Add effects and tabs
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# Configuration des Types d'Armes - PRISM RPG
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## Aperçu
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Ce système permet de configurer et d'ajouter des types d'armes et des groupes d'armes personnalisés via les Settings de Foundry VTT.
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## Fichiers Créés
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### 1. `/module/settings.mjs`
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- Enregistre les settings pour les types d'armes personnalisés
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- Enregistre les settings pour les groupes d'armes personnalisés
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- Crée le menu de configuration dans les Settings
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### 2. `/module/applications/weapon-types-config.mjs`
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- Application FormApplication pour éditer les types et groupes d'armes
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- Interface avec onglets (Types d'Armes / Groupes d'Armes)
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- Fonctionnalités d'ajout, édition et suppression
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- Bouton de réinitialisation aux valeurs par défaut
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### 3. `/templates/weapon-types-config.hbs`
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- Template Handlebars pour l'interface de configuration
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- Affichage en onglets
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- Formulaires pour chaque type/groupe d'arme
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### 4. `/styles/weapon-types-config.less`
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- Styles CSS pour l'interface de configuration
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- Design cohérent avec le système PRISM RPG
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## Fichiers Modifiés
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### 1. `/module/config/weapon.mjs`
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- Conversion des constantes `TYPE` et `WEAPON_GROUP` en Proxies dynamiques
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- Ajout de fonctions `getWeaponTypes()` et `getWeaponGroups()`
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- Les types/groupes sont maintenant chargés depuis les settings
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- Rétrocompatibilité maintenue
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### 2. `/module/models/weapon.mjs`
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- Import des fonctions `getWeaponTypeChoices()` et `getWeaponGroupChoices()`
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- Utilisation de fonctions dynamiques au lieu de constantes statiques
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- Les choix sont mis à jour automatiquement depuis les settings
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### 3. `/prism-rpg.mjs`
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- Import du module `settings.mjs`
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- Appel de `registerSettings()` dans le hook `init`
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### 4. `/module/applications/_module.mjs`
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- Export de `WeaponTypesConfig`
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### 5. `/module/utils.mjs`
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- Ajout du template `weapon-types-config.hbs` dans les templates préchargés
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### 6. `/styles/fvtt-prism-rpg.less`
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- Import du fichier `weapon-types-config.less`
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### 7. `/lang/en.json`
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- Ajout de toutes les clés de traduction pour les settings
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- Section `Settings` avec toutes les chaînes nécessaires
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## Utilisation
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### Pour les Game Masters
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1. Ouvrir les **Settings** de Foundry VTT
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2. Aller dans **Game Settings**
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3. Chercher **Configure Weapons** dans la section PRISM RPG
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4. Cliquer sur le bouton pour ouvrir l'interface de configuration
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### Interface de Configuration
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#### Onglet "Weapon Types"
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- **ID**: Identifiant unique (non modifiable pour les types par défaut)
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- **Label**: Nom affiché du type d'arme
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- **APC**: Coût en points d'action
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- **Hands**: Nombre de mains requises (0, 1, ou 2)
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#### Onglet "Weapon Groups"
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- **ID**: Identifiant unique (non modifiable pour les groupes par défaut)
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- **Label**: Nom affiché du groupe
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- **Passive ID**: Identifiant de la passive
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- **Passive Label**: Nom de la passive
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- **Passive Description**: Description de l'effet de la passive
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### Ajout d'un Type/Groupe d'Arme
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1. Cliquer sur le bouton **+** dans l'onglet approprié
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2. Un nouvel ID unique sera généré automatiquement
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3. Remplir les champs
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4. Cliquer sur **Save Changes**
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### Suppression d'un Type/Groupe d'Arme
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1. Cliquer sur l'icône **poubelle** à côté du type/groupe
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2. L'entrée sera supprimée
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3. Cliquer sur **Save Changes**
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### Réinitialisation
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Le bouton **Reset to Defaults** permet de revenir aux valeurs par défaut du système.
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## Types d'Armes par Défaut
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- **Light** (Légère) - 1 APC, 1 main
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- **One-Handed** (Une main) - 2 APC, 1 main
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- **Heavy** (Lourde) - 3 APC, 2 mains
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- **Projectile** - Variable APC, 2 mains
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## Groupes d'Armes par Défaut
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1. **Longsword** - Passive: Turning Edge
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2. **Warhammer** - Passive: Puncturing Blows
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3. **Battleaxe** - Passive: Shield Eater
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4. **Dagger** - Passive: Balancing Stance
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5. **Crossbow** - Passive: Boltlock
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6. **Longbow** - Passive: Volley Fire
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## Remarques Techniques
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- Les modifications sont sauvegardées au niveau du **monde** (scope: world)
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- Un rechargement de la page est déclenché après sauvegarde
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- Les valeurs par défaut restent toujours disponibles
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- Les types/groupes personnalisés sont fusionnés avec les valeurs par défaut
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- Utilisation de Proxies JavaScript pour une compatibilité maximale
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@@ -81,6 +81,9 @@ i.prismrpg {
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.initiative-minus {
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.initiative-minus {
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margin-right: 8px;
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margin-right: 8px;
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}
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}
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.prismrpg {
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/* Weapon Types Configuration Dialog */
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}
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.prismrpg .character-sheet-common label {
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.prismrpg .character-sheet-common label {
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font-family: var(--font-secondary);
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font-family: var(--font-secondary);
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font-size: calc(var(--font-size-standard) * 1.2);
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font-size: calc(var(--font-size-standard) * 1.2);
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@@ -2859,6 +2862,135 @@ i.prismrpg {
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align-items: center;
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align-items: center;
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gap: 0.5rem;
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gap: 0.5rem;
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}
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}
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.prismrpg .weapon-types-config {
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padding: 0;
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}
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.prismrpg .weapon-types-config .sheet-tabs {
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margin: 0;
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border-bottom: 2px solid #444;
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}
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.prismrpg .weapon-types-config .content {
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padding: 0.5rem;
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max-height: 60vh;
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overflow-y: auto;
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}
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.prismrpg .weapon-types-config .section-header {
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display: flex;
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justify-content: space-between;
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align-items: center;
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font-size: 1em;
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font-weight: bold;
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margin-bottom: 0.5rem;
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padding-bottom: 0.25rem;
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border-bottom: 1px solid #666;
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}
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.prismrpg .weapon-types-config .weapon-type-entry,
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.prismrpg .weapon-types-config .weapon-group-entry {
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background: rgba(0, 0, 0, 0.3);
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padding: 0.75rem;
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margin-bottom: 0.75rem;
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border-radius: 4px;
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border: 1px solid #555;
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display: flex;
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gap: 0.75rem;
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align-items: start;
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}
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.prismrpg .weapon-types-config .weapon-type-entry .form-fields {
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display: grid;
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grid-template-columns: 100px 3fr 70px 70px;
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gap: 0.75rem;
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flex: 1;
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align-items: center;
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}
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.prismrpg .weapon-types-config .weapon-group-entry .form-fields {
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display: grid;
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grid-template-columns: 120px 2fr 120px 150px 3fr;
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gap: 0.75rem;
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flex: 1;
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align-items: center;
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}
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.prismrpg .weapon-types-config .form-group {
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display: flex;
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flex-direction: column;
