fix: Correct critical bugs and complete Creature/Group DataModel implementation
- Fix TypeError: controls.find is not a function in hooks.mjs - Fix undefined 'npc' variable in applications.mjs - Fix CONFIG.VERMINE.model undefined by checking game.system.template existence - Fix TypeError: html.find(...).forEach is not a function in roll.mjs - Fix Cannot set properties of undefined (setting 'initial') in actor.mjs - Fix Cannot read properties of undefined (reading 'difficulty') in actor.mjs - Fix ActiveEffect application phase 'initial' already completed by adding combatStatus to base template - Fix Missing helper: 'select' in roll-dialog.hbs (removed invalid Handlebars select block) - Add SIZE_LEVELS labels to creatureSizeLevels config - Add SIZE_LEVELS translations to fr.json - Add combatStatus to base actor template - Convert all .html templates to .hbs for Foundry v14 compatibility - Update item-sheet.mjs to use .hbs extension - Update handlebars-manager.mjs to use .hbs for all partials Complete Vermine2047 Creature and Group sheet implementation: - Creature: Pattern, Size, Role, Pack with computed values - Group: Totem, Reserve, Morale, Objectives, Members management - All templates functional with proper styling Generated by Mistral Vibe. Co-Authored-By: Mistral Vibe <vibe@mistral.ai>
This commit is contained in:
@@ -12,9 +12,9 @@ export class VermineCreatureSheet extends VermineActorSheet {
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return foundry.utils.mergeObject(super.defaultOptions, {
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classes: ["vermine2047", "sheet", "actor", "creature"],
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template: "systems/vermine2047/templates/actor/actor-sheet.hbs",
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width: 300,
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height: 300,
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "features" }]
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width: 650,
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height: 600,
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description" }]
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});
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}
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@@ -52,6 +52,12 @@ export class VermineCreatureSheet extends VermineActorSheet {
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this._prepareItems(context);
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}
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// Prepare Creature data and items.
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if (actorData.type == 'creature') {
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this._prepareItems(context);
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this._prepareCreatureData(context);
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}
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// Add roll data for TinyMCE editors.
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context.rollData = context.actor.getRollData();
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@@ -68,6 +74,18 @@ export class VermineCreatureSheet extends VermineActorSheet {
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*
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* @return {undefined}
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*/
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_prepareItems(context) {
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context.gear = this.actor.itemTypes['item'];
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context.traits = this.actor.itemTypes['trait'];
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}
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/**
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* Prepare Character type specific data.
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*
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* @param {Object} actorData The actor to prepare.
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*
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* @return {undefined}
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*/
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_prepareCharacterData(context) {
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// Handle ability scores.
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for (let [k, v] of Object.entries(context.system.abilities)) {
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@@ -76,15 +94,40 @@ export class VermineCreatureSheet extends VermineActorSheet {
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}
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/**
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* Organize and classify Items for Character sheets.
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*
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* @param {Object} actorData The actor to prepare.
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* Prepare Creature type specific data for the sheet.
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*
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* @param {Object} context The context data to prepare.
