Merge branch 'master' into 066-switch-to-foundry-vtt-types

This commit is contained in:
Johannes Loher 2021-01-26 21:17:00 +01:00
commit 0a911cf196
25 changed files with 460 additions and 441 deletions

View file

@ -2,6 +2,9 @@
"DS4.UserInteractionAddItem": "Neu",
"DS4.UserInteractionEditItem": "Bearbeiten",
"DS4.UserInteractionDeleteItem": "Löschen",
"DS4.UserInteractionAddEffect": "Neuer Effekt",
"DS4.UserInteractionEditEffect": "Effekt bearbeiten",
"DS4.UserInteractionDeleteEffect": "Effekt löschen",
"DS4.NotOwned": "Nicht besessen",
"DS4.HeadingBiography": "Biografie",
"DS4.HeadingDetails": "Details",
@ -12,11 +15,11 @@
"DS4.HeadingSpells": "Zaubersprüche",
"DS4.HeadingDescription": "Beschreibung",
"DS4.HeadingSpecialCreatureAbilites": "Besondere Fähigkeiten",
"DS4.AttackType": "Angriffs Typ",
"DS4.AttackType": "Angriffstyp",
"DS4.AttackTypeAbbr": "AT",
"DS4.WeaponBonus": "Waffen Bonus",
"DS4.WeaponBonus": "Waffenbonus",
"DS4.WeaponBonusAbbr": "WB",
"DS4.OpponentDefense": "Gegner Abwehr",
"DS4.OpponentDefense": "Gegnerabwehr",
"DS4.OpponentDefenseAbbr": "GA",
"DS4.AttackTypeMelee": "Schlagen",
"DS4.AttackTypeRanged": "Schießen",
@ -61,9 +64,9 @@
"DS4.ItemTypeSpecialCreatureAbilityPlural": "Besondere Kreaturenfähigkeiten",
"DS4.ArmorType": "Panzerungstyp",
"DS4.ArmorTypeAbbr": "PAT",
"DS4.ArmorMaterialType": "Material Typ",
"DS4.ArmorMaterialType": "Materialtyp",
"DS4.ArmorMaterialTypeAbbr": "Mat.",
"DS4.ArmorValue": "Panzerungs Wert",
"DS4.ArmorValue": "Panzerungswert",
"DS4.ArmorValueAbbr": "PA",
"DS4.ArmorTypeBody": "Körper",
"DS4.ArmorTypeBodyAbbr": "Körper",
@ -125,7 +128,7 @@
"DS4.CombatValuesTargetedSpellcasting": "Zielzaubern",
"DS4.CharacterBaseInfoRace": "Volk",
"DS4.CharacterBaseInfoClass": "Klasse",
"DS4.CharacterBaseInfoHeroClass": "Helden Klasse",
"DS4.CharacterBaseInfoHeroClass": "Heldenklasse",
"DS4.CharacterBaseInfoCulture": "Kultur",
"DS4.CharacterProgressionLevel": "Stufe",
"DS4.CharacterProgressionExperiencePoints": "Erfahrungspunkte",
@ -144,9 +147,9 @@
"DS4.CharacterProfileBirthday": "Geburtstag",
"DS4.CharacterProfileBirthplace": "Geburtsort",
"DS4.CharacterProfileAge": "Alter",
"DS4.CharacterProfileHeight": "Größe",
"DS4.CharacterProfileHeight": "Größe [cm]",
"DS4.CharacterProfileHairColor": "Haarfarbe",
"DS4.CharacterProfileWeight": "Gewicht",
"DS4.CharacterProfileWeight": "Gewicht [kg]",
"DS4.CharacterProfileEyeColor": "Augenfarbe",
"DS4.CharacterProfileSpecialCharacteristics": "Besondere Eigenschaften",
"DS4.CharacterCurrencyGold": "Gold",
@ -193,7 +196,7 @@
"DS4.UnitCustom": "individuell",
"DS4.UnitCustomAbbr": " ",
"DS4.RollDialogDefaultTitle": "Proben-Optionen",
"DS4.RollDialogOkButton": "Ok",
"DS4.RollDialogOkButton": "OK",
"DS4.RollDialogCancelButton": "Abbrechen",
"DS4.ErrorUnexpectedHtmlType": "Typfehler: Erwartet wurde {exType}, tatsächlich erhalten wurde {realType}",
