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32 changed files with 204 additions and 759 deletions

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@ -101,32 +101,6 @@
"title": "Delete Effect",
"content": "<p>Are you sure you would like to delete the active effect: {name}</p>"
}
},
"settings": {
"showAvatarOnSheet": {
"name": "Show Avatar On Player Sheet",
"description": "Determines whether or not to show the avatar to you on the Player Character sheets, turning this off will replace the image with a file picker so that you can still change the image from the character sheet."
},
"playersCanChangeGroup": {
"name": "Allow Players to Change Group",
"description": "Setting this to true allows non-GM players to modify the group that the Actor belongs to. While this is disabled the GM will still be able to modify each player's group by editing the character sheet."
},
"resourcesOrSupplies": {
"name": "Use Resources or Supplies",
"description": "Determines which term to use for the objects that allow travelling into the next hex tile. This is because of the",
"option": {
"supplies": "Supplies",
"resources": "Resources"
}
},
"openEmbeddedOnCreate": {
"name": "Edit Custom Items Immediately When Created",
"description": "Tells the character sheets that have \"Add\" buttons to open the Item's sheet when you create the new item so that you can immediately edit it without needing to click more buttons."
},
"aspectLimit": {
"name": "Character Aspect Limit",
"description": "Limit how many Aspects a single character can have."
}
}
},
"TYPES": {

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@ -4,8 +4,6 @@ import { StyledShadowElement } from "./mixins/Styles.mjs";
Attributes:
@property {string} name - The name of the icon, takes precedence over the path
@property {string} path - The path of the icon file
@extends {HTMLElement}
*/
export class DotDungeonIcon extends StyledShadowElement(HTMLElement) {
static elementName = `dd-icon`;

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@ -13,14 +13,8 @@ Attributes:
Styling:
- `--height`: Controls the height of the element + the width of the buttons (default: 1.25rem)
- `--width`: Controls the width of the number input (default 50px)
@extends {HTMLElement}
*/
export class DotDungeonIncrementer
extends StyledShadowElement(
HTMLElement,
{ mode: `open`, delegatesFocus: true }
) {
export class DotDungeonIncrementer extends StyledShadowElement(HTMLElement) {
static elementName = `dd-incrementer`;
static formAssociated = true;
@ -44,14 +38,14 @@ extends StyledShadowElement(
get form() {
return this._internals.form;
};
}
get name() {
return this.getAttribute(`name`);
};
}
set name(value) {
this.setAttribute(`name`, value);
};
}
get value() {
return this.getAttribute(`value`);
@ -62,7 +56,7 @@ extends StyledShadowElement(
get type() {
return `number`;
};
}
connectedCallback() {
super.connectedCallback();

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@ -1,11 +1,9 @@
import { DotDungeonIncrementer } from "./incrementer.mjs";
import { DotDungeonIcon } from "./icon.mjs";
import { DotDungeonRange } from "./range.mjs";
const components = [
DotDungeonIcon,
DotDungeonIncrementer,
DotDungeonRange,
];
export function registerCustomComponents() {

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@ -1,7 +1,7 @@
/**
* @param {HTMLElement} Base
*/
export function StyledShadowElement(Base, shadowOptions = { mode: `open` }) {
export function StyledShadowElement(Base) {
return class extends Base {
/**
* The path to the CSS that is loaded
@ -33,7 +33,7 @@ export function StyledShadowElement(Base, shadowOptions = { mode: `open` }) {
constructor() {
super();
this._shadow = this.attachShadow(shadowOptions);
this._shadow = this.attachShadow({ mode: `open` });
this._style = document.createElement(`style`);
this._shadow.appendChild(this._style);
};