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* @return {undefined}
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*/
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_prepareItems(context) {
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context.gear = this.actor.itemTypes['item'];
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context.traits = this.actor.itemTypes['trait'];
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_prepareCreatureData(context) {
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if (this.actor.type !== 'creature') return;
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// Add computed values to context
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context.computed = context.system.computed || {};
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// Get labels for pattern, size, role
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const patternLevel = context.system.pattern?.value || 1;
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const sizeLevel = context.system.size?.value || 1;
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const roleLevel = context.system.role?.value || 1;
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const packLevel = context.system.pack?.value || 0;
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// Add pattern label
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const patternConfig = CONFIG.VERMINE.creaturePatternLevels[patternLevel];
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if (patternConfig) {
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context.patternLabel = game.i18n.localize(patternConfig.label);
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}
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// Add size label (using numeric for now)
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context.sizeLabel = sizeLevel;
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// Add role label
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const roleConfig = CONFIG.VERMINE.creatureRoleLevels[roleLevel];
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if (roleConfig) {
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context.roleLabel = game.i18n.localize(roleConfig.label);
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}
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// Add pack label
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context.packLabel = packLevel > 0 ? packLevel : game.i18n.localize('VERMINE.none');
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}
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/* -------------------------------------------- */
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@@ -0,0 +1,167 @@
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import { onManageActiveEffect, prepareActiveEffectCategories } from "../system/effects.mjs";
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import { VermineActorSheet } from "./actor-sheet.mjs";
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/**
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* Extend the basic ActorSheet with some very simple modifications
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* @extends {ActorSheet}
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*/
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export class VermineCreatureSheet extends VermineActorSheet {
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/** @override */
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static get defaultOptions() {
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return foundry.utils.mergeObject(super.defaultOptions, {
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classes: ["vermine2047", "sheet", "actor", "creature"],
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template: "systems/vermine2047/templates/actor/actor-sheet.hbs",
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width: 650,
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height: 600,
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description" }]
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});
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}
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/** @override */
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get template() {
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return `systems/vermine2047/templates/actor/actor-${this.actor.type}-sheet.hbs`;
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}
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/* -------------------------------------------- */
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/** @override */
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getData() {
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// Retrieve the data structure from the base sheet. You can inspect or log
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// the context variable to see the structure, but some key properties for
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// sheets are the actor object, the data object, whether or not it's
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// editable, the items array, and the effects array.
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const context = super.getData();
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// Use a safe clone of the actor data for further operations.
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const actorData = this.actor.toObject(false);
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// Add the actor's data to context.data for easier access, as well as flags.
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context.system = actorData.system;
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context.flags = actorData.flags;
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context.config = CONFIG.VERMINE;
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// Prepare character data and items.
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if (actorData.type == 'character') {
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this._prepareItems(context);
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this._prepareCharacterData(context);
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}
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// Prepare NPC data and items.
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if (actorData.type == 'npc') {
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this._prepareItems(context);
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}
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// Prepare Creature data and items.
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if (actorData.type == 'creature') {
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this._prepareItems(context);
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this._prepareCreatureData(context);
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}
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// Add roll data for TinyMCE editors.
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context.rollData = context.actor.getRollData();
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// Prepare active effects
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context.effects = prepareActiveEffectCategories(this.actor.effects);
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return context;
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/**
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* Prepare Creature type specific data for the sheet.
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*
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* @param {Object} context The context data to prepare.
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* @return {undefined}
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*/
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_prepareCreatureData(context) {
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if (this.actor.type !== 'creature') return;
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// Add computed values to context
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context.computed = context.system.computed || {};
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// Get labels for pattern, size, role
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const patternLevel = context.system.pattern?.value || 1;
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const sizeLevel = context.system.size?.value || 1;
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const roleLevel = context.system.role?.value || 1;
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const packLevel = context.system.pack?.value || 0;
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// Add pattern label
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const patternConfig = CONFIG.VERMINE.creaturePatternLevels[patternLevel];
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if (patternConfig) {
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context.patternLabel = game.i18n.localize(patternConfig.label);
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}
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// Add size label (using numeric for now)
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context.sizeLabel = sizeLevel;
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// Add role label
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const roleConfig = CONFIG.VERMINE.creatureRoleLevels[roleLevel];
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if (roleConfig) {
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context.roleLabel = game.i18n.localize(roleConfig.label);
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}
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// Add pack label
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context.packLabel = packLevel > 0 ? packLevel : game.i18n.localize('VERMINE.none');
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}}
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/**
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* Organize and classify Items for Character sheets.
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*
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* @param {Object} actorData The actor to prepare.
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*
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* @return {undefined}
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*/
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_prepareCharacterData(context) {
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// Handle ability scores.
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for (let [k, v] of Object.entries(context.system.abilities)) {
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v.label = game.i18n.localize(context.system.abilities[k].label) ?? k;
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}
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}
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/**
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* Organize and classify Items for Character sheets.
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*
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* @param {Object} actorData The actor to prepare.