"DS4.RollDialogTargetLabel": "Probenwert",

View file

@ -2,6 +2,9 @@
"DS4.UserInteractionAddItem": "Add item",
"DS4.UserInteractionEditItem": "Edit item",
"DS4.UserInteractionDeleteItem": "Delete item",
"DS4.UserInteractionAddEffect": "Add Effect",
"DS4.UserInteractionEditEffect": "Edit Effect",
"DS4.UserInteractionDeleteEffect": "Delete Effect",
"DS4.NotOwned": "No owner",
"DS4.HeadingBiography": "Biography",
"DS4.HeadingDetails": "Details",
@ -144,9 +147,9 @@
"DS4.CharacterProfileBirthday": "Birthday",
"DS4.CharacterProfileBirthplace": "Birthplace",
"DS4.CharacterProfileAge": "Age",
"DS4.CharacterProfileHeight": "Height",
"DS4.CharacterProfileHeight": "Height [m]",
"DS4.CharacterProfileHairColor": "Hair Color",
"DS4.CharacterProfileWeight": "Weight",
"DS4.CharacterProfileWeight": "Weight [kg]",
"DS4.CharacterProfileEyeColor": "Eye Color",
"DS4.CharacterProfileSpecialCharacteristics": "Special Characteristics",
"DS4.CharacterCurrencyGold": "Gold",

View file

@ -9,205 +9,310 @@ export const DS4 = {
=============================================================================================`,
/**
* Define the set of acttack types that can be performed with weapon items
* A dictionary of dictionaries each mapping keys to localized strings
* resp. their localization keys.
* The localization is assumed to take place on each reload.
*/
attackTypes: {
melee: "DS4.AttackTypeMelee",
ranged: "DS4.AttackTypeRanged",
meleeRanged: "DS4.AttackTypeMeleeRanged",
i18n: {
/**
* Define the set of acttack types that can be performed with weapon items
*/
attackTypes: {
melee: "DS4.AttackTypeMelee",
ranged: "DS4.AttackTypeRanged",
meleeRanged: "DS4.AttackTypeMeleeRanged",
},
/**
* Define the set of item availabilties
*/
itemAvailabilities: {
unset: "DS4.ItemAvailabilityUnset",
hamlet: "DS4.ItemAvailabilityHamlet",
village: "DS4.ItemAvailabilityVilage",
city: "DS4.ItemAvailabilityCity",
elves: "DS4.ItemAvailabilityElves",
dwarves: "DS4.ItemAvailabilityDwarves",
nowhere: "DS4.ItemAvailabilityNowhere",
},
/**
* Define the set of item types
*/
itemTypes: {
weapon: "DS4.ItemTypeWeapon",
armor: "DS4.ItemTypeArmor",
shield: "DS4.ItemTypeShield",
spell: "DS4.ItemTypeSpell",
trinket: "DS4.ItemTypeTrinket",
equipment: "DS4.ItemTypeEquipment",
talent: "DS4.ItemTypeTalent",
racialAbility: "DS4.ItemTypeRacialAbility",
language: "DS4.ItemTypeLanguage",
alphabet: "DS4.ItemTypeAlphabet",
specialCreatureAbility: "DS4.ItemTypeSpecialCreatureAbility",
},
/**
* Define the set of armor types, a character may only wear one item of each at any given time
*/
armorTypes: {
body: "DS4.ArmorTypeBody",
helmet: "DS4.ArmorTypeHelmet",
vambrace: "DS4.ArmorTypeVambrace",
greaves: "DS4.ArmorTypeGreaves",
vambraceGreaves: "DS4.ArmorTypeVambraceGreaves",
},
/**
* Define abbreviations for the armor types
*/
armorTypesAbbr: {