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@ -1,139 +0,0 @@
import { DotDungeonIcon } from "./icon.mjs";
import { StyledShadowElement } from "./mixins/Styles.mjs";
/**
Attributes:
@property {string} name - The path to the value to update in the datamodel
@property {number} value - The actual value of the input
@property {number} max - The maximum value that this range has
@extends {HTMLElement}
*/
export class DotDungeonRange
extends StyledShadowElement(
HTMLElement,
{ mode: `open`, delegatesFocus: true }
) {
static elementName = `dd-range`;
static formAssociated = true;
static observedAttributes = [`max`];
static _stylePath = `v3/components/range.css`;
_internals;
#input;
constructor() {
super();
// Form internals
this._internals = this.attachInternals();
this._internals.role = `spinbutton`;
};
get form() {
return this._internals.form;
};
get name() {
return this.getAttribute(`name`);
};
set name(value) {
this.setAttribute(`name`, value);
};
get value() {
try {
return parseInt(this.getAttribute(`value`));
} catch {
throw new Error(`Failed to parse attribute: "value" - Make sure it's an integer`);
};
};
set value(value) {
this.setAttribute(`value`, value);
};
get max() {
try {
return parseInt(this.getAttribute(`max`));
} catch {
throw new Error(`Failed to parse attribute: "max" - Make sure it's an integer`);
};
};
set max(value) {
this.setAttribute(`max`, value);
};
get type() {
return `number`;
};
connectedCallback() {
super.connectedCallback();
// Attribute validation
if (!this.hasAttribute(`max`)) {
throw new Error(`dotdungeon | Cannot have a range without a maximum value`);
};
// Keyboard accessible input for the thing
this.#input = document.createElement(`input`);
this.#input.type = `number`;
this.#input.min = 0;
this.#input.max = this.max;
this.#input.value = this.value;
this.#input.addEventListener(`change`, () => {
const inputValue = parseInt(this.#input.value);
if (inputValue === this.value) return;
this._updateValue.bind(this)(Math.sign(this.value - inputValue));
this._updateValue(Math.sign(this.value - inputValue));
});
this._shadow.appendChild(this.#input);
// Shadow-DOM construction
this._elements = new Array(this.max);
const container = document.createElement(`div`);
container.classList.add(`container`);
// Creating the node for filled content
const filledContainer = document.createElement(`div`);
filledContainer.classList.add(`range-increment`, `filled`);
const filledNode = this.querySelector(`[slot="filled"]`);
if (filledNode) filledContainer.appendChild(filledNode);
const emptyContainer = document.createElement(`div`);
emptyContainer.classList.add(`range-increment`, `empty`);
const emptyNode = this.querySelector(`[slot="empty"]`);
if (emptyNode) emptyContainer.appendChild(emptyNode);
this._elements.fill(filledContainer, 0, this.value);
this._elements.fill(emptyContainer, this.value);
container.append(...this._elements.map((slot, i) => {
const node = slot.cloneNode(true);
node.setAttribute(`data-index`, i + 1);
node.addEventListener(`click`, () => {
const filled = node.classList.contains(`filled`);
this._updateValue(filled ? -1 : 1);
});
return node;
}));
this._shadow.appendChild(container);
/*
This converts all of the namespace prefixed properties on the element to
CSS variables so that they don't all need to be provided by doing style=""
*/
for (const attrVar of this.attributes) {
if (attrVar.name?.startsWith(`var:`)) {
const prop = attrVar.name.replace(`var:`, ``);
this.style.setProperty(`--` + prop, attrVar.value);
};
};
};
_updateValue(delta) {
this.value += delta;
this.dispatchEvent(new Event(`change`, { bubbles: true }));
};
};

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@ -68,11 +68,6 @@ export const itemFilters = [
`service`,
];
export const invalidActiveEffectTargets = new Set([
`system.uses_inventory_slot`,
`system.quantity_affects_used_capacity`,
]);
export default {
stats,
statDice,
@ -91,5 +86,4 @@ export default {
syncDice,
localizerConfig,
itemFilters,
invalidActiveEffectTargets,
};

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@ -1,25 +1,7 @@
import { invalidActiveEffectTargets } from "../../config.mjs";
export class DotDungeonActiveEffect extends ActiveEffect {
// Invert the logic of the disabled property so it's easier to modify via
// embedded controls
get enabled() { return !this.disabled };
set enabled(newValue) { this.disabled = !newValue };
apply(object, change) {
if (invalidActiveEffectTargets.has(change.key)) return;
change.value = change.value.replace(
/@(?<key>[\w\.]+)/gi,
(...args) => {
const key = args[1];
if (foundry.utils.hasProperty(object, key)) {
return foundry.utils.getProperty(object, key)
};
return args[0];
}
)
return super.apply(object, change);
}
};

