first data modeling
This commit is contained in:
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export const TOTEM = {};
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/**
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* The set of Ability Scores used within the sytem.
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* @type {Object}
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*/
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/*
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TOTEM.nations = {
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"istanie1":{
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"label": "Istanie (îles du couchant)",
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"cities": ["tanger", "argan", "ar'kobah", "ishandra"]
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},
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"istanie2":{
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"label": "Istanie (monts dinariques)",
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"cities": ["montenegro", "ishandra"]
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},
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"istanie3":{
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"label": "Istanie (anatolie)",
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"cities": ["ismyr", "istanbul", "ankara"]
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},
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"pentapolie":{
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"label": "Pentapolie",
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"cities": ["serone", "éole", "relais de l'affrevie", "relais de bragee", "géode", "théorie", "démos", "négoce", "lucé"]
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},
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"venice":{
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"label": "Venice",
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"cities": ["venice"]
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},
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"rhodesiennes":{
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"label": "Provinces rhodesiennes",
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"cities": ["alsyde", "spicule", "urbs", "les syénites"]
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},
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"methalune":{
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"label": "Méthalune",
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"cities": ["méthalune", "ferraille"]
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},
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"gloriana":{
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"label": "Gloriana",
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"cities": ["enclosure", "londres", "camelot", "hivernee"]
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},
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"antipolie":{
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"label": "Antipolie",
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"cities": ["paris", "ithar","candbury","abaya", "relais d'elphiel", "entrelace", "prague", "vienne"]
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},
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"olmune":{
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"label": "Principautés d'Olmune",
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"cities": ["entrepont", "olmune","arssens","braysine"]
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},
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"lansk":{
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"label": "Lansk",
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"cities": ["saint-petersbourg", "hypogée","sancre","moscou", "kiev","kryo"]
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},
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"nordanie":{
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"label": "Nordanie",
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"cities": ["souspente", "gottenborg","solth", "nacre", "dorvik", "mystille"]
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},
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"terraincognita":{
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"label": "Terra Incognita",
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"cities": ["chantier de transécryme"]
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}
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}
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*/
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@@ -0,0 +1,71 @@
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export class WarningDialog extends Dialog {
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constructor(dialogData) {
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let options = { classes: ["warning"] };
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let conf = {
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title: "Avertissement",
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content: dialogData.content
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};
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super(conf, options);
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this.dialogData = dialogData;
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}
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/* -------------------------------------------- */
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activateListeners(html) {
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/*super.activateListeners(html);
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this.html = html;
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this.setEphemere(this.dialogData.signe.system.ephemere);
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html.find(".signe-aleatoire").click(event => this.setSigneAleatoire());
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html.find("[name='signe.system.ephemere']").change((event) => this.setEphemere(event.currentTarget.checked));
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html.find(".signe-xp-sort").change((event) => this.onValeurXpSort(event));
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html.find("input.select-actor").change((event) => this.onSelectActor(event));
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html.find("input.select-tmr").change((event) => this.onSelectTmr(event));*/
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}
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async onSelectActor(event) {
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/*const actorId = this.html.find(event.currentTarget)?.data("actor-id");
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const actor = this.dialogData.actors.find(it => it.id == actorId);
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if (actor) {
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actor.selected = event.currentTarget.checked;
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}*/
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}
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}
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export class CombatResultDialog extends Dialog {
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constructor(dialogData, options) {
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let options = { classes: ["combat", "result"], ...options };
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let conf = {
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title: "Résultat de la confrontation",
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content: dialogData.content
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};
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super(conf, options);
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this.dialogData = dialogData;
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}
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/* -------------------------------------------- */
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activateListeners(html) {
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/*super.activateListeners(html);
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this.html = html;
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this.setEphemere(this.dialogData.signe.system.ephemere);
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html.find(".signe-aleatoire").click(event => this.setSigneAleatoire());
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html.find("[name='signe.system.ephemere']").change((event) => this.setEphemere(event.currentTarget.checked));
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html.find(".signe-xp-sort").change((event) => this.onValeurXpSort(event));
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html.find("input.select-actor").change((event) => this.onSelectActor(event));
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html.find("input.select-tmr").change((event) => this.onSelectTmr(event));*/
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}
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async onSelectActor(event) {
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/*const actorId = this.html.find(event.currentTarget)?.data("actor-id");
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const actor = this.dialogData.actors.find(it => it.id == actorId);
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if (actor) {
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actor.selected = event.currentTarget.checked;
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}*/
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}
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}
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@@ -0,0 +1,63 @@
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/**
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* Manage Active Effect instances through the Actor Sheet via effect control buttons.
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* @param {MouseEvent} event The left-click event on the effect control
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* @param {Actor|Item} owner The owning document which manages this effect
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*/
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export function onManageActiveEffect(event, owner) {
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event.preventDefault();
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const a = event.currentTarget;
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const li = a.closest("li");
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const effect = li.dataset.effectId ? owner.effects.get(li.dataset.effectId) : null;
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switch ( a.dataset.action ) {
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case "create":
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return owner.createEmbeddedDocuments("ActiveEffect", [{
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label: "New Effect",
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icon: "icons/svg/aura.svg",
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origin: owner.uuid,
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"duration.rounds": li.dataset.effectType === "temporary" ? 1 : undefined,
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disabled: li.dataset.effectType === "inactive"
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}]);
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case "edit":
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return effect.sheet.render(true);
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case "delete":
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return effect.delete();
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case "toggle":
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return effect.update({disabled: !effect.disabled});
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}
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}
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/**
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* Prepare the data structure for Active Effects which are currently applied to an Actor or Item.
