Working on 0.8.x

-dot separator in settings
-mergeObject ns
-added a option to enable/disable custom techs
-removed "foundry-pc-types" as it was absolutely obsolete
-fixed some roll errors (_rolled -> _evaluated)
This commit is contained in:
Vlyan
2021-04-30 17:20:34 +02:00
parent df86ba81e7
commit 93cfe5bb86
35 changed files with 140 additions and 10256 deletions

View File

@@ -46,7 +46,7 @@ export class DicePickerDialog extends FormApplication {
* @override
*/
static get defaultOptions() {
return mergeObject(super.defaultOptions, {
return foundry.utils.mergeObject(super.defaultOptions, {
id: "l5r5e-dice-picker-dialog",
classes: ["l5r5e", "dice-picker-dialog"],
template: CONFIG.l5r5e.paths.templates + "dice/dice-picker-dialog.html",
@@ -131,7 +131,7 @@ export class DicePickerDialog extends FormApplication {
if (options.difficulty) {
this.difficulty = options.difficulty;
} else {
this.difficulty = game.settings.get("l5r5e", "initiative.difficulty.value");
this.difficulty = game.settings.get("l5r5e", "initiative-difficulty-value");
}
// DifficultyHidden
@@ -145,7 +145,7 @@ export class DicePickerDialog extends FormApplication {
* Refresh data (used from socket)
*/
async refresh() {
this.difficulty = game.settings.get("l5r5e", "initiative.difficulty.value");
this.difficulty = game.settings.get("l5r5e", "initiative-difficulty-value");
this.difficultyHidden = false;
this.render(false);
}
@@ -244,7 +244,7 @@ export class DicePickerDialog extends FormApplication {
*/
set difficultyHidden(isHidden) {
// If GM hide, then player choice don't matter
this._difficultyHiddenIsLock = game.settings.get("l5r5e", "initiative.difficulty.hidden");
this._difficultyHiddenIsLock = game.settings.get("l5r5e", "initiative-difficulty-hidden");
if (this._difficultyHiddenIsLock) {
isHidden = true;
}
@@ -390,7 +390,7 @@ export class DicePickerDialog extends FormApplication {
// If initiative roll, check if player already have
if (this.object.isInitiativeRoll) {
const combatant = game.combat.combatants.find((c) => c.actor._id === this._actor._id && c.initiative > 0);
const combatant = game.combat.combatants.find((c) => c.actor.id === this._actor.id && c.initiative > 0);
if (combatant) {
ui.notifications.error(game.i18n.localize("l5r5e.conflict.initiative.already_set"));
return this.close();
@@ -470,7 +470,7 @@ export class DicePickerDialog extends FormApplication {
}
if (message) {
new game.l5r5e.RollnKeepDialog(message._id).render(true);
new game.l5r5e.RollnKeepDialog(message.id).render(true);
}
return this.close();
@@ -508,8 +508,8 @@ export class DicePickerDialog extends FormApplication {
const params = {};
let name = "DicePicker";
if (this._actor?._id) {
params.actorId = this._actor._id;
if (this._actor?.id) {
params.actorId = this._actor.id;
name = this._actor.name;
}
@@ -536,7 +536,7 @@ export class DicePickerDialog extends FormApplication {
}
// Search if already in player hotbar
if (Object.values(game.user.data.hotbar).includes(macro._id)) {
if (Object.values(game.user.data.hotbar).includes(macro.id)) {
return;
}