refactor: extract inline HTML to templates, split oversized files, fix bugs
- Extract all inline HTML from JS into 21 Handlebars templates (chat/, dialogs/, ui/) - Split utils.mjs (1507) into barrel + helpers.mjs, combat.mjs, d30.mjs - Split roll.mjs (1632) into barrel + roll-base.mjs, roll-prompt.mjs, roll-combat.mjs, roll-damage.mjs - Split lethal-fantasy.mjs (1426) into bootstrap + chat-reaction.mjs - Fix: missing async on injectDiceTray (free-roll.mjs:29 SyntaxError) - Fix: weapon._id fallback for deserialized chat-message weapon objects - Fix: missing await on rollModifier.evaluate() calls in roll-combat.mjs - Fix: choices→choicesList ReferenceError in utils.mjs - Fix: add 12 missing i18n keys (chooseWeapon, chooseSave, attackRoll, etc.) - Fix: restore sideLabel in bonus-die-select.hbs - Clean: remove dead messageContent param, console.log→log() - Style: barrel files preserve existing import paths
This commit is contained in:
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,183 @@
|
||||
import { SYSTEM } from "../config/system.mjs"
|
||||
export { log } from "./helpers.mjs"
|
||||
|
||||
export function hasD30Reroll(d30Message) {
|
||||
return d30Message?.type === "mulligan"
|
||||
}
|
||||
|
||||
/**
|
||||
* Process D30 bonus dice for attack or defense.
|
||||
* Rolls and applies bonus dice BEFORE grit/luck/shield decisions.
|
||||
* For `choice` type results (D30=20, 30), shows dialog to choose between bonus dice and special effect.
|
||||
* For `bonus_dice` type results (D30=27, 2, 3), auto-rolls the dice.
|
||||
* @param {Object|null} d30Message The D30 result object
|
||||
* @param {"attack"|"defense"} side Whether processing the attack or defense side
|
||||
* @param {number|null} naturalRoll The natural D20 roll (for special strike type detection)
|
||||
* @param {Object} actor The actor (for dice3d display)
|
||||
* @returns {Promise<{modifier: number, specialEffect: string|null, specialName: string|null}>}
|
||||
*/
|
||||
export async function processD30BonusDice(d30Message, side, naturalRoll = null, actor = null, canDialog = true) {
|
||||
if (!d30Message) return { modifier: 0, specialEffect: null, specialName: null }
|
||||
|
||||
const validTargets = side === "attack" ? ["attack", "spell_attack"] : ["defense", "spell_defense"]
|
||||
|
||||
// ── Simple bonus_dice type ── auto-roll if target matches
|
||||
if (d30Message.type === "bonus_dice") {
|
||||
if (!validTargets.includes(d30Message.target)) return { modifier: 0, specialEffect: null, specialName: null }
|
||||
const modifier = await _rollD30BonusDie(d30Message.dice, actor, !canDialog)
|
||||
return { modifier, specialEffect: null, specialName: null }
|
||||
}
|
||||
|
||||
// ── Choice type ── present all options to the player
|
||||
if (d30Message.type === "choice") {
|
||||
// If we can't show dialogs (wrong client), skip — the primary client
|
||||
// will communicate its choice result via socket. Auto-rolling here
|
||||
// would give a different modifier on each client, causing divergence.
