Fixes and enhancements, from issue list
This commit is contained in:
@@ -56,6 +56,9 @@ export default class OathHammerRegimentSheet extends OathHammerActorSheet {
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context.colorChoices = Object.fromEntries(
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Object.entries(SYSTEM.DICE_COLOR_TYPES).map(([k, v]) => [k, game.i18n.localize(v)])
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)
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context.traitTypeLabels = Object.fromEntries(
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Object.entries(SYSTEM.TRAIT_TYPE_CHOICES).map(([k, v]) => [k, v])
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)
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// Resolve leader actor
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const leaderUuid = this.document.system.leaderUuid
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if (leaderUuid) {
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@@ -75,7 +78,7 @@ export default class OathHammerRegimentSheet extends OathHammerActorSheet {
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break
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case "skills":
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context.tab = context.tabs.skills
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context.skills = doc.itemTypes.skillnpc ?? []
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context.skills = (doc.itemTypes.skillnpc ?? []).slice().sort((a, b) => a.name.localeCompare(b.name))
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break
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case "combat":
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context.tab = context.tabs.combat
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@@ -141,6 +144,9 @@ export default class OathHammerRegimentSheet extends OathHammerActorSheet {
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const doc = this.document
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const armorDice = doc.system.armorDice
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if (!armorDice?.value) return ui.notifications.info("No armor dice to roll.")
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const colorType = armorDice.colorDiceType || "white"
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const threshold = colorType === "black" ? 2 : colorType === "red" ? 3 : 4
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const colorEmoji = colorType === "black" ? "⬛" : colorType === "red" ? "🔴" : "⬜"
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const bonusOptions = Array.from({ length: 13 }, (_, i) => {
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const v = i - 6
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return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 }
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@@ -149,9 +155,10 @@ export default class OathHammerRegimentSheet extends OathHammerActorSheet {
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"systems/fvtt-oath-hammer/templates/npc-skill-dialog.hbs",
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{
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skillName: game.i18n.localize("OATHHAMMER.Label.ArmorDice"),
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skillImg: doc.img, basePool: armorDice.value, bonusOptions,
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skillImg: doc.img, dicePool: armorDice.value,
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colorType, colorEmoji, threshold, bonusOptions,
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colorChoices: { white: "⬜ White (4+)", red: "🔴 Red (3+)", black: "⬛ Black (2+)" },
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selectedColor: armorDice.colorDiceType,
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showExplodeOn5: true,
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rollModes: foundry.utils.duplicate(CONFIG.Dice.rollModes),
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visibility: game.settings.get("core", "rollMode")
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}
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@@ -165,15 +172,19 @@ export default class OathHammerRegimentSheet extends OathHammerActorSheet {
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const form = new DOMParser().parseFromString(result, "text/html")
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const getValue = n => form.querySelector(`[name="${n}"]`)?.value
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await rollNPCArmor(doc, {
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bonus: parseInt(getValue("bonus")) || 0,
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bonus: parseInt(getValue("bonus")) || 0,
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colorOverride: getValue("colorOverride") || null,
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visibility: getValue("visibility"),
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explodeOn5: getValue("explodeOn5") === "true",
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visibility: getValue("visibility"),
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})
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}
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static async #onRollSkillNPC(event, target) {
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const skill = this.document.items.get(target.dataset.itemId)
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if (!skill) return
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const colorType = skill.system.colorDiceType || "white"
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const threshold = colorType === "black" ? 2 : colorType === "red" ? 3 : 4
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const colorEmoji = colorType === "black" ? "⬛" : colorType === "red" ? "🔴" : "⬜"
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const bonusOptions = Array.from({ length: 13 }, (_, i) => {
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const v = i - 6
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return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 }
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@@ -181,9 +192,10 @@ export default class OathHammerRegimentSheet extends OathHammerActorSheet {
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const content = await foundry.applications.handlebars.renderTemplate(
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"systems/fvtt-oath-hammer/templates/npc-skill-dialog.hbs",
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{
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skillName: skill.name, skillImg: skill.img, basePool: skill.system.dicePool, bonusOptions,
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skillName: skill.name, skillImg: skill.img, dicePool: skill.system.dicePool,
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colorType, colorEmoji, threshold, bonusOptions,
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colorChoices: { white: "⬜ White (4+)", red: "🔴 Red (3+)", black: "⬛ Black (2+)" },
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selectedColor: skill.system.colorDiceType,
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showExplodeOn5: true,
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rollModes: foundry.utils.duplicate(CONFIG.Dice.rollModes),
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visibility: game.settings.get("core", "rollMode")
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}
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@@ -197,9 +209,10 @@ export default class OathHammerRegimentSheet extends OathHammerActorSheet {
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const form = new DOMParser().parseFromString(result, "text/html")
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const getValue = n => form.querySelector(`[name="${n}"]`)?.value
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await rollNPCSkill(this.document, skill, {
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bonus: parseInt(getValue("bonus")) || 0,
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bonus: parseInt(getValue("bonus")) || 0,
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colorOverride: getValue("colorOverride") || null,
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visibility: getValue("visibility"),
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explodeOn5: getValue("explodeOn5") === "true",
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visibility: getValue("visibility"),
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})
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}
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@@ -212,6 +225,9 @@ export default class OathHammerRegimentSheet extends OathHammerActorSheet {
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static async #onRollNpcAttack(event, target) {
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const attack = this.document.items.get(target.dataset.itemId)
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if (!attack) return
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const colorType = attack.system.colorDiceType || "white"
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const threshold = colorType === "black" ? 2 : colorType === "red" ? 3 : 4
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const colorEmoji = colorType === "black" ? "⬛" : colorType === "red" ? "🔴" : "⬜"
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const bonusOptions = Array.from({ length: 13 }, (_, i) => {
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const v = i - 6
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return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 }
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@@ -219,9 +235,11 @@ export default class OathHammerRegimentSheet extends OathHammerActorSheet {
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const content = await foundry.applications.handlebars.renderTemplate(
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"systems/fvtt-oath-hammer/templates/npc-skill-dialog.hbs",
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{
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skillName: attack.name, skillImg: attack.img, basePool: attack.system.damageDice, bonusOptions,
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skillName: attack.name, skillImg: attack.img,
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dicePool: attack.system.damageDice,
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colorType, colorEmoji, threshold, bonusOptions,
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showExplodeOn5: true,
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colorChoices: { white: "⬜ White (4+)", red: "🔴 Red (3+)", black: "⬛ Black (2+)" },
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selectedColor: attack.system.colorDiceType,
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rollModes: foundry.utils.duplicate(CONFIG.Dice.rollModes),
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visibility: game.settings.get("core", "rollMode")
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}
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@@ -235,9 +253,10 @@ export default class OathHammerRegimentSheet extends OathHammerActorSheet {
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const form = new DOMParser().parseFromString(result, "text/html")
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const getValue = n => form.querySelector(`[name="${n}"]`)?.value
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await rollNPCAttackDamage(this.document, attack, {
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bonus: parseInt(getValue("bonus")) || 0,
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bonus: parseInt(getValue("bonus")) || 0,
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colorOverride: getValue("colorOverride") || null,
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visibility: getValue("visibility"),
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explodeOn5: getValue("explodeOn5") === "true",
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visibility: getValue("visibility"),
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})
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}
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