feat: add Settlement actor type with Overview/Buildings/Inventory tabs
- New TypeDataModel: archetype, territory, renown, currency (gp/sp/cp), garrison, underSiege, isCapital, founded, taxNotes, description, notes - 3-tab ApplicationV2 sheet with drag & drop for building/weapon/armor/equipment - Currency steppers (+/−), building constructed toggle, qty controls - LESS-based CSS (settlement-sheet.less) + base.less updated for shared styles - Full i18n keys in lang/en.json (8 settlement archetypes) - system.json: registered settlement actor type Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
This commit is contained in:
@@ -11,6 +11,7 @@ export { default as OathHammerTraitSheet } from "./sheets/trait-sheet.mjs"
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export { default as OathHammerOathSheet } from "./sheets/oath-sheet.mjs"
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export { default as OathHammerClassSheet } from "./sheets/class-sheet.mjs"
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export { default as OathHammerBuildingSheet } from "./sheets/building-sheet.mjs"
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export { default as OathHammerSettlementSheet } from "./sheets/settlement-sheet.mjs"
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export { default as OathHammerRollDialog } from "./roll-dialog.mjs"
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export { default as OathHammerWeaponDialog } from "./weapon-dialog.mjs"
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export { default as OathHammerSpellDialog } from "./spell-dialog.mjs"
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@@ -67,7 +67,7 @@ export default class OathHammerArmorDialog {
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)
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const result = await foundry.applications.api.DialogV2.wait({
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window: { title: game.i18n.format("OATHHAMMER.Dialog.ArmorRollTitle", { armor: armor.name }) },
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window: { title: game.i18n.format("OATHHAMMER.Dialog.ArmorRollTitle", { armor: armor.name }), resizable: true },
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classes: ["fvtt-oath-hammer"],
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position: { width: 420 },
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content,
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@@ -68,7 +68,7 @@ export default class OathHammerDefenseDialog {
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)
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const result = await foundry.applications.api.DialogV2.wait({
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window: { title: game.i18n.format("OATHHAMMER.Dialog.DefenseTitle", { actor: actor.name }) },
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window: { title: game.i18n.format("OATHHAMMER.Dialog.DefenseTitle", { actor: actor.name }), resizable: true },
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classes: ["fvtt-oath-hammer"],
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position: { width: 420 },
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content,
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@@ -30,6 +30,15 @@ export default class OathHammerMiracleDialog {
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return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 }
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})
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const availableLuck = actorSys.luck?.value ?? 0
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const isHuman = (actorSys.lineage?.name ?? "").toLowerCase() === "human"
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const luckDicePerPoint = isHuman ? 3 : 2
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const luckOptions = Array.from({ length: availableLuck + 1 }, (_, i) => ({
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value: i,
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label: i === 0 ? "0" : `${i} (+${i * luckDicePerPoint}d)`,
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selected: i === 0,
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}))
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const rollModes = foundry.utils.duplicate(CONFIG.Dice.rollModes)
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const context = {
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@@ -47,6 +56,9 @@ export default class OathHammerMiracleDialog {
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basePool,
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miracleCountOptions,
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bonusOptions,
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availableLuck,
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isHuman,
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luckOptions,
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rollModes,
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visibility: game.settings.get("core", "rollMode"),
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}
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@@ -84,6 +96,8 @@ export default class OathHammerMiracleDialog {
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bonus: parseInt(result.bonus) || 0,
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visibility: result.visibility ?? game.settings.get("core", "rollMode"),
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explodeOn5: result.explodeOn5 === "true",
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luckSpend: Math.min(Math.max(0, parseInt(result.luckSpend) || 0), availableLuck),
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luckIsHuman: result.luckIsHuman === "true",
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}
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}
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}
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@@ -124,7 +124,7 @@ export default class OathHammerRollDialog {
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const title = game.i18n.format("OATHHAMMER.Dialog.SkillCheckTitle", { skill: context.skillLabel })
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const result = await foundry.applications.api.DialogV2.wait({
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window: { title },
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window: { title, resizable: true },
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classes: ["fvtt-oath-hammer"],
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position: { width: 420 },
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content,
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@@ -37,6 +37,8 @@ export default class OathHammerCharacterSheet extends OathHammerActorSheet {
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rollInitiative: OathHammerCharacterSheet.#onRollInitiative,
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adjustQty: OathHammerCharacterSheet.#onAdjustQty,
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adjustCurrency: OathHammerCharacterSheet.#onAdjustCurrency,
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adjustStress: OathHammerCharacterSheet.#onAdjustStress,
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clearStress: OathHammerCharacterSheet.#onClearStress,
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},
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}
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@@ -201,6 +203,7 @@ export default class OathHammerCharacterSheet extends OathHammerActorSheet {
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break
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case "magic":
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context.tab = context.tabs.magic
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context.stressBlocked = doc.system.arcaneStress.value >= doc.system.arcaneStress.threshold
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context.spells = doc.itemTypes.spell.map(s => ({
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id: s.id, uuid: s.uuid, img: s.img, name: s.name, system: s.system,
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_descTooltip: _stripHtml(s.system.effect)
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@@ -404,6 +407,17 @@ export default class OathHammerCharacterSheet extends OathHammerActorSheet {
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const current = foundry.utils.getProperty(this.document, field) ?? 0
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await this.document.update({ [field]: Math.max(0, current + delta) })
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}
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static async #onAdjustStress(event, target) {
