fix: Dice So Nice import v14 compat, override Foundry text colors for readability
Release Creation / build (release) Failing after 1m28s

- hooks.mjs: replace static dice-so-nice import with dynamic import
  using game.modules.get('dice-so-nice').id (path removed in v14)
- hooks.mjs: fix permission condition (|| -> &&), jQuery -> vanilla JS
- less/base.less: override --color-text-* and --button-text-color
  for both .themed.theme-dark (AppV2) and body.theme-dark (legacy apps)
- target #settings-config buttons + labels + hints for dark grays
This commit is contained in:
2026-07-12 22:05:45 +02:00
parent dcc24b47ec
commit 90de66d668
44 changed files with 516 additions and 4305 deletions
+28 -30
View File
@@ -1,47 +1,45 @@
import { VERMINE } from './config.mjs'
/**
* renvoie le score d'une compétence d'un actor existant
* @param {VermineActor}
* @return {number||null} Data for rendering or null
* Returns the score of a skill for an actor.
* Skills are stored as a flat object in actor.system.skills: { [key]: { value, spent, label, category } }
* @param {VermineActor} actor
* @param {string} skillLabel - The localized label of the skill to find
* @param {"value"|"spent"} [property="value"] - Which property to return
* @returns {number|null} The skill score or null if not found
*/
export function getActorSkillScore(actor, skillLabel, property = "value") {
let returnedValue = null;
const skills = actor.system?.skills;
if (!skills) return 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];
}
for (const key of Object.keys(skills)) {
if (skills[key].label === skillLabel) {
return skills[key][property] ?? null;
}
}
return returnedValue;
return null;
}
/**
* met à jour le score d'une compétence d'un actor existant
* @param {VermineActor}
* @return {boolean} bool
* Updates the score of a skill for an actor.
* @param {VermineActor} selectedActor
* @param {string} skillLabel - The localized label of the skill to update
* @param {"value"|"spent"} [property="value"] - Which property to update
* @param {number} updatedValue - The new value
* @returns {boolean} Whether the update was successful
*/
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}.${property}`;
selectedActor.update({[systemSkillKey]:updatedValue }); // updating actor's data
updated = true;
}
const skills = selectedActor.system?.skills;
if (!skills) return false;
for (const key of Object.keys(skills)) {
if (skills[key].label === skillLabel) {
skills[key][property] = updatedValue;
selectedActor.update({ [`system.skills.${key}.${property}`]: updatedValue });
return true;
}
}
return updated;
} catch(e){
return false;
} catch (e) {
return false;
}
}