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Added hints
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parent
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4 changed files with 32 additions and 10 deletions
27
lang/en.json
27
lang/en.json
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@ -1016,7 +1016,7 @@
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"physicalDamage": "Physical Damage",
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"physicalDamage": "Physical Damage",
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"magicalDamage": "Magical Damage",
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"magicalDamage": "Magical Damage",
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"primaryDamageBonus": "Primary Weapon Damage",
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"primaryDamageBonus": "Primary Weapon Damage",
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"primaryDamageDice": "Primary Weapon Extra Dice"
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"primaryDamageDice": "Primary Weapon Extra Damage Dice"
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},
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},
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"DamageResistance": {
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"DamageResistance": {
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"none": "None",
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"none": "None",
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@ -1115,13 +1115,28 @@
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},
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},
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"Rules": {
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"Rules": {
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"damageReduction": {
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"damageReduction": {
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"increasePerArmorMark": "Damage Reduction per Armor Slot",
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"increasePerArmorMark": {
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"label": "Damage Reduction per Armor Slot",
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"hint": "A used armor slot normally reduces damage by one step. This value increases the number of steps damage is reduced by."
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},
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"maxArmorMarkedBonus": "Max Armor Used",
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"maxArmorMarkedBonus": "Max Armor Used",
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"maxArmorMarkedStress": "Max Armor Used With Stress",
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"maxArmorMarkedStress": {
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"label": "Max Armor Used With Stress",
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"hint": "If this value is set you can use up to that much stress to spend additional Armor Marks beyond your normal maximum."
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},
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"stress": {
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"stress": {
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"severe": "Stress Damage Reduction: Severe",
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"severe": {
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"major": "Stress Damage Reduction: Major",
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"label": "Stress Damage Reduction: Severe",
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"minor": "Stress Damage Reduction: Minor"
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"hint": "The cost in stress you can pay to reduce severe damage down to major."
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},
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"major": {
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"label": "Stress Damage Reduction: Major",
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"hint": "The cost in stress you can pay to reduce major damage down to minor."
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},
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"minor": {
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"label": "Stress Damage Reduction: Minor",
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"hint": "The cost in stress you can pay to reduce minor damage to none."
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}
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}
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}
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}
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}
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},
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},
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@ -73,6 +73,9 @@ export default class DhActiveEffectConfig extends foundry.applications.sheets.Ac
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const element = document.createElement('li');
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const element = document.createElement('li');
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element.innerHTML = `${beforeText}${matchText ? `<strong>${matchText}</strong>` : ''}${after}`;
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element.innerHTML = `${beforeText}${matchText ? `<strong>${matchText}</strong>` : ''}${after}`;
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if (item.hint) {
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element.dataset.tooltip = game.i18n.localize(item.hint);
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}
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return element;
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return element;
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},
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},
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@ -179,7 +179,8 @@ export default class DhCharacter extends BaseDataActor {
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required: true,
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required: true,
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integer: true,
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integer: true,
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initial: 0,
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initial: 0,
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label: 'DAGGERHEART.GENERAL.Rules.damageReduction.maxArmorMarkedStress'
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label: 'DAGGERHEART.GENERAL.Rules.damageReduction.maxArmorMarkedStress.label',
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hint: 'DAGGERHEART.GENERAL.Rules.damageReduction.maxArmorMarkedStress.hint'
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})
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})
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}),
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}),
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stressDamageReduction: new fields.SchemaField({
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stressDamageReduction: new fields.SchemaField({
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@ -190,7 +191,8 @@ export default class DhCharacter extends BaseDataActor {
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increasePerArmorMark: new fields.NumberField({
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increasePerArmorMark: new fields.NumberField({
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integer: true,
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integer: true,
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initial: 1,
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initial: 1,
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label: 'DAGGERHEART.GENERAL.Rules.damageReduction.increasePerArmorMark'
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label: 'DAGGERHEART.GENERAL.Rules.damageReduction.increasePerArmorMark.label',
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hint: 'DAGGERHEART.GENERAL.Rules.damageReduction.increasePerArmorMark.hint'
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}),
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}),
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magical: new fields.BooleanField({ initial: false }),
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magical: new fields.BooleanField({ initial: false }),
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physical: new fields.BooleanField({ initial: false })
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physical: new fields.BooleanField({ initial: false })
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@ -21,8 +21,10 @@ export default class DHToken extends TokenDocument {
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const a = v.join('.');
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const a = v.join('.');
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if (invalidAttributes.some(x => a.startsWith(x))) return acc;
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if (invalidAttributes.some(x => a.startsWith(x))) return acc;
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const modelLabel = model ? game.i18n.localize(model.schema.getField(a).label) : null;
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const field = model ? model.schema.getField(a) : null;
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acc.push({ group: valueGroup, value: a, label: modelLabel ? modelLabel : a });
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const modelLabel = field ? game.i18n.localize(field.label) : null;
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const hint = field ? game.i18n.localize(field.hint) : null;
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acc.push({ group: valueGroup, value: a, label: modelLabel ? modelLabel : a, hint: hint });
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return acc;
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return acc;
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}, []);
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}, []);
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