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381
module/applications/levelup/characterLevelup.mjs
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381
module/applications/levelup/characterLevelup.mjs
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import LevelUpBase from './levelup.mjs';
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import { DhLevelup } from '../../data/levelup.mjs';
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import { domains } from '../../config/domainConfig.mjs';
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export default class DhCharacterLevelUp extends LevelUpBase {
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constructor(actor) {
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super(actor);
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this.levelTiers = game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.LevelTiers);
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const playerLevelupData = actor.system.levelData;
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this.levelup = new DhLevelup(DhLevelup.initializeData(this.levelTiers, playerLevelupData));
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}
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async _preparePartContext(partId, context) {
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await super._preparePartContext(partId, context);
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const currentLevel = this.levelup.levels[this.levelup.currentLevel];
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switch (partId) {
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case 'selections':
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const advancementChoices = Object.keys(currentLevel.choices).reduce((acc, choiceKey) => {
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Object.keys(currentLevel.choices[choiceKey]).forEach(checkboxNr => {
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const checkbox = currentLevel.choices[choiceKey][checkboxNr];
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const data = {
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...checkbox,
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path: `levels.${this.levelup.currentLevel}.choices.${choiceKey}.${checkboxNr}`,
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level: this.levelup.currentLevel
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};
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if (!acc[choiceKey]) acc[choiceKey] = [];
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acc[choiceKey].push(data);
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});
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return acc;
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}, {});
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const traits = Object.values(advancementChoices.trait ?? {});
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const traitValues = traits.filter(trait => trait.data.length > 0).flatMap(trait => trait.data);
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context.traits = {
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values: traitValues,
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active: traits.length > 0,
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progress: {
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selected: traitValues.length,
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max: traits.reduce((acc, exp) => acc + exp.amount, 0)
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}
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};
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const experienceIncreases = Object.values(advancementChoices.experience ?? {});
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const experienceIncreaseValues = experienceIncreases
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.filter(exp => exp.data.length > 0)
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.flatMap(exp =>
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exp.data.map(data => {
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const experience = Object.keys(this.actor.system.experiences).find(x => x === data);
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return this.actor.system.experiences[experience].description;
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})
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);
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context.experienceIncreases = {
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values: experienceIncreaseValues,
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active: experienceIncreases.length > 0,
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progress: {
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selected: experienceIncreaseValues.length,
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max: experienceIncreases.reduce((acc, exp) => acc + exp.amount, 0)
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}
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};
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context.newExperiences = Object.keys(currentLevel.achievements.experiences).map(key => {
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const experience = currentLevel.achievements.experiences[key];
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return {
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...experience,
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level: this.levelup.currentLevel,
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key: key
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};
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});
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const allDomainCards = {
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...advancementChoices.domainCard,
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...currentLevel.achievements.domainCards
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};
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const allDomainCardKeys = Object.keys(allDomainCards);
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const classDomainsData = this.actor.system.class.value.system.domains.map(domain => ({
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domain,
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multiclass: false
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}));
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const multiclassDomainsData = (this.actor.system.multiclass?.value?.system?.domains ?? []).map(
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domain => ({ domain, multiclass: true })
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);
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const domainsData = [...classDomainsData, ...multiclassDomainsData];
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const multiclassDomain = this.levelup.classUpgradeChoices?.multiclass?.domain;
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if (multiclassDomain) {
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if (!domainsData.some(x => x.domain === multiclassDomain))
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domainsData.push({ domain: multiclassDomain, multiclass: true });
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}
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context.domainCards = [];
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for (var key of allDomainCardKeys) {
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const domainCard = allDomainCards[key];
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if (domainCard.level > this.levelup.endLevel) continue;
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const uuid = domainCard.data?.length > 0 ? domainCard.data[0] : domainCard.uuid;
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const card = uuid ? await foundry.utils.fromUuid(uuid) : {};
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context.domainCards.push({
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...(card.toObject?.() ?? card),
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emptySubtexts: domainsData.map(domain => {
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const levelBase = domain.multiclass
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? Math.ceil(this.levelup.currentLevel / 2)
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: this.levelup.currentLevel;
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const levelMax = domainCard.secondaryData?.limit
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? Math.min(domainCard.secondaryData.limit, levelBase)
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: levelBase;
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return game.i18n.format('DAGGERHEART.Application.LevelUp.Selections.emptyDomainCardHint', {
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domain: game.i18n.localize(domains[domain.domain].label),
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level: levelMax
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});
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}),
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path: domainCard.data
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? `${domainCard.path}.data`
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: `levels.${domainCard.level}.achievements.domainCards.${key}.uuid`,
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limit: domainCard.secondaryData?.limit ?? null,
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compendium: 'domains'
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});
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}
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const subclassSelections = advancementChoices.subclass?.flatMap(x => x.data) ?? [];
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const possibleSubclasses = [this.actor.system.class.subclass];
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if (this.actor.system.multiclass?.subclass) {
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possibleSubclasses.push(this.actor.system.multiclass.subclass);
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}
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context.subclassCards = [];
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if (advancementChoices.subclass?.length > 0) {
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const featureStateIncrease = Object.values(this.levelup.levels).reduce((acc, level) => {
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acc += Object.values(level.choices).filter(choice => {
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return Object.values(choice).every(checkbox => checkbox.type === 'subclass');
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}).length;
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return acc;
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}, 0);
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for (var subclass of possibleSubclasses) {
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const choice =
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advancementChoices.subclass.find(x => x.data[0] === subclass.uuid) ??