|
||||
if (!canDialog) {
|
||||
return { modifier: 0, specialEffect: null, specialName: null }
|
||||
}
|
||||
|
||||
const buttons = d30Message.choices.map(c => {
|
||||
let label
|
||||
let icon
|
||||
if (c.type === "bonus_dice") {
|
||||
label = `Roll ${c.dice.toUpperCase()} and add to ${side}`
|
||||
icon = "fa-solid fa-dice"
|
||||
} else if (c.type === "special_strike") {
|
||||
label = _buildSpecialLabel(c, naturalRoll)
|
||||
icon = "fa-solid fa-star"
|
||||
} else if (c.type === "special_defense") {
|
||||
label = _buildSpecialLabel(c, naturalRoll)
|
||||
icon = "fa-solid fa-shield-halved"
|
||||
} else {
|
||||
label = c.type.replace(/_/g, " ").replace(/\b\w/g, l => l.toUpperCase())
|
||||
icon = "fa-solid fa-question"
|
||||
}
|
||||
return {
|
||||
action: c.type,
|
||||
type: "button",
|
||||
label,
|
||||
icon,
|
||||
callback: () => c
|
||||
}
|
||||
})
|
||||
|
||||
const choice = await foundry.applications.api.DialogV2.wait({
|
||||
window: { title: "D30 Special — Choose Effect" },
|
||||
classes: ["lethalfantasy"],
|
||||
content: await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/dialogs/d30-special-choice.hbs", {
|
||||
description: d30Message.description
|
||||
}),
|
||||
buttons,
|
||||
rejectClose: false
|
||||
})
|
||||
|
||||
if (!choice) return { modifier: 0, specialEffect: null, specialName: null }
|
||||
|
||||
if (choice.type === "bonus_dice") {
|
||||
const modifier = await _rollD30BonusDie(choice.dice, actor)
|
||||
return { modifier, specialEffect: null, specialName: null }
|
||||
}
|
||||
|
||||
if (choice.type === "special_strike" || choice.type === "special_defense") {
|
||||
return { modifier: 0, specialEffect: "auto", specialName: _buildSpecialName(choice, naturalRoll) }
|
||||
}
|
||||
|
||||
// Non-standard choice (spell_calamity, etc.) — report it
|
||||
return { modifier: 0, specialEffect: "flag", specialName: choice.type }
|
||||
}
|
||||
|
||||
// ── Combo type (bleed / internal injury) — flag for wound creation
|
||||
if (d30Message.type === "combo") {
|
||||
const hasBleed = d30Message.effects?.some(e => e.type === "bleed" || e.type === "internal_injury")
|
||||
if (hasBleed) {
|
||||
return { modifier: 0, specialEffect: "bleed", specialName: "Bleeding/Internal Injury" }
|
||||
}
|
||||
}
|
||||
|
||||
// ── Damage multiplier type (2x/3x damage before DR)
|
||||
if (d30Message.type === "damage_multiplier") {
|
||||
return { modifier: 0, specialEffect: "damageMultiplier", specialName: `x${d30Message.multiplier} Damage`, multiplier: d30Message.multiplier }
|
||||
}
|
||||
|
||||
// ── DR multiplier type (2x/3x DR including shield)
|
||||
if (d30Message.type === "dr_multiplier") {
|
||||
return { modifier: 0, specialEffect: "drMultiplier", specialName: `x${d30Message.multiplier} DR`, multiplier: d30Message.multiplier }
|
||||
}
|
||||
|
||||
return { modifier: 0, specialEffect: null, specialName: null }
|
||||
}
|
||||
|
||||
/**
|
||||
* Roll a D30 bonus die and show with 3D dice if available.
|
||||
* @param {string} formula Dice formula (e.g. "D6", "D12", "D20E")
|
||||
* @param {Object} actor Actor for chat message speaker
|
||||
* @returns {Promise<number>} The roll total
|
||||
*/
|
||||
export async function _rollD30BonusDie(formula, actor, silent = false) {
|
||||
const cleaned = formula.replace(/NE$/i, "").replace("E", "")
|
||||
const roll = new Roll(cleaned)
|
||||
await roll.evaluate()
|
||||
if (game?.dice3d) {
|
||||
await game.dice3d.showForRoll(roll, game.user, true)
|
||||
}
|
||||
if (!silent) {
|
||||
await ChatMessage.create({
|
||||
content: await foundry.applications.handlebars.renderTemplate("systems/fvtt-lethal-fantasy/templates/chat/reaction-message.hbs", {type:"d30BonusRoll", formula: cleaned.toUpperCase(), value: roll.total}),
|
||||
speaker: ChatMessage.getSpeaker({ actor })
|
||||
})
|
||||
}
|
||||
return roll.total
|
||||
}
|
||||
|
||||
/**
|
||||
* Build a human-readable label for a special strike/defense choice in the D30 prompt.
