Added ability to switch between stance/prepared on mouse clic (left/right).

This commit is contained in:
Vlyan
2022-01-30 10:54:56 +01:00
parent 5305fb394e
commit cfc7e1504a
3 changed files with 38 additions and 3 deletions

View File

@@ -5,7 +5,9 @@
- Added SoftLock functionality. - Added SoftLock functionality.
- Added a new button bar for system specific buttons. - Added a new button bar for system specific buttons.
- Added +/- buttons to add or subtract Fatigue and Strife (PC & NPC Sheet), Casualties and Panic (Armies Sheet). - Added +/- buttons to add or subtract Fatigue and Strife (PC & NPC Sheet), Casualties and Panic (Armies Sheet).
- GmMonitor : Added ability to add or subtract fatigue/strife/void/casualties/panic points on mouse clic (left/right). - GmMonitor :
- Added ability to add or subtract fatigue/strife/void/casualties/panic points on mouse clic (left/right/middle).
- Added ability to switch between stance/prepared on mouse clic (left/right).
- Compendiums : - Compendiums :
- Techniques : QoL - Trying a cheap Rank filter. - Techniques : QoL - Trying a cheap Rank filter.
- Inversion techniques : Updated xp cost from 3 to 6. - Inversion techniques : Updated xp cost from 3 to 6.

View File

@@ -274,6 +274,15 @@ export class GmMonitor extends FormApplication {
// Mouse bt : middle = 0, left +1, right -1 // Mouse bt : middle = 0, left +1, right -1
const add = event.which === 2 ? -999 : event.which === 1 ? 1 : -1; const add = event.which === 2 ? -999 : event.which === 1 ? 1 : -1;
// Stance
let stanceIdx =
CONFIG.l5r5e.stances.findIndex((s) => s === actor.data.data.stance) + (event.which === 1 ? 1 : -1);
if (stanceIdx < 0) {
stanceIdx = CONFIG.l5r5e.stances.length - 1;
} else if (stanceIdx > CONFIG.l5r5e.stances.length - 1) {
stanceIdx = 0;
}
switch (type) { switch (type) {
// *** Characters *** // *** Characters ***
case "fatigue": case "fatigue":
@@ -309,6 +318,22 @@ export class GmMonitor extends FormApplication {
}); });
break; break;
case "stance":
await actor.update({
data: {
stance: CONFIG.l5r5e.stances[stanceIdx],
},
});
break;
case "prepared":
await actor.update({
data: {
prepared: !actor.data.data.prepared,
},
});
break;
// *** Armies *** // *** Armies ***
case "casualties": case "casualties":
await actor.update({ await actor.update({

View File

@@ -26,8 +26,16 @@
<a data-actor-id="{{actor.id}}" class="open-sheet-actor-id">{{actor.name}}</a> <a data-actor-id="{{actor.id}}" class="open-sheet-actor-id">{{actor.name}}</a>
{{#if actor.data.data.attitude}}<p>({{actor.data.data.attitude}})</p>{{/if}} {{#if actor.data.data.attitude}}<p>({{actor.data.data.attitude}})</p>{{/if}}
</td> </td>
<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> <td>
<td><i data-type="text" data-text="<h2>{{localize 'l5r5e.conflict.initiative.title'}} : {{localize (localize 'l5r5e.conflict.initiative.prepared_{value}' value=actor.isPrepared)}}</h2>" class="fa fas prepared-icon-{{actor.isPrepared}} {{#ifCond actor.isPrepared '==' 'false'}}badvalue{{/ifCond}} actor-infos-control"></i></td> <a data-actor-id="{{actor.id}}" data-type="stance" class="actor-modify-control">
<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>
</a>
</td>
<td>
<a data-actor-id="{{actor.id}}" data-type="prepared" class="actor-modify-control">
<i data-type="text" data-text="<h2>{{localize 'l5r5e.conflict.initiative.title'}} : {{localize (localize 'l5r5e.conflict.initiative.prepared_{value}' value=actor.isPrepared)}}</h2>" class="fa fas prepared-icon-{{actor.isPrepared}} {{#ifCond actor.isPrepared '==' 'false'}}badvalue{{/ifCond}} actor-infos-control"></i>
</a>
</td>
<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> <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>
<td>{{#if actor.haveArmorEquipped}}<i data-type="armors" data-actor-id="{{actor.id}}" class="fas fa-user-shield actor-infos-control"></i>{{/if}}</td> <td>{{#if actor.haveArmorEquipped}}<i data-type="armors" data-actor-id="{{actor.id}}" class="fas fa-user-shield actor-infos-control"></i>{{/if}}</td>
<td> <td>