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advancementChoices.subclass.find(x => x.data.length === 0);
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const featureState = subclass.system.featureState + featureStateIncrease;
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const data = await foundry.utils.fromUuid(subclass.uuid);
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context.subclassCards.push({
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...data.toObject(),
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path: choice?.path,
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uuid: data.uuid,
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selected: subclassSelections.includes(subclass.uuid),
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featureState: featureState,
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featureLabel: game.i18n.localize(subclassFeatureLabels[featureState]),
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isMulticlass: subclass.system.isMulticlass ? 'true' : 'false'
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});
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}
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}
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const multiclasses = Object.values(advancementChoices.multiclass ?? {});
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if (multiclasses?.[0]) {
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const data = multiclasses[0];
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const multiclass = data.data.length > 0 ? await foundry.utils.fromUuid(data.data[0]) : {};
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context.multiclass = {
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...data,
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...(multiclass.toObject?.() ?? multiclass),
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uuid: multiclass.uuid,
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domains:
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multiclass?.system?.domains.map(key => {
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const domain = domains[key];
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const alreadySelected = this.actor.system.class.value.system.domains.includes(key);
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return {
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...domain,
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selected: key === data.secondaryData.domain,
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disabled:
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(data.secondaryData.domain && key !== data.secondaryData.domain) ||
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alreadySelected
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};
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}) ?? [],
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subclasses:
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multiclass?.system?.subclasses.map(subclass => ({
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...subclass,
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uuid: subclass.uuid,
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selected: data.secondaryData.subclass === subclass.uuid,
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disabled: data.secondaryData.subclass && data.secondaryData.subclass !== subclass.uuid
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})) ?? [],
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compendium: 'classes',
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limit: 1
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};
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}
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break;
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case 'summary':
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const { current: currentActorLevel, changed: changedActorLevel } = this.actor.system.levelData.level;
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const actorArmor = this.actor.system.armor;
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const levelKeys = Object.keys(this.levelup.levels);
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let achivementProficiency = 0;
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const achievementCards = [];
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let achievementExperiences = [];
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for (var levelKey of levelKeys) {
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const level = this.levelup.levels[levelKey];
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if (Number(levelKey) < this.levelup.startLevel) continue;
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achivementProficiency += level.achievements.proficiency ?? 0;
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const cards = level.achievements.domainCards ? Object.values(level.achievements.domainCards) : null;
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if (cards) {
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for (var card of cards) {
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const itemCard = await foundry.utils.fromUuid(card.uuid);
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achievementCards.push(itemCard);
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}
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}
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achievementExperiences = level.achievements.experiences
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? Object.values(level.achievements.experiences).reduce((acc, experience) => {
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if (experience.name) acc.push(experience);
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return acc;
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}, [])
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: [];
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}
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context.achievements = {
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proficiency: {
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old: this.actor.system.proficiency.total,
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new: this.actor.system.proficiency.total + achivementProficiency,
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shown: achivementProficiency > 0
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},
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damageThresholds: {
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major: {
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old: this.actor.system.damageThresholds.major,
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new: this.actor.system.damageThresholds.major + changedActorLevel - currentActorLevel
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},
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severe: {
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old: this.actor.system.damageThresholds.severe,
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new:
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this.actor.system.damageThresholds.severe +
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(actorArmor
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? changedActorLevel - currentActorLevel
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: (changedActorLevel - currentActorLevel) * 2)
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},
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unarmored: !actorArmor
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},
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domainCards: {
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values: achievementCards,
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shown: achievementCards.length > 0
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},
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experiences: {
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values: achievementExperiences
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}
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};
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const advancement = {};
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for (var levelKey of levelKeys) {
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const level = this.levelup.levels[levelKey];
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if (Number(levelKey) < this.levelup.startLevel) continue;
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for (var choiceKey of Object.keys(level.choices)) {
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const choice = level.choices[choiceKey];
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for (var checkbox of Object.values(choice)) {
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switch (choiceKey) {
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case 'proficiency':
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case 'hitPoint':
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case 'stress':
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case 'evasion':
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advancement[choiceKey] = advancement[choiceKey]
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? advancement[choiceKey] + Number(checkbox.value)
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: Number(checkbox.value);
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break;
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case 'trait':
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if (!advancement[choiceKey]) advancement[choiceKey] = {};
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for (var traitKey of checkbox.data) {
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if (!advancement[choiceKey][traitKey]) advancement[choiceKey][traitKey] = 0;
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advancement[choiceKey][traitKey] += 1;
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}
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break;
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case 'domainCard':
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if (!advancement[choiceKey]) advancement[choiceKey] = [];
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if (checkbox.data.length === 1) {
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const choiceItem = await foundry.utils.fromUuid(checkbox.data[0]);
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advancement[choiceKey].push(choiceItem.toObject());
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}
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break;
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case 'experience':
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if (!advancement[choiceKey]) advancement[choiceKey] = [];
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const data = checkbox.data.map(data => {
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const experience = Object.keys(this.actor.system.experiences).find(
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x => x === data
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);
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return this.actor.system.experiences[experience]?.description ?? '';
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});
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advancement[choiceKey].push({ data: data, value: checkbox.value });
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break;
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case 'subclass':
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if (checkbox.data[0]) {
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const subclassItem = await foundry.utils.fromUuid(checkbox.data[0]);
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if (!advancement[choiceKey]) advancement[choiceKey] = [];
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advancement[choiceKey].push({
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...subclassItem.toObject(),
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featureLabel: game.i18n.localize(
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subclassFeatureLabels[Number(checkbox.secondaryData.featureState)]
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)
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});
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}
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break;
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case 'multiclass':
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const multiclassItem = await foundry.utils.fromUuid(checkbox.data[0]);
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const subclass = multiclassItem
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? await foundry.utils.fromUuid(checkbox.secondaryData.subclass)
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: null;
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advancement[choiceKey] = multiclassItem
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? {
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...multiclassItem.toObject(),
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domain: checkbox.secondaryData.domain
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? game.i18n.localize(domains[checkbox.secondaryData.domain].label)
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: null,
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subclass: subclass ? subclass.name : null
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}
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: {};
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break;
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}
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}
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}
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}
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context.advancements = {
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statistics: {
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proficiency: {
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old: context.achievements.proficiency.new,
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new: context.achievements.proficiency.new + (advancement.proficiency ?? 0)
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},
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hitPoints: {
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old: this.actor.system.resources.hitPoints.maxTotal,
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new: this.actor.system.resources.hitPoints.maxTotal + (advancement.hitPoint ?? 0)
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},
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stress: {
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old: this.actor.system.resources.stress.maxTotal,
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new: this.actor.system.resources.stress.maxTotal + (advancement.stress ?? 0)
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},
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evasion: {
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old: this.actor.system.evasion.total,
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new: this.actor.system.evasion.total + (advancement.evasion ?? 0)
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}
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},
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traits: Object.keys(this.actor.system.traits).reduce((acc, traitKey) => {
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if (advancement.trait?.[traitKey]) {
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if (!acc) acc = {};
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acc[traitKey] = {
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label: game.i18n.localize(abilities[traitKey].label),
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old: this.actor.system.traits[traitKey].total,
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new: this.actor.system.traits[traitKey].total + advancement.trait[traitKey]
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};
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}
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return acc;
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}, null),
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domainCards: advancement.domainCard ?? [],
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experiences:
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advancement.experience?.flatMap(x => x.data.map(data => ({ name: data, modifier: x.value }))) ??