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@ -6,7 +6,7 @@ export class DotDungeonActor extends Actor {
provide all that data to AE's without needing to disable any inputs.
*/
prepareEmbeddedDocuments() {
this.preAE = foundry.utils.duplicate(this.system);
this.preAE = foundry.utils.deepClone(this.system);
super.prepareEmbeddedDocuments();
};

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@ -2,17 +2,6 @@ import { DotDungeonActor } from "./GenericActor.mjs";
export class Player extends DotDungeonActor {
/*
These are special data properties that will be used by ActiveEffects to modify
certain limits within the actor, allowing for neat hacks that change these and
possible configuration of them.
*/
prepareBaseData() {
this.system.weapon_slots = 2;
this.system.inventory_slots = 0;
this.system.respawn_limit = 3;
};
applyActiveEffects() {
super.applyActiveEffects();

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@ -1,5 +1,6 @@
// Data Models
import { DescribedItemData } from "./models/Item/DescribedItemData.mjs";
import { CommonItemData } from "./models/Item/CommonItemData.mjs";
import { WeaponItemData } from "./models/Item/Weapon.mjs";
import { AspectItemData } from "./models/Item/Aspect.mjs";
import { SpellItemData } from "./models/Item/Spell.mjs";
@ -15,7 +16,6 @@ import { ItemProxy } from "./documents/Item/_proxy.mjs";
// Item Sheets
import { UntypedItemSheet } from "./sheets/Items/UntypedItemSheet.mjs";
import { WeaponSheet } from "./sheets/Items/WeaponSheet.mjs";
import { AspectSheet } from "./sheets/Items/AspectSheet.mjs";
import { SpellSheet } from "./sheets/Items/SpellSheet.mjs";
import { PetSheet } from "./sheets/Items/PetSheet.mjs";
@ -39,7 +39,6 @@ import { devInit } from "./hooks/devInit.mjs";
import DOTDUNGEON from "./config.mjs";
// MARK: init hook
Hooks.once(`init`, async () => {
console.debug(`.dungeon | Initializing`);
CONFIG.ActiveEffect.legacyTransferral = false;
@ -50,7 +49,7 @@ Hooks.once(`init`, async () => {
CONFIG.Actor.dataModels.sync = SyncData;
CONFIG.Actor.dataModels.mob = MobData;
CONFIG.Item.dataModels.untyped = DescribedItemData;
CONFIG.Item.dataModels.material = DescribedItemData;
CONFIG.Item.dataModels.material = CommonItemData;
CONFIG.Item.dataModels.foil = DescribedItemData;
CONFIG.Item.dataModels.weapon = WeaponItemData;
CONFIG.Item.dataModels.aspect = AspectItemData;
@ -96,11 +95,6 @@ Hooks.once(`init`, async () => {
types: ["aspect"],
label: "dotdungeon.sheet-names.AspectSheet"
});
Items.registerSheet("dotdungeon", WeaponSheet, {
makeDefault: true,
types: ["weapon"],
label: "dotdungeon.sheet-names.WeaponSheet"
});
Items.registerSheet("dotdungeon", SpellSheet, {
makeDefault: true,
types: ["spell"],
@ -122,7 +116,6 @@ Hooks.once(`init`, async () => {
});
// MARK: ready hook
Hooks.once(`ready`, () => {
console.debug(".dungeon | Ready");

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@ -32,15 +32,11 @@ export const partials = [
`actors/char-sheet/v2/partials/inventory/items/weapon.v2.pc.hbs`,
`actors/char-sheet/v2/partials/inventory/items/pet.v2.pc.hbs`,
// The partials used for Untyped v2 and other item sheets that don't have a
// unique design for the other tabs
// The v2 Untyped sheet partials
`items/untyped/v2/tabs/general.v2.untyped.hbs`,
`items/untyped/v2/tabs/details.v2.untyped.hbs`,
`items/untyped/v2/tabs/effects.v2.untyped.hbs`,
`items/untyped/v2/tabs/settings.v2.untyped.hbs`,
// The weapon sheet partials
`items/weapon/v1/tabs/details.v1.weapon.hbs`,
];
export const preAliasedPartials = {

