Add effects and tabs

This commit is contained in:
2025-12-13 21:13:26 +01:00
parent 809a7b80c2
commit 65dfb3ddff
13 changed files with 1146 additions and 27 deletions
+182 -20
View File
@@ -1,8 +1,8 @@
/**
* Weapon types based on Prism RPG rules
* Default weapon types based on Prism RPG rules
* APC determines weapon class: Light (1 APC), One-Handed (2 APC), Heavy (3 APC)
*/
export const TYPE = Object.freeze({
const DEFAULT_TYPES = {
light: {
id: "light",
label: "PRISMRPG.Weapon.Type.light",
@@ -27,22 +27,75 @@ export const TYPE = Object.freeze({
apc: 0, // Variable based on specific weapon
hands: 2
}
};
/**
* Get weapon types (default + custom from settings)
*/
export function getWeaponTypes() {
if (!game?.settings) return DEFAULT_TYPES;
const customTypes = game.settings.get("fvtt-prism-rpg", "customWeaponTypes") || {};
return foundry.utils.mergeObject(DEFAULT_TYPES, customTypes, { inplace: false });
}
/**
* Weapon types (dynamically loaded)
*/
export const TYPE = new Proxy({}, {
get(target, prop) {
const types = getWeaponTypes();
return types[prop];
},
ownKeys(target) {
return Object.keys(getWeaponTypes());
},
getOwnPropertyDescriptor(target, prop) {
return {
enumerable: true,
configurable: true
};
}
});
/**
* Simplified Weapon Types object for form choices (label-only format)
*/
export const TYPE_CHOICES = Object.freeze(
Object.fromEntries(
Object.entries(TYPE).map(([key, value]) => [key, value.label])
)
);
export function getWeaponTypeChoices() {
const types = getWeaponTypes();
return Object.fromEntries(
Object.entries(types).map(([key, value]) => [key, value.label])
);
}
export const TYPE_CHOICES = new Proxy({}, {
get(target, prop) {
const choices = getWeaponTypeChoices();
return choices[prop];
},
ownKeys(target) {
return Object.keys(getWeaponTypeChoices());
},
getOwnPropertyDescriptor(target, prop) {
return {
enumerable: true,
configurable: true
};
}
});
/**
* Weapon groups and their associated passives
* Default weapon groups and their associated passives
* Each weapon belongs to a group and possesses its passive while wielded
*/
export const WEAPON_GROUP = Object.freeze({
const DEFAULT_WEAPON_GROUPS = {
shortsword: {
id: "shortsword",
label: "PRISMRPG.WeaponGroup.shortsword",
passive: "quickBlade",
passiveLabel: "PRISMRPG.Weapon.Passive.quickBlade",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.quickBlade"
},
longsword: {
id: "longsword",
label: "PRISMRPG.WeaponGroup.longsword",
@@ -50,12 +103,19 @@ export const WEAPON_GROUP = Object.freeze({
passiveLabel: "PRISMRPG.Weapon.Passive.turningEdge",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.turningEdge"
},
warhammer: {
id: "warhammer",
label: "PRISMRPG.WeaponGroup.warhammer",
passive: "puncturingBlows",
passiveLabel: "PRISMRPG.Weapon.Passive.puncturingBlows",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.puncturingBlows"
greatsword: {
id: "greatsword",
label: "PRISMRPG.WeaponGroup.greatsword",
passive: "cleave",
passiveLabel: "PRISMRPG.Weapon.Passive.cleave",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.cleave"
},
handaxe: {
id: "handaxe",
label: "PRISMRPG.WeaponGroup.handaxe",
passive: "throwingAxe",
passiveLabel: "PRISMRPG.Weapon.Passive.throwingAxe",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.throwingAxe"
},
battleaxe: {
id: "battleaxe",
@@ -64,6 +124,62 @@ export const WEAPON_GROUP = Object.freeze({
passiveLabel: "PRISMRPG.Weapon.Passive.shieldEater",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.shieldEater"
},
greataxe: {
id: "greataxe",
label: "PRISMRPG.WeaponGroup.greataxe",
passive: "devastatingBlow",
passiveLabel: "PRISMRPG.Weapon.Passive.devastatingBlow",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.devastatingBlow"
},
club: {
id: "club",
label: "PRISMRPG.WeaponGroup.club",
passive: "stun",
passiveLabel: "PRISMRPG.Weapon.Passive.stun",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.stun"
},
mace: {
id: "mace",
label: "PRISMRPG.WeaponGroup.mace",
passive: "armorBreaker",
passiveLabel: "PRISMRPG.Weapon.Passive.armorBreaker",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.armorBreaker"
},
greatMaul: {
id: "greatMaul",
label: "PRISMRPG.WeaponGroup.greatMaul",
passive: "earthshatter",
passiveLabel: "PRISMRPG.Weapon.Passive.earthshatter",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.earthshatter"
},
javelin: {
id: "javelin",
label: "PRISMRPG.WeaponGroup.javelin",
passive: "piercingThrow",
passiveLabel: "PRISMRPG.Weapon.Passive.piercingThrow",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.piercingThrow"
},
spear: {
id: "spear",
label: "PRISMRPG.WeaponGroup.spear",
passive: "reach",
passiveLabel: "PRISMRPG.Weapon.Passive.reach",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.reach"
},
longSpear: {
id: "longSpear",
label: "PRISMRPG.WeaponGroup.longSpear",
passive: "extendedReach",
passiveLabel: "PRISMRPG.Weapon.Passive.extendedReach",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.extendedReach"
},
warhammer: {
id: "warhammer",
label: "PRISMRPG.WeaponGroup.warhammer",
passive: "puncturingBlows",
passiveLabel: "PRISMRPG.Weapon.Passive.puncturingBlows",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.puncturingBlows"
},
dagger: {
id: "dagger",
label: "PRISMRPG.WeaponGroup.dagger",
@@ -85,16 +201,62 @@ export const WEAPON_GROUP = Object.freeze({
passiveLabel: "PRISMRPG.Weapon.Passive.volleyFire",
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.volleyFire"
}
};
/**
* Get weapon groups (default + custom from settings)
*/
export function getWeaponGroups() {
if (!game?.settings) return DEFAULT_WEAPON_GROUPS;
const customGroups = game.settings.get("fvtt-prism-rpg", "customWeaponGroups") || {};
return foundry.utils.mergeObject(DEFAULT_WEAPON_GROUPS, customGroups, { inplace: false });
}
/**
* Weapon groups (dynamically loaded)
*/
export const WEAPON_GROUP = new Proxy({}, {
get(target, prop) {
const groups = getWeaponGroups();
return groups[prop];
},
ownKeys(target) {
return Object.keys(getWeaponGroups());
},
getOwnPropertyDescriptor(target, prop) {
return {
enumerable: true,
configurable: true
};
}
});
/**
* Simplified Weapon Groups object for form choices (label-only format)
*/
export const WEAPON_GROUP_CHOICES = Object.freeze(
Object.fromEntries(
Object.entries(WEAPON_GROUP).map(([key, value]) => [key, value.label])
)
);
export function getWeaponGroupChoices() {
const groups = getWeaponGroups();
return Object.fromEntries(
Object.entries(groups).map(([key, value]) => [key, value.label])
);
}
export const WEAPON_GROUP_CHOICES = new Proxy({}, {
get(target, prop) {
const choices = getWeaponGroupChoices();
return choices[prop];
},
ownKeys(target) {
return Object.keys(getWeaponGroupChoices());
},
getOwnPropertyDescriptor(target, prop) {
return {
enumerable: true,
configurable: true
};
}
});
/**
* Damage types for weapons