diff --git a/module/documents/character.mjs b/module/documents/character.mjs
deleted file mode 100644
index 82877dc..0000000
--- a/module/documents/character.mjs
+++ /dev/null
@@ -1,89 +0,0 @@
-import { TotemActor } from "./actor.mjs";
-/**
- * @extends {TotemActor}
- */
-export class TotemCharacter extends TotemActor {
-
- /** @override */
- prepareData() {
- // Prepare data for the actor. Calling the super version of this executes
- // the following, in order: data reset (to clear active effects),
- // prepareBaseData(), prepareEmbeddedDocuments() (including active effects),
- // prepareDerivedData().
- super.prepareData();
- }
-
- /** @override */
- prepareBaseData() {
- // Data modifications in this step occur before processing embedded
- // documents or derived data.
- }
-
- /**
- * @override
- * Augment the basic actor data with additional dynamic data. Typically,
- * you'll want to handle most of your calculated/derived data in this step.
- * Data calculated in this step should generally not exist in template.json
- * (such as ability modifiers rather than ability scores) and should be
- * available both inside and outside of character sheets (such as if an actor
- * is queried and has a roll executed directly from it).
- */
- prepareDerivedData() {
- const actorData = this;
- const systemData = actorData.system;
- const flags = actorData.flags.totem || {};
-
- // Make separate methods for each Actor type (character, npc, etc.) to keep
- // things organized.
- this._prepareCharacterData(actorData);
- }
-
- /**
- * Prepare Character type specific data
- */
- _prepareCharacterData(actorData) {
- if (actorData.type !== 'character') return;
-
- // Make modifications to data here. For example:
- const systemData = actorData.system;
-
- // Loop through ability scores, and add their modifiers to our sheet output.
- for (let [key, ability] of Object.entries(systemData.abilities)) {
- // Calculate the modifier using d20 rules.
- ability.mod = Math.floor((ability.value - 10) / 2);
- }
- }
-
- /**
- * Override getRollData() that's supplied to rolls.
- */
- getRollData() {
- const data = super.getRollData();
-
- // Prepare character roll data.
- this._getCharacterRollData(data);
-
- return data;
- }
-
- /**
- * Prepare character roll data.
- */
- _getCharacterRollData(data) {
- if (this.type !== 'character') return;
-
- // Copy the ability scores to the top level, so that rolls can use
- // formulas like `@str.mod + 4`.
- if (data.abilities) {
- for (let [k, v] of Object.entries(data.abilities)) {
- data[k] = foundry.utils.deepClone(v);
- }
- }
-
- // Add level for easier access, or fall back to 0.
- if (data.attributes.level) {
- data.lvl = data.attributes.level.value ?? 0;
- }
- }
-
-}
\ No newline at end of file
diff --git a/module/documents/creature.mjs b/module/documents/creature.mjs
deleted file mode 100644
index 383a6b9..0000000
--- a/module/documents/creature.mjs
+++ /dev/null
@@ -1,76 +0,0 @@
-import { TotemActor } from "./actor.mjs";
-/**
- * Extend the base Actor document by defining a custom roll data structure which is ideal for the Simple system.
- * @extends {TotemActor}
- */
-export class TotemCreature extends TotemActor {
-
- /** @override */
- prepareData() {
- // Prepare data for the actor. Calling the super version of this executes
- // the following, in order: data reset (to clear active effects),
- // prepareBaseData(), prepareEmbeddedDocuments() (including active effects),
- // prepareDerivedData().
- super.prepareData();
- }
-
- /** @override */
- prepareBaseData() {
- // Data modifications in this step occur before processing embedded
- // documents or derived data.
- }
-
- /**
- * @override
- * Augment the basic actor data with additional dynamic data. Typically,
- * you'll want to handle most of your calculated/derived data in this step.
