mirror of
https://github.com/Foundryborne/daggerheart.git
synced 2026-01-17 07:36:26 +01:00
.
This commit is contained in:
parent
e6bfe08d83
commit
e8c5cd8c9f
5 changed files with 45 additions and 8 deletions
|
|
@ -1243,6 +1243,9 @@
|
|||
"attack": {
|
||||
"damage": {
|
||||
"value": { "label": "Base Attack: Damage" }
|
||||
},
|
||||
"roll": {
|
||||
"trait": { "label": "Base Attack: Trait" }
|
||||
}
|
||||
}
|
||||
},
|
||||
|
|
@ -1593,6 +1596,10 @@
|
|||
"hint": "test"
|
||||
}
|
||||
}
|
||||
},
|
||||
"ResetSettings": {
|
||||
"resetConfirmationTitle": "Reset Settings",
|
||||
"resetConfirmationText": "Are you sure you want to reset the {settings}?"
|
||||
}
|
||||
},
|
||||
"UI": {
|
||||
|
|
|
|||
|
|
@ -136,10 +136,14 @@ export default class DhHomebrewSettings extends HandlebarsApplicationMixin(Appli
|
|||
...move,
|
||||
name: game.i18n.localize(move.name),
|
||||
description: game.i18n.localize(move.description),
|
||||
actions: move.actions.map(action => ({
|
||||
...action,
|
||||
name: game.i18n.localize(action.name)
|
||||
}))
|
||||
actions: Object.keys(move.actions).reduce((acc, key) => {
|
||||
const action = move.actions[key];
|
||||
acc[key] = {
|
||||
...action,
|
||||
name: game.i18n.localize(action.name)
|
||||
};
|
||||
return acc;
|
||||
}, {})
|
||||
};
|
||||
|
||||
return acc;
|
||||
|
|
@ -165,8 +169,18 @@ export default class DhHomebrewSettings extends HandlebarsApplicationMixin(Appli
|
|||
}
|
||||
|
||||
static async reset() {
|
||||
const confirmed = await foundry.applications.api.DialogV2.confirm({
|
||||
window: {
|
||||
title: game.i18n.format('DAGGERHEART.SETTINGS.ResetSettings.resetConfirmationTitle')
|
||||
},
|
||||
content: game.i18n.format('DAGGERHEART.SETTINGS.ResetSettings.resetConfirmationText', {
|
||||
settings: game.i18n.localize('DAGGERHEART.SETTINGS.Menu.homebrew.name')
|
||||
})
|
||||
});
|
||||
if (!confirmed) return;
|
||||
|
||||
const resetSettings = new DhHomebrew();
|
||||
let localizedSettings = this.localizeObject(resetSettings);
|
||||
let localizedSettings = this.localizeObject(resetSettings.toObject());
|
||||
this.settings.updateSource(localizedSettings);
|
||||
this.render();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -81,6 +81,7 @@ export default class BeastformSheet extends DHBaseItemSheet {
|
|||
case 'effects':
|
||||
context.effects.actives = context.effects.actives.map(effect => {
|
||||
const data = effect.toObject();
|
||||
data.uuid = effect.uuid;
|
||||
data.id = effect.id;
|
||||
if (effect.type === 'beastform') data.mandatory = true;
|
||||
|
||||
|
|
|
|||
|
|
@ -141,6 +141,7 @@ export const defaultRestOptions = {
|
|||
actions: {
|
||||
tendToWounds: {
|
||||
type: 'healing',
|
||||
systemPath: 'restMoves.shortRest.moves.tendToWounds.actions',
|
||||
name: game.i18n.localize('DAGGERHEART.APPLICATIONS.Downtime.shortRest.tendToWounds.name'),
|
||||
img: 'icons/magic/life/cross-worn-green.webp',
|
||||
actionType: 'action',
|
||||
|
|
@ -166,6 +167,7 @@ export const defaultRestOptions = {
|
|||
actions: {
|
||||
clearStress: {
|
||||
type: 'healing',
|
||||
systemPath: 'restMoves.shortRest.moves.clearStress.actions',
|
||||
