rolling
This commit is contained in:
+2
-6
@@ -1,10 +1,6 @@
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{
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"TOTEM.AbilityStrAbbr": "str",
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"TOTEM.AbilityConAbbr": "con",
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"TOTEM.AbilityDexAbbr": "dex",
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"TOTEM.AbilityIntAbbr": "int",
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"TOTEM.AbilityWisAbbr": "wis",
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"TOTEM.AbilityChaAbbr": "cha",
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"TOTEM.WorldSettings.GameMode.Name":"Choix du mode de jeu",
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"TOTEM.WorldSettings.GameMode.Hint":"À l’image de certains jeux vidéo proposant différents, Vermine 2047 permet aux joueurs de choisir leur Mode de jeu et de fixer eux-mêmes le degré de réalisme, de surnaturel et de dangerosité de l’univers.",
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"TOTEM.level": "Niveau",
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"TOTEM.pool": "Réserve",
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@@ -43,7 +43,6 @@ export class TotemActorSheet extends ActorSheet {
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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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@@ -60,171 +59,5 @@ export class TotemActorSheet extends ActorSheet {
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return context;
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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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// Initialize containers.
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const gear = [];
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const features = [];
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const spells = {
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0: [],
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1: [],
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2: [],
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3: [],
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4: [],
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5: [],
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6: [],
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7: [],
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8: [],
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9: []
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};
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// Iterate through items, allocating to containers
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for (let i of context.items) {
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i.img = i.img || DEFAULT_TOKEN;
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// Append to gear.
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if (i.type === 'item') {
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gear.push(i);
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}
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// Append to features.
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else if (i.type === 'feature') {
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features.push(i);
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}
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// Append to spells.
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else if (i.type === 'spell') {
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if (i.system.spellLevel != undefined) {
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spells[i.system.spellLevel].push(i);
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}
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}
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}
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// Assign and return
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context.gear = gear;
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context.features = features;
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context.spells = spells;
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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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// Render the item sheet for viewing/editing prior to the editable check.
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html.find('.item-edit').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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const item = this.actor.items.get(li.data("itemId"));
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item.sheet.render(true);
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});
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// -------------------------------------------------------------
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// Everything below here is only needed if the sheet is editable
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if (!this.isEditable) return;
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// Add Inventory Item
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html.find('.item-create').click(this._onItemCreate.bind(this));
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// Delete Inventory Item
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html.find('.item-delete').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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const item = this.actor.items.get(li.data("itemId"));
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item.delete();
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li.slideUp(200, () => this.render(false));
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});
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// Active Effect management
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html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.actor));
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// Rollable abilities.
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html.find('.rollable').click(this._onRoll.bind(this));
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// Drag events for macros.
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if (this.actor.isOwner) {
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let handler = ev => this._onDragStart(ev);
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html.find('li.item').each((i, li) => {
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if (li.classList.contains("inventory-header")) return;
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li.setAttribute("draggable", true);
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li.addEventListener("dragstart", handler, false);
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});
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}
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}
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/**
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* Handle creating a new Owned Item for the actor using initial data defined in the HTML dataset
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* @param {Event} event The originating click event
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* @private
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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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// 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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* Handle clickable rolls.
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* @param {Event} event The originating click event
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* @private
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*/
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_onRoll(event) {
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event.preventDefault();
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const element = event.currentTarget;
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const dataset = element.dataset;
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// Handle item rolls.
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if (dataset.rollType) {
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if (dataset.rollType == 'item') {
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const itemId = element.closest('.item').dataset.itemId;
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const item = this.actor.items.get(itemId);
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if (item) return item.roll();
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}
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}
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// Handle rolls that supply the formula directly.
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if (dataset.roll) {
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let label = dataset.label ? `[ability] ${dataset.label}` : '';
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let roll = new Roll(dataset.roll, this.actor.getRollData());
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roll.toMessage({
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speaker: ChatMessage.getSpeaker({ actor: this.actor }),
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flavor: label,
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rollMode: game.settings.get('core', 'rollMode'),
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});
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return roll;
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}
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}
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}
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@@ -20,7 +20,7 @@ export class TotemCharacterSheet extends TotemActorSheet {
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/** @override */
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get template() {
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return `systems/totem/templates/actor/actor-${this.actor.type}-sheet.html`;
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return `systems/totem/templates/actor/actor-character-sheet.html`;
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}
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/* -------------------------------------------- */
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@@ -205,7 +205,7 @@ export class TotemCharacterSheet extends TotemActorSheet {
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event.preventDefault();
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const element = event.currentTarget;
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const dataset = element.dataset;
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console.log("Ceci est un jet d'un personnage joueur");
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// Handle item rolls.
