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https://github.com/Foundryborne/daggerheart.git
synced 2026-04-22 07:23:37 +02:00
Fixed so changing armor values and taking damage works again
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parent
809bdc8678
commit
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7 changed files with 42 additions and 32 deletions
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@ -27,11 +27,11 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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true
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);
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const armor = orderedArmorEffects.reduce((acc, effect) => {
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const { value, max } = effect.system.armorData;
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const { current, max } = effect.system.armorData;
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acc.push({
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effect: effect,
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marks: [...Array(max).keys()].reduce((acc, _, index) => {
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const spent = index < value;
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const spent = index < current;
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acc[foundry.utils.randomID()] = { selected: false, disabled: spent, spent };
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return acc;
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}, {})
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@ -192,7 +192,7 @@ export default class DamageReductionDialog extends HandlebarsApplicationMixin(Ap
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const stressReductions = this.availableStressReductions
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? Object.values(this.availableStressReductions).filter(red => red.selected)
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: [];
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const currentMarks = this.actor.system.armorScore.value + selectedArmorMarks.length;
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const currentMarks = this.actor.system.armorScore.current + selectedArmorMarks.length;
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const maxArmorUsed = this.actor.system.rules.damageReduction.maxArmorMarked.value + selectedStressMarks.length;
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const availableArmor =
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@ -1003,16 +1003,16 @@ export default class CharacterSheet extends DHBaseActorSheet {
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const effect = await foundry.utils.fromUuid(event.target.dataset.uuid);
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const armorChange = effect.system.armorChange;
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if (!armorChange) return;
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const value = Math.max(Math.min(Number.parseInt(event.target.value), effect.system.armorData.max), 0);
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const current = Math.max(Math.min(Number.parseInt(event.target.value), effect.system.armorData.max), 0);
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const newChanges = effect.system.changes.map(change => ({
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...change,
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value: change.type === 'armor' ? value : change.value
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value: change.type === 'armor' ? { ...change.value, current } : change.value
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}));
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event.target.value = value;
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event.target.value = current;
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const progressBar = event.target.closest('.status-bar.armor-slots').querySelector('progress');
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progressBar.value = value;
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progressBar.value = current;
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await effect.update({ 'system.changes': newChanges });
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}
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@ -1023,24 +1023,24 @@ export default class CharacterSheet extends DHBaseActorSheet {
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const armorChange = effect.system.armorChange;
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if (!armorChange) return;
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const { value } = effect.system.armorData;
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const { current } = effect.system.armorData;
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const inputValue = Number.parseInt(target.dataset.value);
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const decreasing = value >= inputValue;
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const newValue = decreasing ? inputValue - 1 : inputValue;
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const decreasing = current >= inputValue;
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const newCurrent = decreasing ? inputValue - 1 : inputValue;
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const newChanges = effect.system.changes.map(change => ({
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...change,
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value: change.type === 'armor' ? newValue : change.value
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value: change.type === 'armor' ? { ...change.value, current: newCurrent } : change.value
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}));
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const container = target.closest('.slot-bar');
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for (const armorSlot of container.querySelectorAll('.armor-slot i')) {
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const index = Number.parseInt(armorSlot.dataset.index);
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if (decreasing && index >= newValue) {
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if (decreasing && index >= newCurrent) {
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armorSlot.classList.remove('fa-shield');
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armorSlot.classList.add('fa-shield-halved');
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} else if (!decreasing && index < newValue) {
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} else if (!decreasing && index < newCurrent) {
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armorSlot.classList.add('fa-shield');
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armorSlot.classList.remove('fa-shield-halved');
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}
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@ -51,8 +51,8 @@ export default class ArmorSheet extends ItemAttachmentSheet(DHBaseItemSheet) {
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context.armorScore = this.document.system.armorData.max;
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break;
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case 'effects':
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context.effects.actives = context.effects.actives.filter(x => x.type !== 'armor');
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context.effects.inactives = context.effects.actives.filter(x => x.type !== 'armor');
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context.effects.actives = context.effects.actives.filter(x => !x.system.armorData);
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context.effects.inactives = context.effects.inactives.filter(x => !x.system.armorData);
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break;
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}
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@ -64,7 +64,7 @@ export default class ArmorSheet extends ItemAttachmentSheet(DHBaseItemSheet) {
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const armorEffect = this.document.system.armorEffect;
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if (Number.isNaN(value) || !armorEffect) return;
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await armorEffect.system.armorChange.typeData.updateArmorMax(value);
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await armorEffect.system.armorChange.updateArmorMax(value);
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this.render();
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}
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