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[],
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multiclass: advancement.multiclass,
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subclass: advancement.subclass
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};
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context.advancements.statistics.proficiency.shown =
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context.advancements.statistics.proficiency.new > context.advancements.statistics.proficiency.old;
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context.advancements.statistics.hitPoints.shown =
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context.advancements.statistics.hitPoints.new > context.advancements.statistics.hitPoints.old;
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context.advancements.statistics.stress.shown =
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context.advancements.statistics.stress.new > context.advancements.statistics.stress.old;
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context.advancements.statistics.evasion.shown =
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context.advancements.statistics.evasion.new > context.advancements.statistics.evasion.old;
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context.advancements.statistics.shown =
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context.advancements.statistics.proficiency.shown ||
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context.advancements.statistics.hitPoints.shown ||
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context.advancements.statistics.stress.shown ||
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context.advancements.statistics.evasion.shown;
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break;
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}
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return context;
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}
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}
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172
module/applications/levelup/companionLevelup.mjs
Normal file
172
module/applications/levelup/companionLevelup.mjs
Normal file
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@ -0,0 +1,172 @@
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import BaseLevelUp from './levelup.mjs';
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import { defaultCompanionTier } from '../../data/levelTier.mjs';
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import { DhLevelup } from '../../data/levelup.mjs';
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import { diceTypes, range } from '../../config/generalConfig.mjs';
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export default class DhCompanionLevelUp extends BaseLevelUp {
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constructor(actor) {
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super(actor);
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this.levelTiers = defaultCompanionTier;
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const playerLevelupData = actor.system.levelData;
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this.levelup = new DhLevelup(DhLevelup.initializeData(this.levelTiers, playerLevelupData));
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}
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async _preparePartContext(partId, context) {
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await super._preparePartContext(partId, context);
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const currentLevel = this.levelup.levels[this.levelup.currentLevel];
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switch (partId) {
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case 'selections':
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const advancementChoices = Object.keys(currentLevel.choices).reduce((acc, choiceKey) => {
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Object.keys(currentLevel.choices[choiceKey]).forEach(checkboxNr => {
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const checkbox = currentLevel.choices[choiceKey][checkboxNr];
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const data = {
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...checkbox,
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path: `levels.${this.levelup.currentLevel}.choices.${choiceKey}.${checkboxNr}`,
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level: this.levelup.currentLevel
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};
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if (!acc[choiceKey]) acc[choiceKey] = [];
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acc[choiceKey].push(data);
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});
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return acc;
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}, {});
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|
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const experienceIncreases = Object.values(advancementChoices.experience ?? {});
|
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const experienceIncreaseValues = experienceIncreases
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.filter(exp => exp.data.length > 0)
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.flatMap(exp =>
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exp.data.map(data => {
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const experience = Object.keys(this.actor.system.experiences).find(x => x === data);
|
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return this.actor.system.experiences[experience].description;
|
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})
|
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);
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context.experienceIncreases = {