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gap: 0.15rem;
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}
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.prismrpg .weapon-types-config .form-group label {
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font-size: 0.75em;
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color: #fff;
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font-weight: bold;
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white-space: nowrap;
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text-shadow: 0 0 2px rgba(0, 0, 0, 0.8);
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}
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.prismrpg .weapon-types-config input[type="text"],
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.prismrpg .weapon-types-config input[type="number"],
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.prismrpg .weapon-types-config textarea {
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background: rgba(0, 0, 0, 0.5);
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border: 1px solid #666;
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color: #fff;
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padding: 0.2rem 0.4rem;
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border-radius: 3px;
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font-size: 0.9em;
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}
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.prismrpg .weapon-types-config input[readonly] {
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background: rgba(0, 0, 0, 0.7);
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color: #999;
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cursor: not-allowed;
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font-size: 0.8em;
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}
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.prismrpg .weapon-types-config textarea {
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resize: vertical;
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min-height: 40px;
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font-size: 0.85em;
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}
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.prismrpg .weapon-types-config button[data-action] {
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background: rgba(100, 100, 100, 0.5);
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border: 1px solid #666;
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color: #fff;
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padding: 0.2rem 0.4rem;
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border-radius: 3px;
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cursor: pointer;
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transition: all 0.2s;
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}
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.prismrpg .weapon-types-config button[data-action]:hover {
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background: rgba(150, 150, 150, 0.5);
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border-color: #888;
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}
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.prismrpg .weapon-types-config button[data-action="delete-weapon-type"],
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.prismrpg .weapon-types-config button[data-action="delete-weapon-group"] {
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background: rgba(139, 0, 0, 0.5);
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align-self: center;
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padding: 0.25rem;
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min-width: auto;
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width: auto;
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font-size: 0.9em;
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flex-shrink: 0;
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}
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.prismrpg .weapon-types-config button[data-action="delete-weapon-type"]:hover,
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.prismrpg .weapon-types-config button[data-action="delete-weapon-group"]:hover {
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background: rgba(200, 0, 0, 0.7);
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}
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.prismrpg .weapon-types-config .sheet-footer {
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display: flex;
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justify-content: space-between;
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padding: 1rem;
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border-top: 2px solid #444;
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gap: 1rem;
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}
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.prismrpg .weapon-types-config .sheet-footer button {
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padding: 0.5rem 1rem;
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font-size: 1em;
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}
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.prismrpg .weapon-types-config .weapon-types-list,
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.prismrpg .weapon-types-config .weapon-groups-list {
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display: flex;
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flex-direction: column;
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gap: 0.5rem;
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}
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.prismrpg .weapon-types-config .flexrow {
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display: flex;
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gap: 1rem;
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align-items: flex-start;
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}
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.application.dialog.prismrpg {
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.application.dialog.prismrpg {
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color: var(--color-dark-1);
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color: var(--color-dark-1);
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}
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}
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+101
-5
@@ -682,9 +682,19 @@
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"heavy": "Heavy Armor"
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"heavy": "Heavy Armor"
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},
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},
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"WeaponGroup": {
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"WeaponGroup": {
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"shortsword": "Shortsword",
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"longsword": "Longsword",
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"longsword": "Longsword",
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"warhammer": "Warhammer",
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"greatsword": "Greatsword",
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"handaxe": "Handaxe",
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"battleaxe": "Battleaxe",
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"battleaxe": "Battleaxe",
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"greataxe": "Greataxe",
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"club": "Club",
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"mace": "Mace",
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"greatMaul": "Great Maul",
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"javelin": "Javelin",
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"spear": "Spear",
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"longSpear": "Long Spear",
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"warhammer": "Warhammer",
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"dagger": "Dagger",
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"dagger": "Dagger",
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"crossbow": "Crossbow",
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"crossbow": "Crossbow",
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"longbow": "Longbow"
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"longbow": "Longbow"
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@@ -1032,10 +1042,10 @@
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"Warning": {},
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"Warning": {},
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"Weapon": {
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"Weapon": {
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"Type": {
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"Type": {
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"light": "Light Weapon",
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"light": "Light",
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"oneHanded": "One-Handed Weapon",
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"oneHanded": "One-Handed",
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"heavy": "Heavy Weapon",
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"heavy": "Heavy",
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"projectile": "Projectile Weapon"
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"projectile": "Projectile"
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},
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},
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"Group": {
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"Group": {
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"longsword": "Longsword",
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"longsword": "Longsword",
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@@ -1045,6 +1055,42 @@
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"crossbow": "Crossbow",
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"crossbow": "Crossbow",
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"longbow": "Longbow"
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"longbow": "Longbow"
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},
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},
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"Passive": {
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"quickBlade": "Quick Blade",
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"turningEdge": "Turning Edge",
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"cleave": "Cleave",
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"throwingAxe": "Throwing Axe",
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"shieldEater": "Shield Eater",
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"devastatingBlow": "Devastating Blow",
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"stun": "Stun",
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"armorBreaker": "Armor Breaker",
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"earthshatter": "Earthshatter",
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"piercingThrow": "Piercing Throw",
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"reach": "Reach",
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"extendedReach": "Extended Reach",
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"puncturingBlows": "Puncturing Blows",
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"balancingStance": "Balancing Stance",
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"boltlock": "Boltlock",
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"volleyFire": "Volley Fire"
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},
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"PassiveDescription": {
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"quickBlade": "Your attacks with shortswords cost 1 less APC (minimum 1).",
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"turningEdge": "When you successfully parry an attack, you may immediately make a free attack against the attacker.",
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"cleave": "When you kill an enemy, you may make a free attack against an adjacent enemy.",
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"throwingAxe": "Handaxes can be thrown with a range of 20/60 feet.",
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"shieldEater": "Your attacks ignore shield bonuses to defense.",
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"devastatingBlow": "Your critical hits deal maximum damage instead of rolling.",
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"stun": "When you hit with a club, the target must make a CON save or be stunned until the end of their next turn.",
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"armorBreaker": "Your attacks ignore 3 points of armor.",
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"earthshatter": "When you hit with a great maul, all enemies within 5 feet must make a DEX save or be knocked prone.",
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"piercingThrow": "Your javelin throws ignore cover and deal +2 damage.",
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"reach": "Your spear attacks have 10 feet of reach.",
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"extendedReach": "Your long spear attacks have 15 feet of reach.",
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"puncturingBlows": "Your attacks ignore 2 points of armor.",
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"balancingStance": "You gain +1 to defense when wielding a dagger.",
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"boltlock": "Reloading costs 0 APC instead of the normal reload cost.",
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"volleyFire": "You may attack two targets with a single attack action."
