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>
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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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