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values: experienceIncreaseValues,
|
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active: experienceIncreases.length > 0,
|
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progress: {
|
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selected: experienceIncreaseValues.length,
|
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max: experienceIncreases.reduce((acc, exp) => acc + exp.amount, 0)
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}
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};
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context.newExperiences = Object.keys(currentLevel.achievements.experiences).map(key => {
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const experience = currentLevel.achievements.experiences[key];
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return {
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...experience,
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level: this.levelup.currentLevel,
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key: key
|
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};
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});
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context.vicious = advancementChoices.vicious ? Object.values(advancementChoices.vicious) : null;
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||||
context.viciousChoices = {
|
||||
damage: game.i18n.localize('DAGGERHEART.Application.LevelUp.Selections.viciousDamage'),
|
||||
range: game.i18n.localize('DAGGERHEART.Application.LevelUp.Selections.viciousRange')
|
||||
};
|
||||
|
||||
break;
|
||||
case 'summary':
|
||||
const { current: currentActorLevel, changed: changedActorLevel } = this.actor.system.levelData.level;
|
||||
const levelKeys = Object.keys(this.levelup.levels);
|
||||
let achievementExperiences = [];
|
||||
for (var levelKey of levelKeys) {
|
||||
const level = this.levelup.levels[levelKey];
|
||||
if (Number(levelKey) < this.levelup.startLevel) continue;
|
||||
|
||||
achievementExperiences = level.achievements.experiences
|
||||
? Object.values(level.achievements.experiences).reduce((acc, experience) => {
|
||||
if (experience.name) acc.push(experience);
|
||||
return acc;
|
||||
}, [])
|
||||
: [];
|
||||
}
|
||||
|
||||
context.achievements = {};
|
||||
|
||||
const actorDamageDice = this.actor.system.attack.damage.parts[0].value.dice;
|
||||
const actorRange = this.actor.system.attack.range;
|
||||
const advancement = {};
|
||||
for (var levelKey of levelKeys) {
|
||||
const level = this.levelup.levels[levelKey];
|
||||
if (Number(levelKey) < this.levelup.startLevel) continue;
|
||||
|
||||
for (var choiceKey of Object.keys(level.choices)) {
|
||||
const choice = level.choices[choiceKey];
|
||||
for (var checkbox of Object.values(choice)) {
|
||||
switch (choiceKey) {
|
||||
case 'resilient':
|
||||
case 'aware':
|
||||
advancement[choiceKey] = advancement[choiceKey]
|
||||
? advancement[choiceKey] + Number(checkbox.value)
|
||||
: Number(checkbox.value);
|
||||
break;
|
||||
case 'intelligent':
|
||||
if (!advancement[choiceKey]) advancement[choiceKey] = [];
|
||||
const data = checkbox.data.map(data => {
|
||||
const experience = Object.keys(this.actor.system.experiences).find(
|
||||
x => x === data
|
||||
);
|
||||
return this.actor.system.experiences[experience]?.name ?? '';
|
||||
});
|
||||
advancement[choiceKey].push({ data: data, value: checkbox.value });
|
||||
break;
|
||||
case 'vicious':
|
||||
if (!advancement[choiceKey]) advancement[choiceKey] = { damage: null, range: null };
|
||||
const isDamage = checkbox.data[0] === 'damage';
|
||||
const options = isDamage ? diceTypes : range;
|
||||
const keys = Object.keys(options);
|
||||
const actorKey = keys.indexOf(isDamage ? actorDamageDice : actorRange);
|
||||
const currentIndex = advancement[choiceKey][checkbox.data[0]]
|
||||
? keys.indexOf(advancement[choiceKey][checkbox.data[0]])
|
||||
: actorKey;
|
||||
advancement[choiceKey][checkbox.data[0]] =
|
||||
options[keys[Math.min(currentIndex + 1, keys.length - 1)]];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
context.advancements = {
|
||||
statistics: {
|
||||
stress: {
|
||||
old: this.actor.system.resources.stress.maxTotal,
|
||||
new: this.actor.system.resources.stress.maxTotal + (advancement.stress ?? 0)
|
||||
},
|
||||
evasion: {
|
||||
old: this.actor.system.evasion.total,
|
||||
new: this.actor.system.evasion.total + (advancement.evasion ?? 0)
|
||||
}
|
||||
},
|
||||
experiences:
|
||||
advancement.experience?.flatMap(x => x.data.map(data => ({ name: data, modifier: x.value }))) ??
|
||||
[],
|
||||
vicious: {
|
||||
damage: advancement.vicious?.damage
|
||||
? {
|
||||
old: actorDamageDice,
|
||||
new: advancement.vicious.damage
|
||||
}
|
||||
: null,
|
||||
range: advancement.vicious?.range
|
||||
? {
|
||||
old: game.i18n.localize(`DAGGERHEART.Range.${actorRange}.name`),
|
||||
new: game.i18n.localize(advancement.vicious.range.label)
|
||||
}
|
||||
: null
|
||||
}
|
||||
};
|
||||
|
||||
context.advancements.statistics.stress.shown =
|
||||
context.advancements.statistics.stress.new > context.advancements.statistics.stress.old;
|
||||
context.advancements.statistics.evasion.shown =
|
||||
context.advancements.statistics.evasion.new > context.advancements.statistics.evasion.old;
|
||||
context.advancements.statistics.shown =
|
||||
context.advancements.statistics.stress.shown || context.advancements.statistics.evasion.shown;
|
||||
}
|
||||
|
||||
return context;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,7 +1,6 @@
|
|||
import { abilities, subclassFeatureLabels } from '../config/actorConfig.mjs';
|
||||
import { domains } from '../config/domainConfig.mjs';
|
||||
import { DhLevelup } from '../data/levelup.mjs';
|
||||
import { getDeleteKeys, tagifyElement } from '../helpers/utils.mjs';
|
||||
import { abilities, subclassFeatureLabels } from '../../config/actorConfig.mjs';