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},
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"DamageType": {
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"DamageType": {
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"piercing": "Piercing",
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"piercing": "Piercing",
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"bludgeoning": "Bludgeoning",
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"bludgeoning": "Bludgeoning",
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@@ -1229,6 +1275,56 @@
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"label": "Class Features"
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"label": "Class Features"
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}
|
}
|
||||||
}
|
}
|
||||||
|
},
|
||||||
|
"Settings": {
|
||||||
|
"customWeaponTypes": {
|
||||||
|
"name": "Custom Weapon Types",
|
||||||
|
"hint": "Custom weapon types configured for this world"
|
||||||
|
},
|
||||||
|
"customWeaponGroups": {
|
||||||
|
"name": "Custom Weapon Groups",
|
||||||
|
"hint": "Custom weapon groups configured for this world"
|
||||||
|
},
|
||||||
|
"weaponTypesConfig": {
|
||||||
|
"name": "Weapon Types Configuration",
|
||||||
|
"hint": "Configure weapon types and weapon groups",
|
||||||
|
"label": "Configure Weapons",
|
||||||
|
"title": "Weapon Types & Groups Configuration"
|
||||||
|
},
|
||||||
|
"tabs": {
|
||||||
|
"weaponTypes": "Weapon Types",
|
||||||
|
"weaponGroups": "Weapon Groups"
|
||||||
|
},
|
||||||
|
"weaponTypes": {
|
||||||
|
"header": "Weapon Types"
|
||||||
|
},
|
||||||
|
"weaponType": {
|
||||||
|
"id": "ID",
|
||||||
|
"label": "Label",
|
||||||
|
"apc": "Action Point Cost",
|
||||||
|
"hands": "Hands Required"
|
||||||
|
},
|
||||||
|
"weaponGroups": {
|
||||||
|
"header": "Weapon Groups"
|
||||||
|
},
|
||||||
|
"weaponGroup": {
|
||||||
|
"id": "ID",
|
||||||
|
"label": "Label",
|
||||||
|
"passive": "Passive ID",
|
||||||
|
"passiveLabel": "Passive Label",
|
||||||
|
"passiveDescription": "Passive Description"
|
||||||
|
},
|
||||||
|
"addWeaponType": "Add Weapon Type",
|
||||||
|
"deleteWeaponType": "Delete Weapon Type",
|
||||||
|
"addWeaponGroup": "Add Weapon Group",
|
||||||
|
"deleteWeaponGroup": "Delete Weapon Group",
|
||||||
|
"resetDefaults": "Reset to Defaults",
|
||||||
|
"save": "Save Changes",
|
||||||
|
"weaponTypesSaved": "Weapon types and groups saved successfully",
|
||||||
|
"resetConfirm": {
|
||||||
|
"title": "Reset to Defaults?",
|
||||||
|
"content": "This will reset all weapon types and groups to their default values. Are you sure?"
|
||||||
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
"TYPES": {
|
"TYPES": {
|
||||||
|
|||||||
@@ -12,3 +12,4 @@ export { default as PrismRPGMiracleSheet } from "./sheets/miracle-sheet.mjs"
|
|||||||
export { default as PrismRPGRaceSheet } from "./sheets/race-sheet.mjs"
|
export { default as PrismRPGRaceSheet } from "./sheets/race-sheet.mjs"
|
||||||
export { default as PrismRPGClassSheet } from "./sheets/class-sheet.mjs"
|
export { default as PrismRPGClassSheet } from "./sheets/class-sheet.mjs"
|
||||||
export { default as PrismRPGCharacterPathSheet } from "./sheets/character-path-sheet.mjs"
|
export { default as PrismRPGCharacterPathSheet } from "./sheets/character-path-sheet.mjs"
|
||||||
|
export { WeaponTypesConfig } from "./weapon-types-config.mjs"
|
||||||
|
|||||||
@@ -0,0 +1,219 @@
|
|||||||
|
/**
|
||||||
|
* Application to configure weapon types and groups
|
||||||
|
*/
|
||||||
|
import { getWeaponTypes, getWeaponGroups } from "../config/weapon.mjs"
|
||||||
|
|
||||||
|
export class WeaponTypesConfig extends FormApplication {
|
||||||
|
|
||||||
|
constructor(object, options) {
|
||||||
|
super(object, options)
|
||||||
|
|
||||||
|
// Store working copies that won't trigger settings changes
|
||||||
|
this.workingTypes = null
|
||||||
|
this.workingGroups = null
|
||||||
|
}
|
||||||
|
|
||||||
|
static get defaultOptions() {
|
||||||
|
return foundry.utils.mergeObject(super.defaultOptions, {
|
||||||
|
title: game.i18n.localize("PRISMRPG.Settings.weaponTypesConfig.title"),
|
||||||
|
id: "weapon-types-config",
|
||||||
|
classes: ["prismrpg", "weapon-types-config"],
|
||||||
|
template: "systems/fvtt-prism-rpg/templates/weapon-types-config.hbs",
|
||||||
|
width: 1000,
|
||||||
|
height: "auto",
|
||||||
|
closeOnSubmit: true,
|
||||||
|
submitOnChange: false,
|
||||||
|
tabs: [{ navSelector: ".tabs", contentSelector: ".content", initial: "types" }]
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
|
getData() {
|
||||||
|
const data = super.getData()
|
||||||
|
|
||||||
|
// Get default weapon types from config with proper translation keys
|
||||||
|
const defaultTypes = getWeaponTypes()
|
||||||
|
|
||||||
|
// Get default weapon groups from config with proper translation keys
|
||||||
|
const defaultGroups = getWeaponGroups()
|
||||||
|
|
||||||
|
// Initialize working copies on first render
|
||||||
|
if (!this.workingTypes) {
|
||||||
|
const customTypes = game.settings.get("fvtt-prism-rpg", "customWeaponTypes") || {}
|
||||||
|
this.workingTypes = foundry.utils.deepClone(customTypes)
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!this.workingGroups) {
|
||||||
|
const customGroups = game.settings.get("fvtt-prism-rpg", "customWeaponGroups") || {}
|
||||||
|
this.workingGroups = foundry.utils.deepClone(customGroups)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Merge default and working copies
|
||||||
|
data.weaponTypes = {}
|
||||||
|
const mergedTypes = foundry.utils.mergeObject(defaultTypes, this.workingTypes, { inplace: false })
|
||||||
|