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* @param {ActiveEffect[]} effects The array of Active Effect instances to prepare sheet data for
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* @return {object} Data for rendering
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*/
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export function prepareActiveEffectCategories(effects) {
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// Define effect header categories
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const categories = {
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temporary: {
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type: "temporary",
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label: "Temporary Effects",
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effects: []
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},
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passive: {
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type: "passive",
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label: "Passive Effects",
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effects: []
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},
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inactive: {
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type: "inactive",
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label: "Inactive Effects",
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effects: []
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}
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};
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// Iterate over active effects, classifying them into categories
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for ( let e of effects ) {
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e._getSourceName(); // Trigger a lookup for the source name
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if ( e.disabled ) categories.inactive.effects.push(e);
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else if ( e.isTemporary ) categories.temporary.effects.push(e);
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else categories.passive.effects.push(e);
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}
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return categories;
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}
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@@ -0,0 +1,424 @@
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import { TOTEM } from "./config.mjs";
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import { getActorSkillScore,updateActorSkillScore } from "./functions.mjs";
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import { CombatResultDialog } from "./dialogs.mjs";
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export class TotemFight {
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async performTest(enemyAchievement, enemyConservation, skillKey, skill, params, actor) {
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const dicePool = (params.spleen != undefined || params.purpose != undefined) ? '5' : '4';
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const r = new Roll(dicePool +`d6`);
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let diceString = '';
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let dicePoolHint = '';
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let discardedRoll = false;
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let bonus = 0;
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let bonusText = '/+';
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let currentSkillScore = skill;
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r.roll(); // dice are rolled
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if (params.usure != undefined){
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currentSkillScore += params.usure;
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bonus += params.usure;
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}
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if (params.specialization != undefined){
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currentSkillScore += 2;
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}
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if (params.trait != undefined){
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currentSkillScore += params.trait;
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bonus += params.trait;
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}
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bonusText += bonus;
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let targetText = game.i18n.format('TOTEM.Selected') + ' : ' + game.i18n.format(skillKey) + " " + skill + bonusText;
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if (params.specialization != undefined){
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targetText += " (S)";
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}
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// tri par ordre croissant
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r.terms[0].results.sort((a,b) => a.result - b.result );
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if (params.purpose != undefined){
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discardedRoll = r.terms[0].results.shift();
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dicePoolHint = ' - ' + game.i18n.format('TOTEM.PurposeTrait');
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} else if (params.spleen != undefined){
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discardedRoll = r.terms[0].results.pop();
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dicePoolHint = ' - ' + game.i18n.format('TOTEM.SpleenTrait');
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}
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const discardedRollText = (discardedRoll.result != undefined) ? '<div class="discarded-roll">' + discardedRoll.result + '</div>' : "";
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for (let i = 0; i < r.terms[0].results.length; i++) {
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let result = r.terms[0].results[i].result;
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diceString += '<li class="roll die d6 die-'+ i +'">' + result + '</li>';
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}
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let hintText = game.i18n.format('TOTEM.ConfrontationHint');
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// Build a dynamic html using the variables from above.
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const html = `
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<div class="totem roll confrontation">
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<div class="dice-roll">
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<div class="dice-result">
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<div class="dice-formula">
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` + dicePool + `d6 ` + dicePoolHint + `
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</div>
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<div class="dice-tooltip expanded">
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<section class="tooltip-part">
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<div class="parameters">
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` + targetText + `
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</div>
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<div class="dice flexrow flex-between items-center">
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<ol class="dice-rolls">` + diceString + `</ol>
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<div class="discards text-right">` + discardedRollText + `</div>
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</div>
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</section>
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</div>` +
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`<p class="step1-text" id="step1">` + hintText + `</p>
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<div class="row">
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<a class="inline-block button add-to-achievement">` + game.i18n.format('TOTEM.Achievement') + `</a>
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<a class="inline-block button add-to-conservation">` + game.i18n.format('TOTEM.Conservation') + `</a>
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<a class="inline-block button reset"><i class="fa-solid fa-rotate-right"></i></a>
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<a class="inline-block button resolve"><i class="fa-solid fa-check"></i></a>
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</div>
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</div>
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</div>
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</div>
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`;
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// Check if the dice3d module exists (Dice So Nice). If it does, post a roll in that and then
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// send to chat after the roll has finished. If not just send to chat.
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if (game.dice3d) {
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game.dice3d.showForRoll(r).then((displayed) => {
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this.sendToChat(html, r, actor);
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});
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} else {
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this.sendToChat(html, r, actor);
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};
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// on fait les comptes
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}
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async sendToChat(content, roll, actor) {
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let conf = {
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user: game.user._id,
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content: content,
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roll: roll,
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// sound: 'sounds/dice.wav'
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};
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if (actor)
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conf.speaker = ChatMessage.getSpeaker({ actor: actor });
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// Send's Chat Message to foundry, if items are missing they will appear as false or undefined and this not be rendered.
