Renamed/structured resources/evasion/proficiency

This commit is contained in:
WBHarry 2025-06-01 18:22:29 +02:00
parent 84a41912a7
commit 84cdaab767
7 changed files with 69 additions and 132 deletions

View file

@ -210,9 +210,9 @@ export default class DhlevelUp extends HandlebarsApplicationMixin(ApplicationV2)
context.achievements = {
proficiency: {
old: this.actor.system.proficiency,
old: this.actor.system.proficiency.value,
new:
this.actor.system.proficiency +
this.actor.system.proficiency.value +
Object.values(this.levelup.allInitialAchievements).reduce(
(acc, x) => acc + x.proficiency,
0
@ -280,9 +280,9 @@ export default class DhlevelUp extends HandlebarsApplicationMixin(ApplicationV2)
Object.values(advancementChoices.proficiency ?? {}).reduce((acc, x) => acc + x.value, 0)
},
hitPoints: {
old: this.actor.system.resources.health.max,
old: this.actor.system.resources.hitPoints.max,
new:
this.actor.system.resources.health.max +
this.actor.system.resources.hitPoints.max +
Object.values(advancementChoices.hitPoint ?? {}).reduce((acc, x) => acc + x.value, 0)
},
stress: {

View file

@ -201,7 +201,7 @@ export default class PCSheet extends DaggerheartSheet(ActorSheetV2) {
context.storyEditor = this.storyEditor;
context.multiclassFeatureSetSelected = this.multiclassFeatureSetSelected;
const selectedAttributes = Object.values(this.document.system.traits).map(x => x.data.base);
const selectedAttributes = Object.values(this.document.system.traits).map(x => x.base);
context.abilityScoreArray = JSON.parse(
await game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.General.AbilityArray)
).reduce((acc, x) => {
@ -492,7 +492,7 @@ export default class PCSheet extends DaggerheartSheet(ActorSheetV2) {
}
async attributeChange(event) {
const path = `system.traits.${event.currentTarget.dataset.attribute}.data.base`;
const path = `system.traits.${event.currentTarget.dataset.attribute}.base`;
await this.document.update({ [path]: event.currentTarget.value });
}
@ -557,8 +557,8 @@ export default class PCSheet extends DaggerheartSheet(ActorSheetV2) {
static async toggleHP(_, button) {
const healthValue = Number.parseInt(button.dataset.value);
const newValue = this.document.system.resources.health.value >= healthValue ? healthValue - 1 : healthValue;
await this.document.update({ 'system.resources.health.value': newValue });
const newValue = this.document.system.resources.hitPoints.value >= healthValue ? healthValue - 1 : healthValue;
await this.document.update({ 'system.resources.hitPoints.value': newValue });
}
static async toggleStress(_, button) {
@ -589,7 +589,7 @@ export default class PCSheet extends DaggerheartSheet(ActorSheetV2) {
type: weapon.system.damage.type,
bonusDamage: this.document.system.bonuses.damage
};
const modifier = this.document.system.traits[weapon.system.trait].data.value;
const modifier = this.document.system.traits[weapon.system.trait].value;
const { roll, hope, fear, advantage, disadvantage, modifiers, bonusDamageString } =
await this.document.dualityRoll(
@ -799,7 +799,7 @@ export default class PCSheet extends DaggerheartSheet(ActorSheetV2) {
}
static async makeDeathMove() {
if (this.document.system.resources.health.value === this.document.system.resources.health.max) {
if (this.document.system.resources.hitPoints.value === this.document.system.resources.hitPoints.max) {
await new DhpDeathMove(this.document).render(true);
await this.minimize();
}