|
||||
* @param {Object} specialChoice The choice object with type and options
|
||||
* @param {number|null} naturalRoll The natural D20 roll
|
||||
* @returns {string} Display label
|
||||
*/
|
||||
export function _buildSpecialLabel(specialChoice, naturalRoll) {
|
||||
if (specialChoice.type === "special_strike") {
|
||||
if (specialChoice.options.includes("lethal")) {
|
||||
if (naturalRoll === 20) return "Lethal Strike (auto-hit)"
|
||||
if (naturalRoll >= 16 && naturalRoll <= 19) return "Vital Strike (auto-hit)"
|
||||
return "Lethal/Vital Strike (auto-hit)"
|
||||
}
|
||||
if (specialChoice.options.includes("vicious")) return "Vicious Strike (auto-hit)"
|
||||
return "Special Strike (auto-hit)"
|
||||
}
|
||||
if (specialChoice.type === "special_defense") {
|
||||
if (specialChoice.options.includes("perfect_spell")) return "Perfect Spell Defense (auto-block)"
|
||||
if (specialChoice.options.includes("flawless")) return "Flawless Defense (auto-block)"
|
||||
if (specialChoice.options.includes("legendary")) return "Legendary Defense (auto-block)"
|
||||
if (specialChoice.options.includes("perfect")) return "Perfect Defense (auto-block)"
|
||||
return "Special Defense (auto-block)"
|
||||
}
|
||||
return "Special Effect"
|
||||
}
|
||||
|
||||
/**
|
||||
* Build the special effect name based on the D30 result and natural roll.
|
||||
* @param {Object} specialChoice The choice object with type and options
|
||||
* @param {number|null} naturalRoll The natural D20 roll
|
||||
* @returns {string} The special effect name
|
||||
*/
|
||||
export function _buildSpecialName(specialChoice, naturalRoll) {
|
||||
if (specialChoice.type === "special_strike") {
|
||||
if (specialChoice.options.includes("lethal")) {
|
||||
if (naturalRoll === 20) return "Lethal Strike"
|
||||
if (naturalRoll >= 16 && naturalRoll <= 19) return "Vital Strike"
|
||||
return "Lethal/Vital Strike"
|
||||
}
|
||||
if (specialChoice.options.includes("vicious")) return "Vicious Strike"
|
||||
return "Special Strike"
|
||||
}
|
||||
if (specialChoice.type === "special_defense") {
|
||||
if (specialChoice.options.includes("perfect_spell")) return "Perfect Spell Defense"
|
||||
if (specialChoice.options.includes("flawless")) return "Flawless Defense"
|
||||
if (specialChoice.options.includes("legendary")) return "Legendary Defense"
|
||||
if (specialChoice.options.includes("perfect")) return "Perfect Defense"
|
||||
return "Special Defense"
|
||||
}
|
||||
return "Special Effect"
|
||||
}
|
||||
@@ -0,0 +1,303 @@
|
||||
import { SYSTEM } from "../config/system.mjs"
|
||||
|
||||
export function log(...args) {
|
||||
if (game?.settings?.get(game.system.id, "debug")) {
|
||||
console.log(...args)
|
||||
}
|
||||
}
|
||||
|
||||
export async function loadCompendiumData(compendium) {
|
||||
const pack = game.packs.get(compendium)
|
||||
return await pack?.getDocuments() ?? []
|
||||
}
|
||||
|
||||
export async function loadCompendium(compendium, filter = item => true) {
|
||||
let compendiumData = await loadCompendiumData(compendium)
|
||||
return compendiumData.filter(filter)
|
||||
}
|
||||
|
||||
export function pushCombatOptions(html, options) {
|
||||
options.push({ name: "Reset Progression", condition: true, icon: '<i class="fas fa-rotate-right"></i>', callback: target => { game.combat.resetProgression(target.data('combatant-id')); } })
|
||||
}
|
||||
|
||||
export function setHookListeners() {
|
||||
|
||||
Hooks.on('renderTokenHUD', async (hud, html, data) => {
|
||||
if (html.querySelector(".lethal-hp-loss-hud")) return
|
||||
// The token/actor is on the HUD application instance, not the third param.
