daggerheart/module/data/settings/Appearance.mjs
WBHarry 261a3a68b0
[PR] [Feature] Party Sheet (#1230)
* start development

* finish party members tab

* start resources tab

* finish resources tab

* finish inventory tab and add inital template to projects tab

* add resource buttons actions methods

* add group roll dialog

* Main implementation

* Fixed costs

* Minor fixes and tweaks for the party sheet (#1239)

* Minor fixes and tweaks for the party sheet

* Fix scroll restoration for party sheet tabs

* Finished GroupRoll

* Removed/commented-out not yet implemented things

* Commented out Difficulty since it's not used yet

* Re-render party when members update (#1242)

* Fixed so style applies in preview chat message

* Added the clown car

* Fixed so items can be dropped into the Party sheet

* Added delete icon to inventory

* Fixed TokenHUD token property useage. Fixed skipping roll message

* Added visible modifier to GroupRoll leader result

* Leader roll displays the large result display right away after rolling

* Corrected tokenHUD for non-player-tokens

* Fixed clowncar tokenData

* Fixed TagTeam roll message and sound

* Removed final TagTeamRoll roll sound

* [PR] [Party Sheets] Sidebar character sheet changes (#1249)

* Something experimenting

* I am silly (wearning Dunce hat)

* Stressful task

* Armor functional to be hit

* CSS Changes to accomadate pip boy

* last minute change to resource section for better visual feeling

* restoring old css for toggle

* Added setting to toggle pip/number display

* toggle functionality added

* Fixed light-mode in characterSheet

* Fixed multi-row resource pips display for character

* Fixed separators

* Added pip-display to Adversary and Companion. Some fixing on armor display

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Co-authored-by: WBHarry <williambjrklund@gmail.com>

* Fixed party height and resource armor update

* Fixed deletebutton padding

* Only showing expand-me icon on InventoryItem if there is a description to show

* .

* Fixed menu icon to be beige instead of white in dark mode

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Co-authored-by: moliloo <dev.murilobrito@gmail.com>
Co-authored-by: Carlos Fernandez <CarlosFdez@users.noreply.github.com>
Co-authored-by: Nikhil Nagarajan <potter.nikhil@gmail.com>
2025-11-11 16:02:45 +01:00

47 lines
2.5 KiB
JavaScript

export default class DhAppearance extends foundry.abstract.DataModel {
static LOCALIZATION_PREFIXES = ['DAGGERHEART.SETTINGS.Appearance'];
static defineSchema() {
const { StringField, ColorField, BooleanField, SchemaField } = foundry.data.fields;
// helper to create dice style schema
const diceStyle = ({ fg, bg, outline, edge }) =>
new SchemaField({
foreground: new ColorField({ required: true, initial: fg }),
background: new ColorField({ required: true, initial: bg }),
outline: new ColorField({ required: true, initial: outline }),
edge: new ColorField({ required: true, initial: edge }),
texture: new StringField({ initial: 'astralsea', required: true, blank: false }),
colorset: new StringField({ initial: 'inspired', required: true, blank: false }),
material: new StringField({ initial: 'metal', required: true, blank: false }),
system: new StringField({ initial: 'standard', required: true, blank: false })
});
return {
useResourcePips: new BooleanField({ initial: false }),
displayFear: new StringField({
required: true,
choices: CONFIG.DH.GENERAL.fearDisplay,
initial: CONFIG.DH.GENERAL.fearDisplay.token.value
}),
diceSoNice: new SchemaField({
hope: diceStyle({ fg: '#ffffff', bg: '#ffe760', outline: '#000000', edge: '#ffffff' }),
fear: diceStyle({ fg: '#000000', bg: '#0032b1', outline: '#ffffff', edge: '#000000' }),
advantage: diceStyle({ fg: '#ffffff', bg: '#008000', outline: '#000000', edge: '#ffffff' }),
disadvantage: diceStyle({ fg: '#000000', bg: '#b30000', outline: '#ffffff', edge: '#000000' })
}),
extendCharacterDescriptions: new BooleanField(),
extendAdversaryDescriptions: new BooleanField(),
extendEnvironmentDescriptions: new BooleanField(),
extendItemDescriptions: new BooleanField(),
expandRollMessage: new SchemaField({
desc: new BooleanField(),
roll: new BooleanField(),
damage: new BooleanField(),
target: new BooleanField()
}),
hideAttribution: new BooleanField(),
showGenericStatusEffects: new BooleanField({ initial: true })
};
}
}