Added a separation of system effects and generic effects on token status effects. Can be turned off in settings. (#317)

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WBHarry 2025-07-11 21:53:22 +02:00 committed by GitHub
parent d4cc8e5a49
commit 5b9db88d50
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11 changed files with 199 additions and 5 deletions

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@ -41,10 +41,14 @@ Hooks.once('init', () => {
] ]
); );
CONFIG.statusEffects = Object.values(SYSTEM.GENERAL.conditions).map(x => ({ CONFIG.statusEffects = [
...CONFIG.statusEffects,
...Object.values(SYSTEM.GENERAL.conditions).map(x => ({
...x, ...x,
name: game.i18n.localize(x.name) name: game.i18n.localize(x.name),
})); systemEffect: true
}))
];
CONFIG.Dice.daggerheart = { CONFIG.Dice.daggerheart = {
DualityDie: DualityDie, DualityDie: DualityDie,
@ -108,6 +112,8 @@ Hooks.once('init', () => {
} }
); );
CONFIG.Token.hudClass = applications.hud.DHTokenHUD;
CONFIG.Combat.dataModels = { CONFIG.Combat.dataModels = {
base: models.DhCombat base: models.DhCombat
}; };

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@ -279,6 +279,11 @@
} }
} }
}, },
"HUD": {
"tokenHUD": {
"genericEffects": "Foundry Effects"
}
},
"Levelup": { "Levelup": {
"actions": { "actions": {
"creatureComfort": { "creatureComfort": {
@ -1180,7 +1185,8 @@
"SETTINGS": { "SETTINGS": {
"Appearance": { "Appearance": {
"FIELDS": { "FIELDS": {
"displayFear": { "label": "Fear Display" } "displayFear": { "label": "Fear Display" },
"showGenericStatusEffects": { "label": "Show Foundry Status Effects" }
}, },
"fearDisplay": { "fearDisplay": {
"token": "Tokens", "token": "Tokens",

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@ -1,5 +1,6 @@
export * as characterCreation from './characterCreation/_module.mjs'; export * as characterCreation from './characterCreation/_module.mjs';
export * as dialogs from './dialogs/_module.mjs'; export * as dialogs from './dialogs/_module.mjs';
export * as hud from './hud/_module.mjs';
export * as levelup from './levelup/_module.mjs'; export * as levelup from './levelup/_module.mjs';
export * as settings from './settings/_module.mjs'; export * as settings from './settings/_module.mjs';
export * as sheets from './sheets/_module.mjs'; export * as sheets from './sheets/_module.mjs';

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@ -0,0 +1 @@
export { default as DHTokenHUD } from './tokenHud.mjs';

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@ -0,0 +1,84 @@
export default class DHTokenHUD extends TokenHUD {
static DEFAULT_OPTIONS = {
classes: ['daggerheart']
};
/** @override */
static PARTS = {
hud: {
root: true,
template: 'systems/daggerheart/templates/hud/tokenHUD.hbs'
}
};
async _prepareContext(options) {
const context = await super._prepareContext(options);
context.systemStatusEffects = Object.keys(context.statusEffects).reduce((acc, key) => {
const effect = context.statusEffects[key];
if (effect.systemEffect) acc[key] = effect;
return acc;
}, {});
const useGeneric = game.settings.get(
CONFIG.DH.id,
CONFIG.DH.SETTINGS.gameSettings.appearance
).showGenericStatusEffects;
context.genericStatusEffects = useGeneric
? Object.keys(context.statusEffects).reduce((acc, key) => {
const effect = context.statusEffects[key];
if (!effect.systemEffect) acc[key] = effect;
return acc;
}, {})
: null;
return context;
}
_getStatusEffectChoices() {
// Include all HUD-enabled status effects
const choices = {};
for (const status of CONFIG.statusEffects) {
if (
status.hud === false ||
(foundry.utils.getType(status.hud) === 'Object' &&
status.hud.actorTypes?.includes(this.document.actor.type) === false)
) {
continue;
}
choices[status.id] = {
_id: status._id,
id: status.id,
systemEffect: status.systemEffect,
title: game.i18n.localize(status.name ?? /** @deprecated since v12 */ status.label),
src: status.img ?? /** @deprecated since v12 */ status.icon,
isActive: false,
isOverlay: false
};
}
// Update the status of effects which are active for the token actor
const activeEffects = this.actor?.effects || [];
for (const effect of activeEffects) {
for (const statusId of effect.statuses) {
const status = choices[statusId];
if (!status) continue;
if (status._id) {
if (status._id !== effect.id) continue;
} else {
if (effect.statuses.size !== 1) continue;
}
status.isActive = true;
if (effect.getFlag('core', 'overlay')) status.isOverlay = true;
break;
}
}
// Flag status CSS class
for (const status of Object.values(choices)) {
status.cssClass = [status.isActive ? 'active' : null, status.isOverlay ? 'overlay' : null].filterJoin(' ');
}
return choices;
}
}