|
||||
// hud.token / hud.object gives the Token (PlaceableObject), which has .actor.
|
||||
const hudActor = hud.token?.actor ?? hud.object?.actor
|
||||
if (!hudActor) return
|
||||
// HP Loss Button (existing)
|
||||
const lossHPButton = await foundry.applications.handlebars.renderTemplate('systems/fvtt-lethal-fantasy/templates/loss-hp-hud.hbs', {})
|
||||
$(html).find('div.left').append(lossHPButton);
|
||||
$(html).find('img.lethal-hp-loss-hud').click((event) => {
|
||||
event.preventDefault();
|
||||
let hpMenu = $(html).find('.hp-loss-wrap')[0]
|
||||
if (hpMenu.classList.contains("hp-loss-hud-disabled")) {
|
||||
$(html).find('.hp-loss-wrap')[0].classList.add('hp-loss-hud-active');
|
||||
$(html).find('.hp-loss-wrap')[0].classList.remove('hp-loss-hud-disabled');
|
||||
$(html).find('.hp-loss-wrap')[1].classList.add('hp-loss-hud-active');
|
||||
$(html).find('.hp-loss-wrap')[1].classList.remove('hp-loss-hud-disabled');
|
||||
$(html).find('.hp-loss-wrap')[2].classList.add('hp-loss-hud-active');
|
||||
$(html).find('.hp-loss-wrap')[2].classList.remove('hp-loss-hud-disabled');
|
||||
} else {
|
||||
$(html).find('.hp-loss-wrap')[0].classList.remove('hp-loss-hud-active');
|
||||
$(html).find('.hp-loss-wrap')[0].classList.add('hp-loss-hud-disabled');
|
||||
$(html).find('.hp-loss-wrap')[1].classList.remove('hp-loss-hud-active');
|
||||
$(html).find('.hp-loss-wrap')[1].classList.add('hp-loss-hud-disabled');
|
||||
$(html).find('.hp-loss-wrap')[2].classList.remove('hp-loss-hud-active');
|
||||
$(html).find('.hp-loss-wrap')[2].classList.add('hp-loss-hud-disabled');
|
||||
}
|
||||
})
|
||||
$(html).find('.loss-hp-hud-click').click(async (event) => {
|
||||
event.preventDefault();
|
||||
let hpLoss = event.currentTarget.dataset.hpValue;
|
||||
await hudActor.applyDamage(Number(hpLoss));
|
||||
$(html).find('.hp-loss-wrap')[0].classList.remove('hp-loss-hud-active');
|
||||
$(html).find('.hp-loss-wrap')[0].classList.add('hp-loss-hud-disabled');
|
||||
$(html).find('.hp-loss-wrap')[1].classList.remove('hp-loss-hud-active');
|
||||
$(html).find('.hp-loss-wrap')[1].classList.add('hp-loss-hud-disabled');
|
||||
$(html).find('.hp-loss-wrap')[2].classList.remove('hp-loss-hud-active');
|
||||
$(html).find('.hp-loss-wrap')[2].classList.add('hp-loss-hud-disabled');
|
||||
})
|
||||
|
||||
// HP Gain Button (new)
|
||||
const gainHPButton = await foundry.applications.handlebars.renderTemplate('systems/fvtt-lethal-fantasy/templates/gain-hp-hud.hbs', {})
|
||||
$(html).find('div.left').append(gainHPButton);
|
||||
$(html).find('img.lethal-hp-gain-hud').click((event) => {
|
||||
event.preventDefault();
|
||||
let hpMenu = $(html).find('.hp-gain-wrap')[0]
|
||||
if (hpMenu.classList.contains("hp-gain-hud-disabled")) {
|
||||
$(html).find('.hp-gain-wrap')[0].classList.add('hp-gain-hud-active');
|
||||
$(html).find('.hp-gain-wrap')[0].classList.remove('hp-gain-hud-disabled');
|
||||
