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* - Move all DataModel item files to a new 'items' subfolder for better organization - Add _module.mjs file to simplify imports - Update all import paths - Rename class for use the new acronym DH * FIX: remove unnecessary import * FEAT: BaseDataItem class add TODO comments for future improvements FIX: Remove effect field on template FIX: remove unused DhpEffects file * FEAT: new FormulaField class FEAT: add getRollData on BaseDataItem Class FEAT: weapon FIX: remove inventoryWeapon field on Weapon Data Model * FEAT: add class prepareBaseData for domains * FEAT: new ForeignDocumentUUIDField FIX: Remove unnecessary fields FEAT: use ForeignDocumentUUIDField in the Item Class DataModel * FIX: remove wrong option in String Field * FIX: remove unused import * FIX: ADD htmlFields description in manifest * FIX: minor fixes * REFACTOR: rename folder `data/items` -> `data/item` REFACTOR: rename folder `data/messages` -> `data/chat-message`. * FIX: imports FIX: items sheet new paths FIX: ItemDataModelMetadata type jsdoc * FEAT: formatting code FIX: fix fields used FEAT: add jsdoc * 110 - Class Data Model (#111) * Added PreCreate/Create/Delete logic for Class/Subclass and set it as foreignUUID fields in PC * Moved methods into TypedModelData * Simplified Subclass * Fixed up data model and a basic placeholder template (#117) * 118 - adversary data model (#119) * Fixed datamodel and set up basic template in new style * Added in a temp attack button, because why not * Restored HitPoints counting up * 113 - Character Data Model (#114) * Improved Character datamodel * Removed additional unneccessary getters * Preliminary cleanup in the class sheet * Cleanup of 'pc' references * Corrected Duality rolling from Character * Fix to damage roll * Added a basic BaseDataActor data model * Gathered exports * getRollData recursion fix * Feature/112 items use action datamodel (#127) * Create new actions classes * actions types - attack roll * fixes before merge * First PR * Add daggerheart.css to gitignore * Update ToDo * Remove console log * Fixed chat /dr roll * Remove jQuery * Fixed so the different chat themes work again * Fixed duality roll buttons * Fix to advantage/disadvantage shortcut * Extand action to other item types * Roll fixes * Fixes to adversary rolls * resources * Fixed adversary dice --------- Co-authored-by: WBHarry <williambjrklund@gmail.com> * Feature/116-implementation-of-pseudo-documents (#125) * FEAT: add baseDataModel logic * FEAT: new PseudoDocumentsField FIX: BasePseudoDocument 's getEmbeddedDocument * FEAT: PseudoDocument class * FEAT: add TypedPseudoDocument REFACTOR: PreudoDocument FIX: Typos Bug * FIX: CONFIG types * FEAT: basic PseudoDocumentSheet * FIX: remove schema ADD: input of example --------- Co-authored-by: Joaquin Pereyra <joaquinpereyra98@users.noreply.github.com> Co-authored-by: WBHarry <williambjrklund@gmail.com> * Levelup Followup (#126) * Levelup applies bonuses to character * Added visualisation of domain card levels * Fixed domaincard level max for selections in a tier * A trait can now only be level up once within the same tier --------- Co-authored-by: Joaquin Pereyra <joaquinpereyra98@users.noreply.github.com> Co-authored-by: joaquinpereyra98 <24190917+joaquinpereyra98@users.noreply.github.com> Co-authored-by: Dapoulp <74197441+Dapoulp@users.noreply.github.com>
108 lines
3.9 KiB
JavaScript
108 lines
3.9 KiB
JavaScript
import { DualityRollColor } from '../settings/Appearance.mjs';
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const fields = foundry.data.fields;
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const diceField = () =>
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new fields.SchemaField({
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dice: new fields.StringField({}),
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value: new fields.NumberField({ integer: true })
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});
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export default class DHDualityRoll extends foundry.abstract.TypeDataModel {
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static dualityResult = {
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hope: 1,
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fear: 2,
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critical: 3
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};
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static defineSchema() {
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return {
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title: new fields.StringField(),
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origin: new fields.StringField({ required: true }),
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roll: new fields.DataField({}),
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modifiers: new fields.ArrayField(
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new fields.SchemaField({
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value: new fields.NumberField({ integer: true }),
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label: new fields.StringField({})
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})
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),
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hope: diceField(),
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fear: diceField(),
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advantageState: new fields.BooleanField({ nullable: true, initial: null }),
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advantage: diceField(),
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targets: new fields.ArrayField(
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new fields.SchemaField({
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id: new fields.StringField({}),
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name: new fields.StringField({}),
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img: new fields.StringField({}),
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difficulty: new fields.NumberField({ integer: true, nullable: true }),
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evasion: new fields.NumberField({ integer: true }),
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hit: new fields.BooleanField({ initial: false })
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})
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),
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damage: new fields.SchemaField({
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value: new fields.StringField({}),
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type: new fields.StringField({ choices: Object.keys(SYSTEM.GENERAL.damageTypes), integer: false }),
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bonusDamage: new fields.ArrayField(
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new fields.SchemaField({
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value: new fields.StringField({}),
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type: new fields.StringField({
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choices: Object.keys(SYSTEM.GENERAL.damageTypes),
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integer: false
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}),
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initiallySelected: new fields.BooleanField(),
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appliesOn: new fields.StringField(
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{ choices: Object.keys(SYSTEM.EFFECTS.applyLocations) },
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{ nullable: true, initial: null }
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),
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description: new fields.StringField({}),
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hopeIncrease: new fields.StringField({ nullable: true })
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}),
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{ nullable: true, initial: null }
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)
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})
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};
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}
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get diceTotal() {
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return this.hope.value + this.fear.value;
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}
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get modifierTotal() {
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const total = this.modifiers.reduce((acc, x) => acc + x.value, 0);
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return {
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value: total,
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label: total > 0 ? `+${total}` : total < 0 ? `${total}` : ''
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};
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}
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get dualityResult() {
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return this.hope.value > this.fear.value
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? this.constructor.dualityResult.hope
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: this.fear.value > this.hope.value
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? this.constructor.dualityResult.fear
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: this.constructor.dualityResult.critical;
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}
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get totalLabel() {
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const label =
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this.hope.value > this.fear.value
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? 'DAGGERHEART.General.Hope'
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: this.fear.value > this.hope.value
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? 'DAGGERHEART.General.Fear'
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: 'DAGGERHEART.General.CriticalSuccess';
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return game.i18n.localize(label);
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}
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get colorful() {
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return (
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game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.appearance).dualityColorScheme ===
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DualityRollColor.colorful.value
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);
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}
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prepareDerivedData() {
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this.hope.discarded = this.hope.value < this.fear.value;
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this.fear.discarded = this.fear.value < this.hope.value;
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}
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}
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