- NPC with all ring on strengths/weaknesses (CSS TODO). - Removed Custom tech "Links" as they are in fact "Bonds" and need more work. - Added Bonds, SignatureScroll, ItemPatterns and working on titles
174 lines
7.3 KiB
JavaScript
174 lines
7.3 KiB
JavaScript
// Import Commons Modules
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import { L5R5E } from "./config.js";
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import { HelpersL5r5e } from "./helpers.js";
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import { SocketHandlerL5r5e } from "./socket-handler.js";
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import { RegisterSettings } from "./settings.js";
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import { PreloadTemplates } from "./preloadTemplates.js";
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import { RegisterHandlebars } from "./handlebars.js";
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import { HelpDialog } from "./help/help-dialog.js";
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import HooksL5r5e from "./hooks.js";
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// Actors
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import { ActorL5r5e } from "./actor.js";
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import { CharacterSheetL5r5e } from "./actors/character-sheet.js";
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import { NpcSheetL5r5e } from "./actors/npc-sheet.js";
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// Dice and rolls
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import { L5rBaseDie } from "./dice/dietype/l5r-base-die.js";
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import { AbilityDie } from "./dice/dietype/ability-die.js";
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import { RingDie } from "./dice/dietype/ring-die.js";
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import { RollL5r5e } from "./dice/roll.js";
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import { DicePickerDialog } from "./dice/dice-picker-dialog.js";
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import { RollnKeepDialog } from "./dice/roll-n-keep-dialog.js";
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import { CombatL5r5e } from "./combat.js";
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import { GmToolsDialog } from "./dice/gm-tools-dialog.js";
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// Items
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import { ItemL5r5e } from "./item.js";
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import { ItemSheetL5r5e } from "./items/item-sheet.js";
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import { ArmorSheetL5r5e } from "./items/armor-sheet.js";
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import { WeaponSheetL5r5e } from "./items/weapon-sheet.js";
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import { TechniqueSheetL5r5e } from "./items/technique-sheet.js";
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import { PropertySheetL5r5e } from "./items/property-sheet.js";
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import { AdvancementSheetL5r5e } from "./items/advancement-sheet.js";
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import { PeculiaritySheetL5r5e } from "./items/peculiarity-sheet.js";
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import { TitleSheetL5r5e } from "./items/title-sheet.js";
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import { BondSheetL5r5e } from "./items/bond-sheet.js";
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import { SignatureScrollSheetL5r5e } from "./items/signature-scroll-sheet.js";
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import { ItemPatternSheetL5r5e } from "./items/item-pattern-sheet.js";
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// JournalEntry
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import { JournalL5r5e } from "./journal.js";
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import { BaseJournalSheetL5r5e } from "./journals/base-journal-sheet.js";
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// Specific
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import { MigrationL5r5e } from "./migration.js";
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/* ------------------------------------ */
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/* Initialize system */
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/* ------------------------------------ */
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Hooks.once("init", async () => {
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// ***** Initializing l5r5e *****
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// Ascii art :p
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console.log(
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" _ ___ ___ ___\n" +
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" | | | __| _ \\ | __| ___ \n" +
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" | |__|__ \\ / |__ \\/ -_)\n" +
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" |____|___/_|_\\ |___/\\___|\n" +
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" "
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);
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// ***** Config *****
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// Global access to L5R Config
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CONFIG.l5r5e = L5R5E;
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// Assign custom classes and constants here
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CONFIG.Combat.documentClass = CombatL5r5e;
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CONFIG.Actor.documentClass = ActorL5r5e;
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CONFIG.Actor.sheetClasses = CharacterSheetL5r5e;
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CONFIG.Item.documentClass = ItemL5r5e;
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CONFIG.JournalEntry.documentClass = JournalL5r5e;
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CONFIG.JournalEntry.sheetClass = BaseJournalSheetL5r5e;
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// Define custom Roll class
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CONFIG.Dice.rolls.unshift(RollL5r5e);
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// Define DiceTerms
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CONFIG.Dice.terms[AbilityDie.DENOMINATION] = AbilityDie;
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CONFIG.Dice.terms[RingDie.DENOMINATION] = RingDie;
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// Add some classes in game
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game.l5r5e = {
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L5rBaseDie,
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RingDie,
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AbilityDie,
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HelpersL5r5e,
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RollL5r5e,
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DicePickerDialog,
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RollnKeepDialog,
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GmToolsDialog,
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ActorL5r5e,
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HelpDialog,