$(html).find('.hp-gain-wrap')[1].classList.add('hp-gain-hud-active');
|
||||
$(html).find('.hp-gain-wrap')[1].classList.remove('hp-gain-hud-disabled');
|
||||
$(html).find('.hp-gain-wrap')[2].classList.add('hp-gain-hud-active');
|
||||
$(html).find('.hp-gain-wrap')[2].classList.remove('hp-gain-hud-disabled');
|
||||
} else {
|
||||
$(html).find('.hp-gain-wrap')[0].classList.remove('hp-gain-hud-active');
|
||||
$(html).find('.hp-gain-wrap')[0].classList.add('hp-gain-hud-disabled');
|
||||
$(html).find('.hp-gain-wrap')[1].classList.remove('hp-gain-hud-active');
|
||||
$(html).find('.hp-gain-wrap')[1].classList.add('hp-gain-hud-disabled');
|
||||
$(html).find('.hp-gain-wrap')[2].classList.remove('hp-gain-hud-active');
|
||||
$(html).find('.hp-gain-wrap')[2].classList.add('hp-gain-hud-disabled');
|
||||
}
|
||||
})
|
||||
$(html).find('.gain-hp-hud-click').click(async (event) => {
|
||||
event.preventDefault();
|
||||
let hpGain = event.currentTarget.dataset.hpValue;
|
||||
await hudActor.applyDamage(Number(hpGain)); // Positive value to add HP
|
||||
// Clear bleeding wounds on heal — regardless of heal amount, any
|
||||
// healing is enough to stop bleeding (field dressing / magic / rest).
|
||||
const wounds = foundry.utils.duplicate(hudActor.system.hp.wounds || [])
|
||||
const hadBleeding = wounds.some(w => w.description === "Bleeding")
|
||||
if (hadBleeding) {
|
||||
await hudActor.update({
|
||||
"system.hp.wounds": wounds.map(w =>
|
||||
w.description === "Bleeding" ? { value: 0, duration: 0 } : w
|
||||
)
|
||||
})
|
||||
}
|
||||
$(html).find('.hp-gain-wrap')[0].classList.remove('hp-gain-hud-active');
|
||||
$(html).find('.hp-gain-wrap')[0].classList.add('hp-gain-hud-disabled');
|
||||
$(html).find('.hp-gain-wrap')[1].classList.remove('hp-gain-hud-active');
|
||||
$(html).find('.hp-gain-wrap')[1].classList.add('hp-gain-hud-disabled');
|
||||
$(html).find('.hp-gain-wrap')[2].classList.remove('hp-gain-hud-active');
|
||||
$(html).find('.hp-gain-wrap')[2].classList.add('hp-gain-hud-disabled');
|
||||
})
|
||||
|
||||
// Luck/Grit Buttons
|
||||
const luckGritButton = await foundry.applications.handlebars.renderTemplate('systems/fvtt-lethal-fantasy/templates/luck-grit-hud.hbs', {})
|
||||
$(html).find('div.left').append(luckGritButton);
|
||||
$(html).find('.lethal-luck-grit-hud').click((event) => {
|
||||
event.preventDefault();
|
||||
let wrap = $(html).find('.luck-grit-wrap')[0]
|
||||
if (wrap.classList.contains("luck-grit-hud-disabled")) {
|
||||
wrap.classList.add('luck-grit-hud-active');
|
||||
wrap.classList.remove('luck-grit-hud-disabled');
|
||||
} else {
|
||||
wrap.classList.remove('luck-grit-hud-active');
|
||||
wrap.classList.add('luck-grit-hud-disabled');
|
||||
}
|
||||
})
|
||||
$(html).find('.luck-grit-btn').click(async (event) => {
|
||||
event.preventDefault();
|
||||
const resource = event.currentTarget.dataset.resource;
|
||||
const amount = Number(event.currentTarget.dataset.amount);
|
||||