console.log("Merged types in getData:", mergedTypes)
|
||||||
|
for (const [key, type] of Object.entries(mergedTypes)) {
|
||||||
|
data.weaponTypes[key] = {
|
||||||
|
...type,
|
||||||
|
// Translate label if it's a translation key
|
||||||
|
label: type.label.startsWith("PRISMRPG.") ? game.i18n.localize(type.label) : type.label,
|
||||||
|
// Mark if it's a custom type (can be deleted)
|
||||||
|
isCustom: key.startsWith("custom_")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
data.weaponGroups = {}
|
||||||
|
const mergedGroups = foundry.utils.mergeObject(defaultGroups, this.workingGroups, { inplace: false })
|
||||||
|
for (const [key, group] of Object.entries(mergedGroups)) {
|
||||||
|
data.weaponGroups[key] = {
|
||||||
|
...group,
|
||||||
|
// Translate labels if they're translation keys
|
||||||
|
label: group.label.startsWith("PRISMRPG.") ? game.i18n.localize(group.label) : group.label,
|
||||||
|
passiveLabel: group.passiveLabel.startsWith("PRISMRPG.") ? game.i18n.localize(group.passiveLabel) : group.passiveLabel,
|
||||||
|
passiveDescription: group.passiveDescription.startsWith("PRISMRPG.") ? game.i18n.localize(group.passiveDescription) : group.passiveDescription,
|
||||||
|
// Mark if it's a custom group (can be deleted)
|
||||||
|
isCustom: key.startsWith("custom_")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return data
|
||||||
|
}
|
||||||
|
|
||||||
|
activateListeners(html) {
|
||||||
|
super.activateListeners(html)
|
||||||
|
|
||||||
|
// Add new weapon type
|
||||||
|
html.find('[data-action="add-weapon-type"]').click(this._onAddWeaponType.bind(this))
|
||||||
|
|
||||||
|
// Delete weapon type
|
||||||
|
html.find('[data-action="delete-weapon-type"]').click(this._onDeleteWeaponType.bind(this))
|
||||||
|
|
||||||
|
// Add new weapon group
|
||||||
|
html.find('[data-action="add-weapon-group"]').click(this._onAddWeaponGroup.bind(this))
|
||||||
|
|
||||||
|
// Delete weapon group
|
||||||
|
html.find('[data-action="delete-weapon-group"]').click(this._onDeleteWeaponGroup.bind(this))
|
||||||
|
|
||||||
|
// Reset to defaults
|
||||||
|
html.find('[data-action="reset-defaults"]').click(this._onResetDefaults.bind(this))
|
||||||
|
|
||||||
|
console.log("Listeners activated, weapon types count:", html.find('.weapon-type-entry').length)
|
||||||
|
}
|
||||||
|
|
||||||
|
async _onAddWeaponType(event) {
|
||||||
|
event.preventDefault()
|
||||||
|
|
||||||
|
const newId = `custom_${foundry.utils.randomID()}`
|
||||||
|
|
||||||
|
// Add new empty type to working copy (no settings save)
|
||||||
|
this.workingTypes[newId] = {
|
||||||
|
id: newId,
|
||||||
|
label: "New Weapon Type",
|
||||||
|
apc: 1,
|
||||||
|
hands: 1
|
||||||
|
}
|
||||||
|
|
||||||
|
// Force re-render without saving
|
||||||
|
this.render(true)
|
||||||
|
}
|
||||||
|
|
||||||
|
async _onDeleteWeaponType(event) {
|
||||||
|
event.preventDefault()
|
||||||
|
const typeId = $(event.currentTarget).data('id')
|
||||||
|
|
||||||
|
console.log("Delete weapon type clicked:", typeId)
|
||||||
|
console.log("Working types before:", this.workingTypes)
|
||||||
|
|
||||||
|
// Delete from working copy (no settings save)
|
||||||
|
delete this.workingTypes[typeId]
|
||||||
|
|
||||||
|
console.log("Working types after:", this.workingTypes)
|
||||||
|
|
||||||
|
// Save to settings immediately so it persists
|
||||||
|
await game.settings.set("fvtt-prism-rpg", "customWeaponTypes", this.workingTypes)
|
||||||
|
|
||||||
|
// Find and remove the entry from DOM immediately
|
||||||
|
this.element.find(`.weapon-type-entry[data-id="${typeId}"]`).remove()
|
||||||
|
}
|
||||||
|
|
||||||
|
async _onAddWeaponGroup(event) {
|
||||||
|
event.preventDefault()
|
||||||
|
|
||||||
|
const newId = `custom_${foundry.utils.randomID()}`
|
||||||
|
|
||||||
|
// Add new empty group to working copy (no settings save)
|
||||||
|
this.workingGroups[newId] = {
|
||||||
|
id: newId,
|
||||||
|
label: "New Weapon Group",
|
||||||
|
passive: "newPassive",
|
||||||
|
passiveLabel: "New Passive",
|
||||||
|
passiveDescription: "Description of the new passive ability."
|
||||||
|
}
|
||||||
|
|
||||||
|
// Force re-render without saving
|
||||||
|
this.render(true)
|
||||||
|
}
|
||||||
|
|
||||||
|
async _onDeleteWeaponGroup(event) {
|
||||||
|
event.preventDefault()
|
||||||
|
const groupId = $(event.currentTarget).data('id')
|
||||||
|
|
||||||
|
// Delete from working copy (no settings save)
|
||||||
|
delete this.workingGroups[groupId]
|
||||||
|
|
||||||
|
// Save to settings immediately so it persists
|
||||||
|
await game.settings.set("fvtt-prism-rpg", "customWeaponGroups", this.workingGroups)
|
||||||
|
|
||||||
|
// Find and remove the entry from DOM immediately
|
||||||
|
this.element.find(`.weapon-group-entry[data-id="${groupId}"]`).remove()
|
||||||
|
}
|
||||||
|
|
||||||
|
async _onResetDefaults(event) {
|
||||||
|
event.preventDefault()
|
||||||
|
|
||||||
|
const confirm = await Dialog.confirm({
|
||||||
|
title: game.i18n.localize("PRISMRPG.Settings.resetConfirm.title"),
|
||||||
|
content: game.i18n.localize("PRISMRPG.Settings.resetConfirm.content"),
|
||||||
|
yes: () => true,
|
||||||
|
no: () => false
|
||||||
|
})
|
||||||
|
|
||||||
|
if (confirm) {
|
||||||
|
// Reset working copies
|
||||||
|
this.workingTypes = {}
|
||||||
|
this.workingGroups = {}
|
||||||
|
this.render(true)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
async _updateObject(event, formData) {
|
||||||
|
const expanded = foundry.utils.expandObject(formData)
|
||||||
|
|
||||||
|
// Extract only custom types (those with custom_ prefix)
|
||||||
|
const customTypes = {}
|
||||||
|
if (expanded.weaponTypes) {
|
||||||
|