body: "DS4.ArmorTypeBodyAbbr",
helmet: "DS4.ArmorTypeHelmetAbbr",
vambrace: "DS4.ArmorTypeVambraceAbbr",
greaves: "DS4.ArmorTypeGreavesAbbr",
vambraceGreaves: "DS4.ArmorTypeVambraceGreavesAbbr",
},
/**
* Define the set of armor materials, used to determine if a characer may wear the armor without additional penalties
*/
armorMaterialTypes: {
cloth: "DS4.ArmorMaterialTypeCloth",
leather: "DS4.ArmorMaterialTypeLeather",
chain: "DS4.ArmorMaterialTypeChain",
plate: "DS4.ArmorMaterialTypePlate",
},
/**
* Define the abbreviations of armor materials
*/
armorMaterialTypesAbbr: {
cloth: "DS4.ArmorMaterialTypeClothAbbr",
leather: "DS4.ArmorMaterialTypeLeatherAbbr",
chain: "DS4.ArmorMaterialTypeChainAbbr",
plate: "DS4.ArmorMaterialTypePlateAbbr",
},
spellTypes: {
spellcasting: "DS4.SpellTypeSpellcasting",
targetedSpellcasting: "DS4.SpellTypeTargetedSpellcasting",
},
spellCategories: {
healing: "DS4.SpellCategoryHealing",
fire: "DS4.SpellCategoryFire",
ice: "DS4.SpellCategoryIce",
light: "DS4.SpellCategoryLight",
darkness: "DS4.SpellCategoryDarkness",
mindAffecting: "DS4.SpellCategoryMindAffecting",
electricity: "DS4.SpellCategoryElectricity",
none: "DS4.SpellCategoryNone",
unset: "DS4.SpellCategoryUnset",
},
/**
* Define the set of actor types
*/
actorTypes: {
character: "DS4.ActorTypeCharacter",
creature: "DS4.ActorTypeCreature",
},
/**
* Define the set of attributes an actor has
*/
attributes: {
body: "DS4.AttributeBody",
mobility: "DS4.AttributeMobility",
mind: "DS4.AttributeMind",
},
/**
* Define the set of traits an actor has
*/
traits: {
strength: "DS4.TraitStrength",
agility: "DS4.TraitAgility",
intellect: "DS4.TraitIntellect",
constitution: "DS4.TraitConstitution",
dexterity: "DS4.TraitDexterity",
aura: "DS4.TraitAura",
},
/**
* Define the set of combat values an actor has
*/
combatValues: {
hitPoints: "DS4.CombatValuesHitPoints",
defense: "DS4.CombatValuesDefense",
initiative: "DS4.CombatValuesInitiative",
movement: "DS4.CombatValuesMovement",
meleeAttack: "DS4.CombatValuesMeleeAttack",
rangedAttack: "DS4.CombatValuesRangedAttack",
spellcasting: "DS4.CombatValuesSpellcasting",
targetedSpellcasting: "DS4.CombatValuesTargetedSpellcasting",
},
/**
* Define the base info of a character
*/
characterBaseInfo: {
race: "DS4.CharacterBaseInfoRace",
class: "DS4.CharacterBaseInfoClass",
heroClass: "DS4.CharacterBaseInfoHeroClass",
culture: "DS4.CharacterBaseInfoCulture",
},
/**
* Define the progression info of a character
*/
characterProgression: {
level: "DS4.CharacterProgressionLevel",
experiencePoints: "DS4.CharacterProgressionExperiencePoints",
talentPoints: "DS4.CharacterProgressionTalentPoints",
progressPoints: "DS4.CharacterProgressionProgressPoints",
},
/**
* Define the language info of a character
*/
characterLanguage: {
languages: "DS4.CharacterLanguageLanguages",