View file

@ -7,7 +7,7 @@ import { options } from "./options.mjs";
export default {
// MARK: Complex helpers
// Complex helpers
"dd-schemaOptions": schemaOptions,
"dd-array": createArray,
"dd-objectValue": objectValue,
@ -15,13 +15,13 @@ export default {
"dd-i18n": handlebarsLocalizer,
"dd-options": options,
// MARK: Simple helpers
// Simple helpers
"dd-stringify": v => JSON.stringify(v, null, ` `),
"dd-empty": v => v.length == 0,
"dd-set-has": (s, k) => s.has(k),
"dd-empty-state": (v) => v ?? localizer(`dotdungeon.common.empty`),
// MARK: Logic helpers
// Logic helpers
"eq": (a, b) => a == b,
"neq": (a, b) => a != b,
"not": v => !v,

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@ -1,5 +1,15 @@
import DOTDUNGEON from "../../config.mjs";
import { DiceField } from "../fields/DiceField.mjs";
function diceChoiceField() {
return new foundry.data.fields.StringField({
initial: ``,
blank: true,
trim: true,
options() {
return DOTDUNGEON.statDice;
},
});
};
function trainingLevelField() {
return new foundry.data.fields.NumberField({
@ -14,18 +24,26 @@ export class PlayerData extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields;
return {
/*
These are special data properties that will be used by ActiveEffects
to modify certain limits within the actor, allowing for neat hacks
that change these
*/
weapon_slots: new fields.NumberField({ initial: 2 }),
inventory_slots: new fields.NumberField({ initial: 0 }),
bytes: new fields.NumberField({
initial: 0,
min: 0,
integer: true,
}),
stats: new fields.SchemaField({
build: new DiceField(),
meta: new DiceField(),
presence: new DiceField(),
hands: new DiceField(),
tilt: new DiceField(),
rng: new DiceField(),
build: diceChoiceField(),
meta: diceChoiceField(),
presence: diceChoiceField(),
hands: diceChoiceField(),
tilt: diceChoiceField(),
rng: diceChoiceField(),
}),
skills: new fields.SchemaField({
build: new fields.SchemaField({
@ -69,7 +87,11 @@ export class PlayerData extends foundry.abstract.TypeDataModel {
min: 0,
integer: true
}),
respawns: new fields.NumberField({ initial: 0, }),
respawns: new fields.SchemaField({
r1: new fields.BooleanField(),
r2: new fields.BooleanField(),
r3: new fields.BooleanField(),
}),
syncDelta: new fields.NumberField({
required: true,
integer: true,

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@ -1,88 +0,0 @@
import { statDice } from "../../config.mjs";
/**
* A subclass of DataField that allows ActiveEffects to integrate with dice
* values and increase/decrease the value step-wise according to the dice ladder.
*/
export class DiceField extends foundry.data.fields.DataField {
static get _defaults() {
return foundry.utils.mergeObject(super._defaults, {
trim: true,
blank: true,
initial: ``,
choices: [``, ...statDice],
});
};
constructor(options = {}, context = {}) {
super(options, context);
// v- because for some reason Foundry doesn't respect the _defaults getter
this.blank = true;
};
_cast(value) { return value };
_castChangeDelta(delta) { return delta };
/**
* @param {string} value The current value
* @param {string} delta The AE value
* @param {unknown} model
* @param {unknown} changes
*/
_applyChangeAdd(value, delta, model, changes) {
if (value === "") return value;
delta = parseInt(delta);
const dieIndex = statDice.findIndex(die => die === value);
const newIndex = Math.min(Math.max(0, dieIndex + delta), statDice.length - 1);
value = statDice[newIndex];
return value;
};
/**
* @param {string} value The current value
* @param {string} delta The AE value
* @param {unknown} model
* @param {unknown} changes
*/
_applyChangeMultiply(value, delta, model, changes) {
console.warn(`.dungeon | Cannot apply Multiply ActiveEffects to DiceFields. Not changing value.`);
return value;
};
/**
* @param {string} value The current value
* @param {string} delta The AE value
* @param {unknown} model
* @param {unknown} changes
*/
_applyChangeOverride(value, delta, model, changes) {
return delta;
};
/**
* @param {string} value The current value
* @param {string} delta The AE value
* @param {unknown} model
* @param {unknown} changes
*/
_applyChangeUpgrade(value, delta, model, changes) {
if (value === "") return value;
const currentIndex = statDice.findIndex(die => die === value);
const upgradedIndex = statDice.findIndex(die => die === delta);
return statDice[Math.max(currentIndex, upgradedIndex)];
};
/**
* @param {string} value The current value
* @param {string} delta The AE value
* @param {unknown} model
* @param {unknown} changes
*/
_applyChangeDowngrade(value, delta, model, changes) {
if (value === "") return value;
const currentIndex = statDice.findIndex(die => die === value);
const upgradedIndex = statDice.findIndex(die => die === delta);
return statDice[Math.min(currentIndex, upgradedIndex)];
};
};

