GmMonitor : Added ability to add or subtract fatigue/strife/void/casualties/panic points on clic.

This commit is contained in:
Vlyan
2022-01-17 18:35:20 +01:00
parent ee144cbb81
commit 7abb46ea77
6 changed files with 127 additions and 15 deletions

View File

@@ -2,6 +2,7 @@
## 1.6.0 - SoftLock
- Added SoftLock on PC sheet
- GmMonitor : Added ability to add or subtract fatigue/strife/void/casualties/panic points on clic.
## 1.5.0 - FoundryVTT v9 Compatibility
- Updated the System to FoundryVTT v9.

View File

@@ -148,7 +148,8 @@
"title": "GM Monitor",
"switch_view": "Switch View",
"honor_glory_status": "H/G/S",
"focus_vigilance": "Foc./Vig."
"focus_vigilance": "Foc./Vig.",
"mouse_control": "Right click +1, left: -1, middle: reset to 0"
},
"max": "Max",
"current": "Current",

View File

@@ -148,7 +148,8 @@
"title": "GM Monitor",
"switch_view": "Switch View",
"honor_glory_status": "H/G/S",
"focus_vigilance": "Foc./Vig."
"focus_vigilance": "Foc./Vig.",
"mouse_control": "Right click +1, left: -1, middle: reset to 0"
},
"max": "Máx",
"current": "Actuales",

View File

@@ -148,7 +148,8 @@
"title": "GM Monitor",
"switch_view": "Switch View",
"honor_glory_status": "H/G/S",
"focus_vigilance": "Att./Vig."
"focus_vigilance": "Att./Vig.",
"mouse_control": "Click Droit +1, Gauche: -1, Milieu: Remise à 0"
},
"max": "Max",
"current": "Actuel",

View File

@@ -38,7 +38,7 @@ export class GmMonitor extends FormApplication {
_getHeaderButtons() {
let buttons = super._getHeaderButtons();
// Send To Chat
// Switch view Characters/Armies
buttons.unshift({
label: game.i18n.localize("l5r5e.gm_monitor.switch_view"),
class: "switch-view",
@@ -150,6 +150,9 @@ export class GmMonitor extends FormApplication {
// Delete
html.find(`.actor-remove-control`).on("click", this._removeActor.bind(this));
// Add/Subtract
html.find(`.actor-modify-control`).on("mousedown", this._modifyActor.bind(this));
// Tooltips
game.l5r5e.HelpersL5r5e.popupManager(html.find(".actor-infos-control"), async (event) => {
const type = $(event.currentTarget).data("type");
@@ -243,7 +246,102 @@ export class GmMonitor extends FormApplication {
}
/**
* Get tooltips informations for this character
* Add or subtract fatigue/strife/void/casualties/panic
* @param event
* @return {Promise<void>}
* @private
*/
async _modifyActor(event) {
event.preventDefault();
event.stopPropagation();
const type = $(event.currentTarget).data("type");
if (!type) {
console.warn("L5R5E | type not set", type);
return;
}
const id = $(event.currentTarget).data("actor-id");
if (!id) {
console.warn("L5R5E | actor id not set", type);
return;
}
const actor = game.actors.get(id);
if (!actor) {
console.warn("L5R5E | Actor not found", type);
return;
}
// Mouse bt : middle = 0, left +1, right -1
const add = event.which === 2 ? -999 : event.which === 1 ? 1 : -1;
switch (type) {
// *** Characters ***
case "fatigue":
await actor.update({
data: {
fatigue: {
value: Math.max(0, actor.data.data.fatigue.value + add),
},
},
});
break;
case "strife":
await actor.update({
data: {
strife: {
value: Math.max(0, actor.data.data.strife.value + add),
},
},
});
break;
case "void_points":
await actor.update({
data: {
void_points: {
value: Math.min(
actor.data.data.void_points.max,
Math.max(0, actor.data.data.void_points.value + add)
),
},
},
});
break;
// *** Armies ***
case "casualties":
await actor.update({
data: {
battle_readiness: {
casualties_strength: {
value: Math.max(0, actor.data.data.battle_readiness.casualties_strength.value + add),
},
},
},
});
break;
case "panic":
await actor.update({
data: {
battle_readiness: {
panic_discipline: {
value: Math.max(0, actor.data.data.battle_readiness.panic_discipline.value + add),
},
},
},
});
break;
default:
console.warn("L5R5E | Unsupported type", type);
break;
}
}
/**
* Get tooltips information for this character
* @param {BaseSheetL5r5e} actor
* @return {string}
* @private

View File

@@ -54,20 +54,26 @@
/ {{actor.data.data.social.status}}
</td>
<td>
<span class="{{#ifCond actor.data.data.fatigue.value '>' actor.data.data.fatigue.max}}badvalue{{/ifCond}}">{{actor.data.data.fatigue.value}}</span>
/ {{actor.data.data.fatigue.max}}
<a title="{{localize 'l5r5e.gm_monitor.mouse_control'}}" data-actor-id="{{actor.id}}" data-type="fatigue" class="actor-modify-control">
<span class="{{#ifCond actor.data.data.fatigue.value '>' actor.data.data.fatigue.max}}badvalue{{/ifCond}}">{{actor.data.data.fatigue.value}}</span>
/ {{actor.data.data.fatigue.max}}
</a>
</td>
<td>
<span class="{{#ifCond actor.data.data.strife.value '>' actor.data.data.strife.max}}badvalue{{/ifCond}}">{{actor.data.data.strife.value}}</span>
/ {{actor.data.data.strife.max}}
<a title="{{localize 'l5r5e.gm_monitor.mouse_control'}}" data-actor-id="{{actor.id}}" data-type="strife" class="actor-modify-control">
<span class="{{#ifCond actor.data.data.strife.value '>' actor.data.data.strife.max}}badvalue{{/ifCond}}">{{actor.data.data.strife.value}}</span>
/ {{actor.data.data.strife.max}}
</a>
</td>
<td>
{{actor.data.data.focus}}
/ {{#if actor.data.data.is_compromised}}<span class="badvalue">1</span>{{else}}{{actor.data.data.vigilance}}{{/if}}
</td>
<td>
{{actor.data.data.void_points.value}}
/ {{actor.data.data.void_points.max}}
<a title="{{localize 'l5r5e.gm_monitor.mouse_control'}}" data-actor-id="{{actor.id}}" data-type="void_points" class="actor-modify-control">
{{actor.data.data.void_points.value}}
/ {{actor.data.data.void_points.max}}
</a>
</td>
<td><i data-actor-id="{{actor.id}}" data-type="global" class="fas fa-question-circle actor-infos-control"></i></td>
<td><span data-actor-id="{{actor.id}}" class="actor-remove-control pointer" title="{{localize 'Delete'}}"><i class="fas fa-trash"></i></span></td>
@@ -101,12 +107,16 @@
{{/if}}
</td>
<td>
<span class="{{#ifCond actor.data.data.battle_readiness.casualties_strength.value '>' actor.data.data.battle_readiness.casualties_strength.max}}badvalue{{/ifCond}}">{{actor.data.data.battle_readiness.casualties_strength.value}}</span>
/ {{actor.data.data.battle_readiness.casualties_strength.max}}
<a title="{{localize 'l5r5e.gm_monitor.mouse_control'}}" data-actor-id="{{actor.id}}" data-type="casualties" class="actor-modify-control">
<span class="{{#ifCond actor.data.data.battle_readiness.casualties_strength.value '>' actor.data.data.battle_readiness.casualties_strength.max}}badvalue{{/ifCond}}">{{actor.data.data.battle_readiness.casualties_strength.value}}</span>
/ {{actor.data.data.battle_readiness.casualties_strength.max}}
</a>
</td>
<td>
<span class="{{#ifCond actor.data.data.battle_readiness.panic_discipline.value '>' actor.data.data.battle_readiness.panic_discipline.max}}badvalue{{/ifCond}}">{{actor.data.data.battle_readiness.panic_discipline.value}}</span>
/ {{actor.data.data.battle_readiness.panic_discipline.max}}
<a title="{{localize 'l5r5e.gm_monitor.mouse_control'}}" data-actor-id="{{actor.id}}" data-type="panic" class="actor-modify-control">
<span class="{{#ifCond actor.data.data.battle_readiness.panic_discipline.value '>' actor.data.data.battle_readiness.panic_discipline.max}}badvalue{{/ifCond}}">{{actor.data.data.battle_readiness.panic_discipline.value}}</span>
/ {{actor.data.data.battle_readiness.panic_discipline.max}}
</a>
</td>
<td>
{{#if actor.data.data.commander_actor_id}}