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sockets: new SocketHandlerL5r5e(),
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migrations: MigrationL5r5e,
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};
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// Register custom system settings
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RegisterSettings();
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// Register custom Handlebars Helpers
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RegisterHandlebars();
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// Preload Handlebars templates
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await PreloadTemplates();
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// ***** Register custom sheets *****
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// Actors
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Actors.unregisterSheet("core", ActorSheet);
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Actors.registerSheet("l5r5e", CharacterSheetL5r5e, { types: ["character"], makeDefault: true });
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Actors.registerSheet("l5r5e", NpcSheetL5r5e, { types: ["npc"], makeDefault: true });
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// Items
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Items.unregisterSheet("core", ItemSheet);
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Items.registerSheet("l5r5e", ItemSheetL5r5e, { types: ["item"], makeDefault: true });
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Items.registerSheet("l5r5e", ArmorSheetL5r5e, { types: ["armor"], makeDefault: true });
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Items.registerSheet("l5r5e", WeaponSheetL5r5e, { types: ["weapon"], makeDefault: true });
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Items.registerSheet("l5r5e", TechniqueSheetL5r5e, { types: ["technique"], makeDefault: true });
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Items.registerSheet("l5r5e", PropertySheetL5r5e, { types: ["property"], makeDefault: true });
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Items.registerSheet("l5r5e", PeculiaritySheetL5r5e, { types: ["peculiarity"], makeDefault: true });
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Items.registerSheet("l5r5e", AdvancementSheetL5r5e, { types: ["advancement"], makeDefault: true });
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Items.registerSheet("l5r5e", TitleSheetL5r5e, { types: ["title"], makeDefault: true });
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Items.registerSheet("l5r5e", BondSheetL5r5e, { types: ["bond"], makeDefault: true });
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Items.registerSheet("l5r5e", SignatureScrollSheetL5r5e, { types: ["signature_scroll"], makeDefault: true });
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Items.registerSheet("l5r5e", ItemPatternSheetL5r5e, { types: ["item_pattern"], makeDefault: true });
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// Journal
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Items.unregisterSheet("core", JournalSheet);
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Items.registerSheet("l5r5e", BaseJournalSheetL5r5e, { makeDefault: true });
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// Override the default Token _drawBar function to allow fatigue bar reversing.
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Token.prototype._drawBar = function (number, bar, data) {
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const reverseBar = data.attribute === "fatigue" && game.settings.get("l5r5e", "token-reverseFatigueBar");
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// Bar value
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const pct = Math.clamped(Number(data.value), 0, data.max) / data.max;
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// Modify color
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let color = number === 0 ? [pct / 1.2, 1 - pct, 0] : [0.5 * pct, 0.7 * pct, 0.5 + pct / 2];
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// Red if compromised
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if (data.attribute === "strife" && data.value > data.max) {
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color = [1, 0.1, 0.1];
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}
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// Enlarge the bar for large tokens
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let h = Math.max(canvas.dimensions.size / 12, 8);
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if (this.data.height >= 2) {
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h *= 1.6;
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}
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// Draw the bar
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bar.clear()
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.beginFill(0x000000, 0.5)
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.lineStyle(2, 0x000000, 0.9)
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.drawRoundedRect(0, 0, this.w, h, 3)
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.beginFill(PIXI.utils.rgb2hex(color), 0.8)
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.lineStyle(1, 0x000000, 0.8)
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.drawRoundedRect(1, 1, (reverseBar ? 1 - pct : pct) * (this.w - 2), h - 2, 2);
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// Set position
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bar.position.set(0, number === 0 ? this.h - h : 0);
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};
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});
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/* ------------------------------------ */
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/* Hooks Once */
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/* ------------------------------------ */
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Hooks.once("setup", HooksL5r5e.setup);
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Hooks.once("ready", HooksL5r5e.ready);
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Hooks.once("diceSoNiceReady", (dice3d) => HooksL5r5e.diceSoNiceReady(dice3d));
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/* ------------------------------------ */
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/* Hooks On */
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/* ------------------------------------ */
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Hooks.on("renderSidebarTab", (app, html, data) => HooksL5r5e.renderSidebarTab(app, html, data));
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Hooks.on("renderChatMessage", (message, html, data) => HooksL5r5e.renderChatMessage(message, html, data));
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Hooks.on("renderCombatTracker", (app, html, data) => HooksL5r5e.renderCombatTracker(app, html, data));
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Hooks.on("renderCompendium", async (app, html, data) => HooksL5r5e.renderCompendium(app, html, data));
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Hooks.on("diceSoNiceRollStart", (messageId, context) => HooksL5r5e.diceSoNiceRollStart(messageId, context));
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