* style items and action chat messages
* enhance death move chat message and fix border bottom from title actions
* fix padding bottom
* Added basic chat-message.hbs
* .
* style remaing chat messages
* style action messages
* remove console log
* add colapsable descriptions in chat messages
* inital style for message rolls
* fix deal damage button style
* add new partchments
* Roll Chat message new design template
* j
* l
* p
* y
* fix _getTags type error and add a alias label for non base messages
* Fix damage & healing roll
* Fix conflict
* Deleting old templates
* Good for now
* fix labels in duality rolls messages and style experience and effects messages
---------
Co-authored-by: WBHarry <williambjrklund@gmail.com>
Co-authored-by: Dapoolp <elcatnet@gmail.com>
* 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>
* Fixed so genericStatuses aren't shown in activeEffectConfig if turned off. Fixed localization of genericStatuses in Inventory-ItemV2.
* Effects with statuses on them will now add them as full additional effects so they show up on the token.
* Revert "Effects with statuses on them will now add them as full additional effects so they show up on the token."
This reverts commit 5afd7ae686.
* Redid it a better way
* Fixed so multiple statuses on an effect are still treated as active
* allow /dr and [[/dr]] to be rolled without selection
* fix weird ternary
* Fixed so trait modifier comes along correctly
---------
Co-authored-by: psitacus <walther.johnson@ucalgary.ca>
Co-authored-by: WBHarry <williambjrklund@gmail.com>
* some minor consumables fixes, more to come later
* another typo T_T
* more loot rename fixes
* more loot fixes
* Changed miscellaneous to loot
---------
Co-authored-by: WBHarry <williambjrklund@gmail.com>
* Small random fixes
* Added use of ItemLinkFields
* Multiclass levelup fixes
* Fixed our onCreate methods unintentionally being run on all clients
* Remade apps handling
* Added for all class items and subclass
* Restored foreignDocumentUuidField
* Improved
* PR fxies
* Fixed tooltip enrichment
* .
* Reverted silly change
* Troubleshooting
Created test button in 'duality-roll.hbs' and functionality in chatLog.mjs
* Updated functionality
dialog recheck.
* Update duality-roll.hbs
testing toggle on specific areas so only tooltip is triggered.
Rest of CSS functionality not affected.
* Redoing Dice Reroll functionality
Attempting something new
* The rise of NaNs
Resolved Dice Parsing Errors, now dealing with parsing errors from system values.
* Forcing string evaluation for testing
* Fixed rerolling of duality dice
* Fixed message.rolls not being updated
* Added support for d20 rolls
* PR fixes
---------
Co-authored-by: Nikhil Nagarajan <potter.nikhil@gmail.com>
* Temp
* Finished Evolved
* Fixed hybrid
* Changed generalConfig.tiers to be number based
* Weaponhandling while in beastform
* Added unarmed strike in sidebar
* Added DamageEnricher
* Added effect enricher
* Corrected downtime buttons and actions
* Added BeastformTooltip
* Split the BeastformDialog into parts with tabs
* Added temp beastform features
* rollData change
* Improvement
* character.getRollData cleanup
* Downtime: allow moves to be taken individually.
Fixes https://github.com/Foundryborne/daggerheart/issues/374
Some downtime moves require a roll to see how successful they are. In these
cases, the player might want to see how their first move works out before
they select their next one.
This commit updates the downtime dialog to allow for this behaviour:
- The "Take Downtime" button is enabled whenever any moves are selected.
- Clicking the button only closes the dialog when all moves have been made.
To keep track of this, the `nrChoices` object has been expanded to include a
`taken` counter, which is increased whenever a move is taken.
After making one move the selection is reset, but the number of moves
displayed in the dialog header and the number of permitted selections both
take the number of taken moves into account.
* Fix heading in short rest chat message.
Prior to this commit the heading for a short rest chat message was "long
rest".
* Remove unused template context.
* Extract method for repeated calculation.
In the downtime dialog, we need to calculate the number of selected moves in
several places. This commit extracts a method to handle that, which reduces
repetition and hopefully makes the code more readable.
* Refactor: handle button data attrs the same.
A small refactor to handle `button.dataset.move` (which was assigned to a
local const) and `button.dataset.category` (which was accessed directly)
in the same way by assigning them both to local consts.
* Fix right-click on downtime activities on macOS.
On macOS with a single-button mouse (e.g. a laptop trackpad) it's common to
trigger a right-click with ctrl+click.
In Chrome, this triggers both a `contextmenu` event and a regular `click`
event. In the context of downtime actions, this meant that we were
deselecting an action in the `contextmenu` handler but then immediately
re-selecting it again in the `click` handler.
This commit works around the problem by stopping the event from propagating
further. This fixes the bug, but also stops Foundry's default `contextmenu`
handler from firing and preventing the browser context menu from appearing,
so we also have prevent the event's default behaviour from firing.
* Unify healing & damage
* create DHResourceData
* Damages parts roll
* h
* ChatMessage & takeDamage updates
* Adapt healing
* No, there was not a console.log !
* Fixed so that the dropdown for activeEffectAutocomplete never ends up behind dialog
* Downtime can now display both ShortRest and LongRest options depending on character rules
* Initial downtime layout rework
* Fixed styling for downtime tooltip
* Added icon to homebrew menu for DowntimeActions
* Fixed columns if both types of moves are not available
* Changed the lightmode to darkmode
* Added downtime buttons
* .
* Moved extra rest options from rules to bonuses
* Improved dialog width
* Added itemUse macro on drag to hotbar
* Fixed item.type logic
* Added support for actionMacro drag from items
* Added MacroDrag for Attacks
* Fixed so UseItem macros get the img set
* Added RollMode to standalone DamageDialog and to RollDialog. ChatMessage now add ChatSpeaker
* Just a little fix for Damage Action
---------
Co-authored-by: Dapoolp <elcatnet@gmail.com>