[V14] Effect Stacking (#1667)

* Added the ability for effects to have stacks

* Fixed effect stacking

* Improved token overlay spacing

* Compendium updaetes

* Simplify effect click event (#1748)

* Fixed a bunch of deprecations

* Corrected AgileScout Beastform json data

* Updated TokenHUD to the new v14

* Removed DestroyOnEmpty from consumables

* Fixed so that tooltips don't get stuck (#1745)

* [Feature] TagTeam Partial Rendering (#1735)

* I done did it, I think

* Think I fixed the partial rendering bug for gm->player

* [V14] 1743 - Damage Update Error (#1746)

* Fixed DamageParts causing errors on update

* Fixed ActionBaseConfig error when no damage present on the action

* Fix removal of damage field

* Removed unneccessary default value function for parts

---------

Co-authored-by: Carlos Fernandez <cfern1990@gmail.com>

* Simplify effect click event

---------

Co-authored-by: WBHarry <williambjrklund@gmail.com>
Co-authored-by: WBHarry <89362246+WBHarry@users.noreply.github.com>

* Fixed stacking-value pointer event

* Set the stacking value in EffectsDisplay to be tabular-nums for monospacing

* Made baseEffect.stacking nullable instead of having an enabled property

* .

* Fixed so that actor._onUpdateDescantDocuments re-renders the EffectDisplay if effects were updated

---------

Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com>
This commit is contained in:
WBHarry 2026-03-25 13:54:14 +01:00 committed by GitHub
parent 64ce615116
commit aa1d117c43
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21 changed files with 349 additions and 204 deletions

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@ -30,8 +30,8 @@ export default class DhTokenPlaceable extends foundry.canvas.placeables.Token {
if (!effect.img) continue;
const promise =
effect === overlayEffect
? this._drawOverlay(effect.img, effect.tint)
: this._drawEffect(effect.img, effect.tint);
? this._drawOverlay(effect.img, effect.tint, effect)
: this._drawEffect(effect.img, effect.tint, effect);
promises.push(
promise.then(e => {
if (e) e.zIndex = i;
@ -45,6 +45,39 @@ export default class DhTokenPlaceable extends foundry.canvas.placeables.Token {
this.renderFlags.set({ refreshEffects: true });
}
/**@inheritdoc */
async _drawEffect(src, tint, effect) {
if (!src) return;
const tex = await foundry.canvas.loadTexture(src, { fallback: 'icons/svg/hazard.svg' });
const icon = new PIXI.Sprite(tex);
icon.tint = tint ?? 0xffffff;
if (effect.system.stacking?.value > 1) {
const stackOverlay = new PIXI.Text(effect.system.stacking.value, {
fill: '#f3c267',
stroke: '#000000',
fontSize: 96,
strokeThickness: 4
});
const nrDigits = Math.floor(Math.log10(effect.system.stacking.value)) + 1;
stackOverlay.y = -8;
/* This does not account for 1:s being much less wide than other digits. I don't think it's desired however as it makes it look jumpy */
stackOverlay.x = icon.width - 8 - nrDigits * 56;
stackOverlay.anchor.set(0, 0);
icon.addChild(stackOverlay);
}
return this.effects.addChild(icon);
}
async _drawOverlay(src, tint, effect) {
const icon = await this._drawEffect(src, tint, effect);
if (icon) icon.alpha = 0.8;
this.effects.overlay = icon ?? null;
return icon;
}
/**
* Returns the distance from this token to another token object.
* This value is corrected to handle alternate token sizes and other grid types