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const delta = parseInt(target.dataset.delta, 10)
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const current = this.document.system.arcaneStress.value ?? 0
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const max = this.document.system.arcaneStress.threshold
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await this.document.update({ "system.arcaneStress.value": Math.max(0, Math.min(max, current + delta)) })
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}
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static async #onClearStress(_event, _target) {
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await this.document.update({ "system.arcaneStress.value": 0 })
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}
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}
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/** Strip HTML tags and collapse whitespace for use in data-tooltip attributes. */
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132
module/applications/sheets/settlement-sheet.mjs
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132
module/applications/sheets/settlement-sheet.mjs
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@@ -0,0 +1,132 @@
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import OathHammerActorSheet from "./base-actor-sheet.mjs"
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const ALLOWED_ITEM_TYPES = new Set(["building", "equipment", "weapon", "armor"])
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export default class OathHammerSettlementSheet extends OathHammerActorSheet {
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/** @override */
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static DEFAULT_OPTIONS = {
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classes: ["settlement"],
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position: {
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width: 840,
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height: "auto",
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},
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window: {
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contentClasses: ["settlement-content"],
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},
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actions: {
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adjustCurrency: OathHammerSettlementSheet.#onAdjustCurrency,
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adjustQty: OathHammerSettlementSheet.#onAdjustQty,
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toggleConstructed: OathHammerSettlementSheet.#onToggleConstructed,
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},
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}
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/** @override */
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static PARTS = {
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main: {
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template: "systems/fvtt-oath-hammer/templates/actor/settlement-sheet.hbs",
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},
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tabs: {
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template: "templates/generic/tab-navigation.hbs",
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},
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overview: {
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template: "systems/fvtt-oath-hammer/templates/actor/settlement-overview.hbs",
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},
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buildings: {
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template: "systems/fvtt-oath-hammer/templates/actor/settlement-buildings.hbs",
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},
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inventory: {
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template: "systems/fvtt-oath-hammer/templates/actor/settlement-inventory.hbs",
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},
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}
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/** @override */
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tabGroups = {
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sheet: "overview",
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}
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#getTabs() {
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const tabs = {
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overview: { id: "overview", group: "sheet", icon: "fa-solid fa-city", label: "OATHHAMMER.Tab.Overview" },
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buildings: { id: "buildings", group: "sheet", icon: "fa-solid fa-building", label: "OATHHAMMER.Tab.Buildings" },
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inventory: { id: "inventory", group: "sheet", icon: "fa-solid fa-boxes-stacked", label: "OATHHAMMER.Tab.Inventory" },
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}
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for (const v of Object.values(tabs)) {
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v.active = this.tabGroups[v.group] === v.id
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v.cssClass = v.active ? "active" : ""
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}
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return tabs
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}
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/** @override */
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async _prepareContext() {
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const context = await super._prepareContext()
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context.tabs = this.#getTabs()
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context.archetypeChoices = Object.fromEntries(
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Object.entries(SYSTEM.SETTLEMENT_ARCHETYPES).map(([k, v]) => [k, game.i18n.localize(v)])
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)
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return context
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}
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/** @override */
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async _preparePartContext(partId, context) {
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const doc = this.document
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switch (partId) {
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case "main":
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break
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case "overview":
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context.tab = context.tabs.overview
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context.enrichedDescription = await foundry.applications.ux.TextEditor.implementation.enrichHTML(
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doc.system.description, { async: true }
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)
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break
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case "buildings":
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context.tab = context.tabs.buildings
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context.buildings = doc.itemTypes.building
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break
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case "inventory": {
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context.tab = context.tabs.inventory
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context.weapons = doc.itemTypes.weapon
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context.armors = doc.itemTypes.armor
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context.equipments = doc.itemTypes.equipment
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break
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}
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}
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return context
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}
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/** @override */
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async _onDrop(event) {
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if (!this.isEditable || !this.isEditMode) return
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const data = foundry.applications.ux.TextEditor.implementation.getDragEventData(event)
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if (data.type !== "Item") return
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const item = await fromUuid(data.uuid)
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if (!item || !ALLOWED_ITEM_TYPES.has(item.type)) return