const current = Number(foundry.utils.getProperty(hudActor.system, `${resource}.current`)) || 0;
|
||||
const newValue = Math.max(0, current + amount);
|
||||
await hudActor.update({ [`system.${resource}.current`]: newValue });
|
||||
$(html).find('.luck-grit-wrap')[0].classList.remove('luck-grit-hud-active');
|
||||
$(html).find('.luck-grit-wrap')[0].classList.add('luck-grit-hud-disabled');
|
||||
})
|
||||
})
|
||||
}
|
||||
|
||||
export function registerHandlebarsHelpers() {
|
||||
|
||||
Handlebars.registerHelper('isNull', function (val) {
|
||||
return val == null;
|
||||
});
|
||||
Handlebars.registerHelper('match', function (val, search) {
|
||||
if (val && search) {
|
||||
return val?.match(search);
|
||||
}
|
||||
return false
|
||||
});
|
||||
|
||||
Handlebars.registerHelper('exists', function (val) {
|
||||
return val != null && val !== undefined;
|
||||
});
|
||||
|
||||
Handlebars.registerHelper('isEmpty', function (list) {
|
||||
if (list) return list.length === 0;
|
||||
else return false;
|
||||
});
|
||||
|
||||
Handlebars.registerHelper('notEmpty', function (list) {
|
||||
return list.length > 0;
|
||||
});
|
||||
|
||||
Handlebars.registerHelper('isNegativeOrNull', function (val) {
|
||||
return val <= 0;
|
||||
});
|
||||
|
||||
Handlebars.registerHelper('isNegative', function (val) {
|
||||
return val < 0;
|
||||
});
|
||||
|
||||
Handlebars.registerHelper('isPositive', function (val) {
|
||||
return val > 0;
|
||||
});
|
||||
|
||||
Handlebars.registerHelper('equals', function (val1, val2) {
|
||||
return val1 === val2;
|
||||
});
|
||||
|
||||
Handlebars.registerHelper('neq', function (val1, val2) {
|
||||
return val1 !== val2;
|
||||
});
|
||||
|
||||
Handlebars.registerHelper('gt', function (val1, val2) {
|
||||
return val1 > val2;
|
||||
})
|
||||
|
||||
Handlebars.registerHelper('lt', function (val1, val2) {
|
||||
return val1 < val2;
|
||||
})
|
||||
|
||||
Handlebars.registerHelper('gte', function (val1, val2) {
|
||||
return val1 >= val2;
|
||||
})
|
||||
|
||||
Handlebars.registerHelper('lte', function (val1, val2) {
|
||||
return val1 <= val2;
|
||||
})
|
||||
Handlebars.registerHelper('and', function (val1, val2) {
|
||||
return val1 && val2;
|
||||
})
|
||||
Handlebars.registerHelper('or', function (val1, val2) {
|
||||
return val1 || val2;
|
||||
})
|
||||
|
||||
Handlebars.registerHelper('or3', function (val1, val2, val3) {
|
||||
return val1 || val2 || val3;
|
||||
})
|
||||
|
||||
Handlebars.registerHelper('for', function (from, to, incr, block) {
|
||||
let accum = '';
|
||||
for (let i = from; i < to; i += incr)
|
||||
accum += block.fn(i);
|
||||
return accum;
|
||||
})
|
||||
|
||||
Handlebars.registerHelper('not', function (cond) {
|
||||
return !cond;
|
||||
})
|
||||
Handlebars.registerHelper('count', function (list) {
|
||||
return list.length;
|
||||
})
|
||||
Handlebars.registerHelper('countKeys', function (obj) {
|
||||
return Object.keys(obj).length;
|
||||