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if (dataset.rollType) {
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if (dataset.rollType == 'item') {
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@@ -217,14 +217,10 @@ export class TotemCharacterSheet extends TotemActorSheet {
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// Handle rolls that supply the formula directly.
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if (dataset.roll) {
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let label = dataset.label ? `[ability] ${dataset.label}` : '';
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let roll = new Roll(dataset.roll, this.actor.getRollData());
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roll.toMessage({
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speaker: ChatMessage.getSpeaker({ actor: this.actor }),
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flavor: label,
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rollMode: game.settings.get('core', 'rollMode'),
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});
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return roll;
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const label = game.i18n.localize(dataset.label) ? `[ability] ${game.i18n.localize(dataset.label)}` : '';
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console.log($(element).attr('for'), this.actor.system.skills[$(element).attr('for').split('.')[2]].value);
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const NoD = this.actor.system.skills[$(element).attr('for').split('.')[2]]?.value || 0
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return game.totem.TotemRoll.roll(this.actor.id, label, NoD, 0, {});
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}
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}
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+15
-4
@@ -1,4 +1,3 @@
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import { TotemFight } from './fight.mjs';
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export const registerHooks = function () {
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/**
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@@ -34,7 +33,7 @@ export const registerHooks = function () {
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});
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Hooks.on('getSceneControlButtons', (controls) => {
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controls.find((c) => c.name === 'token').tools.push({
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/*controls.find((c) => c.name === 'token').tools.push({
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name: 'Dice Roller',
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title: game.i18n.localize("TOTEM.RollTool"),
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icon: 'fas fa-dice-d6',
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@@ -42,7 +41,7 @@ export const registerHooks = function () {
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onClick() {
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TotemRoll.ui();
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}
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});
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});*/
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});
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/* -------------------------------------------- */
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@@ -50,7 +49,7 @@ export const registerHooks = function () {
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/* -------------------------------------------- */
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Hooks.on("preCreateActor", function (actor) {
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console.log('pre create actor', actor);
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// console.log('pre create actor', actor);
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if (actor.img == "icons/svg/mystery-man.svg") {
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// actor.updateSource({"img": `systems/totem/icons/actors/${actor.type}.webp`});
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// item.updateSource({"img": `systems/totem/icons/competence.webp`});
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@@ -90,6 +89,18 @@ export const registerHooks = function () {
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}*/
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}
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});
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/* Hooks.on("chatCommandsReady", function (chatCommands) {
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chatCommands.registerCommand(chatCommands.createCommandFromData({
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commandKey: "/dr",
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invokeOnCommand: (chatlog, messageText, chatdata) => {
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Roll.get().parse(messageText);
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},
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shouldDisplayToChat: false,
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iconClass: "fa-dice-d6",
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description: "Roll Totem check"
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}));
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});*/
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}
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@@ -1,284 +0,0 @@
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import { getActorSkillScore, updateActorSkillScore } from "./functions.mjs";
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export class TotemRoll {
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async performTest(dicePool, target, trait, usingSpecialization, difficulty, skill, params, actor) {
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const r = new Roll(dicePool + 'd6');
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r.roll();
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let _trait = trait || 0;
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let _usingSpecialization = usingSpecialization || 0;
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let _skillLabel = (params.skill != undefined) ? game.i18n.format(params.skill) : "";
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let _used = (params.usure != undefined) ? params.usure : 0;
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let diceString = '';
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let total = 0;
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// affichage des valeurs
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let targetText = _skillLabel + ' : ' + skill + ' (+'+ _used +')';
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if (trait)
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targetText += ', '+ game.i18n.format('TOTEM.Traits') + ' : ' + _trait;
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if (_usingSpecialization != 0)
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targetText += ', '+ game.i18n.format('TOTEM.UsingSpecialization');
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if (difficulty)
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targetText += '<br />'+ game.i18n.format('TOTEM.Against') +': ' + Math.abs(difficulty);
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// affichage des jets
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for (let i = 0; i < dicePool; i++) {
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let result = r.terms[0].results[i].result;
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if (result == 6) {
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diceString += '<li class="roll die d6 max">' + result + '</li>';
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}
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else if (result <= 5) {
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diceString += '<li class="roll die d6">' + result + '</li>';
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}
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else if (result >= 1) {
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diceString += '<li class="roll die d6 min">' + result + '</li>';
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}
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total += result;
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}
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// Here we want to check if the success was exactly one (as "1 Successes" doesn't make grammatical sense).