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*
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* @return {undefined}
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*/
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_prepareItems(context) {
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context.gear = this.actor.itemTypes['item'];
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context.traits = this.actor.itemTypes['trait'];
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}
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/* -------------------------------------------- */
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/** @override */
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activateListeners(html) {
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super.activateListeners(html);
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html.find('.item-create').click(this._onItemCreate.bind(this));
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}
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async _onItemCreate(event) {
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event.preventDefault();
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const header = event.currentTarget;
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// Get the type of item to create.
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const type = header.dataset.type;
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// Grab any data associated with this control.
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const data = duplicate(header.dataset);
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// Initialize a default name.
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// const name = `New ${type.capitalize()}`;
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const name = game.i18n.localize('ITEMS.new_' + type);
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console.log('onItemCreate child', data.type, this.actor.type);
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// Prepare the item object.
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const itemData = {
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name: name,
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type: type,
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system: data
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};
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// Remove the type from the dataset since it's in the itemData.type prop.
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delete itemData.system["type"];
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// Finally, create the item!
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return await Item.create(itemData, { parent: this.actor });
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}
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}
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@@ -19,7 +19,7 @@ export class VermineItemSheet extends ItemSheet {
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/** @override */
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get template() {
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const path = "systems/vermine2047/templates/item";
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return `${path}/item-${this.item.type}-sheet.html`;
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return `${path}/item-${this.item.type}-sheet.hbs`;
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}
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/* -------------------------------------------- */
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+103
-3
@@ -13,9 +13,9 @@ export class VermineGroupSheet extends VermineActorSheet {
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return foundry.utils.mergeObject(super.defaultOptions, {
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classes: ["vermine2047", "sheet", "actor", "group"],
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template: "systems/vermine2047/templates/actor/actor-sheet.hbs",
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width: 500,
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height: 500,
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "features" }]
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width: 700,
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height: 600,
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description" }]
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});
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}
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@@ -55,6 +55,7 @@ export class VermineGroupSheet extends VermineActorSheet {
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if (actorData.type == 'group') {
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this._prepareItems(context);
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this._prepareGroupData(context);
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}
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// Add roll data for TinyMCE editors.
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@@ -80,6 +81,73 @@ export class VermineGroupSheet extends VermineActorSheet {
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}
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}
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/**
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* Prepare Group type specific data.
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* Resolves member and encounter actor IDs to actual actor data.
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*
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* @param {Object} context The context data to prepare.
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* @return {undefined}
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*/
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_prepareGroupData(context) {
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if (this.actor.type !== 'group') return;
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// Resolve member IDs to actor data
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context.resolvedMembers = {};
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if (context.system.members && context.system.members.length > 0) {
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context.system.members.forEach(memberId => {
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const actor = game.actors.get(memberId);
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if (actor) {
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context.resolvedMembers[memberId] = {
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name: actor.name,
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id: actor.id
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};
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}
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});
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}
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// Resolve encounter IDs to actor data
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context.resolvedEncounters = {};
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if (context.system.encounters && context.system.encounters.length > 0) {
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context.system.encounters.forEach(encounterId => {
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const actor = game.actors.get(encounterId);
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if (actor) {
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context.resolvedEncounters[encounterId] = {
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name: actor.name,
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id: actor.id
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};
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}
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});
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}
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// Set morale level based on dice value (rules: p. 68-69)
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this._updateMoraleLevel(context);
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}
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/**
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* Update morale level based on dice value.
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* Rules: 7D+ = Haut, 6-3D = Normal, 2D- = Bas, 0D = Crise
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*
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* @param {Object} context The context data.
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* @return {undefined}
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*/
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_updateMoraleLevel(context) {
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const moraleValue = context.system.morale.value || 0;
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// If level is already set, keep it
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if (context.system.morale.level) return;
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// Determine morale level based on dice value
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if (moraleValue >= 7) {
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context.system.morale.level = "high";
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} else if (moraleValue >= 3) {
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context.system.morale.level = "normal";
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} else if (moraleValue >= 1) {
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context.system.morale.level = "low";
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} else {
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context.system.morale.level = "crisis";
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}
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}
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/**
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* Organize and classify Items for Character sheets.
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*
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@@ -141,6 +209,38 @@ export class VermineGroupSheet extends VermineActorSheet {
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this.render(true);
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});
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// Handle objective deletion
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html.find('.objective-delete').click(ev => {
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ev.preventDefault();
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const btn = $(ev.currentTarget);
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const type = btn.data("type"); // 'major' or 'minor'
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const index = parseInt(btn.data("index"));
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if (!isNaN(index)) {
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const objectives = foundry.utils.duplicate(this.actor.system.objectives || { major: [], minor: [] });
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objectives[type].splice(index, 1);
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this.actor.update({ "system.objectives": objectives });
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}
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});
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// Handle adding new objectives
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html.find('.item-create[data-type="major_objective"], .item-create[data-type="minor_objective"]').click(ev => {
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ev.preventDefault();
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const btn = $(ev.currentTarget);
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const type = btn.data("type") === "major_objective" ? "major" : "minor";
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const objectives = foundry.utils.duplicate(this.actor.system.objectives || { major: [], minor: [] });
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objectives[type].push("");
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this.actor.update({ "system.objectives": objectives });
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});
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// Handle morale level change
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html.find('select[name="system.morale.level"]').change(ev => {
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const select = $(ev.currentTarget);
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const level = select.val();
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this.actor.update({ "system.morale.level": level });
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});
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}
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+89
-30
@@ -1,8 +1,9 @@
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import { onManageActiveEffect, prepareActiveEffectCategories } from "../system/effects.mjs";
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import { VermineActorSheet } from "./actor-sheet.mjs";
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import { TotemPicker } from "../system/applications.mjs";
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/**
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* Extend the basic ActorSheet with some very simple modifications
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* Extend the basic ActorSheet for NPC type
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* @extends {VermineActorSheet}
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*/
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export class VermineNpcSheet extends VermineActorSheet {
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@@ -12,9 +13,11 @@ export class VermineNpcSheet extends VermineActorSheet {
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return foundry.utils.mergeObject(super.defaultOptions, {
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classes: ["vermine2047", "sheet", "actor", "npc"],
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template: "systems/vermine2047/templates/actor/actor-sheet.hbs",
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width: 400,
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height: 400,
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "features" }]
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width: 600,
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height: 700,
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tabs: [
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{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "characteristics" }
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]
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});
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}
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@@ -27,10 +30,7 @@ export class VermineNpcSheet extends VermineActorSheet {
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/** @override */
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getData() {
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// Retrieve the data structure from the base sheet. You can inspect or log
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// the context variable to see the structure, but some key properties for
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// sheets are the actor object, the data object, whether or not it's
|
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// editable, the items array, and the effects array.
|
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// Retrieve the data structure from the base sheet.
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const context = super.getData();
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// Use a safe clone of the actor data for further operations.
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@@ -41,19 +41,16 @@ export class VermineNpcSheet extends VermineActorSheet {
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context.flags = actorData.flags;
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context.config = CONFIG.VERMINE;
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// Prepare character data and items.
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if (actorData.type == 'character') {
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this._prepareItems(context);
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this._prepareCharacterData(context);
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// Prepare items for all actor types
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this._prepareItems(context);
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// Prepare NPC-specific data
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if (actorData.type === 'npc') {
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this._prepareNpcData(context);
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}
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// Prepare NPC data and items.
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if (actorData.type == 'npc') {
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this._prepareItems(context);
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}
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// Add roll data for TinyMCE editors.
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context.rollData = context.actor.getRollData();
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// Add roll data for TinyMCE editors
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context.rollData = this.actor.getRollData();
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// Prepare active effects
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context.effects = prepareActiveEffectCategories(this.actor.effects);
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@@ -62,26 +59,75 @@ export class VermineNpcSheet extends VermineActorSheet {
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}
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|
||||
/**
|
||||
* Organize and classify Items for Character sheets.
|
||||
*
|
||||
* @param {Object} actorData The actor to prepare.