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ChatMessage.create(conf).then((msg) => {
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return msg;
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});
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}
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static instance = null;
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static get() {
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if (!TotemFight.instance)
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TotemFight.instance = new TotemFight();
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return TotemFight.instance;
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}
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// data injected to char data
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static previousValues = {
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dicePool: 4,
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skills: TOTEM.skillsList,
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cskills: TOTEM.cskills,
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cephalic: false,
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achievementReroll: TOTEM.achievementReroll,
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conservationReroll: TOTEM.conservationReroll
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};
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static rollerTemplate = 'systems/totem/templates/fight.html';
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static CombatResultTemplate = 'systems/totem/templates/fight-result.html';
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static async chatMessageHandler(message, html, data) {
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// console.log("accès au fin du fin", message._id);
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// sélection du dé actif
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html.on("click", '.confrontation .die.d6', event => {
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const diceResult = parseInt($(event.target).html(),10);
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html.find('.confrontation .die.d6').removeClass('active');
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$(event.target).addClass('active');
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});
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// sélection des dés d'accomplissement
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html.on("click", '.confrontation .add-to-achievement', event => {
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const diceResult = parseInt(html.find('.confrontation .die.d6.active').html(),10);
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html.find('.confrontation .die.d6.active').removeClass('min').addClass('max');
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});
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// sélection des dés de conservation
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html.on("click", '.confrontation .add-to-conservation', event => {
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const diceResult = parseInt(html.find('.confrontation .die.d6.active').html(),10);
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html.find('.confrontation .die.d6.active').removeClass('max').addClass('min');
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});
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// reset de la sélection des pools
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html.on("click", '.confrontation .reset', event => {
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html.find('.confrontation .die.d6')
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.removeClass('max')
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.removeClass('min');
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});
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// résolution de la confrontation
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html.on("click", '.confrontation .resolve', async event => {
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let achievementDice = 0;
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let conservationDice = 0;
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let achievementBasis = 0;
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let conservationBasis = 0;
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html.find('.confrontation .die.d6.max').each(function(index){
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achievementDice += parseInt($(this).html(), 10);
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});
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html.find('.confrontation .die.d6.min').each(function(index){
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conservationDice += parseInt($(this).html(), 10);
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});
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// saisie des résultats
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achievementBasis = html.find('td.achievement-result').data('achievement-basis');
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html.find('td.achievement-result').data('achievement-value', achievementDice);
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html.find('td.achievement-result').html(achievementBasis + achievementDice);
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conservationBasis = html.find('td.conservation-result').data('conservation-basis');
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html.find('td.conservation-result').data('conservation-value', conservationDice);
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html.find('td.conservation-result').html(conservationBasis + conservationDice);
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// calcul des marges
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const achievementMargin = achievementBasis + achievementDice - parseInt(html.find('td.adv-achievement-result').html(),10);
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const conservationMargin = conservationBasis + conservationDice - parseInt(html.find('td.adv-conservation-result').html(),10);
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html.find('td.achievement-margin').html(achievementMargin);
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html.find('td.conservation-margin').html(conservationMargin);
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});
