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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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153 changed files with 5481 additions and 4829 deletions
68
module/data/actor/adversary.mjs
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68
module/data/actor/adversary.mjs
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import BaseDataActor from './base.mjs';
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const resourceField = () =>
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new foundry.data.fields.SchemaField({
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value: new foundry.data.fields.NumberField({ initial: 0, integer: true }),
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max: new foundry.data.fields.NumberField({ initial: 0, integer: true })
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});
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export default class DhpAdversary extends BaseDataActor {
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static LOCALIZATION_PREFIXES = ['DAGGERHEART.Sheets.Adversary'];
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static get metadata() {
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return foundry.utils.mergeObject(super.metadata, {
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label: 'TYPES.Actor.adversary',
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type: 'adversary'
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});
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}
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static defineSchema() {
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const fields = foundry.data.fields;
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return {
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tier: new fields.StringField({
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required: true,
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choices: SYSTEM.GENERAL.tiers,
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initial: SYSTEM.GENERAL.tiers.tier1.id
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}),
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type: new fields.StringField({
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required: true,
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choices: SYSTEM.ACTOR.adversaryTypes,
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initial: SYSTEM.ACTOR.adversaryTypes.standard.id
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}),
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motivesAndTactics: new fields.HTMLField(),
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difficulty: new fields.NumberField({ required: true, initial: 1, integer: true }),
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damageThresholds: new fields.SchemaField({
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major: new fields.NumberField({ required: true, initial: 0, integer: true }),
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severe: new fields.NumberField({ required: true, initial: 0, integer: true })
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}),
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resources: new fields.SchemaField({
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hitPoints: resourceField(),
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stress: resourceField()
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}),
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attack: new fields.SchemaField({
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name: new fields.StringField({}),
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modifier: new fields.NumberField({ required: true, integer: true, initial: 0 }),
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range: new fields.StringField({
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required: true,
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choices: SYSTEM.GENERAL.range,
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initial: SYSTEM.GENERAL.range.melee.id
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}),
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damage: new fields.SchemaField({
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value: new fields.StringField(),
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type: new fields.StringField({
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required: true,
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choices: SYSTEM.GENERAL.damageTypes,
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initial: SYSTEM.GENERAL.damageTypes.physical.id
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})
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})
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}),
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experiences: new fields.TypedObjectField(
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new fields.SchemaField({
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name: new fields.StringField(),
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value: new fields.NumberField({ required: true, integer: true, initial: 1 })
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})
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)
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/* Features waiting on pseudo-document data model addition */
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};
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}
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}
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