- * Data calculated in this step should generally not exist in template.json
- * (such as ability modifiers rather than ability scores) and should be
- * available both inside and outside of character sheets (such as if an actor
- * is queried and has a roll executed directly from it).
- */
- prepareDerivedData() {
- const actorData = this;
- const systemData = actorData.system;
- const flags = actorData.flags.totem || {};
-
- // Make separate methods for each Actor type (character, npc, etc.) to keep
- // things organized.
- this._prepareNpcData(actorData);
- }
-
-
-
- /**
- * Prepare NPC type specific data.
- */
- _prepareNpcData(actorData) {
- if (actorData.type !== 'npc') return;
-
- // Make modifications to data here. For example:
- const systemData = actorData.system;
- systemData.xp = (systemData.cr * systemData.cr) * 100;
- }
-
- /**
- * Override getRollData() that's supplied to rolls.
- */
- getRollData() {
- const data = super.getRollData();
-
- // Prepare character roll data.
- this._getNpcRollData(data);
-
- return data;
- }
-
- /**
- * Prepare NPC roll data.
- */
- _getNpcRollData(data) {
- if (this.type !== 'creature') return;
-
- // Process additional NPC data here.
- }
-
-}
\ No newline at end of file
diff --git a/module/documents/npc.mjs b/module/documents/npc.mjs
deleted file mode 100644
index ae5f97c..0000000
--- a/module/documents/npc.mjs
+++ /dev/null
@@ -1,76 +0,0 @@
-import { TotemActor } from "./actor.mjs";
-/**
- * Extend the base Actor document by defining a custom roll data structure which is ideal for the Simple system.
- * @extends {TotemActor}
- */
-export class TotemNpc extends TotemActor {
-
- /** @override */
- prepareData() {
- // Prepare data for the actor. Calling the super version of this executes
- // the following, in order: data reset (to clear active effects),
- // prepareBaseData(), prepareEmbeddedDocuments() (including active effects),
- // prepareDerivedData().
- super.prepareData();
- }
-
- /** @override */
- prepareBaseData() {
- // Data modifications in this step occur before processing embedded
- // documents or derived data.
- }
-
- /**
- * @override
- * Augment the basic actor data with additional dynamic data. Typically,
- * you'll want to handle most of your calculated/derived data in this step.
- * Data calculated in this step should generally not exist in template.json
- * (such as ability modifiers rather than ability scores) and should be
- * available both inside and outside of character sheets (such as if an actor
- * is queried and has a roll executed directly from it).
- */
- prepareDerivedData() {
- const actorData = this;
- const systemData = actorData.system;
- const flags = actorData.flags.totem || {};
-
- // Make separate methods for each Actor type (character, npc, etc.) to keep
- // things organized.
- this._prepareNpcData(actorData);
- }
-
-
-
- /**
- * Prepare NPC type specific data.
- */
- _prepareNpcData(actorData) {
- if (actorData.type !== 'npc') return;
-
- // Make modifications to data here. For example:
- const systemData = actorData.system;
- systemData.xp = (systemData.cr * systemData.cr) * 100;
- }
-
- /**
- * Override getRollData() that's supplied to rolls.
- */
- getRollData() {
- const data = super.getRollData();
-
- // Prepare character roll data.
- this._getNpcRollData(data);
-
- return data;
- }
-
- /**
- * Prepare NPC roll data.
- */
- _getNpcRollData(data) {
- if (this.type !== 'npc') return;
-
- // Process additional NPC data here.
- }
-
-}
\ No newline at end of file
diff --git a/module/sheets/actor-sheet.mjs b/module/sheets/actor-sheet.mjs
index 4979aa6..a743889 100644
--- a/module/sheets/actor-sheet.mjs
+++ b/module/sheets/actor-sheet.mjs
@@ -42,7 +42,7 @@ export class TotemActorSheet extends ActorSheet {
// Prepare character data and items.
if (actorData.type == 'character') {
- this._prepareItems(context);
+ this._prepareCharacterItems(context);
}
// Prepare NPC data and items.