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// fin de la résolution de la confrontation
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}
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static async chatListeners(html) {
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// supprime le masquage des résultats du dé
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html.off("click", ".dice-roll");
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}
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/**
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* main class function
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* @returns
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*/
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static async ui(externalData = {}) {
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let actor = {};
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// get the actor
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try {
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actor = game.user.character;
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} catch(e){
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throw("Aucun personnage défini !");
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}
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if (actor == null && externalData.speakerId != undefined && externalData.speakerId != null){
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// on récupère le speakerId, et de là l'objet actor
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actor = game.actors.get(externalData.speakerId);
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TotemFight.previousValues['speakerName'] = actor.name;
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TotemFight.previousValues['speakerImg'] = actor.img;
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} else {
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TotemFight.previousValues['speakerName'] = "Anonyme";
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}
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// get the data
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let charData = (externalData) => {
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let o = Object.assign({ _template: TotemFight.rollerTemplate }, {...TotemFight.previousValues, ...externalData});
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return o;
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};
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let data = charData(externalData);
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console.log(data);
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// render template
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let html = await renderTemplate(data._template, data);
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let ui = new Dialog({
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title: game.i18n.localize("TOTEM.FightTool"),
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content: html,
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buttons: {
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roll: {
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label: game.i18n.localize('TOTEM.Roll4Fight'),
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callback: (html) => {
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let form = html.find('#dice-pool-form');
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if (!form[0].checkValidity()) {
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throw "Invalid Data";
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}
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let enemyAchievement, enemyConservation, skillKey, skill = 5, enemySkill, params = {};
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form.serializeArray().forEach(e => {
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switch (e.name) {
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case "skill":
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case "cephalic":
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if (e.value !== ''){
|
||||
skillKey = e.value;
|
||||
}
|
||||
break;
|
||||
case "skill-score":
|
||||
skill = +e.value;
|
||||
break;
|
||||
case "specialization":
|
||||
params.specialization = true;
|
||||
break;
|
||||
case "usure":
|
||||
params.usure = +e.value;
|
||||
break;
|
||||
case "trait":
|
||||
params.trait = +e.value;
|
||||
break;
|
||||
case "purpose":
|
||||
params.purpose = true;
|
||||
break;
|
||||
case "spleen":
|
||||
params.spleen = true;
|
||||
break;
|
||||
case "adv-skill":
|
||||
enemySkill = +e.value;
|
||||
break;
|
||||
case "achievement":
|
||||
enemyAchievement = +e.value;
|
||||
break;
|
||||
case "conservation":
|
||||
enemyConservation = +e.value;
|
||||
break;
|
||||
}
|
||||
});
|
||||
// prise en compte de l'usure sur la feuille de perso
|
||||
if (params.usure != undefined){
|
||||
const newSpentScore = getActorSkillScore(actor, skillKey, 'spent') + params.usure;
|
||||
console.log(newSpentScore);
|
||||
updateActorSkillScore(actor, skillKey, 'spent', newSpentScore);
|
||||
}
|
||||
|
||||
return TotemFight.get().performTest(enemyAchievement + enemySkill, enemyConservation + enemySkill, skillKey, skill, params, actor);
|
||||
}
|
||||
},
|
||||
cancel: {
|
||||
label: game.i18n.localize('Close'),
|
||||
callback: () => { }
|
||||
}
|
||||
},
|
||||
render: function (h) {
|
||||
h.on("change", 'select[name="skill"]', event => {
|
||||
const skillLabel = $(event.target).val();
|
||||
const currentSkillScore = getActorSkillScore(actor, skillLabel) - getActorSkillScore(actor, skillLabel, 'spent');
|
||||
if (parseInt(currentSkillScore,10) >= 0){
|
||||
h.find('input#skillScore').val(currentSkillScore);
|
||||
}
|
||||
});
|
||||
}
|
||||
}, { width: 601, height: 'fit-content' });
|
||||
ui.render(true);
|
||||
return ui;
|
||||
}
|
||||
}
|
||||
|
||||
export class TotemCombat extends Combat {
|
||||
_encounterCheck(){
|
||||
console.log('encounter combat object', this);
|
||||
}
|
||||
|
||||
async rollInitiative(ids, formula = undefined, messageOptions = {}) {
|
||||
// console.log(`${game.system.title} | Combat.rollInitiative()`, ids, formula, messageOptions);
|
||||
// Structure input data
|
||||
ids = typeof ids === "string" ? [ids] : ids;
|
||||
|
||||
// étape 1 : on vérifie que le combattant est un pj
|
||||
/*if (ids.length == 1){
|
||||
console.log("il n'y a qu'un actor en lice");
|
||||
} else {
|
||||