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// We create a string for the Successes.
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let successText = '';
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let successMargin = 0;
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successMargin = total + skill + _trait + _usingSpecialization + _used + difficulty;
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if (params.usure != undefined){
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successMargin += parseInt(params.usure,10);
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}
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// console.log(total, skill, _trait, _usingSpecialization, difficulty, successMargin);
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// règle de la MR qui ne peut pas dépasser la compétence
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if (successMargin > skill){
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successMargin = skill;
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}
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if (successMargin > target + 1) {
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successText = game.i18n.localize('TOTEM.RollSuccess') + ' (' + game.i18n.localize('TOTEM.SM') + ' ' + successMargin.toString() +')';
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} else if (successMargin == target + 1) {
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successText = game.i18n.localize('TOTEM.RollSuccess');
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} else if (successMargin == target) {
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successText = game.i18n.localize('TOTEM.PartialSuccess');
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} else {
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successText = game.i18n.localize('TOTEM.Failure');
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}
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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 attribute">
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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
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</div>
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<div class="dice-tooltip expanded">
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<section class="tooltip-part flexrow">
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<div class="" style="flex:60%;">
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<div class="parameters">
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` + targetText + `
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</div>
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<div class="dice">
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<ol class="dice-rolls">` + diceString + `</ol>
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</div>
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</div>
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<div class="align-center">
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Résultat
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<p style="font-weight:bold; font-size:2em;">` + (total + skill + _trait + _usingSpecialization + _used).toString() + `</p>
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</div>
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</section>
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</div>` +
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`<h4 class="dice-total">` + successText + `</h4>
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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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}
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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 (!TotemRoll.instance)
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TotemRoll.instance = new TotemRoll();
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return TotemRoll.instance;
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}
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// Parse XdYtZfAc || XdYsZfAc
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// {size of dice pool}d{target number}(t|s)[{skill level - for trait}f][{complication range}c][D]
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async parse(cmd, usingSpecialization) {
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let actor = game.user.character;
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if (canvas.tokens.controlled.length > 0)
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actor = canvas.tokens.controlled[0].actor;
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let r = cmd.match(/([2-5])d([01]?[0-9])[ts](([4-8])f)?((20|[1][5-9])c)?(D)?/);
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if (r) {
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//console.log(r);
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let dicePool = +r[1];
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let target = +r[2];
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let trait = +r[4];
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if (!!r[7]) usingSpecialization = true;
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let difficulty = +r[6];
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this.performTest(dicePool, target, trait, usingSpecialization, difficulty, actor);
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} else
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ui.notifications.error("Unparsable command: " + cmd);
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}
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// data injected to char data
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static previousValues = {
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dicePool: 2
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};
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static rollerTemplate = 'systems/totem/templates/roll.html';
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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 charData = (externalData) => {
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return Object.assign({ _template: TotemRoll.rollerTemplate }, {...TotemRoll.previousValues, ...externalData});
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};
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// get the actor
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let actor = null;
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try {
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let actor = game.user.character;
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if (canvas.tokens.controlled.length > 0)
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actor = canvas.tokens.controlled[0].actor;
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} catch (e) {
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console.log(e);
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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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}
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// get the data
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let data = charData(externalData);
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console.log('npc2', data);
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if (actor.type != undefined){
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data.actor_type = actor.type;
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if (actor.type == 'character'){
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data.skillMaxScore = getActorSkillScore(actor, data.skill);
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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 +1,18 @@
|
||||
export class TotemRoll {
|
||||
|
||||
|
||||
static roll(actorId, label, NoD, Mod, params = {}){
|
||||
const actor = game.actors.get(actorId);
|
||||
let roll = new Roll(NoD + "d10+"+ Mod, actor.getRollData());
|
||||
roll.toMessage({
|
||||
speaker: ChatMessage.getSpeaker({ actor: actor }),
|
||||
flavor: label,
|
||||
rollMode: game.settings.get('core', 'rollMode'),
|
||||
});
|
||||
return roll;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -1,29 +1,18 @@
|
||||
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"),
|
||||
game.settings.register("totem", "game-mode", {
|
||||
name: game.i18n.localize("TOTEM.WorldSettings.GameMode.Name"),
|
||||
hint: game.i18n.localize("TOTEM.WorldSettings.GameMode.Hint"),
|
||||
scope: "system",
|
||||
config: true,
|
||||
type: String,
|
||||
choices: {
|
||||
"e": "Totem",
|
||||
"c": "Céphale",
|
||||
"b": "Bohème",
|
||||
"a": "Amertume"
|
||||
"1": "Survie",
|
||||
"2": "Cauchemar",
|
||||
"3": "Apocalypse"
|
||||
},
|
||||
default: 'e',
|
||||
onChange: value => {
|
||||
console.log(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
|
||||
})
|
||||
|
||||
}
|
||||
+5
-89
@@ -14,6 +14,9 @@ import { TotemCreatureSheet } from "./sheets/creature-sheet.mjs";
|
||||
import { TotemItem } from "./documents/item.mjs";
|
||||
import { TotemItemSheet } from "./sheets/item-sheet.mjs";
|
||||
|
||||
import { TotemRoll } from "./system/roll.mjs";
|
||||
import { TotemCombat } from "./system/fight.mjs";
|
||||
|
||||
// Import helper/utility classes and constants.
|
||||
import { preloadHandlebarsTemplates, registerHandlebarsHelpers } from "./system/handlebars-manager.mjs";
|
||||
import { TOTEM } from "./system/config.mjs";
|
||||
@@ -31,7 +34,8 @@ Hooks.once('init', async function() {
|
||||
TotemNpc,
|
||||
TotemCreature,
|
||||
TotemItem,
|
||||
rollItemMacro
|
||||
TotemRoll,
|
||||
TotemCombat
|
||||
};
|
||||
|
||||
// Add custom constants for configuration.
|
||||
@@ -76,91 +80,3 @@ Hooks.once('init', async function() {
|
||||
// Preload Handlebars templates.
|
||||
return preloadHandlebarsTemplates();
|
||||
});
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Handlebars Helpers */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
// If you need to add Handlebars helpers, here are a few useful examples:
|
||||
Handlebars.registerHelper('concat', function() {
|
||||
var outStr = '';
|
||||
for (var arg in arguments) {
|
||||
if (typeof arguments[arg] != 'object') {
|
||||
outStr += arguments[arg];
|
||||
}
|
||||
}
|
||||
return outStr;
|
||||
});
|
||||
|
||||
Handlebars.registerHelper('toLowerCase', function(str) {
|
||||
return str.toLowerCase();
|
||||
});
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Ready Hook */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
Hooks.once("ready", async function() {
|
||||
// Wait to register hotbar drop hook on ready so that modules could register earlier if they want to
|
||||
Hooks.on("hotbarDrop", (bar, data, slot) => createItemMacro(data, slot));
|
||||
});
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Hotbar Macros */
|
||||
/* -------------------------------------------- */
|
||||
|
||||
/**
|
||||
* Create a Macro from an Item drop.
|
||||
* Get an existing item macro if one exists, otherwise create a new one.
|
||||
* @param {Object} data The dropped data
|
||||
* @param {number} slot The hotbar slot to use
|
||||
* @returns {Promise}
|
||||
*/
|
||||
async function createItemMacro(data, slot) {
|
||||
// First, determine if this is a valid owned item.
|
||||
if (data.type !== "Item") return;
|
||||
if (!data.uuid.includes('Actor.') && !data.uuid.includes('Token.')) {
|
||||
return ui.notifications.warn("You can only create macro buttons for owned Items");
|
||||
}
|
||||
// If it is, retrieve it based on the uuid.
|
||||
const item = await Item.fromDropData(data);
|
||||
|
||||
// Create the macro command using the uuid.
|
||||
const command = `game.totem.rollItemMacro("${data.uuid}");`;
|
||||
let macro = game.macros.find(m => (m.name === item.name) && (m.command === command));
|
||||
if (!macro) {
|
||||
macro = await Macro.create({
|
||||
name: item.name,
|
||||
type: "script",
|
||||
img: item.img,
|
||||
command: command,
|
||||
flags: { "totem.itemMacro": true }
|
||||
});
|
||||
}
|
||||
game.user.assignHotbarMacro(macro, slot);
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Create a Macro from an Item drop.
|
||||
* Get an existing item macro if one exists, otherwise create a new one.
|
||||
* @param {string} itemUuid
|
||||
*/
|
||||
function rollItemMacro(itemUuid) {
|
||||
// Reconstruct the drop data so that we can load the item.
|
||||
const dropData = {
|
||||
type: 'Item',
|
||||
uuid: itemUuid
|
||||
};
|
||||
// Load the item from the uuid.
|
||||
Item.fromDropData(dropData).then(item => {
|
||||
// Determine if the item loaded and if it's an owned item.
|
||||
if (!item || !item.parent) {
|
||||
const itemName = item?.name ?? itemUuid;
|
||||
return ui.notifications.warn(`Could not find item ${itemName}. You may need to delete and recreate this macro.`);
|
||||
}
|
||||
|
||||
// Trigger the item roll
|
||||
item.roll();
|
||||
});
|
||||
}
|
||||
@@ -0,0 +1,76 @@
|
||||
<form class="{{cssClass}} {{actor.type}} flexcol" autocomplete="off">
|
||||
|
||||
{{!-- Sheet Header --}}
|
||||
<header class="sheet-header">
|
||||
<img class="profile-img" src="{{actor.img}}" data-edit="img" title="{{actor.name}}" height="100" width="100"/>
|
||||
<div class="header-fields">
|
||||
<h1 class="charname"><input name="name" type="text" value="{{actor.name}}" placeholder="Name"/></h1>
|
||||
{{!-- The grid classes are defined in scss/global/_grid.scss. To use,
|
||||
use both the "grid" and "grid-Ncol" class where "N" can be any number
|
||||
from 1 to 12 and will create that number of columns. --}}
|
||||
<div class="resources grid grid-3col">
|
||||
|
||||
{{!-- "flex-group-center" is also defined in the _grid.scss file
|
||||
and it will add a small amount of padding, a border, and will
|
||||
center all of its child elements content and text. --}}
|
||||
<div class="resource flex-group-center">
|
||||
<label for="system.health.value" class="resource-label">Health</label>
|
||||
<div class="resource-content flexrow flex-center flex-between">
|
||||
<input type="text" name="system.health.value" value="{{system.health.value}}" data-dtype="Number"/>
|
||||
<span> / </span>
|
||||
<input type="text" name="system.health.max" value="{{system.health.max}}" data-dtype="Number"/>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="resource flex-group-center">
|
||||
<label for="system.power.value" class="resource-label">Power</label>
|
||||
<div class="resource-content flexrow flex-center flex-between">
|
||||
<input type="text" name="system.power.value" value="{{system.power.value}}" data-dtype="Number"/>
|
||||
<span> / </span>
|
||||
<input type="text" name="system.power.max" value="{{system.power.max}}" data-dtype="Number"/>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="resource flex-group-center">
|
||||
<label for="system.cr" class="resource-label">CR / XP</label>
|
||||
<div class="resource-content flexrow flex-center flex-between">
|
||||
<input type="text" name="system.cr" value="{{system.cr}}" data-dtype="Number"/>
|
||||
<span> / </span>
|
||||
<input type="text" disabled="true" name="system.xp" value="{{system.xp}}" data-dtype="Number"/>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
</header>
|
||||
|
||||
{{!-- Sheet Tab Navigation --}}
|
||||
<nav class="sheet-tabs tabs" data-group="primary">
|
||||
{{!-- Default tab is specified in actor-sheet.mjs --}}
|
||||
<a class="item" data-tab="description">Description</a>
|
||||
<a class="item" data-tab="items">Items</a>
|
||||
<a class="item" data-tab="effects">Effects</a>
|
||||
</nav>
|
||||
|
||||
{{!-- Sheet Body --}}
|
||||
<section class="sheet-body">
|
||||
|
||||
{{!-- Biography Tab --}}
|
||||
<div class="tab biography" data-group="primary" data-tab="description">
|
||||
{{!-- If you want TinyMCE editors to output inline rolls when rendered, you need to pass the actor's roll data to the rollData property. --}}
|
||||
{{editor system.biography target="system.biography" rollData=rollData button=true owner=owner editable=editable}}
|
||||
</div>
|
||||
|
||||
{{!-- Owned Items Tab --}}
|
||||
<div class="tab items" data-group="primary" data-tab="items">
|
||||
{{> "systems/totem/templates/actor/parts/actor-items.html"}}
|
||||
</div>
|
||||
|
||||
{{!-- Active Effects Tab --}}
|
||||
<div class="tab effects flexcol" data-group="primary" data-tab="effects">
|
||||
{{> "systems/totem/templates/actor/parts/actor-effects.html"}}
|
||||
</div>
|
||||
|
||||
</section>
|
||||
</form>
|
||||
|
||||
Reference in New Issue
Block a user