added prepared statut and it's sync
This commit is contained in:
@@ -234,7 +234,9 @@
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"bonds": "Bonds",
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"npc": {
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"advantages": "Advantages",
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"disadvantages": "Disadvantages"
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"disadvantages": "Disadvantages",
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"combat": "Combat",
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"intrigue": "Intrigue"
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}
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},
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"skills": {
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@@ -234,7 +234,9 @@
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"bonds": "Bonds",
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"npc": {
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"advantages": "Ventajas",
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"disadvantages": "Desventajas"
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"disadvantages": "Desventajas",
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"combat": "Combate",
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"intrigue": "Intriga"
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}
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},
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"skills": {
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@@ -234,7 +234,9 @@
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"bonds": "Liens",
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"npc": {
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"advantages": "Avantages",
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"disadvantages": "Désavantages"
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"disadvantages": "Désavantages",
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"combat": "Combat",
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"intrigue": "Intrigue"
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}
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},
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"skills": {
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@@ -99,12 +99,7 @@ export class ActorL5r5e extends Actor {
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return Actor.updateDocuments([data], context).then(() => {
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// Notify the "Gm Monitor" if this actor is watched
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if (game.settings.get("l5r5e", "gm-monitor-actors").find((e) => e === this.id)) {
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game.l5r5e.sockets.refreshAppId("l5r5e-gm-monitor");
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if (game.user.isGM) {
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Object.values(ui.windows)
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.find((e) => e.id === "l5r5e-gm-monitor")
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?.refresh();
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}
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game.l5r5e.HelpersL5r5e.refreshLocalAndSocket("l5r5e-gm-monitor");
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}
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});
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}
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@@ -216,7 +211,7 @@ export class ActorL5r5e extends Actor {
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* Return true if a weapon is equipped
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* @return {boolean}
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*/
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haveWeaponEquipped() {
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get haveWeaponEquipped() {
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return this.items.some((e) => e.type === "weapon" && !!e.data.data.equipped);
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}
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@@ -224,7 +219,7 @@ export class ActorL5r5e extends Actor {
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* Return true if a weapon is readied
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* @return {boolean}
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*/
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haveWeaponReadied() {
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get haveWeaponReadied() {
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return this.items.some((e) => e.type === "weapon" && !!e.data.data.equipped && !!e.data.data.readied);
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}
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@@ -232,7 +227,27 @@ export class ActorL5r5e extends Actor {
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* Return true if a armor is equipped
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* @return {boolean}
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*/
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haveArmorEquipped() {
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get haveArmorEquipped() {
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return this.items.some((e) => e.type === "armor" && !!e.data.data.equipped);
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}
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/**
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* Return true if this actor is prepared (overridden by global)
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* @return {boolean}
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*/
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get isPrepared() {
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const cfg = {
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character: game.settings.get("l5r5e", "initiative-prepared-character"),
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adversary: game.settings.get("l5r5e", "initiative-prepared-adversary"),
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minion: game.settings.get("l5r5e", "initiative-prepared-minion"),
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};
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// Prepared is a boolean or if null we get the info in the actor
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let isPrepared = this.data.type === "character" ? cfg.character : cfg[this.data.data.type];
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if (isPrepared === "null") {
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isPrepared = this.data.data.prepared ? "true" : "false";
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}
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return isPrepared;
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}
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}
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@@ -26,11 +26,6 @@ export class CombatL5r5e extends Combat {
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const cfg = {
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difficulty: game.settings.get("l5r5e", "initiative-difficulty-value"),
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difficultyHidden: game.settings.get("l5r5e", "initiative-difficulty-hidden"),
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prepared: {
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character: game.settings.get("l5r5e", "initiative-prepared-character"),
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adversary: game.settings.get("l5r5e", "initiative-prepared-adversary"),
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minion: game.settings.get("l5r5e", "initiative-prepared-minion"),
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},
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};
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// SkillId from DicePicker or global
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@@ -54,10 +49,7 @@ export class CombatL5r5e extends Combat {
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// Prepared is a boolean or if null we get the info in the actor sheet
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const isPc = combatant.actor.data.type === "character";
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let isPrepared = isPc ? cfg.prepared.character : cfg.prepared[data.type];
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if (isPrepared === "null") {
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isPrepared = data.prepared ? "true" : "false";
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}
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const isPrepared = combatant.isPrepared;
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// A character’s initiative value is based on their state of preparedness when the conflict began.