console.log("il faut prendre le premier pj pour lancer la confrontation");
|
||||
}*/
|
||||
const combatant = this.combatants.get(ids[0]);
|
||||
let token = canvas.scene.tokens.get(combatant.tokenId);
|
||||
combatant.type = game.actors.get( combatant.actorId)?.type;
|
||||
combatant.disposition = token.disposition;
|
||||
let enemies = [];
|
||||
|
||||
let adversaries = this.combatants.filter((cbt) => {
|
||||
let token = canvas.scene.tokens.get(cbt.tokenId);
|
||||
let enemy = token.actor;
|
||||
const isEnemy = (token.disposition == -1) ? true : false;
|
||||
if (isEnemy){
|
||||
enemies.push({
|
||||
id: enemy.id,
|
||||
name: enemy.name,
|
||||
img: enemy.img,
|
||||
achievement: parseInt(enemy.system.reroll.achievement.value) + 7,
|
||||
conservation: 7 - parseInt(enemy.system.reroll.conservation.value)
|
||||
})
|
||||
}
|
||||
return isEnemy;
|
||||
});
|
||||
|
||||
let allies = this.combatants.filter((cbt) => {
|
||||
let token = canvas.scene.tokens.get(cbt.tokenId);
|
||||
return (token.disposition == 1 && cbt.id != combatant.id) ? true : false;
|
||||
});
|
||||
|
||||
if (combatant.type != 'character'){
|
||||
let warningDialogHTML = await renderTemplate('systems/totem/templates/dialogs/warning.html', {
|
||||
warningText: "Seuls les PJs peuvent initier des confrontations. Relancer l'opération au tour du PJ actif."
|
||||
});
|
||||
Dialog.prompt({
|
||||
title: "Avertissement",
|
||||
content: warningDialogHTML,
|
||||
label: 'Okay !',
|
||||
callback: () => {
|
||||
// console.log('Il a compris');
|
||||
},
|
||||
});
|
||||
} else {
|
||||
// étape 2 : on envoie les infos
|
||||
let fightingActor = game.actors.get(combatant.actorId);
|
||||
TotemFight.ui({
|
||||
speakerId: combatant.actorId,
|
||||
speakerWeapons: fightingActor.items.filter(item => item.type == 'weapon'),
|
||||
speakerExperience:fightingActor.system.attributes.experience.value,
|
||||
speakerEffects: token.actor.effects,
|
||||
adversaries: enemies,
|
||||
allies: allies
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
nextRound() {
|
||||
/*let combatants = this.combatants.contents
|
||||
for (let c of combatants) {
|
||||
let actor = game.actors.get( c.actorId )
|
||||
actor.clearRoundModifiers()
|
||||
}*/
|
||||
super.nextRound();
|
||||
}
|
||||
|
||||
/************************************************************************************/
|
||||
startCombat() {
|
||||
/*let combatants = this.combatants.contents
|
||||
for (let c of combatants) {
|
||||
let actor = game.actors.get( c.actorId )
|
||||
actor.storeVitaliteCombat()
|
||||
}*/
|
||||
|
||||
return super.startCombat();
|
||||
}
|
||||
|
||||
/************************************************************************************/
|
||||
_onDelete() {
|
||||
/*let combatants = this.combatants.contents
|
||||
for (let c of combatants) {
|
||||
let actor = game.actors.get(c.actorId)
|
||||
actor.clearInitiative()
|
||||
actor.displayRecuperation()
|
||||
}
|
||||
super._onDelete()*/
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,109 @@
|
||||
import { TOTEM } from './config.mjs'
|
||||
/**
|
||||
* renvoie le score d'une compétence d'un actor existant
|
||||
* @param {TotemActor}
|
||||
* @return {number||null} Data for rendering or null
|
||||
*/
|
||||
export function getActorSkillScore(actor, skillLabel, property = "value") {
|
||||
let returnedValue = null;
|
||||
|
||||
for(let i in actor.system.skills){
|
||||
for(let j in actor.system.skills[i].data){
|
||||
if (actor.system.skills[i].data[j].label == skillLabel){
|
||||
returnedValue = actor.system.skills[i].data[j][property];
|
||||
}
|
||||
}
|
||||
}
|
||||
if (returnedValue == null){
|
||||
for(let i in actor.system.cskills.data){
|
||||
if (actor.system.cskills.data[i].label == skillLabel){
|
||||
returnedValue = actor.system.cskills.data[i][property];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return returnedValue;
|
||||
}
|
||||
|
||||
/**
|
||||
* renvoie le type d'une compétence
|
||||
* @param {TotemActor}
|
||||
* @return {string||null} Data for rendering or null
|
||||
*/
|
||||
export function getSkillTypeFromLabel(skillLabel) {
|
||||
let returnedValue = null;
|
||||
|
||||
for(let i in TOTEM.skills){
|
||||
for(let j in TOTEM.skills[i].data){
|
||||
if (TOTEM.skills[i].data[j].label == skillLabel){
|
||||
returnedValue = j;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return returnedValue;
|
||||
}
|
||||
|
||||
/**
|
||||
* met à jour le score d'une compétence d'un actor existant
|
||||
* @param {TotemActor}
|
||||
* @return {boolean} bool
|
||||
*/
|
||||
export function updateActorSkillScore(selectedActor, skillLabel, property = "value", updatedValue) {
|
||||
try {
|
||||
let updated = false;
|
||||
// on recherche le label parmi les compétences
|
||||
for (let st in selectedActor.system.skills){
|
||||
for (let s in selectedActor.system.skills[st].data){
|
||||
if (selectedActor.system.skills[st].data[s].label == skillLabel){
|
||||
selectedActor.system.skills[st].data[s][property] = updatedValue; // printing the new value
|
||||
const systemSkillKey = `system.skills.${st}.data.${s}.${property}`;
|
||||
selectedActor.update({[systemSkillKey]:updatedValue }); // updating actor's data
|
||||
updated = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (updated == false){
|
||||
for (let s in selectedActor.system.cskills.data){
|
||||
if (selectedActor.system.cskills.data[s].label == skillLabel){
|
||||
selectedActor.system.cskills.data[s][property] = updatedValue; // printing the new value
|
||||
const systemSkillKey = `system.cskills.data.${s}.${property}`;
|
||||
selectedActor.update({[systemSkillKey]:updatedValue }); // updating actor's data
|
||||
updated = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return updated;
|
||||
} catch(e){
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* réinitialise toutes les dépenses d'usure
|
||||
* @param {TotemActor}
|
||||
* @return {boolean} bool
|
||||
*/
|
||||
export function resetActorSkillUsure(selectedActor) {
|
||||
try {
|
||||
// on recherche les usures des compétences
|
||||
for (let st in selectedActor.system.skills){
|
||||
for (let s in selectedActor.system.skills[st].data){
|
||||
const systemSkillKey = `system.skills.${st}.data.${s}.spent`;
|
||||
selectedActor.update({[systemSkillKey]:0 }); // updating actor's data
|
||||
}
|
||||
}
|
||||
|
||||
// on recherche les usures des compétences céphaliques
|
||||
for (let s in selectedActor.system.cskills.data){
|
||||
const systemSkillKey = `system.cskills.data.${s}.spent`;
|
||||
selectedActor.update({[systemSkillKey]:0 }); // updating actor's data
|
||||
}
|
||||
return true;
|
||||