@@ -59,5 +59,145 @@ export class TotemActorSheet extends ActorSheet {
return context;
}
+ /** @override */
+ activateListeners(html) {
+ super.activateListeners(html);
+ // Render the item sheet for viewing/editing prior to the editable check.
+ html.find('.item-edit').click(ev => {
+ const li = $(ev.currentTarget).parents(".item");
+ const item = this.actor.items.get(li.data("itemId"));
+ item.sheet.render(true);
+ });
+
+ // -------------------------------------------------------------
+ // Everything below here is only needed if the sheet is editable
+ if (!this.isEditable) return;
+
+ // Add Inventory Item
+ html.find('.item-create').click(this._onItemCreate.bind(this));
+
+ // Delete Inventory Item
+ html.find('.item-delete').click(ev => {
+ const li = $(ev.currentTarget).parents(".item");
+ const item = this.actor.items.get(li.data("itemId"));
+ item.delete();
+ li.slideUp(200, () => this.render(false));
+ });
+
+ // Active Effect management
+ html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.actor));
+
+
+ // Drag events for macros.
+ if (this.actor.isOwner) {
+ let handler = ev => this._onDragStart(ev);
+ html.find('li.item').each((i, li) => {
+ if (li.classList.contains("inventory-header")) return;
+ li.setAttribute("draggable", true);
+ li.addEventListener("dragstart", handler, false);
+ });
+ }
+
+ }
+
+
+ /**
+ * Organize and classify Items for Character sheets.
+ *
+ * @param {Object} actorData The actor to prepare.
+ *
+ * @return {undefined}
+ */
+ _prepareCharacterItems(context) {
+ // Initialize containers.
+ const gear = [];
+ const traits = [];
+ const defenses = [];
+ const specialties = [];
+ const abilities = [];
+ const weapons = [];
+ const evolutions = [];
+ const traumas = [];
+ const backgrounds = [];
+ const rumors = [];
+
+ // Iterate through items, allocating to containers
+ for (let i of context.items) {
+ i.img = i.img || DEFAULT_TOKEN;
+ // Append to gear.
+ if (i.type === 'item') {
+ gear.push(i);
+ }
+ else if (i.type === 'trait') {
+ traits.push(i);
+ }
+ else if (i.type === 'defense') {
+ defenses.push(i);
+ }
+ else if (i.type === 'weapon') {
+ weapons.push(i);
+ }
+ else if (i.type === 'specialty') {
+ specialties.push(i);
+ }
+ else if (i.type === 'ability') {
+ abilities.push(i);
+ }
+ else if (i.type === 'evolution') {
+ evolutions.push(i);
+ }
+ else if (i.type === 'trauma') {
+ traumas.push(i);
+ }
+ else if (i.type === 'background') {
+ backgrounds.push(i);
+ }
+ else if (i.type === 'rumor') {
+ rumors.push(i);
+ }
+ /* // Append to cephalie.
+ else if (i.type === 'spell') {
+ if (i.system.spellLevel != undefined) {
+ cephalie[i.system.spellLevel].push(i);
+ }
+ }*/
+ }
+
+ // Assign and return
+ context.gear = gear;
+ context.weapons = weapons;
+ context.defenses = defenses;
+ context.traits = traits;
+ context.specialties = specialties;
+ context.abilities = abilities;
+ context.evolutions = evolutions;
+ context.traumas = traumas;
+ context.backgrounds = backgrounds;
+ context.rumors = rumors;
+ console.log("context", context);
+ }
+
+
+ async _onItemCreate(event) {
+ event.preventDefault();
+ const header = event.currentTarget;
+ // Get the type of item to create.
+ const type = header.dataset.type;
+ // Grab any data associated with this control.
+ const data = duplicate(header.dataset);
+ // Initialize a default name.
+ const name = `New ${type.capitalize()}`;
+ // Prepare the item object.
