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* 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>
56 lines
2.1 KiB
JavaScript
56 lines
2.1 KiB
JavaScript
export default class DhpChatMessage extends foundry.documents.ChatMessage {
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async renderHTML() {
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if (this.system.messageTemplate)
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this.content = await foundry.applications.handlebars.renderTemplate(this.system.messageTemplate, {
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...this.system,
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_source: this.system._source
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});
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const actor = game.actors.get(this.speaker.actor);
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const actorData = actor ?? {
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img: this.author.avatar ? this.author.avatar : 'icons/svg/mystery-man.svg',
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name: ''
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};
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/* We can change to fully implementing the renderHTML function if needed, instead of augmenting it. */
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const html = await super.renderHTML({ actor: actorData, author: this.author });
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this.applyPermission(html);
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if (this.type === 'dualityRoll') {
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html.classList.add('duality');
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switch (this.system.roll?.result?.duality) {
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case 1:
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html.classList.add('hope');
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break;
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case -1:
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html.classList.add('fear');
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break;
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default:
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html.classList.add('critical');
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break;
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}
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}
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return html;
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}
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applyPermission(html) {
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const elements = html.querySelectorAll('[data-perm-id]');
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elements.forEach(e => {
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const uuid = e.dataset.permId,
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document = fromUuidSync(uuid);
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e.setAttribute('data-view-perm', document.testUserPermission(game.user, 'OBSERVER'));
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e.setAttribute('data-use-perm', document.testUserPermission(game.user, 'OWNER'));
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});
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}
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async _preCreate(data, options, user) {
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options.speaker = ChatMessage.getSpeaker();
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const rollActorOwner = data.rolls?.[0]?.data?.parent?.owner;
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if (rollActorOwner) {
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data.author = rollActorOwner ? rollActorOwner.id : data.author;
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await this.updateSource({ author: rollActorOwner ?? user });
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}
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return super._preCreate(data, options, rollActorOwner ?? user);
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}
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}
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