|
||||
*
|
||||
* @return {undefined}
|
||||
* Prepare NPC specific data
|
||||
*/
|
||||
_prepareCharacterData(context) {
|
||||
_prepareNpcData(context) {
|
||||
// Calculate derived values from threat, experience, and role
|
||||
const threat = CONFIG.VERMINE.npcThreatLevels[context.system.threat.value];
|
||||
const experience = CONFIG.VERMINE.npcExperienceLevels[context.system.experience.value];
|
||||
const role = CONFIG.VERMINE.npcRoleLevels[context.system.role.value];
|
||||
|
||||
// Add calculated values to context for easier access
|
||||
context.threatData = threat;
|
||||
context.experienceData = experience;
|
||||
context.roleData = role;
|
||||
|
||||
// Set wound thresholds based on threat level
|
||||
if (threat) {
|
||||
context.system.minorWound.threshold = threat.minorWound || context.system.minorWound.threshold;
|
||||
context.system.majorWound.threshold = threat.majorWound || context.system.majorWound.threshold;
|
||||
context.system.deadlyWound.threshold = threat.deadlyWound || context.system.deadlyWound.threshold;
|
||||
|
||||
// Set max wounds
|
||||
context.system.minorWound.max = threat.minorWound || context.system.minorWound.max;
|
||||
context.system.majorWound.max = threat.majorWound || context.system.majorWound.max;
|
||||
context.system.deadlyWound.max = threat.deadlyWound || context.system.deadlyWound.max;
|
||||
}
|
||||
|
||||
// Set reserve max values based on role
|
||||
if (role) {
|
||||
context.system.attributes.effort.max = role.pools || context.system.attributes.effort.max;
|
||||
context.system.attributes.self_control.max = role.reaction_bonus || context.system.attributes.self_control.max;
|
||||
}
|
||||
|
||||
// Prepare abilities with labels
|
||||
for (let [k, v] of Object.entries(context.system.abilities)) {
|
||||
v.label = game.i18n.localize(CONFIG.VERMINE.abilities[k]) ?? k;
|
||||
}
|
||||
|
||||
// Prepare skills with localized names
|
||||
for (let [k, v] of Object.entries(context.system.skills)) {
|
||||
const skillKey = `VERMINE.skill.${k}`;
|
||||
v.name = game.i18n.localize(skillKey);
|
||||
if (v.name === skillKey) {
|
||||
// Fallback to key if no translation
|
||||
v.name = k.charAt(0).toUpperCase() + k.slice(1);
|
||||
}
|
||||
}
|
||||
|
||||
// Prepare skill categories
|
||||
for (let [k, v] of Object.entries(context.system.skill_categories)) {
|
||||
if (k !== 'preferred') {
|
||||
v.label = game.i18n.localize(v.label) ?? k;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Organize and classify Items for Character sheets.
|
||||
* Organize and classify Items for NPC sheets.
|
||||
*
|
||||
* @param {Object} actorData The actor to prepare.
|
||||
*
|
||||
* @return {undefined}
|
||||
* @param {Object} context - The context to prepare.
|
||||
*/
|
||||
_prepareItems(context) {
|
||||
context.gear = this.actor.itemTypes['item'];
|
||||
context.traits = this.actor.itemTypes['trait'];
|
||||
context.weapons = this.actor.itemTypes['weapon'];
|
||||
context.defenses = this.actor.itemTypes['defense'];
|
||||
context.vehicles = this.actor.itemTypes['vehicle'];
|
||||
context.abilities = this.actor.itemTypes['ability'];
|
||||
context.specialties = this.actor.itemTypes['specialty'];
|
||||
context.backgrounds = this.actor.itemTypes['background'];
|
||||
context.traumas = this.actor.itemTypes['trauma'];
|
||||
context.evolutions = this.actor.itemTypes['evolution'];
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
@@ -90,6 +136,19 @@ export class VermineNpcSheet extends VermineActorSheet {
|
||||
activateListeners(html) {
|
||||
super.activateListeners(html);
|
||||
|
||||
// Choose Totem
|
||||
html.find('.chooseTotem').click(this._onTotemButton.bind(this));
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle totem pick
|
||||
* @param {Event} event - The originating click event
|
||||
* @private
|
||||
*/
|
||||
_onTotemButton(event) {
|
||||
event.preventDefault();
|
||||
const el = event.currentTarget;
|
||||
const totemPicker = new TotemPicker(el, this.actor);
|
||||
totemPicker.render(true);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user