|
||||
import { domains } from '../../config/domainConfig.mjs';
|
||||
import { getDeleteKeys, tagifyElement } from '../../helpers/utils.mjs';
|
||||
|
||||
const { HandlebarsApplicationMixin, ApplicationV2 } = foundry.applications.api;
|
||||
|
||||
|
|
@ -10,10 +9,6 @@ export default class DhlevelUp extends HandlebarsApplicationMixin(ApplicationV2)
|
|||
super({});
|
||||
|
||||
this.actor = actor;
|
||||
this.levelTiers = game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.LevelTiers);
|
||||
|
||||
const playerLevelupData = actor.system.levelData;
|
||||
this.levelup = new DhLevelup(DhLevelup.initializeData(this.levelTiers, playerLevelupData, actor.system.level));
|
||||
|
||||
this._dragDrop = this._createDragDropHandlers();
|
||||
this.tabGroups.primary = 'advancements';
|
||||
|
|
@ -118,181 +113,6 @@ export default class DhlevelUp extends HandlebarsApplicationMixin(ApplicationV2)
|
|||
context.tabs.advancements.progress = { selected: selections, max: currentLevel.maxSelections };
|
||||
context.showTabs = this.tabGroups.primary !== 'summary';
|
||||
break;
|
||||
case 'selections':
|
||||
const advancementChoices = Object.keys(currentLevel.choices).reduce((acc, choiceKey) => {
|
||||
Object.keys(currentLevel.choices[choiceKey]).forEach(checkboxNr => {
|
||||
const checkbox = currentLevel.choices[choiceKey][checkboxNr];
|
||||
const data = {
|
||||
...checkbox,
|
||||
path: `levels.${this.levelup.currentLevel}.choices.${choiceKey}.${checkboxNr}`,
|
||||
level: this.levelup.currentLevel
|
||||
};
|
||||
|
||||
if (!acc[choiceKey]) acc[choiceKey] = [];
|
||||
acc[choiceKey].push(data);
|
||||
});
|
||||
|
||||
return acc;
|
||||
}, {});
|
||||
|
||||
const traits = Object.values(advancementChoices.trait ?? {});
|
||||
const traitValues = traits.filter(trait => trait.data.length > 0).flatMap(trait => trait.data);
|
||||
context.traits = {
|
||||
values: traitValues,
|
||||
active: traits.length > 0,
|
||||
progress: {
|
||||
selected: traitValues.length,
|
||||
max: traits.reduce((acc, exp) => acc + exp.amount, 0)
|
||||
}
|
||||
};
|
||||
|
||||
const experienceIncreases = Object.values(advancementChoices.experience ?? {});
|
||||
const experienceIncreaseValues = experienceIncreases
|
||||
.filter(exp => exp.data.length > 0)
|
||||
.flatMap(exp =>
|
||||
exp.data.map(data => {
|
||||
const experience = Object.keys(this.actor.system.experiences).find(x => x === data);
|
||||
return this.actor.system.experiences[experience].description;
|
||||
})
|
||||
);
|
||||
context.experienceIncreases = {
|
||||
values: experienceIncreaseValues,
|
||||
active: experienceIncreases.length > 0,
|
||||
progress: {
|
||||
selected: experienceIncreaseValues.length,
|
||||
max: experienceIncreases.reduce((acc, exp) => acc + exp.amount, 0)
|
||||
}
|
||||
};
|
||||
|
||||
context.newExperiences = Object.keys(currentLevel.achievements.experiences).map(key => {
|
||||
const experience = currentLevel.achievements.experiences[key];
|
||||
return {
|
||||
...experience,
|
||||
level: this.levelup.currentLevel,
|
||||
key: key
|
||||
};
|
||||
});
|
||||
|
||||
const allDomainCards = {
|
||||
...advancementChoices.domainCard,
|
||||
...currentLevel.achievements.domainCards
|
||||
};
|
||||
const allDomainCardKeys = Object.keys(allDomainCards);
|
||||
|
||||
const classDomainsData = this.actor.system.class.value.system.domains.map(domain => ({
|
||||
domain,
|
||||
multiclass: false
|
||||
}));
|
||||
const multiclassDomainsData = (this.actor.system.multiclass?.value?.system?.domains ?? []).map(
|
||||
domain => ({ domain, multiclass: true })
|
||||
);
|
||||
const domainsData = [...classDomainsData, ...multiclassDomainsData];
|
||||
const multiclassDomain = this.levelup.classUpgradeChoices?.multiclass?.domain;
|
||||
if (multiclassDomain) {
|
||||
if (!domainsData.some(x => x.domain === multiclassDomain))
|
||||
domainsData.push({ domain: multiclassDomain, multiclass: true });
|
||||
}
|
||||
|
||||
context.domainCards = [];
|
||||
for (var key of allDomainCardKeys) {
|
||||
const domainCard = allDomainCards[key];
|
||||
if (domainCard.level > this.levelup.endLevel) continue;
|
||||
|
||||
const uuid = domainCard.data?.length > 0 ? domainCard.data[0] : domainCard.uuid;
|
||||
const card = uuid ? await foundry.utils.fromUuid(uuid) : {};
|
||||
|
||||
context.domainCards.push({
|
||||
...(card.toObject?.() ?? card),
|
||||
emptySubtexts: domainsData.map(domain => {
|
||||
const levelBase = domain.multiclass
|
||||
? Math.ceil(this.levelup.currentLevel / 2)
|
||||
: this.levelup.currentLevel;
|
||||
const levelMax = domainCard.secondaryData?.limit
|
||||
? Math.min(domainCard.secondaryData.limit, levelBase)
|
||||
: levelBase;
|
||||
|
||||
return game.i18n.format('DAGGERHEART.Application.LevelUp.Selections.emptyDomainCardHint', {
|
||||
domain: game.i18n.localize(domains[domain.domain].label),
|
||||
level: levelMax
|
||||
});
|
||||
}),
|
||||
path: domainCard.data
|
||||
? `${domainCard.path}.data`
|
||||
: `levels.${domainCard.level}.achievements.domainCards.${key}.uuid`,
|
||||
limit: domainCard.secondaryData?.limit ?? null,
|
||||
compendium: 'domains'
|
||||
});
|
||||
}
|
||||
|
||||
const subclassSelections = advancementChoices.subclass?.flatMap(x => x.data) ?? [];
|
||||
const possibleSubclasses = [this.actor.system.class.subclass];
|
||||
if (this.actor.system.multiclass?.subclass) {
|
||||
possibleSubclasses.push(this.actor.system.multiclass.subclass);
|
||||
}
|
||||
|
||||
context.subclassCards = [];
|
||||
if (advancementChoices.subclass?.length > 0) {
|
||||
const featureStateIncrease = Object.values(this.levelup.levels).reduce((acc, level) => {
|
||||
acc += Object.values(level.choices).filter(choice => {
|
||||
return Object.values(choice).every(checkbox => checkbox.type === 'subclass');
|
||||
}).length;
|
||||
return acc;
|
||||
}, 0);
|
||||
|
||||
for (var subclass of possibleSubclasses) {
|
||||
const choice =
|
||||
advancementChoices.subclass.find(x => x.data[0] === subclass.uuid) ??