+ const itemData = {
+ name: name,
+ type: type,
+ system: data
+ };
+ // Remove the type from the dataset since it's in the itemData.type prop.
+ delete itemData.system["type"];
+
+ // Finally, create the item!
+ return await Item.create(itemData, {parent: this.actor});
+ }
}
diff --git a/module/sheets/item-sheet.mjs b/module/sheets/item-sheet.mjs
index d6a3cfc..829d7eb 100644
--- a/module/sheets/item-sheet.mjs
+++ b/module/sheets/item-sheet.mjs
@@ -34,7 +34,7 @@ export class TotemItemSheet extends ItemSheet {
// Use a safe clone of the item data for further operations.
const itemData = context.item;
-
+
// Retrieve the roll data for TinyMCE editors.
context.rollData = {};
let actor = this.object?.parent ?? null;
diff --git a/module/system/handlebars-manager.mjs b/module/system/handlebars-manager.mjs
index a4c935b..db0781e 100644
--- a/module/system/handlebars-manager.mjs
+++ b/module/system/handlebars-manager.mjs
@@ -16,6 +16,8 @@
"systems/totem/templates/actor/parts/character-features.hbs",
"systems/totem/templates/actor/parts/character-header.hbs",
"systems/totem/templates/actor/parts/actor-items.html",
+ "systems/totem/templates/actor/parts/actor-weapons.hbs",
+ "systems/totem/templates/actor/parts/actor-defenses.hbs",
"systems/totem/templates/actor/parts/actor-effects.html",
// additional templates
diff --git a/module/totem.mjs b/module/totem.mjs
index a22e478..66d6002 100644
--- a/module/totem.mjs
+++ b/module/totem.mjs
@@ -3,9 +3,6 @@ import { registerSettings } from "./system/settings.mjs";
// Import document classes.
import { TotemActor } from "./documents/actor.mjs";
-import { TotemCharacter } from "./documents/character.mjs";
-import { TotemNpc } from "./documents/npc.mjs";
-import { TotemCreature } from "./documents/creature.mjs";
import { TotemCharacterSheet } from "./sheets/character-sheet.mjs";
import { TotemNpcSheet } from "./sheets/npc-sheet.mjs";
@@ -30,9 +27,7 @@ Hooks.once('init', async function() {
// Add utility classes to the global game object so that they're more easily
// accessible in global contexts.
game.totem = {
- TotemCharacter,
- TotemNpc,
- TotemCreature,
+ TotemActor,
TotemItem,
TotemRoll,
TotemCombat
diff --git a/system.json b/system.json
index 75b6e42..20d6338 100644
--- a/system.json
+++ b/system.json
@@ -2,7 +2,7 @@
"id": "totem",
"title": "Totem",
"description": "The Totem system for FoundryVTT!",
- "version": "0.0.9",
+ "version": "0.0.10",
"compatibility": {
"minimum": 10,
"verified": "10.287",
diff --git a/templates/actor/actor-character-sheet.html b/templates/actor/actor-character-sheet.html
index 54cf791..57979ae 100644
--- a/templates/actor/actor-character-sheet.html
+++ b/templates/actor/actor-character-sheet.html
@@ -17,7 +17,7 @@
-
+
diff --git a/templates/actor/parts/actor-defenses.hbs b/templates/actor/parts/actor-defenses.hbs
new file mode 100644
index 0000000..e423af2
--- /dev/null
+++ b/templates/actor/parts/actor-defenses.hbs
@@ -0,0 +1,29 @@
+
+
+ {{/each}}
+
\ No newline at end of file
diff --git a/templates/actor/parts/actor-id.hbs b/templates/actor/parts/actor-id.hbs
index 6faeab6..3c1f01b 100644
--- a/templates/actor/parts/actor-id.hbs
+++ b/templates/actor/parts/actor-id.hbs
@@ -2,29 +2,6 @@