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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
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@ -12,25 +12,9 @@
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{{/each}}
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</div>
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<div class="flexrow">
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<button class="disadvantage flex1 {{#if this.advantage}}selected{{/if}}" data-action="setAdvantage">Advantage</button>
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<button class="disadvantage flex1 {{#if this.disadvantage}}selected{{/if}}" data-action="setDisadvantage">Disadvantage</button>
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<button class="disadvantage flex1 {{#if this.advantage}}selected{{/if}}" data-action="updateIsAdvantage" data-advantage="true">{{localize "DAGGERHEART.General.Advantage.Full"}}</button>
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<button class="disadvantage flex1 {{#if (eq this.advantage false)}}selected{{/if}}" data-action="updateIsAdvantage">{{localize "DAGGERHEART.General.Disadvantage.Full"}}</button>
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</div>
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{{!-- <div class="form-group">
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<label>Advantage</label>
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<div class="form-fields">
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<select name="advantage" {{#if this.disadvantage}}disabled{{/if}}>
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{{selectOptions this.diceOptions selected=this.advantage valueAttr="value" labelAttr="name" localize=true blank=""}}
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</select>
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</div>
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</div>
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<div class="form-group">
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<label>Disadvantage</label>
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<div class="form-fields">
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<select name="disadvantage" {{#if this.advantage}}disabled{{/if}}>
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{{selectOptions this.diceOptions selected=this.disadvantage valueAttr="value" labelAttr="name" localize=true blank=""}}
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</select>
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</div>
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</div> --}}
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{{#if (not this.isNpc)}}
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<div class="form-group">
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<label>Hope</label>
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@ -49,24 +33,6 @@
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</div>
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</div>
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{{/if}}
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{{#each this.bonusDamage as |damage index|}}
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<div class="form-group">
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<label><strong>{{damage.description}}</strong></label>
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<div class="form-fields">
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<label>Enabled</label>
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<input style="align-self: baseline;" type="checkbox" name="bonusDamage.{{index}}.initiallySelected" {{checked damage.initiallySelected}} />
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{{#if (and damage.initiallySelected damage.hopeIncrease)}}
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<label>Hope</label>
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<div class="hope-container">
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<i data-action="decreaseHopeUse" data-index="{{index}}" class="fa-solid fa-caret-left icon-button {{#if (eq damage.hopeUses 0)}}disabled{{/if}}"></i>
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<div>{{damage.hopeUses}}</div>
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<i data-action="increaseHopeUse" data-index="{{index}}" class="fa-solid fa-caret-right icon-button {{#if (eq ../hopeUsed ../hopeResource)}}disabled{{/if}}"></i>
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</div>
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{{/if}}
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</div>
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</div>
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{{/each}}
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</div>
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<footer>
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<button data-action="finish">Roll</button>
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