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@ -92,7 +92,7 @@ export class PlayerSheetv2 extends GenericActorSheet {
get #statData() {
const stats = [];
const usedDice = new Set(Object.values(this.actor.preAE.stats));
const usedDice = new Set(Object.values(this.actor.system.stats));
for (const statName in this.actor.system.stats) {
const stat = {
key: statName,

View file

@ -58,7 +58,7 @@ export class GenericActorSheet extends ActorSheet {
*/
html.find(
CONFIG.CACHE.componentListeners.map(n => `${n}[name]`).join(`,`)
).on(`change`, this._onChangeInput.bind(this));
).on(`change`, () => this._onChangeInput.bind(this));
/*
Utility event listeners that apply

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@ -43,15 +43,6 @@ export class GenericItemSheet extends ItemSheet {
if (!this.isEditable) return;
console.debug(`.dungeon | Adding event listeners for Generic Item: ${this.id}`);
/*
Custom element event listeners because Foundry doesn't listen to them by
default.
*/
html.find(
CONFIG.CACHE.componentListeners.map(n => `${n}[name]`).join(`,`)
).on(`change`, this._onChangeInput.bind(this));
html.find(`button[data-increment]`)
.on(`click`, this._incrementValue.bind(this));
html.find(`button[data-decrement]`)

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@ -1,116 +0,0 @@
import { GenericContextMenu } from "../../utils/GenericContextMenu.mjs";
import { DialogManager } from "../../utils/DialogManager.mjs";
import { GenericItemSheet } from "./GenericItemSheet.mjs";
import { localizer } from "../../utils/localizer.mjs";
export class WeaponSheet extends GenericItemSheet {
static get defaultOptions() {
let opts = foundry.utils.mergeObject(
super.defaultOptions,
{
template: `systems/dotdungeon/templates/items/weapon/v1/index.hbs`,
width: 300,
height: 340,
tabs: [
{
group: `page`,
navSelector: `nav.page`,
contentSelector: `.page-content`,
initial: `general`,
},
],
}
);
opts.classes.push(`dotdungeon`, `style-v3`);
return opts;
};
activateListeners(html) {
super.activateListeners(html);
new GenericContextMenu(html, `.photo.panel`, [
{
name: localizer(`dotdungeon.common.view-larger`),
callback: () => {
(new ImagePopout(this.item.img)).render(true);
},
},
{
name: localizer(`dotdungeon.common.edit`),
condition: () => this.isEditable,
callback: () => {
const fp = new FilePicker({
callback: (path) => {
this.item.update({"img": path});
},
});
fp.render(true);
},
},
{
name: localizer(`dotdungeon.common.reset`),
condition: () => this.isEditable,
callback: () => {
console.log(`.dungeon | Reset Item Image`)
},
}
]);
if (!this.isEditable) return;
console.debug(`.dungeon | Adding event listeners for Weapon Item: ${this.item.id}`);
html.find(`.create-ae`).on(`click`, async () => {
await this.item.createEmbeddedDocuments(
`ActiveEffect`,
[{name: localizer(`dotdungeon.default.name`, { document: `ActiveEffect`, type: `base` })}],
{ renderSheet: true }
);
});
new GenericContextMenu(html, `.effect.panel`, [
{
name: localizer(`dotdungeon.common.edit`),
callback: async (html) => {
(await fromUuid(html.closest(`.effect`)[0].dataset.embeddedId))?.sheet.render(true);
},
},
{
name: localizer(`dotdungeon.common.delete`),
callback: async (html) => {
const target = html.closest(`.effect`)[0];
const data = target.dataset;
const id = data.embeddedId;
const doc = await fromUuid(id);
DialogManager.createOrFocus(
`${doc.uuid}-delete`,
{
title: localizer(`dotdungeon.delete.ActiveEffect.title`, doc),
content: localizer(`dotdungeon.delete.ActiveEffect.content`, doc),
buttons: {
yes: {
label: localizer(`Yes`),
callback() {
doc.delete();
},
},
no: {
label: localizer(`No`),
}
}
}
);
},
}
]);
};
async getData() {
const ctx = await super.getData();
ctx.meta.showSettingsTab = ctx.isGM || this.item.isOwned;
ctx.meta.isEmbedded = this.item.isOwned;
ctx.meta.isEditable = this.isEditable;
return ctx;
};
};