|
||||
advancementChoices.subclass.find(x => x.data.length === 0);
|
||||
const featureState = subclass.system.featureState + featureStateIncrease;
|
||||
const data = await foundry.utils.fromUuid(subclass.uuid);
|
||||
context.subclassCards.push({
|
||||
...data.toObject(),
|
||||
path: choice?.path,
|
||||
uuid: data.uuid,
|
||||
selected: subclassSelections.includes(subclass.uuid),
|
||||
featureState: featureState,
|
||||
featureLabel: game.i18n.localize(subclassFeatureLabels[featureState]),
|
||||
isMulticlass: subclass.system.isMulticlass ? 'true' : 'false'
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
const multiclasses = Object.values(advancementChoices.multiclass ?? {});
|
||||
if (multiclasses?.[0]) {
|
||||
const data = multiclasses[0];
|
||||
const multiclass = data.data.length > 0 ? await foundry.utils.fromUuid(data.data[0]) : {};
|
||||
|
||||
context.multiclass = {
|
||||
...data,
|
||||
...(multiclass.toObject?.() ?? multiclass),
|
||||
uuid: multiclass.uuid,
|
||||
domains:
|
||||
multiclass?.system?.domains.map(key => {
|
||||
const domain = domains[key];
|
||||
const alreadySelected = this.actor.system.class.value.system.domains.includes(key);
|
||||
|
||||
return {
|
||||
...domain,
|
||||
selected: key === data.secondaryData.domain,
|
||||
disabled:
|
||||
(data.secondaryData.domain && key !== data.secondaryData.domain) ||
|
||||
alreadySelected
|
||||
};
|
||||
}) ?? [],
|
||||
subclasses:
|
||||
multiclass?.system?.subclasses.map(subclass => ({
|
||||
...subclass,
|
||||
uuid: subclass.uuid,
|
||||
selected: data.secondaryData.subclass === subclass.uuid,
|
||||
disabled: data.secondaryData.subclass && data.secondaryData.subclass !== subclass.uuid
|
||||
})) ?? [],
|
||||
compendium: 'classes',
|
||||
limit: 1
|
||||
};
|
||||
}
|
||||
|
||||
break;
|
||||
case 'summary':
|
||||
const { current: currentActorLevel, changed: changedActorLevel } = this.actor.system.levelData.level;
|
||||
const actorArmor = this.actor.system.armor;
|
||||
const levelKeys = Object.keys(this.levelup.levels);
|
||||
|
|
@ -4,7 +4,7 @@ import DhpDowntime from '../downtime.mjs';
|
|||
import AncestrySelectionDialog from '../ancestrySelectionDialog.mjs';
|
||||
import DaggerheartSheet from './daggerheart-sheet.mjs';
|
||||
import { abilities } from '../../config/actorConfig.mjs';
|
||||
import DhlevelUp from '../levelup.mjs';
|
||||
import DhCharacterlevelUp from '../levelup/characterLevelup.mjs';
|
||||
import DhCharacterCreation from '../characterCreation.mjs';
|
||||
|
||||
const { ActorSheetV2 } = foundry.applications.sheets;
|
||||
|
|
@ -425,7 +425,7 @@ export default class CharacterSheet extends DaggerheartSheet(ActorSheetV2) {
|
|||
return;
|
||||
}
|
||||
|
||||
new DhlevelUp(this.document).render(true);
|
||||
new DhCharacterlevelUp(this.document).render(true);
|
||||
}
|
||||
|
||||
static async useDomainCard(event, button) {
|
||||
|
|
|
|||
|
|
@ -1,3 +1,4 @@
|
|||
import DhCompanionlevelUp from '../levelup/companionLevelup.mjs';
|
||||
import DaggerheartSheet from './daggerheart-sheet.mjs';
|
||||
|
||||
const { ActorSheetV2 } = foundry.applications.sheets;
|
||||
|
|
@ -7,7 +8,8 @@ export default class DhCompanionSheet extends DaggerheartSheet(ActorSheetV2) {
|
|||
classes: ['daggerheart', 'sheet', 'actor', 'dh-style', 'companion'],
|
||||
position: { width: 700, height: 1000 },
|
||||
actions: {
|
||||
attackRoll: this.attackRoll
|
||||
attackRoll: this.attackRoll,
|
||||
levelUp: this.levelUp
|
||||
},
|
||||
form: {
|
||||
handler: this.updateForm,
|
||||
|
|
@ -20,6 +22,12 @@ export default class DhCompanionSheet extends DaggerheartSheet(ActorSheetV2) {
|
|||
sidebar: { template: 'systems/daggerheart/templates/sheets/actors/companion/tempMain.hbs' }
|
||||
};
|
||||
|
||||
_attachPartListeners(partId, htmlElement, options) {
|
||||
super._attachPartListeners(partId, htmlElement, options);
|
||||
|
||||
htmlElement.querySelector('.partner-value')?.addEventListener('change', this.onPartnerChange.bind(this));
|
||||
}
|
||||
|
||||
async _prepareContext(_options) {
|
||||
const context = await super._prepareContext(_options);
|
||||
context.document = this.document;
|
||||
|
|
@ -35,7 +43,22 @@ export default class DhCompanionSheet extends DaggerheartSheet(ActorSheetV2) {
|
|||
this.render();
|
||||
}
|
||||
|
||||
async onPartnerChange(event) {
|
||||
if (event.target.value) {
|
||||
const partner = game.actors.find(a => a.uuid === event.target.value);
|
||||
await partner.update({ 'system.companion': this.document.uuid });
|
||||
} else {
|
||||
await this.document.system.partner.update({ 'system.companion': null });
|
||||
}
|
||||
|
||||
await this.document.update({ 'system.partner': event.target.value });
|
||||
}
|
||||
|
||||
static async attackRoll(event) {
|
||||