alphabets: "DS4.CharacterLanguageAlphabets",
},
/**
* Define the profile info of a character
*/
characterProfile: {
biography: "DS4.CharacterProfileBiography",
gender: "DS4.CharacterProfileGender",
birthday: "DS4.CharacterProfileBirthday",
birthplace: "DS4.CharacterProfileBirthplace",
age: "DS4.CharacterProfileAge",
height: "DS4.CharacterProfileHeight",
hairColor: "DS4.CharacterProfileHairColor",
weight: "DS4.CharacterProfileWeight",
eyeColor: "DS4.CharacterProfileEyeColor",
specialCharacteristics: "DS4.CharacterProfileSpecialCharacteristics",
},
/**
* Define currency elements of a character
*/
characterCurrency: {
gold: "DS4.CharacterCurrencyGold",
silver: "DS4.CharacterCurrencySilver",
copper: "DS4.CharacterCurrencyCopper",
},
/**
* Define the different creature types a creature can be
*/
creatureTypes: {
animal: "DS4.CreatureTypeAnimal",
construct: "DS4.CreatureTypeConstruct",
humanoid: "DS4.CreatureTypeHumanoid",
magicalEntity: "DS4.CreatureTypeMagicalEntity",
plantBeing: "DS4.CreatureTypePlantBeing",
undead: "DS4.CreatureTypeUndead",
},
/**
* Define the different size categories creatures fall into
*/
creatureSizeCategories: {
tiny: "DS4.CreatureSizeCategoryTiny",
small: "DS4.CreatureSizeCategorySmall",
normal: "DS4.CreatureSizeCategoryNormal",
large: "DS4.CreatureSizeCategoryLarge",
huge: "DS4.CreatureSizeCategoryHuge",
colossal: "DS4.CreatureSizeCategoryColossal",
},
/**
* Define the base info of a creature
*/
creatureBaseInfo: {
loot: "DS4.CreatureBaseInfoLoot",
foeFactor: "DS4.CreatureBaseInfoFoeFactor",
creatureType: "DS4.CreatureBaseInfoCreatureType",
sizeCategory: "DS4.CreatureBaseInfoSizeCategory",
experiencePoints: "DS4.CreatureBaseInfoExperiencePoints",
description: "DS4.CreatureBaseInfoDescription",
},
/**
* Define translations for available distance units
*/
distanceUnits: {
meter: "DS4.UnitMeters",
kilometer: "DS4.UnitKilometers",
custom: "DS4.UnitCustom",
},
/**
* Define abbreviations for available distance units
*/
distanceUnitsAbbr: {
meter: "DS4.UnitMetersAbbr",
kilometer: "DS4.UnitKilometersAbbr",
custom: "DS4.UnitCustomAbbr",
},
/**
* Define translations for available distance units
*/
temporalUnits: {
rounds: "DS4.UnitRounds",
minutes: "DS4.UnitMinutes",
hours: "DS4.UnitHours",
days: "DS4.UnitDays",
custom: "DS4.UnitCustom",
},
/**
* Define abbreviations for available units
*/
temporalUnitsAbbr: {
rounds: "DS4.UnitRoundsAbbr",
minutes: "DS4.UnitMinutesAbbr",
hours: "DS4.UnitHoursAbbr",
days: "DS4.UnitDaysAbbr",
custom: "DS4.UnitCustomAbbr",
},
/**
* Define localization strings for Chat Visibility
*/
chatVisibilities: {
roll: "DS4.ChatVisibilityRoll",
gmroll: "DS4.ChatVisibilityGmRoll",
blindroll: "DS4.ChatVisibilityBlindRoll",
selfroll: "DS4.ChatVisibilitySelfRoll",
},
},
/**
* Define the file paths to icon images
* A dictionary of dictionaries mapping keys to icon file paths.
*/
attackTypesIcons: {
melee: "systems/ds4/assets/icons/official/combat-values/melee-attack.png",
meleeRanged: "systems/ds4/assets/icons/official/combat-values/melee-ranged-attack.png",
ranged: "systems/ds4/assets/icons/official/combat-values/ranged-attack.png",
},
icons: {
/**
* Define the file paths to icon images
*/
attackTypes: {
melee: "systems/ds4/assets/icons/official/combat-values/melee-attack.png",
meleeRanged: "systems/ds4/assets/icons/official/combat-values/melee-ranged-attack.png",
ranged: "systems/ds4/assets/icons/official/combat-values/ranged-attack.png",
},
/**
* Define the file paths to icon images
*/
spellTypesIcons: {
spellcasting: "systems/ds4/assets/icons/official/combat-values/spellcasting.png",
targetedSpellcasting: "systems/ds4/assets/icons/official/combat-values/targeted-spellcasting.png",
},
/**
* Define the set of item availabilties
*/
itemAvailabilities: {
unset: "DS4.ItemAvailabilityUnset",
hamlet: "DS4.ItemAvailabilityHamlet",
village: "DS4.ItemAvailabilityVilage",
city: "DS4.ItemAvailabilityCity",
elves: "DS4.ItemAvailabilityElves",
dwarves: "DS4.ItemAvailabilityDwarves",
nowhere: "DS4.ItemAvailabilityNowhere",
},
/**
* Define the set of item types
*/
itemTypes: {
weapon: "DS4.ItemTypeWeapon",
armor: "DS4.ItemTypeArmor",
shield: "DS4.ItemTypeShield",
spell: "DS4.ItemTypeSpell",
trinket: "DS4.ItemTypeTrinket",
equipment: "DS4.ItemTypeEquipment",
talent: "DS4.ItemTypeTalent",
racialAbility: "DS4.ItemTypeRacialAbility",
language: "DS4.ItemTypeLanguage",
alphabet: "DS4.ItemTypeAlphabet",
specialCreatureAbility: "DS4.ItemTypeSpecialCreatureAbility",
},
/**
* Define the set of armor types, a character may only wear one item of each at any given time
*/
armorTypes: {
body: "DS4.ArmorTypeBody",
helmet: "DS4.ArmorTypeHelmet",
vambrace: "DS4.ArmorTypeVambrace",
greaves: "DS4.ArmorTypeGreaves",
vambraceGreaves: "DS4.ArmorTypeVambraceGreaves",
},
/**
* Define abbreviations for the armor types
*/
armorTypesAbbr: {
body: "DS4.ArmorTypeBodyAbbr",
helmet: "DS4.ArmorTypeHelmetAbbr",
vambrace: "DS4.ArmorTypeVambraceAbbr",
greaves: "DS4.ArmorTypeGreavesAbbr",
vambraceGreaves: "DS4.ArmorTypeVambraceGreavesAbbr",
},
/**
* Define the set of armor materials, used to determine if a characer may wear the armor without additional penalties
*/
armorMaterialTypes: {
cloth: "DS4.ArmorMaterialTypeCloth",
leather: "DS4.ArmorMaterialTypeLeather",
chain: "DS4.ArmorMaterialTypeChain",
plate: "DS4.ArmorMaterialTypePlate",
},
/**
* Define the abbreviations of armor materials
*/
armorMaterialTypesAbbr: {
cloth: "DS4.ArmorMaterialTypeClothAbbr",
leather: "DS4.ArmorMaterialTypeLeatherAbbr",
chain: "DS4.ArmorMaterialTypeChainAbbr",
plate: "DS4.ArmorMaterialTypePlateAbbr",
},
spellTypes: {
spellcasting: "DS4.SpellTypeSpellcasting",
targetedSpellcasting: "DS4.SpellTypeTargetedSpellcasting",
},
spellCategories: {
healing: "DS4.SpellCategoryHealing",
fire: "DS4.SpellCategoryFire",
ice: "DS4.SpellCategoryIce",
light: "DS4.SpellCategoryLight",
darkness: "DS4.SpellCategoryDarkness",
mindAffecting: "DS4.SpellCategoryMindAffecting",
electricity: "DS4.SpellCategoryElectricity",
none: "DS4.SpellCategoryNone",
unset: "DS4.SpellCategoryUnset",
},
/**
* Define the set of actor types
*/
actorTypes: {
character: "DS4.ActorTypeCharacter",
creature: "DS4.ActorTypeCreature",
},
/**
* Define the set of attributes an actor has
*/
attributes: {
body: "DS4.AttributeBody",
mobility: "DS4.AttributeMobility",
mind: "DS4.AttributeMind",
},
/**
* Define the set of traits an actor has
*/
traits: {