80
new-pc-sheet.md Normal file
View file

@ -0,0 +1,80 @@
## Tabs:
- Main
- Stats
- Skills
- Inventory
- Player
- Containers
- Inventory (divided into category of items)
- This is the items that the player will have "on them"
- Storage (divided into category of items)
- This is all of the items that the players owns and has put into storage *somewhere*
- Transportation
- Combat
- Easy skill buttons:
- Melee
- Accuracy
- Weapons
- Sync / Respawns
- Info
- Account name
- PFP
- Group name
- Aspects
- Roles
- Spells
======
## Requirements:
Stats:
- Needs to list all 6 of the primary stats
- Needs to have a dropdown for to select a die
- Nice to have: disables dice that have been selected in other stats
- Needs to have a button to roll the stat (when a die is selected)
- Foundry v12: ActiveEffect - Die needs to be able to be affected by ActiveEffects
Skills:
- Each of the 25 skills needs to be grouped under a header of what stat it's
associated with
- Each skill must have a dropdown to indicate training level (null, trained,
expert, locked)
- Every skill must have a button to roll the dice that is labelled with the
correct formula for that skill (or "Locked" if the skill is locked)
- ActiveEffect - Increase Modifier
- Foundry v12: ActiveEffect - Increase Training Level
Combat:
- Two weapon slots for the equipped weapon(s)
- A single armor slot
- Quick-access to the Melee / Accuracy skills
Inventory:
- Needs three sub-tabs:
- Player
- Storage
- Transportation
- Player Subtab:
- Needs to have a section for container items, and indicating how many slots
each one has.
- List all of the items that the player has with the "inventory" location
- Show the total number of items the player on their character and how many
total slots are available
- Needs some way to move items to a different storage area (embedded-only
item sheet field maybe)
- Storage Subtab:
- List all of the items that the player has marked as in-storage
- Transportation:
- This is currently just a placeholder tab, no functionality needed other
than existing
Spells:
- Lists all spells on a page (sortable by: alphabetical, cost, etc.)
Info:
- Needs a place to edit the actor's name
- Needs a place to edit the actor's image
- Needs a place to edit the group name (if enabled by the GM, or is the GM)
- Needs a place to see and manage all equipped aspects
- Needs a place to see and manage all equipped roles

View file

@ -1,68 +0,0 @@
/*
Disclaimer: This CSS is used by a custom web component and is scoped to JUST
the corresponding web component. Importing this into other files is forbidden
*/
@use "../mixins/material";
@use "./common.scss";
.container {
@include material.elevate(4);
display: grid;
flex-direction: row;
gap: 4px;
border-radius: 4px;
grid-template-columns: minmax(0, 1fr);
grid-auto-columns: minmax(0, 1fr);
grid-template-rows: 1fr;
padding: 4px;
box-sizing: border-box;
}
input {
position: absolute;
width: 1px;
height: 1px;
padding: 0;
margin: -1px;
overflow: hidden;
clip: rect(0,0,0,0);
border: 0;
&:focus ~ .container {
@include material.elevate(8)
}
}
.range-increment {
grid-row: 1;
&:empty {
@include material.elevate(4);
-webkit-appearance: none;
-moz-appearance: none;
appearance: none;
border-radius: 2px;
margin: 0;
cursor: pointer;
width: 1.25rem;
height: 1.25rem;
position: relative;
&:hover {
@include material.elevate(8);
}
&.filled::before {
content: "";
background: var(--checkbox-checked);
border-radius: 3px;
$margin: 4px;
top: $margin;
bottom: $margin;
left: $margin;
right: $margin;
position: absolute;
}
}
}