this.actor.system.attack.use(event);
|
||||
}
|
||||
|
||||
static async levelUp() {
|
||||
new DhCompanionlevelUp(this.document).render(true);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -115,6 +115,7 @@ export default class DhCharacter extends BaseDataActor {
|
|||
magic: new fields.NumberField({ integer: true, initial: 0 })
|
||||
})
|
||||
}),
|
||||
companion: new ForeignDocumentUUIDField({ type: 'actor', nullable: true, initial: null }),
|
||||
rules: new fields.SchemaField({
|
||||
maxArmorMarked: new fields.SchemaField({
|
||||
value: new fields.NumberField({ required: true, integer: true, initial: 1 }),
|
||||
|
|
|
|||
|
|
@ -2,6 +2,7 @@ import BaseDataActor from './base.mjs';
|
|||
import DhLevelData from '../levelData.mjs';
|
||||
import ForeignDocumentUUIDField from '../fields/foreignDocumentUUIDField.mjs';
|
||||
import ActionField from '../fields/actionField.mjs';
|
||||
import { adjustDice, adjustRange } from '../../helpers/utils.mjs';
|
||||
|
||||
export default class DhCompanion extends BaseDataActor {
|
||||
static LOCALIZATION_PREFIXES = ['DAGGERHEART.Sheets.Companion'];
|
||||
|
|
@ -9,7 +10,7 @@ export default class DhCompanion extends BaseDataActor {
|
|||
static get metadata() {
|
||||
return foundry.utils.mergeObject(super.metadata, {
|
||||
label: 'TYPES.Actor.companion',
|
||||
type: 'character'
|
||||
type: 'companion'
|
||||
});
|
||||
}
|
||||
|
||||
|
|
@ -23,7 +24,8 @@ export default class DhCompanion extends BaseDataActor {
|
|||
value: new fields.NumberField({ initial: 0, integer: true }),
|
||||
bonus: new fields.NumberField({ initial: 0, integer: true }),
|
||||
max: new fields.NumberField({ initial: 3, integer: true })
|
||||
})
|
||||
}),
|
||||
hope: new fields.NumberField({ initial: 0, integer: true })
|
||||
}),
|
||||
evasion: new fields.SchemaField({
|
||||
value: new fields.NumberField({ required: true, min: 1, initial: 10, integer: true }),
|
||||
|
|
@ -31,7 +33,7 @@ export default class DhCompanion extends BaseDataActor {
|
|||
}),
|
||||
experiences: new fields.TypedObjectField(
|
||||
new fields.SchemaField({
|
||||
description: new fields.StringField({}),
|
||||
name: new fields.StringField({}),
|
||||
value: new fields.NumberField({ integer: true, initial: 0 }),
|
||||
bonus: new fields.NumberField({ integer: true, initial: 0 })
|
||||
}),
|
||||
|
|
@ -43,7 +45,7 @@ export default class DhCompanion extends BaseDataActor {
|
|||
}
|
||||
),
|
||||
attack: new ActionField({
|
||||
base: {
|
||||
initial: {
|
||||
name: 'Attack',
|
||||
_id: foundry.utils.randomID(),
|
||||
systemPath: 'attack',
|
||||
|
|
@ -60,7 +62,11 @@ export default class DhCompanion extends BaseDataActor {
|
|||
damage: {
|
||||
parts: [
|
||||
{
|
||||
multiplier: 'flat'
|
||||
multiplier: 'flat',
|
||||
value: {
|
||||
dice: 'd6',
|
||||
multiplier: 'flat'
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
|
|
@ -74,6 +80,36 @@ export default class DhCompanion extends BaseDataActor {
|
|||
const partnerSpellcastingModifier = this.partner?.system?.spellcastingModifiers?.main;
|
||||
const spellcastingModifier = this.partner?.system?.traits?.[partnerSpellcastingModifier]?.total;
|
||||
this.attack.roll.bonus = spellcastingModifier ?? 0; // Needs to expand on which modifier it is that should be used because of multiclassing;
|
||||
|
||||
for (let levelKey in this.levelData.levelups) {
|
||||
const level = this.levelData.levelups[levelKey];
|
||||
for (let selection of level.selections) {
|
||||
switch (selection.type) {
|
||||
case 'lightInTheDark':
|
||||
this.resources.hope += selection.value;
|
||||
break;
|
||||
case 'vicious':
|
||||
if (selection.data === 'damage') {
|
||||
this.attack.damage.parts[0].value.dice = adjustDice(this.attack.damage.parts[0].value.dice);
|
||||
} else {
|
||||
this.attack.range = adjustRange(this.attack.range);
|
||||
}
|
||||
break;
|
||||
case 'resilient':
|
||||
this.resources.stress.bonus += selection.value;
|
||||
break;
|
||||
case 'aware':
|
||||
this.evasion.bonus += selection.value;
|
||||
break;
|
||||
case 'intelligent':
|
||||
Object.keys(this.experiences).forEach(key => {
|
||||
const experience = this.experiences[key];
|
||||
experience.bonus += selection.value;
|
||||
});
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
prepareDerivedData() {
|
||||
|
|
@ -92,4 +128,8 @@ export default class DhCompanion extends BaseDataActor {
|
|||
...data
|
||||
};
|
||||
}
|
||||
|
||||
_preDelete() {
|
||||
/* Null Character Companion field */
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -58,6 +58,37 @@ class DhLevelOption extends foundry.abstract.DataModel {
|
|||
}
|
||||
}
|
||||
|
||||
export const CompanionLevelOptionType = {
|
||||
lightInTheDark: {
|
||||
id: 'lightInTheDark',
|
||||
label: 'Light In The Dark'
