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[Feature] ActiveEffect Improvements (#439)
* Fixed so genericStatuses aren't shown in activeEffectConfig if turned off. Fixed localization of genericStatuses in Inventory-ItemV2.
* Effects with statuses on them will now add them as full additional effects so they show up on the token.
* Revert "Effects with statuses on them will now add them as full additional effects so they show up on the token."
This reverts commit 5afd7ae686.
* Redid it a better way
* Fixed so multiple statuses on an effect are still treated as active
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parent
0a944eb3d4
commit
2fbbf98f88
6 changed files with 83 additions and 13 deletions
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@ -66,12 +66,9 @@ export default class DHTokenHUD extends foundry.applications.hud.TokenHUD {
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if (!status) continue;
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if (status._id) {
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if (status._id !== effect.id) continue;
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} else {
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if (effect.statuses.size !== 1) continue;
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}
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status.isActive = true;
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if (effect.getFlag('core', 'overlay')) status.isOverlay = true;
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break;
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}
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}
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@ -99,7 +99,17 @@ export default class DhActiveEffectConfig extends foundry.applications.sheets.Ac
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async _preparePartContext(partId, context) {
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const partContext = await super._preparePartContext(partId, context);
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switch (partId) {
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case 'changes':
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case 'details':
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const useGeneric = game.settings.get(
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CONFIG.DH.id,
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CONFIG.DH.SETTINGS.gameSettings.appearance
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).showGenericStatusEffects;
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if (!useGeneric) {
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partContext.statuses = Object.values(CONFIG.DH.GENERAL.conditions).map(status => ({
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value: status.id,
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label: game.i18n.localize(status.name)
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}));
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}
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break;
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}
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@ -10,8 +10,28 @@ export default class DhTokenPlaceable extends foundry.canvas.placeables.Token {
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this.effects.overlay = null;
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// Categorize effects
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const activeEffects = this.actor ? Array.from(this.actor.effects).filter(x => !x.disabled) : [];
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const overlayEffect = activeEffects.findLast(e => e.img && e.getFlag('core', 'overlay'));
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const statusMap = new Map(foundry.CONFIG.statusEffects.map(status => [status.id, status]));
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const activeEffects = (this.actor ? this.actor.effects.filter(x => !x.disabled) : []).reduce((acc, effect) => {
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acc.push(effect);
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const currentStatusActiveEffects = acc.filter(
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x => x.statuses.size === 1 && x.name === game.i18n.localize(statusMap.get(x.statuses.first()).name)
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);
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for (var status of effect.statuses) {
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if (!currentStatusActiveEffects.find(x => x.statuses.includes(status))) {
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const statusData = statusMap.get(status);
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acc.push({
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name: game.i18n.localize(statusData.name),
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statuses: [status],
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img: statusData.icon,
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tint: effect.tint
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});
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}
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}
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return acc;
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}, []);
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const overlayEffect = activeEffects.findLast(e => e.img && e.getFlag?.('core', 'overlay'));
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// Draw effects
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const promises = [];
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@ -41,6 +41,14 @@ export default class DhActiveEffect extends ActiveEffect {
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});
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}
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get localizedStatuses() {
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const statusMap = new Map(foundry.CONFIG.statusEffects.map(status => [status.id, status.name]));
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return this.statuses.map(x => ({
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key: x,
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name: game.i18n.localize(statusMap.get(x))
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}));
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}
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async _preCreate(data, options, user) {
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const update = {};
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if (!data.img) {
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@ -389,6 +389,41 @@ export default class DhpActor extends Actor {
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return this.system.difficulty ?? 10;
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}
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/** @inheritDoc */
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async toggleStatusEffect(statusId, { active, overlay = false } = {}) {
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const status = CONFIG.statusEffects.find(e => e.id === statusId);
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if (!status) throw new Error(`Invalid status ID "${statusId}" provided to Actor#toggleStatusEffect`);
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const existing = [];
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// Find the effect with the static _id of the status effect
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if (status._id) {
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const effect = this.effects.get(status._id);
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if (effect) existing.push(effect.id);
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}
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// If no static _id, find all effects that have this status
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else {
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for (const effect of this.effects) {
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if (effect.statuses.has(status.id)) existing.push(effect.id);
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}
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}
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// Remove the existing effects unless the status effect is forced active
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if (existing.length) {
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if (active) return true;
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await this.deleteEmbeddedDocuments('ActiveEffect', existing);
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return false;
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}
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// Create a new effect unless the status effect is forced inactive
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if (!active && active !== undefined) return;
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const ActiveEffect = getDocumentClass('ActiveEffect');
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const effect = await ActiveEffect.fromStatusEffect(statusId);
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if (overlay) effect.updateSource({ 'flags.core.overlay': true });
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return ActiveEffect.implementation.create(effect, { parent: this, keepId: true });
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}
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getRollData() {
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const rollData = super.getRollData();
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rollData.system = this.system.getRollData();
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@ -505,16 +540,16 @@ export default class DhpActor extends Actor {
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Object.entries(healings).forEach(([key, healing]) => {
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healing.parts.forEach(part => {
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const update = updates.find(u => u.key === key);
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if (update)
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update.value += part.total;
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if (update) update.value += part.total;
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else updates.push({ value: part.total, key });
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});
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});
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updates.forEach(
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u =>
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(u.value =
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!(u.key === 'fear' || this.system?.resources?.[u.key]?.isReversed === false) ? u.value * -1 : u.value)
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(u.value = !(u.key === 'fear' || this.system?.resources?.[u.key]?.isReversed === false)
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? u.value * -1
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: u.value)
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);
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await this.modifyResource(updates);
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@ -156,8 +156,8 @@ Parameters:
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{{localize 'DAGGERHEART.EFFECTS.Duration.passive'}}
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{{/if}}
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</div>
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{{#each item.statuses as |status|}}
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<div class="tag">{{localize (concat 'DAGGERHEART.CONFIG.Condition.' status '.name')}}</div>
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{{#each item.localizedStatuses as |status|}}
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<div class="tag">{{status.name}}</div>
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{{/each}}
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</div>
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{{else if (not hideLabels)}}
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