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@ -40,6 +40,10 @@ export default class DhAppearance extends foundry.abstract.DataModel {
outline: new fields.ColorField({ required: true, initial: '#ffffff' }), outline: new fields.ColorField({ required: true, initial: '#ffffff' }),
edge: new fields.ColorField({ required: true, initial: '#000000' }) edge: new fields.ColorField({ required: true, initial: '#000000' })
}) })
}),
showGenericStatusEffects: new fields.BooleanField({
initial: true,
label: 'DAGGERHEART.SETTINGS.Appearance.FIELDS.showGenericStatusEffects.label'
}) })
}; };
} }

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@ -3,6 +3,8 @@
@import './less/dialog/index.less'; @import './less/dialog/index.less';
@import './less//hud/index.less';
@import './less/utils/colors.less'; @import './less/utils/colors.less';
@import './less/utils/fonts.less'; @import './less/utils/fonts.less';

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@ -0,0 +1 @@
@import './token-hud/token-hud.less';

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@ -0,0 +1,10 @@
.daggerheart.placeable-hud {
.col.right {
.palette {
.palette-category-title {
grid-column: span var(--effect-columns);
font-weight: bold;
}
}
}
}

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@ -0,0 +1,78 @@
<div class="col left">
<div class="attribute elevation" data-tooltip="HUD.Elevation">
<i class="fas fa-angle-up"></i>
<input type="text" name="elevation" value="{{elevation}}" {{disabled (or locked (and isGamePaused (not isGM)))}}>
</div>
<button type="button" class="control-icon" data-action="sort" data-direction="up" data-tooltip="HUD.ToFront">
<img src="{{icons.up}}">
</button>
<button type="button" class="control-icon" data-action="sort" data-direction="down" data-tooltip="HUD.ToBack">
<img src="{{icons.down}}">
</button>
{{#if canConfigure}}
<button type="button" class="control-icon" data-action="config" data-tooltip="HUD.OpenConfig">
<i class="fa-solid fa-gear" inert></i>
</button>
{{/if}}
</div>
<div class="col middle">
<div class="attribute bar2">
{{#if displayBar2}}
<input type="text" name="bar2" value="{{bar2Data.value}}" {{#unless bar2Data.editable}}disabled{{/unless}}>
{{/if}}
</div>
<div class="attribute bar1">
{{#if displayBar1}}
<input type="text" name="bar1" value="{{bar1Data.value}}" {{#unless bar1Data.editable}}disabled{{/unless}}>
{{/if}}
</div>
</div>
<div class="col right">
{{#if isGM}}
<button type="button" class="control-icon {{visibilityClass}}" data-action="visibility" data-tooltip="HUD.ToggleVis">
<img src="{{icons.visibility}}">
</button>
{{/if}}
<button type="button" class="control-icon" data-action="togglePalette" data-palette="effects" data-tooltip="HUD.AssignStatusEffects">
<img src="{{icons.effects}}">
</button>
<div class="palette status-effects" data-palette="effects">
{{#each systemStatusEffects as |status|}}
<img class="effect-control {{status.cssClass}}" src="{{status.src}}" data-action="effect" data-status-id="{{status.id}}" {{#if status.title}}data-tooltip-text="{{status.title}}"{{/if}}>
{{/each}}
{{#if genericStatusEffects}}
<label class="palette-category-title">{{localize "DAGGERHEART.APPLICATIONS.HUD.tokenHUD.genericEffects"}}</label>
{{#each genericStatusEffects as |status|}}
<img class="effect-control {{status.cssClass}}" src="{{status.src}}" data-action="effect" data-status-id="{{status.id}}" {{#if status.title}}data-tooltip-text="{{status.title}}"{{/if}}>
{{/each}}
{{/if}}
</div>
<button type="button" class="control-icon" data-action="togglePalette" data-palette="movementActions" data-tooltip="HUD.SelectMovementAction">
<i class="{{movementActionsIcon}}" inert></i>
</button>
<div class="palette movement-actions" data-palette="movementActions">
{{#each movementActions as |action|}}
<a class="movement-action-control {{action.cssClass}}" data-action="movementAction" data-movement-action="{{action.id}}">
<span>{{#if action.icon}}<i class="{{action.icon}} fa-fw" inert></i>{{/if}} {{action.label}}</span>
</a>
{{/each}}
</div>
<button type="button" class="control-icon {{targetClass}}" data-action="target" data-tooltip="HUD.ToggleTargetState">
<i class="fa-solid fa-bullseye" inert></i>
</button>
{{#if canToggleCombat}}
<button type="button" class="control-icon {{combatClass}}" data-action="combat" data-tooltip="HUD.ToggleCombatState">
<img src="{{icons.combat}}">
</button>
{{/if}}
</div>

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@ -1,5 +1,6 @@
<div> <div>
{{formGroup settingFields.schema.fields.displayFear value=settingFields._source.displayFear localize=true}} {{formGroup settingFields.schema.fields.displayFear value=settingFields._source.displayFear localize=true}}
{{formGroup settingFields.schema.fields.showGenericStatusEffects value=settingFields._source.showGenericStatusEffects localize=true}}
<fieldset> <fieldset>
<legend>{{localize "DAGGERHEART.SETTINGS.Menu.appearance.duality"}}</legend> <legend>{{localize "DAGGERHEART.SETTINGS.Menu.appearance.duality"}}</legend>