} catch(e){
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
export const registerHandlebarsHelpers = function () {
|
||||
Handlebars.registerHelper('concat', (...args) => args.slice(0, -1).join(''));
|
||||
Handlebars.registerHelper('lower', e => e.toLocaleLowerCase());
|
||||
|
||||
Handlebars.registerHelper('toLowerCase', function(str) {
|
||||
return str.toLowerCase();
|
||||
});
|
||||
|
||||
// Ifis not equal
|
||||
Handlebars.registerHelper('ifne', function (v1, v2, options) {
|
||||
if (v1 !== v2) return options.fn(this);
|
||||
else return options.inverse(this);
|
||||
});
|
||||
|
||||
// if equal
|
||||
Handlebars.registerHelper('ife', function (v1, v2, options) {
|
||||
if (v1 === v2) return options.fn(this);
|
||||
else return options.inverse(this);
|
||||
});
|
||||
// if equal
|
||||
Handlebars.registerHelper('ifgt', function (v1, v2, options) {
|
||||
if (v1 > v2) return options.fn(this);
|
||||
else return options.inverse(this);
|
||||
});
|
||||
}
|
||||
@@ -0,0 +1,105 @@
|
||||
import { TotemFight } from './fight.mjs';
|
||||
|
||||
export const registerHooks = function () {
|
||||
/**
|
||||
* Ready hook loads tables, and override's foundry's entity link functions to provide extension to pseudo entities
|
||||
*/
|
||||
|
||||
Hooks.once("ready", async () => {
|
||||
console.info("Totem | System Initialized.");
|
||||
});
|
||||
|
||||
// changement de la pause
|
||||
Hooks.on("renderPause", async function () {
|
||||
if ($("#pause").attr("class") !== "paused") return;
|
||||
$(".paused img").attr("src", 'systems/totem/images/pause.webp');
|
||||
$(".paused img").css({ "opacity": 1});
|
||||
$("#pause.paused").css({ "display": "flex", "justify-content": "center" });
|
||||
$("#pause.paused figcaption").css({ "width": `256px`, "height": `256px` });
|
||||
$("#pause.paused figcaption").text(game.i18n.localize("TOTEM.PausedText"));
|
||||
});
|
||||
|
||||
/*Hooks.on("renderPause", ((_app, html) => {
|
||||
html.find("img").attr("src", "systems/bol/ui/pause2.webp")
|
||||
}))
|
||||
|
||||
Hooks.on('renderChatLog', (log, html, data) => BoLUtility.chatListeners(html))
|
||||
Hooks.on('renderChatMessage', (message, html, data) => BoLUtility.chatMessageHandler(message, html, data))
|
||||
*/
|
||||
console.log("rendering hooks");
|
||||
Hooks.on('renderChatLog', (log, html, data) => TotemFight.chatListeners(html));
|
||||
Hooks.on('renderChatMessage', (message, html, data) => TotemFight.chatMessageHandler(message, html, data));
|
||||
|
||||
/**
|
||||
* Create a macro when dropping an entity on the hotbar
|
||||
* Item - open roll dialog for item
|
||||
* Actor - open actor sheet
|
||||
* Journal - open journal sheet
|
||||
*/
|
||||
Hooks.on("hotbarDrop", async (bar, data, slot) => {
|
||||
// console.log(data.type);
|
||||
// Create item macro if rollable item - weapon, spell, prayer, trait, or skill
|
||||
|
||||
return false;
|
||||
});
|
||||
|
||||
Hooks.on('getSceneControlButtons', (controls) => {
|
||||
controls.find((c) => c.name === 'token').tools.push({
|
||||
name: 'Dice Roller',
|
||||
title: game.i18n.localize("TOTEM.RollTool"),
|
||||
icon: 'fas fa-dice-d6',
|
||||
button: true,
|
||||
onClick() {
|
||||
TotemRoll.ui();
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* PreCreate Hooks */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
Hooks.on("preCreateActor", function (actor) {
|
||||
console.log('pre create actor', actor);
|
||||
if (actor.img == "icons/svg/mystery-man.svg") {
|
||||
// actor.updateSource({"img": `systems/totem/icons/actors/${actor.type}.webp`});
|
||||
// item.updateSource({"img": `systems/totem/icons/competence.webp`});
|
||||
}
|
||||
});
|
||||
|
||||
Hooks.on("preCreateItem", function (item) {
|
||||
if (item.img == "icons/svg/item-bag.svg") {
|
||||
item.updateSource({"img": `systems/totem/icons/items/${item.type}.webp`});
|
||||
// item.updateSource({"img": `systems/totem/icons/competence.webp`});
|
||||
}
|
||||
});
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Combat Hooks */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/*
|
||||
Hooks.on("createCombatant", function (combatant) {
|
||||
if (game.user.isGM) {
|
||||
let actor = combatant.actor;
|
||||
|
||||
console.log('create combatant', actor);
|
||||
}
|
||||
});*/
|
||||
|
||||
Hooks.on("updateCombat", function () {
|
||||
if (game.user.isGM) {
|
||||
let combatant = (game.combat.combatant) ? game.combat.combatant.actor : "";
|
||||
|
||||
console.log('update combat', game.combat);
|
||||
|
||||
/*if (combatant.type == "marker" && combatant.system.settings.general.isCounter == true) {
|
||||
let step = (!combatant.system.settings.general.counting) ? -1 : combatant.system.settings.general.counting;
|
||||
let newQuantity = combatant.system.pools.quantity.value + step;
|
||||
combatant.update({"system.pools.quantity.value": newQuantity});
|
||||
}*/
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
}
|
||||
@@ -0,0 +1,284 @@
|
||||
import { getActorSkillScore, updateActorSkillScore } from "./functions.mjs";
|
||||
|
||||
export class TotemRoll {
|
||||
async performTest(dicePool, target, trait, usingSpecialization, difficulty, skill, params, actor) {
|
||||
const r = new Roll(dicePool + 'd6');
|
||||
r.roll();
|
||||
let _trait = trait || 0;
|
||||
let _usingSpecialization = usingSpecialization || 0;
|
||||
let _skillLabel = (params.skill != undefined) ? game.i18n.format(params.skill) : "";
|
||||
let _used = (params.usure != undefined) ? params.usure : 0;
|
||||
let diceString = '';
|
||||
let total = 0;
|
||||
|
||||
// affichage des valeurs
|
||||
let targetText = _skillLabel + ' : ' + skill + ' (+'+ _used +')';
|
||||
if (trait)
|
||||
targetText += ', '+ game.i18n.format('TOTEM.Traits') + ' : ' + _trait;
|
||||
if (_usingSpecialization != 0)
|
||||
targetText += ', '+ game.i18n.format('TOTEM.UsingSpecialization');
|
||||
if (difficulty)
|
||||
targetText += '<br />'+ game.i18n.format('TOTEM.Against') +': ' + Math.abs(difficulty);
|
||||
|
||||
// affichage des jets
|
||||
for (let i = 0; i < dicePool; i++) {
|
||||
let result = r.terms[0].results[i].result;
|
||||
if (result == 6) {
|
||||
diceString += '<li class="roll die d6 max">' + result + '</li>';
|
||||
}
|
||||
else if (result <= 5) {
|
||||
diceString += '<li class="roll die d6">' + result + '</li>';
|
||||
}
|
||||
else if (result >= 1) {
|
||||
diceString += '<li class="roll die d6 min">' + result + '</li>';
|
||||
}
|
||||
total += result;
|
||||
}
|
||||
|
||||
// Here we want to check if the success was exactly one (as "1 Successes" doesn't make grammatical sense).
|
||||
// We create a string for the Successes.
