[Feature] Manual Character Editing (#490)

* Initial

* Added Character-Settings

* Finalized Character-Settings

* Hide CharacterSetup if any part is done manually

* Fixed class/subclass drag-drop

* Fixed relinking of Features from items created on Character

* Adding features on CharacterItems now adds them on the Character and relinks

* Made suggested items inactive in the Class sheet if rendered from inside a Character

* Added hope to CharacterSetting

* add style to textarea element, add spellcasting and domain class into char sheet and move rest buttons to another place

* Fixed characterCreation experience description

---------

Co-authored-by: moliloo <dev.murilobrito@gmail.com>
This commit is contained in:
WBHarry 2025-08-01 17:16:35 +02:00 committed by GitHub
parent 263dfa69ae
commit e1d8f8784a
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GPG key ID: B5690EEEBB952194
49 changed files with 1205 additions and 386 deletions

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@ -172,26 +172,30 @@ export default class DhpActor extends Actor {
}
async levelUp(levelupData) {
const levelupAuto = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Automation).levelupAuto;
const levelups = {};
for (var levelKey of Object.keys(levelupData)) {
const level = levelupData[levelKey];
for (var experienceKey in level.achievements.experiences) {
const experience = level.achievements.experiences[experienceKey];
await this.update({
[`system.experiences.${experienceKey}`]: {
name: experience.name,
value: experience.modifier
}
});
if (this.system.companion) {
await this.system.companion.update({
if (levelupAuto) {
for (var experienceKey in level.achievements.experiences) {
const experience = level.achievements.experiences[experienceKey];
await this.update({
[`system.experiences.${experienceKey}`]: {
name: '',
name: experience.name,
value: experience.modifier
}
});
if (this.system.companion) {
await this.system.companion.update({
[`system.experiences.${experienceKey}`]: {
name: '',
value: experience.modifier
}
});
}
}
}
@ -250,74 +254,86 @@ export default class DhpActor extends Actor {
}
for (var addition of featureAdditions) {
for (var featureData of addition.features) {
const feature = new DHFeature({
...featureData,
description: game.i18n.localize(featureData.description)
});
const document = featureData.toPartner && this.system.partner ? this.system.partner : this;
const embeddedItem = await document.createEmbeddedDocuments('Item', [
{
if (levelupAuto) {
for (var featureData of addition.features) {
const feature = new DHFeature({
...featureData,
name: game.i18n.localize(featureData.name),
type: 'feature',
system: feature
}
]);
const newFeature = {
onPartner: Boolean(featureData.toPartner && this.system.partner),
id: embeddedItem[0].id
};
addition.checkbox.features = !addition.checkbox.features
? [newFeature]
: [...addition.checkbox.features, newFeature];
description: game.i18n.localize(featureData.description)
});
const document = featureData.toPartner && this.system.partner ? this.system.partner : this;
const embeddedItem = await document.createEmbeddedDocuments('Item', [
{
...featureData,
name: game.i18n.localize(featureData.name),
type: 'feature',
system: feature
}
]);
const newFeature = {
onPartner: Boolean(featureData.toPartner && this.system.partner),
id: embeddedItem[0].id
};
addition.checkbox.features = !addition.checkbox.features
? [newFeature]
: [...addition.checkbox.features, newFeature];
}
}
selections.push(addition.checkbox);
}
if (multiclass) {
const subclassItem = await foundry.utils.fromUuid(multiclass.secondaryData.subclass);
const subclassData = subclassItem.toObject();
const multiclassItem = await foundry.utils.fromUuid(multiclass.data[0]);
const multiclassData = multiclassItem.toObject();
if (levelupAuto) {
const subclassItem = await foundry.utils.fromUuid(multiclass.secondaryData.subclass);
const subclassData = subclassItem.toObject();
const multiclassItem = await foundry.utils.fromUuid(multiclass.data[0]);
const multiclassData = multiclassItem.toObject();
const embeddedItem = await this.createEmbeddedDocuments('Item', [
{
...multiclassData,
system: {
...multiclassData.system,
domains: [multiclass.secondaryData.domain],
isMulticlass: true
const embeddedItem = await this.createEmbeddedDocuments('Item', [
{
...multiclassData,
system: {
...multiclassData.system,
domains: [multiclass.secondaryData.domain],
isMulticlass: true
}
}
}
]);
]);
await this.createEmbeddedDocuments('Item', [
{
...subclassData,
system: {
...subclassData.system,
isMulticlass: true
await this.createEmbeddedDocuments('Item', [
{
...subclassData,
system: {
...subclassData.system,
isMulticlass: true
}
}
}
]);
selections.push({ ...multiclass, itemUuid: embeddedItem[0].uuid });
]);
selections.push({ ...multiclass, itemUuid: embeddedItem[0].uuid });
} else {
selections.push({ ...multiclass });
}
}
for (var domainCard of domainCards) {
const item = await foundry.utils.fromUuid(domainCard.data[0]);
const embeddedItem = await this.createEmbeddedDocuments('Item', [item.toObject()]);
selections.push({ ...domainCard, itemUuid: embeddedItem[0].uuid });
if (levelupAuto) {
const item = await foundry.utils.fromUuid(domainCard.data[0]);
const embeddedItem = await this.createEmbeddedDocuments('Item', [item.toObject()]);
selections.push({ ...domainCard, itemUuid: embeddedItem[0].uuid });
} else {
selections.push({ ...domainCard });
}
}
const achievementDomainCards = [];
for (var card of Object.values(level.achievements.domainCards)) {
const item = await foundry.utils.fromUuid(card.uuid);
const embeddedItem = await this.createEmbeddedDocuments('Item', [item.toObject()]);
card.itemUuid = embeddedItem[0].uuid;
achievementDomainCards.push(card);
if (levelupAuto) {
for (var card of Object.values(level.achievements.domainCards)) {
const item = await foundry.utils.fromUuid(card.uuid);
const embeddedItem = await this.createEmbeddedDocuments('Item', [item.toObject()]);
card.itemUuid = embeddedItem[0].uuid;
achievementDomainCards.push(card);
}
}
if (subclassFeatureState.class) {