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Refactor/84 data models structure (#131)
* - Move all DataModel item files to a new 'items' subfolder for better organization - Add _module.mjs file to simplify imports - Update all import paths - Rename class for use the new acronym DH * FIX: remove unnecessary import * FEAT: BaseDataItem class add TODO comments for future improvements FIX: Remove effect field on template FIX: remove unused DhpEffects file * FEAT: new FormulaField class FEAT: add getRollData on BaseDataItem Class FEAT: weapon FIX: remove inventoryWeapon field on Weapon Data Model * FEAT: add class prepareBaseData for domains * FEAT: new ForeignDocumentUUIDField FIX: Remove unnecessary fields FEAT: use ForeignDocumentUUIDField in the Item Class DataModel * FIX: remove wrong option in String Field * FIX: remove unused import * FIX: ADD htmlFields description in manifest * FIX: minor fixes * REFACTOR: rename folder `data/items` -> `data/item` REFACTOR: rename folder `data/messages` -> `data/chat-message`. * FIX: imports FIX: items sheet new paths FIX: ItemDataModelMetadata type jsdoc * FEAT: formatting code FIX: fix fields used FEAT: add jsdoc * 110 - Class Data Model (#111) * Added PreCreate/Create/Delete logic for Class/Subclass and set it as foreignUUID fields in PC * Moved methods into TypedModelData * Simplified Subclass * Fixed up data model and a basic placeholder template (#117) * 118 - adversary data model (#119) * Fixed datamodel and set up basic template in new style * Added in a temp attack button, because why not * Restored HitPoints counting up * 113 - Character Data Model (#114) * Improved Character datamodel * Removed additional unneccessary getters * Preliminary cleanup in the class sheet * Cleanup of 'pc' references * Corrected Duality rolling from Character * Fix to damage roll * Added a basic BaseDataActor data model * Gathered exports * getRollData recursion fix * Feature/112 items use action datamodel (#127) * Create new actions classes * actions types - attack roll * fixes before merge * First PR * Add daggerheart.css to gitignore * Update ToDo * Remove console log * Fixed chat /dr roll * Remove jQuery * Fixed so the different chat themes work again * Fixed duality roll buttons * Fix to advantage/disadvantage shortcut * Extand action to other item types * Roll fixes * Fixes to adversary rolls * resources * Fixed adversary dice --------- Co-authored-by: WBHarry <williambjrklund@gmail.com> * Feature/116-implementation-of-pseudo-documents (#125) * FEAT: add baseDataModel logic * FEAT: new PseudoDocumentsField FIX: BasePseudoDocument 's getEmbeddedDocument * FEAT: PseudoDocument class * FEAT: add TypedPseudoDocument REFACTOR: PreudoDocument FIX: Typos Bug * FIX: CONFIG types * FEAT: basic PseudoDocumentSheet * FIX: remove schema ADD: input of example --------- Co-authored-by: Joaquin Pereyra <joaquinpereyra98@users.noreply.github.com> Co-authored-by: WBHarry <williambjrklund@gmail.com> * Levelup Followup (#126) * Levelup applies bonuses to character * Added visualisation of domain card levels * Fixed domaincard level max for selections in a tier * A trait can now only be level up once within the same tier --------- Co-authored-by: Joaquin Pereyra <joaquinpereyra98@users.noreply.github.com> Co-authored-by: joaquinpereyra98 <24190917+joaquinpereyra98@users.noreply.github.com> Co-authored-by: Dapoulp <74197441+Dapoulp@users.noreply.github.com>
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parent
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commit
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153 changed files with 5481 additions and 4829 deletions
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@ -1,25 +1,35 @@
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export const range = {
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self: {
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label: 'DAGGERHEART.Range.self.name',
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description: 'DAGGERHEART.Range.self.description',
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distance: 0
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},
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melee: {
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id: 'melee',
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label: 'DAGGERHEART.Range.melee.name',
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description: 'DAGGERHEART.Range.melee.description',
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distance: 1
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},
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veryClose: {
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id: 'veryClose',
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label: 'DAGGERHEART.Range.veryClose.name',
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description: 'DAGGERHEART.Range.veryClose.description',
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distance: 3
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},
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close: {
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id: 'close',
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label: 'DAGGERHEART.Range.close.name',
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description: 'DAGGERHEART.Range.close.description',
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distance: 10
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},
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far: {
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id: 'far',
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label: 'DAGGERHEART.Range.far.name',
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description: 'DAGGERHEART.Range.far.description',
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distance: 20
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},
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veryFar: {
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id: 'veryFar',
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label: 'DAGGERHEART.Range.veryFar.name',
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description: 'DAGGERHEART.Range.veryFar.description',
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distance: 30
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@ -175,31 +185,27 @@ export const deathMoves = {
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};
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export const tiers = {
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0: {
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key: 0,
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id: 'tier0',
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name: 'DAGGERHEART.General.Tier.0'
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},
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1: {
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key: 1,
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tier1: {
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id: 'tier1',
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name: 'DAGGERHEART.General.Tier.1'
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label: 'DAGGERHEART.Tiers.tier1'
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},
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2: {
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key: 2,
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tier2: {
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id: 'tier2',
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name: 'DAGGERHEART.General.Tier.2'
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label: 'DAGGERHEART.Tiers.tier2'
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},
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3: {
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key: 3,
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tier3: {
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id: 'tier3',
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name: 'DAGGERHEART.General.Tier.3'
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label: 'DAGGERHEART.Tiers.tier3'
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},
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tier4: {
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id: 'tier4',
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label: 'DAGGERHEART.Tiers.tier4'
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}
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};
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export const objectTypes = {
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pc: {
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name: 'TYPES.Actor.pc'
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character: {
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name: 'TYPES.Actor.character'
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},
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npc: {
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name: 'TYPES.Actor.npc'
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@ -247,6 +253,11 @@ export const diceTypes = {
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d20: 'd20'
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};
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export const multiplierTypes = {
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proficiency: 'Proficiency',
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spellcast: 'Spellcast'
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};
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export const getDiceSoNicePresets = () => {
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const { diceSoNice } = game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.appearance);
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@ -311,3 +322,18 @@ export const abilityCosts = {
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label: 'Stress'
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}
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};
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export const rollTypes = {
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weapon: {
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id: 'weapon',
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label: 'DAGGERHEART.RollTypes.weapon.name'
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},
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spellcast: {
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id: 'spellcast',
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label: 'DAGGERHEART.RollTypes.spellcast.name'
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},
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ability: {
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id: 'ability',
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label: 'DAGGERHEART.RollTypes.ability.name'
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}
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};
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