name: game.i18n.localize('DAGGERHEART.APPLICATIONS.Downtime.shortRest.clearStress.name'),
|
||||
img: 'icons/magic/perception/eye-ringed-green.webp',
|
||||
actionType: 'action',
|
||||
|
|
@ -191,6 +193,7 @@ export const defaultRestOptions = {
|
|||
actions: {
|
||||
repairArmor: {
|
||||
type: 'healing',
|
||||
systemPath: 'restMoves.shortRest.moves.repairArmor.actions',
|
||||
name: game.i18n.localize('DAGGERHEART.APPLICATIONS.Downtime.shortRest.repairArmor.name'),
|
||||
img: 'icons/skills/trades/smithing-anvil-silver-red.webp',
|
||||
actionType: 'action',
|
||||
|
|
@ -226,6 +229,7 @@ export const defaultRestOptions = {
|
|||
actions: {
|
||||
tendToWounds: {
|
||||
type: 'healing',
|
||||
systemPath: 'restMoves.longRest.moves.tendToWounds.actions',
|
||||
name: game.i18n.localize('DAGGERHEART.APPLICATIONS.Downtime.longRest.tendToWounds.name'),
|
||||
img: 'icons/magic/life/cross-worn-green.webp',
|
||||
actionType: 'action',
|
||||
|
|
@ -251,6 +255,7 @@ export const defaultRestOptions = {
|
|||
actions: {
|
||||
clearStress: {
|
||||
type: 'healing',
|
||||
systemPath: 'restMoves.longRest.moves.clearStress.actions',
|
||||
name: game.i18n.localize('DAGGERHEART.APPLICATIONS.Downtime.longRest.clearStress.name'),
|
||||
img: 'icons/magic/perception/eye-ringed-green.webp',
|
||||
actionType: 'action',
|
||||
|
|
@ -276,6 +281,7 @@ export const defaultRestOptions = {
|
|||
actions: {
|
||||
repairArmor: {
|
||||
type: 'healing',
|
||||
systemPath: 'restMoves.longRest.moves.repairArmor.actions',
|
||||
name: game.i18n.localize('DAGGERHEART.APPLICATIONS.Downtime.longRest.repairArmor.name'),
|
||||
img: 'icons/skills/trades/smithing-anvil-silver-red.webp',
|
||||
actionType: 'action',
|
||||
|
|
|
|||
|
|
@ -204,7 +204,7 @@ export default class DhCharacter extends BaseDataActor {
|
|||
})
|
||||
})
|
||||
}),
|
||||
maxLoadout : new fields.NumberField({
|
||||
maxLoadout: new fields.NumberField({
|
||||
integer: true,
|
||||
initial: 0,
|
||||
label: 'DAGGERHEART.GENERAL.Bonuses.maxLoadout.label'
|
||||
|
|
@ -249,6 +249,13 @@ export default class DhCharacter extends BaseDataActor {
|
|||
initial: '@profd4',
|
||||
label: 'DAGGERHEART.GENERAL.Rules.attack.damage.value.label'
|
||||
})
|
||||
}),
|
||||
roll: new fields.SchemaField({
|
||||
trait: new fields.StringField({
|
||||
required: true,
|
||||
initial: CONFIG.DH.ACTOR.abilities.strength.id,
|
||||
label: 'DAGGERHEART.GENERAL.Rules.attack.roll.trait.label'
|
||||
})
|
||||
})
|
||||
}),
|
||||
weapon: new fields.SchemaField({
|
||||
|
|
@ -329,13 +336,15 @@ export default class DhCharacter extends BaseDataActor {
|
|||
|
||||
get loadoutSlot() {
|
||||
const loadoutCount = this.domainCards.loadout?.length ?? 0,
|
||||
max = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Homebrew).maxLoadout + this.bonuses.maxLoadout;
|
||||
max =
|
||||
game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Homebrew).maxLoadout +
|
||||
this.bonuses.maxLoadout;
|
||||
|
||||
return {
|
||||
current: loadoutCount,
|
||||
available: Math.max(max - loadoutCount, 0),
|
||||
max
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
get armor() {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue