmalusspeciality -3)}}selected{{/if}}>−3 dés</option>
|
||||
<option value="-2" {{#if (eq bonusmalusspeciality -2)}}selected{{/if}}>−2 dés</option>
|
||||
<option value="-1" {{#if (eq bonusmalusspeciality -1)}}selected{{/if}}>−1 dé</option>
|
||||
<option value="0" {{#if (eq bonusmalusspeciality 0)}}selected{{/if}}>0 (aucun)</option>
|
||||
<option value="1" {{#if (eq bonusmalusspeciality 1)}}selected{{/if}}>+1 dé</option>
|
||||
<option value="2" {{#if (eq bonusmalusspeciality 2)}}selected{{/if}}>+2 dés</option>
|
||||
<option value="3" {{#if (eq bonusmalusspeciality 3)}}selected{{/if}}>+3 dés</option>
|
||||
<option value="4" {{#if (eq bonusmalusspeciality 4)}}selected{{/if}}>+4 dés</option>
|
||||
<option value="5" {{#if (eq bonusmalusspeciality 5)}}selected{{/if}}>+5 dés</option>
|
||||
</select>
|
||||
</div>
|
||||
<div class="cde-roll-field">
|
||||
<label>{{ localize "CDE.HeiSpend" }}</label>
|
||||
<select name="heispend">
|
||||
<option value="0" {{#if (eq heispend 0)}}selected{{/if}}>0 Hei</option>
|
||||
<option value="1" {{#if (eq heispend 1)}}selected{{/if}}>1 Hei</option>
|
||||
<option value="2" {{#if (eq heispend 2)}}selected{{/if}}>2 Hei</option>
|
||||
<option value="3" {{#if (eq heispend 3)}}selected{{/if}}>3 Hei</option>
|
||||
<option value="4" {{#if (eq heispend 4)}}selected{{/if}}>4 Hei</option>
|
||||
<option value="5" {{#if (eq heispend 5)}}selected{{/if}}>5 Hei</option>
|
||||
<label>{{ localize "CDE.FreePowerLevels" }}</label>
|
||||
<select name="freepowerlevels">
|
||||
<option value="0" {{#if (eq freepowerlevels 0)}}selected{{/if}}>0</option>
|
||||
<option value="1" {{#if (eq freepowerlevels 1)}}selected{{/if}}>+1</option>
|
||||
<option value="2" {{#if (eq freepowerlevels 2)}}selected{{/if}}>+2</option>
|
||||
<option value="3" {{#if (eq freepowerlevels 3)}}selected{{/if}}>+3</option>
|
||||
<option value="4" {{#if (eq freepowerlevels 4)}}selected{{/if}}>+4</option>
|
||||
<option value="5" {{#if (eq freepowerlevels 5)}}selected{{/if}}>+5</option>
|
||||
</select>
|
||||
</div>
|
||||
|
||||
</div>
|
||||
<p class="cde-roll-hint"><i>{{ localize "CDE.DoNotModify" }}</i></p>
|
||||
</div>
|
||||
|
||||
Reference in New Issue
Block a user