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// If the character was ready for the conflict, their base initiative value is their focus attribute.
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@@ -20,7 +20,7 @@ export class GmMonitor extends FormApplication {
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classes: ["l5r5e", "gm-monitor"],
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template: CONFIG.l5r5e.paths.templates + "gm/gm-monitor.html",
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title: game.i18n.localize("l5r5e.gm_monitor.title"),
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width: 700,
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width: 800,
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height: 300,
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resizable: true,
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closeOnSubmit: false,
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@@ -175,8 +175,7 @@ export class GmMonitor extends FormApplication {
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this.object.actors.push(actor[0]);
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await this._saveActorsIds();
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return this.refresh();
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return this._saveActorsIds();
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}
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/**
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@@ -227,8 +226,7 @@ export class GmMonitor extends FormApplication {
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this.object.actors = this.object.actors.filter((e) => e.id !== id);
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await this._saveActorsIds();
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return this.refresh();
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return this._saveActorsIds();
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}
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/**
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@@ -353,6 +353,17 @@ export class HelpersL5r5e {
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});
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}
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/**
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* Send a refresh to socket, and on local windows app
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* @param {String} appId Application name
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*/
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static refreshLocalAndSocket(appId) {
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game.l5r5e.sockets.refreshAppId(appId);
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Object.values(ui.windows)
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.find((e) => e.id === appId)
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?.refresh();
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}
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/**
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* Compute the Xp cost for cursus and total
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* @param {ItemL5r5e|ItemL5r5e[]} itemsList Item Data
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@@ -85,6 +85,7 @@ export const RegisterSettings = function () {
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config: false,
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type: String,
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default: "null",
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onChange: () => game.l5r5e.HelpersL5r5e.refreshLocalAndSocket("l5r5e-gm-monitor"),
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});
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game.settings.register("l5r5e", "initiative-prepared-adversary", {
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name: "Initiative NPC adversary are prepared or not",
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@@ -92,6 +93,7 @@ export const RegisterSettings = function () {
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config: false,
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type: String,
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default: "null",
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onChange: () => game.l5r5e.HelpersL5r5e.refreshLocalAndSocket("l5r5e-gm-monitor"),
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});
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game.settings.register("l5r5e", "initiative-prepared-minion", {
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name: "Initiative NPC minion are prepared or not",
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@@ -99,6 +101,7 @@ export const RegisterSettings = function () {
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config: false,
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type: String,
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default: "null",
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onChange: () => game.l5r5e.HelpersL5r5e.refreshLocalAndSocket("l5r5e-gm-monitor"),
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});
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/* ------------------------------------ */
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@@ -106,10 +109,10 @@ export const RegisterSettings = function () {
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/* ------------------------------------ */
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game.settings.register("l5r5e", "gm-monitor-actors", {
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name: "Gm Monitor",
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scope: "world", // for sync between gm
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scope: "world",
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config: false,
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type: Array,
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default: [],
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onChange: () => game.l5r5e.sockets.refreshAppId("l5r5e-gm-monitor"),
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onChange: () => game.l5r5e.HelpersL5r5e.refreshLocalAndSocket("l5r5e-gm-monitor"),
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});
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};
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File diff suppressed because one or more lines are too long
@@ -782,10 +782,10 @@ button {
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max-height: 28px;
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}
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.goodvalue {
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color: rgba(0, 128, 0, 0.75);
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color: #4e8c69;
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}
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.badvalue {
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color: $red-dice;
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color: #ab2a00;
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}
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}
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// hide "search anywhere" draggable icon
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@@ -11,12 +11,12 @@
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</li>
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{{!-- Martial --}}
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<li>
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<i class="i_bushi"></i>
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<i class="i_bushi" title="{{localize 'l5r5e.social.npc.combat'}}"></i>
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<input class="centered-input select-on-focus" type="number" name="data.conflict_rank.martial" value="{{data.data.conflict_rank.martial}}" data-dtype="Number" min="0" placeholder="0"/>
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</li>
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{{!-- Social --}}
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<li>
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<i class="i_courtier"></i>
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<i class="i_courtier" title="{{localize 'l5r5e.social.npc.intrigue'}}"></i>
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<input class="centered-input select-on-focus" type="number" name="data.conflict_rank.social" value="{{data.data.conflict_rank.social}}" data-dtype="Number" min="0" placeholder="0"/>
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</li>
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</ul>
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@@ -4,9 +4,10 @@
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<th class="img"></th>
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<th class="name">{{localize 'l5r5e.name'}}</th>
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<th class="stance"><i class="i_earth"></i></th>
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<th class="prepared"><i class="fas prepared-icon-true"></i></th>
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<th class="weapon"><i class="fas fa-fan"></i></th>
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<th class="armor"><i class="fas fa-user-shield"></i></th>
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<th class="rank"><i class="i_bushi"></i> / <i class="i_courtier"></i></th>
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<th class="rank">{{localize 'l5r5e.rank'}}</th>
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<th class="social">{{localize 'l5r5e.gm_monitor.honor_glory_status'}}</th>
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<th class="fatigue">{{localize 'l5r5e.attributes.fatigue'}}</th>
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<th class="strife">{{localize 'l5r5e.attributes.strife'}}</th>
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@@ -21,17 +22,29 @@
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<td><img class="profile actor-profile" title="{{actor.name}}" src="{{actor.img}}"></td>
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<td>
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<a data-actor-id="{{actor.id}}" class="actor-sheet-control">{{actor.name}}</a>
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{{#if actor.data.data.attitude}}<br>({{actor.data.data.attitude}}){{/if}}
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{{#if actor.data.data.attitude}}<p>({{actor.data.data.attitude}})</p>{{/if}}
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</td>
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<td><i data-type="text" data-text="<h2>{{localize 'l5r5e.conflict.stance'}} ({{localizeRing actor.data.data.stance}})</h2>{{localizeStanceTip actor.data.data.stance}}" class="i_{{actor.data.data.stance}} actor-infos-control"></i></td>
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<td><i class="fa fas prepared-icon-{{actor.isPrepared}} {{#ifCond actor.isPrepared '==' 'false'}}badvalue{{/ifCond}}" title="{{localize (localize 'l5r5e.conflict.initiative.prepared_{value}' value=actor.isPrepared)}}"></i></td>
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<td>{{#if actor.haveWeaponEquipped}}<i data-type="weapons" data-actor-id="{{actor.id}}" class="fas fa-fan actor-infos-control {{#if actor.haveWeaponReadied}}badvalue{{/if}}"></i>{{/if}}</td>
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<td>{{#if actor.haveArmorEquipped}}<i data-type="armors" data-actor-id="{{actor.id}}" class="fas fa-user-shield actor-infos-control"></i>{{/if}}</td>
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<td>
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<p>
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{{#if actor.data.data.identity.school_rank}}
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{{actor.data.data.identity.school_rank}}
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{{else}}
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{{actor.data.data.conflict_rank.martial}} / {{actor.data.data.conflict_rank.social}}
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<i class="i_bushi" title="{{localize 'l5r5e.social.npc.combat'}}"></i> {{actor.data.data.conflict_rank.martial}} <i class="i_courtier" title="{{localize 'l5r5e.social.npc.intrigue'}}"></i> {{actor.data.data.conflict_rank.social}}
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{{/if}}
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</p>
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<p>
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{{#if actor.data.data.rings_affinities}}
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{{#each actor.data.data.rings_affinities as |ringValue ringId|}}
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{{#if ringValue}}
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<i class="i_{{ringId}}" title="{{localizeRing ringId}}"></i> {{ringValue}}
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{{/if}}
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{{/each}}
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{{/if}}
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</p>
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</td>
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<td>
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<span class="{{#ifCond actor.data.data.social.honor '>' 64}}goodvalue{{/ifCond}}{{#ifCond actor.data.data.social.honor '<' 30}}badvalue{{/ifCond}}">{{actor.data.data.social.honor}}</span>
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