strength: "DS4.TraitStrength",
agility: "DS4.TraitAgility",
intellect: "DS4.TraitIntellect",
constitution: "DS4.TraitConstitution",
dexterity: "DS4.TraitDexterity",
aura: "DS4.TraitAura",
},
/**
* Define the set of combat values an actor has
*/
combatValues: {
hitPoints: "DS4.CombatValuesHitPoints",
defense: "DS4.CombatValuesDefense",
initiative: "DS4.CombatValuesInitiative",
movement: "DS4.CombatValuesMovement",
meleeAttack: "DS4.CombatValuesMeleeAttack",
rangedAttack: "DS4.CombatValuesRangedAttack",
spellcasting: "DS4.CombatValuesSpellcasting",
targetedSpellcasting: "DS4.CombatValuesTargetedSpellcasting",
},
/**
* Define the base info of a character
*/
characterBaseInfo: {
race: "DS4.CharacterBaseInfoRace",
class: "DS4.CharacterBaseInfoClass",
heroClass: "DS4.CharacterBaseInfoHeroClass",
culture: "DS4.CharacterBaseInfoCulture",
},
/**
* Define the progression info of a character
*/
characterProgression: {
level: "DS4.CharacterProgressionLevel",
experiencePoints: "DS4.CharacterProgressionExperiencePoints",
talentPoints: "DS4.CharacterProgressionTalentPoints",
progressPoints: "DS4.CharacterProgressionProgressPoints",
},
/**
* Define the language info of a character
*/
characterLanguage: {
languages: "DS4.CharacterLanguageLanguages",
alphabets: "DS4.CharacterLanguageAlphabets",
},
/**
* Define the profile info of a character
*/
characterProfile: {
biography: "DS4.CharacterProfileBiography",
gender: "DS4.CharacterProfileGender",
birthday: "DS4.CharacterProfileBirthday",
birthplace: "DS4.CharacterProfileBirthplace",
age: "DS4.CharacterProfileAge",
height: "DS4.CharacterProfileHeight",
hairColor: "DS4.CharacterProfileHairColor",
weight: "DS4.CharacterProfileWeight",
eyeColor: "DS4.CharacterProfileEyeColor",
specialCharacteristics: "DS4.CharacterProfileSpecialCharacteristics",
/**
* Define the file paths to icon images
*/
spellTypes: {
spellcasting: "systems/ds4/assets/icons/official/combat-values/spellcasting.png",
targetedSpellcasting: "systems/ds4/assets/icons/official/combat-values/targeted-spellcasting.png",
},
},
/**
@ -225,98 +330,4 @@ export const DS4 = {
eyeColor: "String",
specialCharacteristics: "String",
},
/**
* Define currency elements of a character
*/
characterCurrency: {
gold: "DS4.CharacterCurrencyGold",
silver: "DS4.CharacterCurrencySilver",
copper: "DS4.CharacterCurrencyCopper",
},
/**
* Define the different creature types a creature can be
*/
creatureTypes: {
animal: "DS4.CreatureTypeAnimal",
construct: "DS4.CreatureTypeConstruct",
humanoid: "DS4.CreatureTypeHumanoid",
magicalEntity: "DS4.CreatureTypeMagicalEntity",
plantBeing: "DS4.CreatureTypePlantBeing",
undead: "DS4.CreatureTypeUndead",
},
/**
* Define the different size categories creatures fall into
*/
creatureSizeCategories: {
tiny: "DS4.CreatureSizeCategoryTiny",
small: "DS4.CreatureSizeCategorySmall",
normal: "DS4.CreatureSizeCategoryNormal",
large: "DS4.CreatureSizeCategoryLarge",
huge: "DS4.CreatureSizeCategoryHuge",
colossal: "DS4.CreatureSizeCategoryColossal",
},
/**
* Define the base info of a creature
*/
creatureBaseInfo: {
loot: "DS4.CreatureBaseInfoLoot",
foeFactor: "DS4.CreatureBaseInfoFoeFactor",
creatureType: "DS4.CreatureBaseInfoCreatureType",
sizeCategory: "DS4.CreatureBaseInfoSizeCategory",
experiencePoints: "DS4.CreatureBaseInfoExperiencePoints",
description: "DS4.CreatureBaseInfoDescription",
},
/**
* Define translations for available distance units
*/
distanceUnits: {
meter: "DS4.UnitMeters",
kilometer: "DS4.UnitKilometers",
custom: "DS4.UnitCustom",
},
/**