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@ -6,24 +6,16 @@
border-radius: 4px;
padding: var(--gap);
&.space-between {
justify-content: space-between;
}
&--row {
@extend .panel;
display: flex;
flex-direction: row;
gap: var(--gap);
align-items: center;
}
&--column {
@extend .panel;
display: flex;
flex-direction: column;
gap: var(--gap);
justify-content: center;
&.space-between {
justify-content: space-between;
}
}
}
}

View file

@ -19,9 +19,7 @@
/* Sheet Layouts */
@use "./layouts/datasheet.scss";
@use "./layouts/items/common.scss";
@use "./layouts/items/untyped/v2.scss";
@use "./layouts/items/weapon/v1.scss";
/* Sheet Options */
.dotdungeon.style-v3 {

View file

@ -1,71 +0,0 @@
@use "../../mixins/material";
@use "../../mixins/utils";
.dotdungeon.style-v3 .item {
--gap: 8px;
.nav-bar {
@include material.elevate(8, $base: var(--surface));
position: absolute;
bottom: 0;
left: 0;
right: 6px;
nav {
display: flex;
flex-direction: row;
gap: var(--gap);
padding: var(--gap);
}
}
.page-content {
padding: calc(var(--gap) * 1);
padding-bottom: 60px;
height: 100%;
> .tab {
height: 100%;
gap: var(--gap);
}
}
@include utils.tab("general") {
display: grid;
--height: 50px;
grid-template-columns: var(--height) 1fr;
grid-template-rows: var(--height) 1fr;
.description {
grid-column: 1 / -1;
}
}
%flex-col {
display: flex;
flex-direction: column;
gap: 8px;
}
@include utils.tab("effects") {
@extend %flex-col;
}
@include utils.tab("settings") {
@extend %flex-col;
.capacity-usage, .quantity-capacity, .combat-relevant {
display: flex;
align-items: center;
}
.capacity {
&--calculated {
display: flex;
flex-direction: row;
align-items: center;
gap: 8px;
}
}
}
}

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@ -2,10 +2,53 @@
@use "../../../mixins/utils";
.dotdungeon.style-v3 .item--untyped {
@include utils.tab("details") {
--gap: 8px;
.nav-bar {
@include material.elevate(8);
position: absolute;
bottom: 0;
left: 0;
right: 6px;
nav {
display: flex;
flex-direction: row;
gap: var(--gap);
padding: var(--gap);
}
}
.page-content {
padding: calc(var(--gap) * 1);
padding-bottom: 60px;
height: 100%;
> .tab {
height: 100%;
gap: var(--gap);
}
}
@include utils.tab("general") {
display: grid;
--height: 50px;
grid-template-columns: var(--height) 1fr;
grid-template-rows: var(--height) 1fr;
.description {
grid-column: 1 / -1;
}
}
%flex-col {
display: flex;
flex-direction: column;
gap: var(--gap);
gap: 8px;
}
@include utils.tab("details") {
@extend %flex-col;
.number {
display: grid;
@ -13,4 +56,26 @@
align-items: center;
}
}
@include utils.tab("effects") {
@extend %flex-col;
}
@include utils.tab("settings") {
@extend %flex-col;
.capacity-usage, .quantity-capacity, .combat-relevant {
display: flex;
align-items: center;
}
.capacity {
&--calculated {
display: flex;
flex-direction: row;
align-items: center;
gap: 8px;
}
}
}
}

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@ -1,13 +0,0 @@
@use "../../../mixins/material";
@use "../../../mixins/utils";
.dotdungeon.style-v3 .item--weapon-v1 {
@include utils.tab("details") {
display: grid;
grid-template-columns: repeat(2, minmax(0, 1fr));
.full-width {
grid-column: 1 / -1;
}
}
}

View file

@ -1,31 +1,12 @@
@use "sass:map";
$elevations: (
0: 0%,
1: 5%,
2: 7%,
3: 8%,
4: 9%,
6: 11%,
8: 12%,
12: 14%,
16: 15%,
24: 16%,
);
@mixin elevate($height, $base: transparent) {
background-color: color-mix(
in lab,
#{$base},
white map.get($elevations, $height)
);
@mixin elevate($height) {
background-color: var(--elevation-#{$height}dp-bg);
-webkit-box-shadow: 0px 0px #{$height * 1.75}px 0px rgba(0,0,0,0.75);
-moz-box-shadow: 0px 0px #{$height * 1.75}px 0px rgba(0,0,0,0.75);
box-shadow: 0px 0px #{$height * 1.75}px 0px rgba(0,0,0,0.75);
}
@mixin undo($base: transparent) {
background-color: #{$base};
@mixin undo {
background-color: transparent;
-webkit-box-shadow: none;
-moz-box-shadow: none;
box-shadow: none;