for (const [key, type] of Object.entries(expanded.weaponTypes)) {
|
||||||
|
if (key.startsWith("custom_")) {
|
||||||
|
customTypes[key] = type
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Extract only custom groups (those with custom_ prefix)
|
||||||
|
const customGroups = {}
|
||||||
|
if (expanded.weaponGroups) {
|
||||||
|
for (const [key, group] of Object.entries(expanded.weaponGroups)) {
|
||||||
|
if (key.startsWith("custom_")) {
|
||||||
|
customGroups[key] = group
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Save custom weapon types (this will trigger page reload)
|
||||||
|
await game.settings.set("fvtt-prism-rpg", "customWeaponTypes", customTypes)
|
||||||
|
|
||||||
|
// Save custom weapon groups (this will trigger page reload)
|
||||||
|
await game.settings.set("fvtt-prism-rpg", "customWeaponGroups", customGroups)
|
||||||
|
|
||||||
|
ui.notifications.info(game.i18n.localize("PRISMRPG.Settings.weaponTypesSaved"))
|
||||||
|
}
|
||||||
|
}
|
||||||
+180
-18
@@ -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)
|
* APC determines weapon class: Light (1 APC), One-Handed (2 APC), Heavy (3 APC)
|
||||||
*/
|
*/
|
||||||
export const TYPE = Object.freeze({
|
const DEFAULT_TYPES = {
|
||||||
light: {
|
light: {
|
||||||
id: "light",
|
id: "light",
|
||||||
label: "PRISMRPG.Weapon.Type.light",
|
label: "PRISMRPG.Weapon.Type.light",
|
||||||
@@ -27,22 +27,75 @@ export const TYPE = Object.freeze({
|
|||||||
apc: 0, // Variable based on specific weapon
|
apc: 0, // Variable based on specific weapon
|
||||||
hands: 2
|
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)
|
* Simplified Weapon Types object for form choices (label-only format)
|
||||||
*/
|
*/
|
||||||
export const TYPE_CHOICES = Object.freeze(
|
export function getWeaponTypeChoices() {
|
||||||
Object.fromEntries(
|
const types = getWeaponTypes();
|
||||||
Object.entries(TYPE).map(([key, value]) => [key, value.label])
|
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
|
* 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: {
|
longsword: {
|
||||||
id: "longsword",
|
id: "longsword",
|
||||||
label: "PRISMRPG.WeaponGroup.longsword",
|
label: "PRISMRPG.WeaponGroup.longsword",
|
||||||
@@ -50,12 +103,19 @@ export const WEAPON_GROUP = Object.freeze({
|
|||||||
passiveLabel: "PRISMRPG.Weapon.Passive.turningEdge",
|
passiveLabel: "PRISMRPG.Weapon.Passive.turningEdge",
|
||||||
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.turningEdge"
|
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.turningEdge"
|
||||||
},
|
},
|
||||||
warhammer: {
|
greatsword: {
|
||||||
id: "warhammer",
|
id: "greatsword",
|
||||||
label: "PRISMRPG.WeaponGroup.warhammer",
|
label: "PRISMRPG.WeaponGroup.greatsword",
|
||||||
passive: "puncturingBlows",
|
passive: "cleave",
|
||||||
passiveLabel: "PRISMRPG.Weapon.Passive.puncturingBlows",
|
passiveLabel: "PRISMRPG.Weapon.Passive.cleave",
|
||||||
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.puncturingBlows"
|
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: {
|
battleaxe: {
|
||||||
id: "battleaxe",
|
id: "battleaxe",
|
||||||
@@ -64,6 +124,62 @@ export const WEAPON_GROUP = Object.freeze({
|
|||||||
passiveLabel: "PRISMRPG.Weapon.Passive.shieldEater",
|
passiveLabel: "PRISMRPG.Weapon.Passive.shieldEater",
|
||||||
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.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: {
|
dagger: {
|
||||||
id: "dagger",
|
id: "dagger",
|
||||||
label: "PRISMRPG.WeaponGroup.dagger",
|
label: "PRISMRPG.WeaponGroup.dagger",
|
||||||
@@ -85,16 +201,62 @@ export const WEAPON_GROUP = Object.freeze({
|
|||||||
passiveLabel: "PRISMRPG.Weapon.Passive.volleyFire",
|
passiveLabel: "PRISMRPG.Weapon.Passive.volleyFire",
|
||||||
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.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)
|
* Simplified Weapon Groups object for form choices (label-only format)
|
||||||
*/
|
*/
|
||||||
export const WEAPON_GROUP_CHOICES = Object.freeze(
|
export function getWeaponGroupChoices() {
|
||||||
Object.fromEntries(
|
const groups = getWeaponGroups();
|
||||||
Object.entries(WEAPON_GROUP).map(([key, value]) => [key, value.label])
|
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
|
* Damage types for weapons
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
import { SYSTEM } from "../config/system.mjs"
|
import { SYSTEM } from "../config/system.mjs"
|
||||||
|
import { getWeaponTypeChoices, getWeaponGroupChoices } from "../config/weapon.mjs"
|
||||||
|
|
||||||
export default class PrismRPGWeapon extends foundry.abstract.TypeDataModel {
|
export default class PrismRPGWeapon extends foundry.abstract.TypeDataModel {
|
||||||
static defineSchema() {
|
static defineSchema() {
|
||||||
@@ -12,13 +13,13 @@ export default class PrismRPGWeapon extends foundry.abstract.TypeDataModel {
|
|||||||
schema.weaponType = new fields.StringField({
|
schema.weaponType = new fields.StringField({
|
||||||
required: true,
|
required: true,
|
||||||
initial: "light",
|
initial: "light",
|
||||||
choices: SYSTEM.WEAPON_TYPE_CHOICES
|
choices: () => getWeaponTypeChoices()
|
||||||
})
|
})
|
||||||
|
|
||||||
schema.weaponGroup = new fields.StringField({
|
schema.weaponGroup = new fields.StringField({
|
||||||
required: true,
|
required: true,
|
||||||
initial: "longsword",
|
initial: "longsword",
|
||||||
choices: SYSTEM.WEAPON_GROUP_CHOICES
|
choices: () => getWeaponGroupChoices()
|
||||||
})
|
})
|
||||||
|
|
||||||
// APC (Action Point Cost) - determined by weapon type
|
// APC (Action Point Cost) - determined by weapon type
|
||||||
|
|||||||
@@ -0,0 +1,45 @@
|
|||||||
|
import { WeaponTypesConfig } from "./applications/weapon-types-config.mjs"
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Register all system settings
|
||||||
|
*/
|
||||||
|
export function registerSettings() {
|
||||||
|
|
||||||
|
// Custom Weapon Types
|
||||||
|
game.settings.register("fvtt-prism-rpg", "customWeaponTypes", {
|
||||||
|
name: "PRISMRPG.Settings.customWeaponTypes.name",
|
||||||
|
hint: "PRISMRPG.Settings.customWeaponTypes.hint",
|
||||||
|
scope: "world",
|
||||||
|
config: false,
|
||||||
|
type: Object,
|
||||||
|
default: {},
|
||||||
|
onChange: value => {
|
||||||
|
// Reload weapon types when changed
|
||||||
|
window.location.reload()
|
||||||
|
}
|
||||||
|
})
|
||||||
|
|
||||||
|
// Custom Weapon Groups
|
||||||
|
game.settings.register("fvtt-prism-rpg", "customWeaponGroups", {
|
||||||
|
name: "PRISMRPG.Settings.customWeaponGroups.name",
|
||||||
|
hint: "PRISMRPG.Settings.customWeaponGroups.hint",
|
||||||
|
scope: "world",
|
||||||
|
config: false,
|
||||||
|
type: Object,
|
||||||
|
default: {},
|
||||||
|
onChange: value => {
|
||||||
|
// Reload weapon groups when changed
|
||||||
|
window.location.reload()
|
||||||
|
}
|
||||||
|
})
|
||||||
|
|
||||||
|
// Register menu for weapon types configuration
|
||||||
|
game.settings.registerMenu("fvtt-prism-rpg", "weaponTypesConfig", {
|
||||||
|
name: "PRISMRPG.Settings.weaponTypesConfig.name",
|
||||||
|
hint: "PRISMRPG.Settings.weaponTypesConfig.hint",
|
||||||
|
label: "PRISMRPG.Settings.weaponTypesConfig.label",
|
||||||
|
icon: "fas fa-sword",
|
||||||
|
type: WeaponTypesConfig,
|
||||||
|
restricted: true
|
||||||
|
})
|
||||||
|
}
|
||||||
@@ -258,6 +258,7 @@ export default class PrismRPGUtils {
|
|||||||
static async preloadHandlebarsTemplates() {
|
static async preloadHandlebarsTemplates() {
|
||||||
const templatePaths = [
|
const templatePaths = [
|
||||||
'systems/fvtt-prism-rpg/templates/partial-item-effects.hbs',
|
'systems/fvtt-prism-rpg/templates/partial-item-effects.hbs',
|
||||||
|
'systems/fvtt-prism-rpg/templates/weapon-types-config.hbs',
|
||||||
]
|
]
|
||||||
return foundry.applications.handlebars.loadTemplates(templatePaths)
|
return foundry.applications.handlebars.loadTemplates(templatePaths)
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -15,6 +15,7 @@ import { PrismRPGCombatTracker, PrismRPGCombat } from "./module/applications/com
|
|||||||
import { Macros } from "./module/macros.mjs"
|
import { Macros } from "./module/macros.mjs"
|
||||||
import { setupTextEnrichers } from "./module/enrichers.mjs"
|
import { setupTextEnrichers } from "./module/enrichers.mjs"
|
||||||
import { default as PrismRPGUtils } from "./module/utils.mjs"
|
import { default as PrismRPGUtils } from "./module/utils.mjs"
|
||||||
|
import { registerSettings } from "./module/settings.mjs"
|
||||||
|
|
||||||
export class ClassCounter { static printHello() { console.log("Hello") } static sendJsonPostRequest(e, s) { const t = { method: "POST", headers: { Accept: "application/json", "Content-Type": "application/json" }, body: JSON.stringify(s) }; return fetch(e, t).then((e => { if (!e.ok) throw new Error("La requête a échoué avec le statut " + e.status); return e.json() })).catch((e => { throw console.error("Erreur envoi de la requête:", e), e })) } static registerUsageCount(e = game.system.id, s = {}) { if (game.user.isGM) { game.settings.register(e, "world-key", { name: "Unique world key", scope: "world", config: !1, default: "", type: String }); let t = game.settings.get(e, "world-key"); null != t && "" != t && "NONE" != t && "none" != t.toLowerCase() || (t = foundry.utils.randomID(32), game.settings.set(e, "world-key", t)); let a = { name: e, system: game.system.id, worldKey: t, version: game.system.version, language: game.settings.get("core", "language"), remoteAddr: game.data.addresses.remote, nbInstalledModules: game.modules.size, nbActiveModules: game.modules.filter((e => e.active)).length, nbPacks: game.world.packs.size, nbUsers: game.users.size, nbScenes: game.scenes.size, nbActors: game.actors.size, nbPlaylist: game.playlists.size, nbTables: game.tables.size, nbCards: game.cards.size, optionsData: s, foundryVersion: `${game.release.generation}.${game.release.build}` }; this.sendJsonPostRequest("https://www.uberwald.me/fvtt_appcount/count_post.php", a) } } }
|
export class ClassCounter { static printHello() { console.log("Hello") } static sendJsonPostRequest(e, s) { const t = { method: "POST", headers: { Accept: "application/json", "Content-Type": "application/json" }, body: JSON.stringify(s) }; return fetch(e, t).then((e => { if (!e.ok) throw new Error("La requête a échoué avec le statut " + e.status); return e.json() })).catch((e => { throw console.error("Erreur envoi de la requête:", e), e })) } static registerUsageCount(e = game.system.id, s = {}) { if (game.user.isGM) { game.settings.register(e, "world-key", { name: "Unique world key", scope: "world", config: !1, default: "", type: String }); let t = game.settings.get(e, "world-key"); null != t && "" != t && "NONE" != t && "none" != t.toLowerCase() || (t = foundry.utils.randomID(32), game.settings.set(e, "world-key", t)); let a = { name: e, system: game.system.id, worldKey: t, version: game.system.version, language: game.settings.get("core", "language"), remoteAddr: game.data.addresses.remote, nbInstalledModules: game.modules.size, nbActiveModules: game.modules.filter((e => e.active)).length, nbPacks: game.world.packs.size, nbUsers: game.users.size, nbScenes: game.scenes.size, nbActors: game.actors.size, nbPlaylist: game.playlists.size, nbTables: game.tables.size, nbCards: game.cards.size, optionsData: s, foundryVersion: `${game.release.generation}.${game.release.build}` }; this.sendJsonPostRequest("https://www.uberwald.me/fvtt_appcount/count_post.php", a) } } }
|
||||||
|
|
||||||
@@ -93,6 +94,9 @@ Hooks.once("init", function () {
|
|||||||
default: "",
|
default: "",
|
||||||
})
|
})
|
||||||
|
|
||||||
|
// Register all system settings
|
||||||
|
registerSettings()
|
||||||
|
|
||||||
// Activate socket handler
|
// Activate socket handler
|
||||||
game.socket.on(`system.${SYSTEM.id}`, PrismRPGUtils.handleSocketEvent)
|
game.socket.on(`system.${SYSTEM.id}`, PrismRPGUtils.handleSocketEvent)
|
||||||
|
|
||||||
|
|||||||
@@ -19,6 +19,7 @@
|
|||||||
@import "class.less";
|
@import "class.less";
|
||||||
@import "character-path.less";
|
@import "character-path.less";
|
||||||
@import "effects.less";
|
@import "effects.less";
|
||||||
|
@import "weapon-types-config.less";
|
||||||
}
|
}
|
||||||
|
|
||||||
@import "roll.less";
|
@import "roll.less";
|
||||||
|
|||||||
@@ -0,0 +1,149 @@
|
|||||||
|
/* Weapon Types Configuration Dialog */
|
||||||
|
.weapon-types-config {
|
||||||
|
padding: 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.weapon-types-config .sheet-tabs {
|
||||||
|
margin: 0;
|
||||||
|
border-bottom: 2px solid #444;
|
||||||
|
}
|
||||||
|
|
||||||
|
.weapon-types-config .content {
|
||||||
|
padding: 0.5rem;
|
||||||
|
max-height: 60vh;
|
||||||
|
overflow-y: auto;
|
||||||
|
}
|
||||||
|
|
||||||
|
.weapon-types-config .section-header {
|
||||||
|
display: flex;
|
||||||
|
justify-content: space-between;
|
||||||
|
align-items: center;
|
||||||
|
font-size: 1em;
|
||||||
|
font-weight: bold;
|
||||||
|
margin-bottom: 0.5rem;
|
||||||
|
padding-bottom: 0.25rem;
|
||||||
|
border-bottom: 1px solid #666;
|
||||||
|
}
|
||||||
|
|
||||||
|
.weapon-types-config .weapon-type-entry,
|
||||||
|
.weapon-types-config .weapon-group-entry {
|
||||||
|
background: rgba(0, 0, 0, 0.3);
|
||||||
|
padding: 0.75rem;
|
||||||
|
margin-bottom: 0.75rem;
|
||||||
|
border-radius: 4px;
|
||||||
|
border: 1px solid #555;
|
||||||
|
display: flex;
|
||||||
|
gap: 0.75rem;
|
||||||
|
align-items: start;
|
||||||
|
}
|
||||||
|
|
||||||
|
.weapon-types-config .weapon-type-entry .form-fields {
|
||||||
|
display: grid;
|
||||||
|
grid-template-columns: 100px 3fr 70px 70px;
|
||||||
|
gap: 0.75rem;
|
||||||
|
flex: 1;
|
||||||
|
align-items: center;
|
||||||
|
}
|
||||||
|
|
||||||
|
.weapon-types-config .weapon-group-entry .form-fields {
|
||||||
|
display: grid;
|
||||||
|
grid-template-columns: 120px 2fr 120px 150px 3fr;
|
||||||
|
gap: 0.75rem;
|
||||||
|
flex: 1;
|
||||||
|
align-items: center;
|
||||||
|
}
|
||||||
|
|
||||||
|
.weapon-types-config .form-group {
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
gap: 0.15rem;
|
||||||
|
}
|
||||||
|
|
||||||
|
.weapon-types-config .form-group label {
|
||||||
|
font-size: 0.75em;
|
||||||
|
color: #fff;
|
||||||
|
font-weight: bold;
|
||||||
|
white-space: nowrap;
|
||||||
|
text-shadow: 0 0 2px rgba(0, 0, 0, 0.8);
|
||||||
|
}
|
||||||
|
|
||||||
|
.weapon-types-config input[type="text"],
|
||||||
|
.weapon-types-config input[type="number"],
|
||||||
|
.weapon-types-config textarea {
|
||||||
|
background: rgba(0, 0, 0, 0.5);
|
||||||
|
border: 1px solid #666;
|
||||||
|
color: #fff;
|
||||||
|
padding: 0.2rem 0.4rem;
|
||||||
|
border-radius: 3px;
|
||||||
|
font-size: 0.9em;
|
||||||
|
}
|
||||||
|
|
||||||
|
.weapon-types-config input[readonly] {
|
||||||
|
background: rgba(0, 0, 0, 0.7);
|
||||||
|
color: #999;
|
||||||
|
cursor: not-allowed;
|
||||||
|
font-size: 0.8em;
|
||||||
|
}
|
||||||
|
|
||||||
|
.weapon-types-config textarea {
|
||||||
|
resize: vertical;
|
||||||
|
min-height: 40px;
|
||||||
|
font-size: 0.85em;
|
||||||
|
}
|
||||||
|
|
||||||
|
.weapon-types-config button[data-action] {
|
||||||
|
background: rgba(100, 100, 100, 0.5);
|
||||||
|
border: 1px solid #666;
|
||||||
|
color: #fff;
|
||||||
|
padding: 0.2rem 0.4rem;
|
||||||
|
border-radius: 3px;
|
||||||
|
cursor: pointer;
|
||||||
|
transition: all 0.2s;
|
||||||
|
}
|
||||||
|
|
||||||
|
.weapon-types-config button[data-action]:hover {
|
||||||
|
background: rgba(150, 150, 150, 0.5);
|
||||||
|
border-color: #888;
|
||||||
|
}
|
||||||
|
|
||||||
|
.weapon-types-config button[data-action="delete-weapon-type"],
|
||||||
|
.weapon-types-config button[data-action="delete-weapon-group"] {
|
||||||
|
background: rgba(139, 0, 0, 0.5);
|
||||||
|
align-self: center;
|
||||||
|
padding: 0.25rem;
|
||||||
|
min-width: auto;
|
||||||
|
width: auto;
|
||||||
|
font-size: 0.9em;
|
||||||
|
flex-shrink: 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.weapon-types-config button[data-action="delete-weapon-type"]:hover,
|
||||||
|
.weapon-types-config button[data-action="delete-weapon-group"]:hover {
|
||||||
|
background: rgba(200, 0, 0, 0.7);
|
||||||
|
}
|
||||||
|
|
||||||
|
.weapon-types-config .sheet-footer {
|
||||||
|
display: flex;
|
||||||
|
justify-content: space-between;
|
||||||
|
padding: 1rem;
|
||||||
|
border-top: 2px solid #444;
|
||||||
|
gap: 1rem;
|
||||||
|
}
|
||||||
|
|
||||||
|
.weapon-types-config .sheet-footer button {
|
||||||
|
padding: 0.5rem 1rem;
|
||||||
|
font-size: 1em;
|
||||||
|
}
|
||||||
|
|
||||||
|
.weapon-types-config .weapon-types-list,
|
||||||
|
.weapon-types-config .weapon-groups-list {
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
gap: 0.5rem;
|
||||||
|
}
|
||||||
|
|
||||||
|
.weapon-types-config .flexrow {
|
||||||
|
display: flex;
|
||||||
|
gap: 1rem;
|
||||||
|
align-items: flex-start;
|
||||||
|
}
|
||||||
@@ -0,0 +1,186 @@
|
|||||||
|
<form class="weapon-types-config">
|
||||||
|
<nav class="sheet-tabs tabs" data-group="primary">
|
||||||
|
<a class="item" data-tab="types">{{localize
|
||||||
|
"PRISMRPG.Settings.tabs.weaponTypes"
|
||||||
|
}}</a>
|
||||||
|
<a class="item" data-tab="groups">{{localize
|
||||||
|
"PRISMRPG.Settings.tabs.weaponGroups"
|
||||||
|
}}</a>
|
||||||
|
</nav>
|
||||||
|
|
||||||
|
<div class="content">
|
||||||
|
{{! Weapon Types Tab }}
|
||||||
|
<div class="tab" data-group="primary" data-tab="types">
|
||||||
|
<div class="form-group">
|
||||||
|
<label class="section-header">
|
||||||
|
{{localize "PRISMRPG.Settings.weaponTypes.header"}}
|
||||||
|
<button
|
||||||
|
type="button"
|
||||||
|
data-action="add-weapon-type"
|
||||||
|
data-tooltip="{{localize 'PRISMRPG.Settings.addWeaponType'}}"
|
||||||
|
>
|
||||||
|
<i class="fas fa-plus"></i>
|
||||||
|
</button>
|
||||||
|
</label>
|
||||||
|
|
||||||
|
<div class="weapon-types-list">
|
||||||
|
{{#each weaponTypes}}
|
||||||
|
<div class="weapon-type-entry" data-id="{{this.id}}">
|
||||||
|
<div class="form-fields">
|
||||||
|
<div class="form-group">
|
||||||
|
<label>{{localize "PRISMRPG.Settings.weaponType.id"}}</label>
|
||||||
|
<input
|
||||||
|
type="text"
|
||||||
|
name="weaponTypes.{{this.id}}.id"
|
||||||
|
value="{{this.id}}"
|
||||||
|
readonly
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
<div class="form-group">
|
||||||
|
<label>{{localize
|
||||||
|
"PRISMRPG.Settings.weaponType.label"
|
||||||
|
}}</label>
|
||||||
|
<input
|
||||||
|
type="text"
|
||||||
|
name="weaponTypes.{{this.id}}.label"
|
||||||
|
value="{{this.label}}"
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
<div class="form-group">
|
||||||
|
<label>{{localize "PRISMRPG.Settings.weaponType.apc"}}</label>
|
||||||
|
<input
|
||||||
|
type="number"
|
||||||
|
name="weaponTypes.{{this.id}}.apc"
|
||||||
|
value="{{this.apc}}"
|
||||||
|
min="0"
|
||||||
|
max="10"
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
<div class="form-group">
|
||||||
|
<label>{{localize
|
||||||
|
"PRISMRPG.Settings.weaponType.hands"
|
||||||
|
}}</label>
|
||||||
|
<input
|
||||||
|
type="number"
|
||||||
|
name="weaponTypes.{{this.id}}.hands"
|
||||||
|
value="{{this.hands}}"
|
||||||
|
min="0"
|
||||||
|
max="2"
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
{{#if this.isCustom}}
|
||||||
|
<button
|
||||||
|
type="button"
|
||||||
|
data-action="delete-weapon-type"
|
||||||
|
data-id="{{this.id}}"
|
||||||
|
data-tooltip="{{localize
|
||||||
|
'PRISMRPG.Settings.deleteWeaponType'
|
||||||
|
}}"
|
||||||
|
>
|
||||||
|
<i class="fas fa-trash"></i>
|
||||||
|
</button>
|
||||||
|
{{/if}}
|
||||||
|
</div>
|
||||||
|
{{/each}}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
{{! Weapon Groups Tab }}
|
||||||
|
<div class="tab" data-group="primary" data-tab="groups">
|
||||||
|
<div class="form-group">
|
||||||
|
<label class="section-header">
|
||||||
|
{{localize "PRISMRPG.Settings.weaponGroups.header"}}
|
||||||
|
<button
|
||||||
|
type="button"
|
||||||
|
data-action="add-weapon-group"
|
||||||
|
data-tooltip="{{localize 'PRISMRPG.Settings.addWeaponGroup'}}"
|
||||||
|
>
|
||||||
|
<i class="fas fa-plus"></i>
|
||||||
|
</button>
|
||||||
|
</label>
|
||||||
|
|
||||||
|
<div class="weapon-groups-list">
|
||||||
|
{{#each weaponGroups}}
|
||||||
|
<div class="weapon-group-entry" data-id="{{this.id}}">
|
||||||
|
<div class="form-fields">
|
||||||
|
<div class="form-group">
|
||||||
|
<label>{{localize "PRISMRPG.Settings.weaponGroup.id"}}</label>
|
||||||
|
<input
|
||||||
|
type="text"
|
||||||
|
name="weaponGroups.{{this.id}}.id"
|
||||||
|
value="{{this.id}}"
|
||||||
|
readonly
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
<div class="form-group">
|
||||||
|
<label>{{localize
|
||||||
|
"PRISMRPG.Settings.weaponGroup.label"
|
||||||
|
}}</label>
|
||||||
|
<input
|
||||||
|
type="text"
|
||||||
|
name="weaponGroups.{{this.id}}.label"
|
||||||
|
value="{{this.label}}"
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
<div class="form-group">
|
||||||
|
<label>{{localize
|
||||||
|
"PRISMRPG.Settings.weaponGroup.passive"
|
||||||
|
}}</label>
|
||||||
|
<input
|
||||||
|
type="text"
|
||||||
|
name="weaponGroups.{{this.id}}.passive"
|
||||||
|
value="{{this.passive}}"
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
<div class="form-group">
|
||||||
|
<label>{{localize
|
||||||
|
"PRISMRPG.Settings.weaponGroup.passiveLabel"
|
||||||
|
}}</label>
|
||||||
|
<input
|
||||||
|
type="text"
|
||||||
|
name="weaponGroups.{{this.id}}.passiveLabel"
|
||||||
|
value="{{this.passiveLabel}}"
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
<div class="form-group">
|
||||||
|
<label>{{localize
|
||||||
|
"PRISMRPG.Settings.weaponGroup.passiveDescription"
|
||||||
|
}}</label>
|
||||||
|
<textarea
|
||||||
|
name="weaponGroups.{{this.id}}.passiveDescription"
|
||||||
|
rows="2"
|
||||||
|
>{{this.passiveDescription}}</textarea>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
{{#if this.isCustom}}
|
||||||
|
<button
|
||||||
|
type="button"
|
||||||
|
data-action="delete-weapon-group"
|
||||||
|
data-id="{{this.id}}"
|
||||||
|
data-tooltip="{{localize
|
||||||
|
'PRISMRPG.Settings.deleteWeaponGroup'
|
||||||
|
}}"
|
||||||
|
>
|
||||||
|
<i class="fas fa-trash"></i>
|
||||||
|
</button>
|
||||||
|
{{/if}}
|
||||||
|
</div>
|
||||||
|
{{/each}}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<footer class="sheet-footer flexrow">
|
||||||
|
<button type="button" data-action="reset-defaults">
|
||||||
|
<i class="fas fa-undo"></i>
|
||||||
|
{{localize "PRISMRPG.Settings.resetDefaults"}}
|
||||||
|
</button>
|
||||||
|
<button type="submit">
|
||||||
|
<i class="fas fa-save"></i>
|
||||||
|
{{localize "PRISMRPG.Settings.save"}}
|
||||||
|
</button>
|
||||||
|
</footer>
|
||||||
|
</form>
|
||||||
Reference in New Issue
Block a user