Working on Compatibility for FVTT v10

This commit is contained in:
Vlyan
2022-07-21 16:08:47 +02:00
parent cf937c4979
commit eebd26d32a
108 changed files with 989 additions and 962 deletions

View File

@@ -67,7 +67,7 @@ export class GmToolbox extends FormApplication {
// TODO better implementation needed : see KeyboardManager._onEscape(event, up, modifiers)
// This windows is always open, so esc key is stuck at step 2 : Object.keys(ui.windows).length > 0
// Case 3 (GM) - release controlled objects
if (canvas?.ready && game.user.isGM && Object.keys(canvas.activeLayer._controlled).length) {
if (canvas?.ready && game.user.isGM && Object.keys(canvas.activeLayer.controlled).length) {
canvas.activeLayer.releaseAll();
} else {
// Case 4 - toggle the main menu
@@ -102,9 +102,9 @@ export class GmToolbox extends FormApplication {
* @return {Object}
* @override
*/
getData(options = null) {
async getData(options = null) {
return {
...super.getData(options),
...(await super.getData(options)),
data: this.object,
};
}
@@ -201,46 +201,46 @@ export class GmToolbox extends FormApplication {
}
// Manage left/right button
if (!isAll && (actor.data.type !== "character" || !actor.hasPlayerOwner)) {
if (!isAll && (actor.type !== "character" || !actor.hasPlayerOwner)) {
continue;
}
switch (type) {
case "sleep":
// Remove 'water x2' fatigue points
actor.data.data.fatigue.value = Math.max(
actor.system.fatigue.value = Math.max(
0,
actor.data.data.fatigue.value - Math.ceil(actor.data.data.rings.water * 2)
actor.system.fatigue.value - Math.ceil(actor.system.rings.water * 2)
);
break;
case "scene_end":
// If more than half the value => roundup half conflit & fatigue
actor.data.data.fatigue.value = Math.min(
actor.data.data.fatigue.value,
Math.ceil(actor.data.data.fatigue.max / 2)
actor.system.fatigue.value = Math.min(
actor.system.fatigue.value,
Math.ceil(actor.system.fatigue.max / 2)
);
actor.data.data.strife.value = Math.min(
actor.data.data.strife.value,
Math.ceil(actor.data.data.strife.max / 2)
actor.system.strife.value = Math.min(
actor.system.strife.value,
Math.ceil(actor.system.strife.max / 2)
);
break;
case "reset_void":
actor.data.data.void_points.value = Math.ceil(actor.data.data.void_points.max / 2);
actor.system.void_points.value = Math.ceil(actor.system.void_points.max / 2);
break;
}
await actor.update({
data: {
system: {
fatigue: {
value: actor.data.data.fatigue.value,
value: actor.system.fatigue.value,
},
strife: {
value: actor.data.data.strife.value,
value: actor.system.strife.value,
},
void_points: {
value: actor.data.data.void_points.value,
value: actor.system.void_points.value,
},
},
});