|
||||
},
|
||||
createComfort: {
|
||||
id: 'createComfort',
|
||||
label: 'Create Comfort'
|
||||
},
|
||||
armored: {
|
||||
id: 'armored',
|
||||
label: 'Armored'
|
||||
},
|
||||
vicious: {
|
||||
id: 'vicious',
|
||||
label: 'Viscious'
|
||||
},
|
||||
resilient: {
|
||||
id: 'resilient',
|
||||
label: 'Resilient'
|
||||
},
|
||||
bonded: {
|
||||
id: 'bonded',
|
||||
label: 'Bonded'
|
||||
},
|
||||
aware: {
|
||||
id: 'aware',
|
||||
label: 'Aware'
|
||||
}
|
||||
};
|
||||
|
||||
export const LevelOptionType = {
|
||||
trait: {
|
||||
id: 'trait',
|
||||
|
|
@ -106,7 +137,8 @@ export const LevelOptionType = {
|
|||
multiclass: {
|
||||
id: 'multiclass',
|
||||
label: 'Multiclass'
|
||||
}
|
||||
},
|
||||
...CompanionLevelOptionType
|
||||
};
|
||||
|
||||
export const defaultLevelTiers = {
|
||||
|
|
@ -338,3 +370,80 @@ export const defaultLevelTiers = {
|
|||
}
|
||||
}
|
||||
};
|
||||
|
||||
export const defaultCompanionTier = {
|
||||
tiers: {
|
||||
2: {
|
||||
tier: 2,
|
||||
name: 'Companion Choices',
|
||||
levels: {
|
||||
start: 2,
|
||||
end: 10
|
||||
},
|
||||
initialAchievements: {},
|
||||
availableOptions: 1,
|
||||
domainCardByLevel: 0,
|
||||
options: {
|
||||
experience: {
|
||||
label: 'DAGGERHEART.LevelUp.Options.intelligent',
|
||||
checkboxSelections: 3,
|
||||
minCost: 1,
|
||||
type: LevelOptionType.experience.id,
|
||||
value: 1,
|
||||
amount: 2
|
||||
},
|
||||
lightInTheDark: {
|
||||
label: 'DAGGERHEART.LevelUp.Options.lightInTheDark',
|
||||
checkboxSelections: 1,
|
||||
minCost: 1,
|
||||
type: CompanionLevelOptionType.lightInTheDark.id,
|
||||
value: 1
|
||||
},
|
||||
creatureComfort: {
|
||||
label: 'DAGGERHEART.LevelUp.Options.creatureComfort',
|
||||
checkboxSelections: 1,
|
||||
minCost: 1,
|
||||
type: CompanionLevelOptionType.createComfort.id,
|
||||
value: 1
|
||||
},
|
||||
armored: {
|
||||
label: 'DAGGERHEART.LevelUp.Options.armored',
|
||||
checkboxSelections: 1,
|
||||
minCost: 1,
|
||||
type: CompanionLevelOptionType.armored.id,
|
||||
value: 1
|
||||
},
|
||||
vicious: {
|
||||
label: 'DAGGERHEART.LevelUp.Options.vicious',
|
||||
checkboxSelections: 3,
|
||||
minCost: 1,
|
||||
type: CompanionLevelOptionType.vicious.id,
|
||||
value: 1,
|
||||
amount: 1
|
||||
},
|
||||
resilient: {
|
||||
label: 'DAGGERHEART.LevelUp.Options.resilient',
|
||||
checkboxSelections: 3,
|
||||
minCost: 1,
|
||||
type: CompanionLevelOptionType.resilient.id,
|
||||
value: 1
|
||||
},
|
||||
bonded: {
|
||||
label: 'DAGGERHEART.LevelUp.Options.bonded',
|
||||
checkboxSelections: 1,
|
||||
minCost: 1,
|
||||
type: CompanionLevelOptionType.bonded.id,
|
||||
value: 1
|
||||
},
|
||||
aware: {
|
||||
label: 'DAGGERHEART.LevelUp.Options.aware',
|
||||
checkboxSelections: 3,
|
||||
minCost: 1,
|
||||
type: CompanionLevelOptionType.aware.id,
|
||||
value: 2,
|
||||
amount: 1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
|
|
|||
|
|
@ -46,7 +46,7 @@ export class DhLevelup extends foundry.abstract.DataModel {
|
|||
name: tier.name,
|
||||
belongingLevels: belongingLevels,
|
||||
options: Object.keys(tier.options).reduce((acc, key) => {
|
||||
acc[key] = tier.options[key].toObject();
|
||||
acc[key] = tier.options[key].toObject?.() ?? tier.options[key];
|
||||
return acc;
|
||||
}, {})
|
||||
};
|
||||
|
|
@ -98,6 +98,8 @@ export class DhLevelup extends foundry.abstract.DataModel {
|
|||
case 'experience':
|
||||
case 'domainCard':
|
||||
case 'subclass':
|
||||
case 'vicious':
|
||||
case 'intelligent':
|
||||
return checkbox.data.length === (checkbox.amount ?? 1);
|
||||
case 'multiclass':
|
||||
const classSelected = checkbox.data.length === 1;
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
import { getDiceSoNicePresets } from '../config/generalConfig.mjs';
|
||||
import { diceTypes, getDiceSoNicePresets, range } from '../config/generalConfig.mjs';
|
||||
import Tagify from '@yaireo/tagify';
|
||||
|
||||
export const loadCompendiumOptions = async compendiums => {
|
||||
|
|
@ -259,3 +259,17 @@ export const damageKeyToNumber = key => {
|
|||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
export const adjustDice = (dice, decrease) => {
|
||||
const diceKeys = Object.keys(diceTypes);
|
||||
const index = diceKeys.indexOf(dice);
|
||||
const newIndex = decrease ? Math.max(index - 1, 0) : Math.min(index + 1, diceKeys.length - 1);
|
||||
return diceTypes[diceKeys[newIndex]];
|
||||
};
|
||||
|
||||
export const adjustRange = (rangeVal, decrease) => {
|
||||
const rangeKeys = Object.keys(range);
|
||||
const index = rangeKeys.indexOf(rangeVal);
|
||||
const newIndex = decrease ? Math.max(index - 1, 0) : Math.min(index + 1, rangeKeys.length - 1);
|
||||
return range[rangeKeys[newIndex]];
|
||||
};
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue