Feature/112 items use action datamodel (#194)

* Fix action for items

* Cost & Range #1

* remove log

* actions

* Split methods

* Roll classes

* Begin damage

* g

* Actions

* before main merge

* Fix d20RollDialog costs check

* Fix submit on close

* Add uses in action dialog

* Adversary Attack

* 166 - Damage Reduction (#180)

* Temp

* Fixed Stress Reductions

* Changed from index based to object

* Fixed stress resources management for DamageReduction

* Fix Adversary attack multiplier

* Auto add Attack action to newly created weapon

* Few fixes

* 164 - Add Hope/Fear formula

* 163 - Actor Sub Datas (#182)

* Added rules/bonuses for all classes and subclasses

* More

* Add Save

* Fix delete action button

---------

Co-authored-by: WBHarry <williambjrklund@gmail.com>
Co-authored-by: WBHarry <89362246+WBHarry@users.noreply.github.com>
This commit is contained in:
Dapoulp 2025-06-28 19:01:08 +02:00 committed by GitHub
parent 1135669d0b
commit 3593f44612
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
77 changed files with 3707 additions and 1828 deletions

View file

@ -1,23 +1,36 @@
import { DualityRollColor } from '../data/settings/Appearance.mjs';
import DHDualityRoll from '../data/chat-message/dualityRoll.mjs';
export default class DhpChatMessage extends foundry.documents.ChatMessage {
async renderHTML() {
if (this.type === 'dualityRoll' || this.type === 'adversaryRoll') {
this.content = await foundry.applications.handlebars.renderTemplate(this.content, this.system);
}
if(this.system.messageTemplate) this.content = await foundry.applications.handlebars.renderTemplate(this.system.messageTemplate, this.system);
/* We can change to fully implementing the renderHTML function if needed, instead of augmenting it. */
const html = await super.renderHTML();
this.applyPermission(html);
if (this.type === 'dualityRoll') {
html.classList.add('duality');
const dualityResult = this.system.dualityResult;
if (dualityResult === DHDualityRoll.dualityResult.hope) html.classList.add('hope');
else if (dualityResult === DHDualityRoll.dualityResult.fear) html.classList.add('fear');
else html.classList.add('critical');
switch (this.system.roll.result.duality) {
case 1:
html.classList.add('hope');
break;
case -1:
html.classList.add('fear');
break;
default:
html.classList.add('critical');
break;
}
}
return html;
}
applyPermission(html) {
const elements = html.querySelectorAll('[data-perm-id]');
elements.forEach(e => {
const uuid = e.dataset.permId,
document = fromUuidSync(uuid);
e.setAttribute('data-view-perm', document.testUserPermission(game.user, 'OBSERVER'));
e.setAttribute('data-use-perm', document.testUserPermission(game.user, 'OWNER'));
});
}
}