View file

@ -7,9 +7,9 @@
"manifest": "https://github.com/Oliver-Akins/foundry.dungeon/releases/latest/download/system.json",
"url": "https://github.com/Oliver-Akins/foundry.dungeon",
"compatibility": {
"minimum": 12,
"verified": 12,
"maximum": 12
"minimum": 11,
"verified": 11,
"maximum": 11
},
"authors": [
{

View file

@ -17,9 +17,6 @@
data-roll-label="Stat Roll : {{stat.name}}"
>
Roll
{{#if stat.value}}
1{{stat.value}}
{{/if}}
</button>
</div>
{{#if stat.skills}}

View file

@ -1,4 +1,4 @@
<form class="item item--untyped theme-dark">
<form class="item--untyped theme-dark">
<div class="page-content">
{{> dotdungeon.untyped.v2.general }}
{{> dotdungeon.untyped.v2.details }}

View file

@ -1,21 +0,0 @@
<form class="item item--weapon-v1 theme-dark">
<div class="page-content">
{{> dotdungeon.untyped.v2.general }}
{{> dotdungeon.weapon.v1.details }}
{{#if meta.showSettingsTab}}
{{> dotdungeon.untyped.v2.settings }}
{{/if}}
{{> dotdungeon.untyped.v2.effects }}
</div>
<div class="nav-bar">
<nav data-group="page" class="page" aria-label="">
<a class="button" data-group="page" data-tab="general">General</a>
<a class="button" data-group="page" data-tab="details">Details</a>
<a class="button" data-group="page" data-tab="effects">Effects</a>
{{#if meta.showSettingsTab}}
<a class="button" data-group="page" data-tab="settings">Settings</a>
{{/if}}
</nav>
</div>
</form>

View file

@ -1,83 +0,0 @@
<div class="tab" data-group="page" data-tab="details">
<div class="full-width panel--row space-between">
{{#if meta.isEditable}}
<label
for="{{meta.idp}}-purchase-cost"
class="justify-start"
>
Purchase Cost
</label>
<dd-incrementer
var:height="1.5rem"
name="system.buy"
value="{{system.buy}}"
id="{{meta.idp}}-purchase-cost"
min="0"
></dd-incrementer>
{{else}}
<span>Purchase Cost</span>
<span class="text-right">{{dd-empty-state system.buy}}</span>
{{/if}}
</div>
<div class="full-width panel--row space-between">
{{#if meta.isEditable}}
<label
for="{{meta.idp}}-usage-cost"
class="justify-start"
>
Usage Cost
</label>
<dd-incrementer
var:height="1.5rem"
name="system.usage_cost"
value="{{system.usage_cost}}"
id="{{meta.idp}}-usage-cost"
min="0"
></dd-incrementer>
{{else}}
<span>Usage Cost</span>
<span class="text-right">{{dd-empty-state system.usage_cost}}</span>
{{/if}}
</div>
<div class="detail panel--column">
<span>Rarity</span>
{{#if meta.isEditable}}
<select
class="text-center"
name="system.tier"
id="{{meta.idp}}-item-tier"
>
{{{ dd-options system.tier config.itemTiers localize=true }}}
</select>
{{else}}
<span>{{dd-i18n (concat "dotdungeon.rarity." system.tier)}}</span>
{{/if}}
</div>
{{#if meta.isEmbedded}}
<div class="detail panel--column">
Item Location
{{#if meta.isEditable}}
<select
class="text-center"
name="system.location"
id="{{meta.idp}}-location"
>
{{{ dd-options system.location item.availableLocations localize=true }}}
</select>
{{else}}
{{dd-i18n (concat "dotdungeon.location." system.location)}}
{{/if}}
</div>
<div class="number full-width panel--row space-between">
{{#if meta.isEditable}}
<label for="{{meta.idp}}-quantity">
Quantity
</label>
<dd-incrementer value="{{system.supplies}}"></dd-incrementer>
{{else}}
Quantity
{{system.quantity}}
{{/if}}
</div>
{{/if}}
</div>