|
||||
let successText = '';
|
||||
let successMargin = 0;
|
||||
|
||||
successMargin = total + skill + _trait + _usingSpecialization + _used + difficulty;
|
||||
if (params.usure != undefined){
|
||||
successMargin += parseInt(params.usure,10);
|
||||
}
|
||||
|
||||
// console.log(total, skill, _trait, _usingSpecialization, difficulty, successMargin);
|
||||
// règle de la MR qui ne peut pas dépasser la compétence
|
||||
if (successMargin > skill){
|
||||
successMargin = skill;
|
||||
}
|
||||
|
||||
if (successMargin > target + 1) {
|
||||
successText = game.i18n.localize('TOTEM.RollSuccess') + ' (' + game.i18n.localize('TOTEM.SM') + ' ' + successMargin.toString() +')';
|
||||
} else if (successMargin == target + 1) {
|
||||
successText = game.i18n.localize('TOTEM.RollSuccess');
|
||||
} else if (successMargin == target) {
|
||||
successText = game.i18n.localize('TOTEM.PartialSuccess');
|
||||
} else {
|
||||
successText = game.i18n.localize('TOTEM.Failure');
|
||||
}
|
||||
|
||||
|
||||
// Build a dynamic html using the variables from above.
|
||||
const html = `
|
||||
<div class="totem roll attribute">
|
||||
<div class="dice-roll">
|
||||
<div class="dice-result">
|
||||
<div class="dice-formula">
|
||||
` + dicePool + `d6
|
||||
</div>
|
||||
<div class="dice-tooltip expanded">
|
||||
<section class="tooltip-part flexrow">
|
||||
<div class="" style="flex:60%;">
|
||||
<div class="parameters">
|
||||
` + targetText + `
|
||||
</div>
|
||||
<div class="dice">
|
||||
<ol class="dice-rolls">` + diceString + `</ol>
|
||||
</div>
|
||||
</div>
|
||||
<div class="align-center">
|
||||
Résultat
|
||||
<p style="font-weight:bold; font-size:2em;">` + (total + skill + _trait + _usingSpecialization + _used).toString() + `</p>
|
||||
</div>
|
||||
</section>
|
||||
</div>` +
|
||||
`<h4 class="dice-total">` + successText + `</h4>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
`;
|
||||
|
||||
// Check if the dice3d module exists (Dice So Nice). If it does, post a roll in that and then
|
||||
// send to chat after the roll has finished. If not just send to chat.
|
||||
if (game.dice3d) {
|
||||
game.dice3d.showForRoll(r).then((displayed) => {
|
||||
this.sendToChat(html, r, actor);
|
||||
});
|
||||
} else {
|
||||
this.sendToChat(html, r, actor);
|
||||
};
|
||||
}
|
||||
|
||||
async sendToChat(content, roll, actor) {
|
||||
let conf = {
|
||||
user: game.user._id,
|
||||
content: content,
|
||||
roll: roll,
|
||||
sound: 'sounds/dice.wav'
|
||||
};
|
||||
if (actor)
|
||||
conf.speaker = ChatMessage.getSpeaker({ actor: actor });
|
||||
// Send's Chat Message to foundry, if items are missing they will appear as false or undefined and this not be rendered.
|
||||
ChatMessage.create(conf).then((msg) => {
|
||||
return msg;
|
||||
});
|
||||
}
|
||||
|
||||
static instance = null;
|
||||
|
||||
static get() {
|
||||
if (!TotemRoll.instance)
|
||||
TotemRoll.instance = new TotemRoll();
|
||||
return TotemRoll.instance;
|
||||
}
|
||||
|
||||
// Parse XdYtZfAc || XdYsZfAc
|
||||
// {size of dice pool}d{target number}(t|s)[{skill level - for trait}f][{complication range}c][D]
|
||||
async parse(cmd, usingSpecialization) {
|
||||
let actor = game.user.character;
|
||||
if (canvas.tokens.controlled.length > 0)
|
||||
actor = canvas.tokens.controlled[0].actor;
|
||||
let r = cmd.match(/([2-5])d([01]?[0-9])[ts](([4-8])f)?((20|[1][5-9])c)?(D)?/);
|
||||
if (r) {
|
||||
//console.log(r);
|
||||
let dicePool = +r[1];
|
||||
let target = +r[2];
|
||||
let trait = +r[4];
|
||||
if (!!r[7]) usingSpecialization = true;
|
||||
let difficulty = +r[6];
|
||||
this.performTest(dicePool, target, trait, usingSpecialization, difficulty, actor);
|
||||
} else
|
||||
ui.notifications.error("Unparsable command: " + cmd);
|
||||
}
|
||||
|
||||
// data injected to char data
|
||||
static previousValues = {
|
||||
dicePool: 2
|
||||
};
|
||||
|
||||
static rollerTemplate = 'systems/totem/templates/roll.html';
|
||||
|
||||
/**
|
||||
* main class function
|
||||
* @returns
|
||||
*/
|
||||
static async ui(externalData = {}) {
|
||||
let charData = (externalData) => {
|
||||
return Object.assign({ _template: TotemRoll.rollerTemplate }, {...TotemRoll.previousValues, ...externalData});
|
||||
};
|
||||
|
||||
// get the actor
|
||||
let actor = null;
|
||||
|
||||
try {
|
||||
let actor = game.user.character;
|
||||
|
||||
if (canvas.tokens.controlled.length > 0)
|
||||
actor = canvas.tokens.controlled[0].actor;
|
||||
} catch (e) {
|
||||
console.log(e);
|
||||
}
|
||||
|
||||
if (actor == null && externalData.speakerId != undefined && externalData.speakerId != null){
|
||||
// on récupère le speakerId, et de là l'objet actor
|
||||
actor = game.actors.get(externalData.speakerId);
|
||||
}
|
||||
|
||||
// get the data
|
||||
let data = charData(externalData);
|
||||
console.log('npc2', data);
|
||||
|
||||
if (actor.type != undefined){
|