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return this._onDropItem(item)
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}
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static async #onAdjustCurrency(event, target) {
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const field = target.dataset.field
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const delta = parseInt(target.dataset.delta, 10)
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if (!field || isNaN(delta)) return
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const current = foundry.utils.getProperty(this.document, field) ?? 0
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await this.document.update({ [field]: Math.max(0, current + delta) })
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}
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static async #onAdjustQty(event, target) {
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const itemId = target.dataset.itemId
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const delta = parseInt(target.dataset.delta, 10)
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if (!itemId || isNaN(delta)) return
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const item = this.document.items.get(itemId)
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if (!item) return
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const current = item.system.quantity ?? 0
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await item.update({ "system.quantity": Math.max(0, current + delta) })
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}
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static async #onToggleConstructed(event, target) {
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const itemId = target.dataset.itemId
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if (!itemId) return
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const item = this.document.items.get(itemId)
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if (!item) return
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await item.update({ "system.constructed": !item.system.constructed })
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}
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}
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@@ -52,6 +52,22 @@ export default class OathHammerSpellDialog {
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return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 }
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})
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const availableLuck = actorSys.luck?.value ?? 0
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const isHuman = (actorSys.lineage?.name ?? "").toLowerCase() === "human"
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const luckDicePerPoint = isHuman ? 3 : 2
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const luckOptions = Array.from({ length: availableLuck + 1 }, (_, i) => ({
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value: i,
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label: i === 0 ? "0" : `${i} (+${i * luckDicePerPoint}d)`,
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selected: i === 0,
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}))
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// Pool size selector: casters may roll fewer dice to reduce Arcane Stress (p.101)
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const poolSizeOptions = Array.from({ length: basePool }, (_, i) => ({
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value: i + 1,
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label: `${i + 1}d`,
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selected: i + 1 === basePool,
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}))
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const rollModes = foundry.utils.duplicate(CONFIG.Dice.rollModes)
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const context = {
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@@ -70,11 +86,15 @@ export default class OathHammerSpellDialog {
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intRank,
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magicRank,
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basePool,
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poolSizeOptions,
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currentStress,
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stressThreshold,
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isOverThreshold,
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enhancementOptions,
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bonusOptions,
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availableLuck,
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isHuman,
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luckOptions,
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rollModes,
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visibility: game.settings.get("core", "rollMode"),
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}
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@@ -116,9 +136,12 @@ export default class OathHammerSpellDialog {
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noStress: enh.noStress,
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elementalBonus: parseInt(result.elementalBonus) || 0,
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bonus: parseInt(result.bonus) || 0,
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poolSize: Math.min(Math.max(1, parseInt(result.poolSize) || basePool), basePool),
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grimPenalty: parseInt(result.noGrimoire) || 0,
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visibility: result.visibility ?? game.settings.get("core", "rollMode"),
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explodeOn5: result.explodeOn5 === "true",
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luckSpend: Math.min(Math.max(0, parseInt(result.luckSpend) || 0), availableLuck),
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luckIsHuman: result.luckIsHuman === "true",
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}
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}
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}
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@@ -120,7 +120,7 @@ export default class OathHammerWeaponDialog {
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)
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const result = await foundry.applications.api.DialogV2.wait({
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window: { title: game.i18n.format("OATHHAMMER.Dialog.AttackTitle", { weapon: weapon.name }) },
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window: { title: game.i18n.format("OATHHAMMER.Dialog.AttackTitle", { weapon: weapon.name }), resizable: true },
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classes: ["fvtt-oath-hammer"],
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position: { width: 420 },
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content,
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@@ -268,7 +268,7 @@ export default class OathHammerWeaponDialog {
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)
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const result = await foundry.applications.api.DialogV2.wait({
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window: { title: game.i18n.format("OATHHAMMER.Dialog.WeaponDefenseTitle", { weapon: weapon.name }) },
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window: { title: game.i18n.format("OATHHAMMER.Dialog.WeaponDefenseTitle", { weapon: weapon.name }), resizable: true },
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classes: ["fvtt-oath-hammer"],
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position: { width: 420 },
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content,
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@@ -375,7 +375,7 @@ export default class OathHammerWeaponDialog {
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)
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const result = await foundry.applications.api.DialogV2.wait({
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window: { title: game.i18n.format("OATHHAMMER.Dialog.DamageTitle", { weapon: weapon.name }) },
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window: { title: game.i18n.format("OATHHAMMER.Dialog.DamageTitle", { weapon: weapon.name }), resizable: true },
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classes: ["fvtt-oath-hammer"],
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position: { width: 420 },
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content,
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