})
|
||||
|
||||
Handlebars.registerHelper('isEnabled', function (configKey) {
|
||||
return game.settings.get("bol", configKey);
|
||||
})
|
||||
Handlebars.registerHelper('split', function (str, separator, keep) {
|
||||
return str.split(separator)[keep];
|
||||
})
|
||||
|
||||
// If you need to add Handlebars helpers, here are a few useful examples:
|
||||
Handlebars.registerHelper('concat', function () {
|
||||
let outStr = '';
|
||||
for (let arg in arguments) {
|
||||
if (typeof arguments[arg] != 'object') {
|
||||
outStr += arguments[arg];
|
||||
}
|
||||
}
|
||||
return outStr;
|
||||
})
|
||||
|
||||
Handlebars.registerHelper('add', function (a, b) {
|
||||
return parseInt(a) + parseInt(b);
|
||||
});
|
||||
Handlebars.registerHelper('mul', function (a, b) {
|
||||
return parseInt(a) * parseInt(b);
|
||||
})
|
||||
Handlebars.registerHelper('sub', function (a, b) {
|
||||
return parseInt(a) - parseInt(b);
|
||||
})
|
||||
Handlebars.registerHelper('abbrev2', function (a) {
|
||||
return a.substring(0, 2);
|
||||
})
|
||||
Handlebars.registerHelper('abbrev3', function (a) {
|
||||
return a.substring(0, 3);
|
||||
})
|
||||
Handlebars.registerHelper('valueAtIndex', function (arr, idx) {
|
||||
return arr[idx];
|
||||
})
|
||||
Handlebars.registerHelper('includesKey', function (items, type, key) {
|
||||
return items.filter(i => i.type === type).map(i => i.system.key).includes(key);
|
||||
})
|
||||
Handlebars.registerHelper('includes', function (array, val) {
|
||||
return array.includes(val);
|
||||
})
|
||||
Handlebars.registerHelper('eval', function (expr) {
|
||||
return eval(expr);
|
||||
})
|
||||
Handlebars.registerHelper('isOwnerOrGM', function (actor) {
|
||||
log("Testing actor", actor.isOwner, game.userId)
|
||||
return actor.isOwner || game.isGM;
|
||||
})
|
||||
Handlebars.registerHelper('upperCase', function (text) {
|
||||
if (typeof text !== 'string') return text
|
||||
return text.toUpperCase()
|
||||
})
|
||||
Handlebars.registerHelper('upperFirst', function (text) {
|
||||
if (typeof text !== 'string') return text
|
||||
return text.charAt(0).toUpperCase() + text.slice(1)
|
||||
})
|
||||
Handlebars.registerHelper('upperFirstOnly', function (text) {
|
||||
if (typeof text !== 'string') return text
|
||||
return text.charAt(0).toUpperCase()
|
||||
})
|
||||
|
||||
// Handle v12 removal of this helper
|
||||
Handlebars.registerHelper('select', function (selected, options) {
|
||||
const escapedValue = RegExp.escape(Handlebars.escapeExpression(selected));
|
||||
const rgx = new RegExp(' value=[\"\']' + escapedValue + '[\"\']');
|
||||
const html = options.fn(this);
|
||||
return html.replace(rgx, "$& selected");
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
export function getLethargyDice(level) {
|
||||
for (let s of SYSTEM.SPELL_LETHARGY_DICE) {
|
||||
if (Number(level) <= s.maxLevel) {
|
||||
return s.dice
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user