||||
data.actor_type = actor.type;
|
||||
if (actor.type == 'character'){
|
||||
data.skillMaxScore = getActorSkillScore(actor, data.skill);
|
||||
data.skillScore = data.skillMaxScore - getActorSkillScore(actor, data.skill, 'spent');
|
||||
data.skillSpent = getActorSkillScore(actor, data.skill, 'spent');
|
||||
} else if(actor.type == 'npc'){
|
||||
|
||||
if (data.specialization == 1){
|
||||
//data.skillMaxScore = getActorSkillScore(actor, data.skill);
|
||||
// data.skillScore = data.skillMaxScore;
|
||||
} else {
|
||||
// compétence, il faut récupérer le score du skill type
|
||||
data.skillScore = data.value;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// render template
|
||||
let html = await renderTemplate(data._template, data);
|
||||
|
||||
let ui = new Dialog({
|
||||
title: game.i18n.localize("TOTEM.RollTool"),
|
||||
content: html,
|
||||
buttons: {
|
||||
roll: {
|
||||
label: game.i18n.localize('TOTEM.RollDice'),
|
||||
callback: (html) => {
|
||||
let form = html.find('#dice-pool-form');
|
||||
if (!form[0].checkValidity()) {
|
||||
throw "Invalid Data";
|
||||
}
|
||||
let target = 0, trait, usingSpecialization, difficulty, skill = 0, params = {};
|
||||
form.serializeArray().forEach(e => {
|
||||
switch (e.name) {
|
||||
case "difficulty":
|
||||
if (e.value != "")
|
||||
difficulty = -e.value;
|
||||
break;
|
||||
case "skillLabel":
|
||||
params.skill = e.value;
|
||||
break;
|
||||
case "usure":
|
||||
params.usure = +e.value;
|
||||
break;
|
||||
case "skill":
|
||||
skill = +e.value;
|
||||
break;
|
||||
case "trait":
|
||||
trait = +e.value;
|
||||
break;
|
||||
case "usingSpecialization":
|
||||
if (e.value && +e.value > 1)
|
||||
usingSpecialization = +e.value;
|
||||
break;
|
||||
}
|
||||
|
||||
// prise en compte de l'usure sur la feuille de perso
|
||||
if (params.usure != undefined){
|
||||
updateActorSkillScore(actor, data.skill, 'spent', data.skillSpent + parseInt(params.usure,10));
|
||||
}
|
||||
});
|
||||
return TotemRoll.get().performTest(data.dicePool, target, trait, usingSpecialization, difficulty, skill, params, actor);
|
||||
}
|
||||
},
|
||||
close: {
|
||||
label: game.i18n.localize('Close'),
|
||||
callback: () => { }
|
||||
}
|
||||
},
|
||||
render: function (h) {
|
||||
h.find("#skills-radio input").change(function () {
|
||||
let s = $(this).attr("data-skill");
|
||||
h.find(".trait-list .hidden").removeClass("show");
|
||||
let f = h.find(".trait-list ." + s);
|
||||
f.addClass("show");
|
||||
if (f.length == 0) {
|
||||
h.find(".use-trait input").attr("disabled", "disabled").prop("checked", false);
|
||||
} else
|
||||
h.find(".use-trait input").attr("disabled", null);
|
||||
});
|
||||
}
|
||||
});
|
||||
ui.render(true);
|
||||
return ui;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Hooks.on("chatCommandsReady", function (chatCommands) {
|
||||
chatCommands.registerCommand(chatCommands.createCommandFromData({
|
||||
commandKey: "/dr",
|
||||
invokeOnCommand: (chatlog, messageText, chatdata) => {
|
||||
TotemRoll.get().parse(messageText);
|
||||
},
|
||||
shouldDisplayToChat: false,
|
||||
iconClass: "fa-dice-d6",
|
||||
description: "Roll Totem check"
|
||||
}));
|
||||
});
|
||||
@@ -0,0 +1,29 @@
|
||||
export const registerSettings = function () {
|
||||
game.settings.register("totem", "game-level", {
|
||||
name: game.i18n.localize("TOTEM.WorldSettings.GameLevel.Name"),
|
||||
hint: game.i18n.localize("TOTEM.WorldSettings.GameLevel.Hint"),
|
||||
scope: "system",
|
||||
config: true,
|
||||
type: String,
|
||||
choices: {
|
||||
"e": "Totem",
|
||||
"c": "Céphale",
|
||||
"b": "Bohème",
|
||||
"a": "Amertume"
|
||||
},
|
||||
default: 'e',
|
||||
onChange: value => {
|
||||
console.log(value);
|
||||
}
|
||||
});
|
||||
|
||||
game.settings.register("totem", "granting_cephalie", {
|
||||
name: game.i18n.localize("TOTEM.WorldSettings.GrantingCephales.Label"),
|
||||
hint: game.i18n.localize("TOTEM.WorldSettings.GrantingCephales.Description"),
|
||||
scope: "system",
|
||||
config: true,
|
||||
type: Boolean,
|
||||
default: !1
|
||||
})
|
||||
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
/**
|
||||
* Define a set of template paths to pre-load
|
||||
* Pre-loaded templates are compiled and cached for fast access when rendering
|
||||
* @return {Promise}
|
||||
*/
|
||||
export const preloadHandlebarsTemplates = async function() {
|
||||
return loadTemplates([
|
||||
|
||||
// Actor partials.
|
||||
"systems/totem/templates/actor/parts/actor-traits.html",
|
||||
"systems/totem/templates/actor/parts/actor-background.html",
|
||||
"systems/totem/templates/actor/parts/actor-skills.html",
|
||||
"systems/totem/templates/actor/parts/actor-items.html",
|
||||
"systems/totem/templates/actor/parts/actor-cephalie.html",
|
||||
"systems/totem/templates/actor/parts/actor-effects.html",
|
||||
]);
|
||||
};
|
||||
Reference in New Issue
Block a user