* Define abbreviations for available distance units
*/
distanceUnitsAbbr: {
meter: "DS4.UnitMetersAbbr",
kilometer: "DS4.UnitKilometersAbbr",
custom: "DS4.UnitCustomAbbr",
},
/**
* Define translations for available distance units
*/
temporalUnits: {
rounds: "DS4.UnitRounds",
minutes: "DS4.UnitMinutes",
hours: "DS4.UnitHours",
days: "DS4.UnitDays",
custom: "DS4.UnitCustom",
},
/**
* Define abbreviations for available units
*/
temporalUnitsAbbr: {
rounds: "DS4.UnitRoundsAbbr",
minutes: "DS4.UnitMinutesAbbr",
hours: "DS4.UnitHoursAbbr",
days: "DS4.UnitDaysAbbr",
custom: "DS4.UnitCustomAbbr",
},
/**
* Define localization strings for Chat Visibility
*/
chatVisibilities: {
roll: "DS4.ChatVisibilityRoll",
gmroll: "DS4.ChatVisibilityGmRoll",
blindroll: "DS4.ChatVisibilityBlindRoll",
selfroll: "DS4.ChatVisibilitySelfRoll",
},
};

View file

@ -29,8 +29,8 @@ Hooks.once("init", async function () {
CONFIG.Item.entityClass = DS4Item as typeof Item;
// Define localized type labels
CONFIG.Actor.typeLabels = DS4.actorTypes;
CONFIG.Item.typeLabels = DS4.itemTypes;
CONFIG.Actor.typeLabels = DS4.i18n.actorTypes;
CONFIG.Item.typeLabels = DS4.i18n.itemTypes;
// Configure Dice
CONFIG.Dice.types = [Die, DS4Check];
@ -84,46 +84,16 @@ async function registerHandlebarsPartials() {
* This function runs after game data has been requested and loaded from the servers, so entities exist
*/
Hooks.once("setup", function () {
// Localize CONFIG objects once up-front
const toLocalize = [
"attackTypes",
"itemAvailabilities",
"itemTypes",
"armorTypes",
"armorTypesAbbr",
"armorMaterialTypes",
"armorMaterialTypesAbbr",
"armorMaterialTypes",
"spellTypes",
"spellCategories",
"attributes",
"traits",
"combatValues",
"characterBaseInfo",
"characterProgression",
"characterLanguage",
"characterProfile",
"characterCurrency",
"creatureTypes",
"creatureSizeCategories",
"creatureBaseInfo",
"temporalUnits",
"temporalUnitsAbbr",
"distanceUnits",
"distanceUnitsAbbr",
"chatVisibilities",
];
// Exclude some from sorting where the default order matters
const noSort = ["attributes", "traits", "combatValues", "creatureSizeCategories"];
// Localize and sort CONFIG objects
for (const o of toLocalize) {
const localized = Object.entries(CONFIG.DS4[o]).map((e) => {
for (const o of Object.keys(CONFIG.DS4.i18n)) {
const localized = Object.entries(CONFIG.DS4.i18n[o]).map((e) => {
return [e[0], game.i18n.localize(e[1] as string)];
});
if (!noSort.includes(o)) localized.sort((a, b) => a[1].localeCompare(b[1]));
CONFIG.DS4[o] = localized.reduce((obj, e) => {
CONFIG.DS4.i18n[o] = localized.reduce((obj, e) => {
obj[e[0]] = e[1];
return obj;
}, {});
@ -133,3 +103,21 @@ Hooks.once("setup", function () {
Hooks.once("ready", function () {
migration.migrate();
});
/**
* Select the text of input elements in given sheets via onfocus listener.
* The hook names are of the form "render"+sheet_superclassname and are called within
* the render() method of the foundry Application class.
* Note: The render hooks of all classes in the class hierarchy are called,
* so e.g. for a Dialog, both "renderDialog" and "renderApplication" are called
* (in this order).
*/
["renderApplication", "renderActorSheet", "renderItemSheet"].forEach((hookName: string) => {
Hooks.on(hookName, (app: Dialog, html: JQueryStatic, data: any) => {
$(html)
.find("input")
.on("focus", (ev: JQuery.FocusEvent<HTMLInputElement>) => {
ev.currentTarget.select();
});
});
});

View file

@ -1,7 +1,7 @@
import { ModifiableData } from "../common/common-data";
import { DS4 } from "../config";
export type ItemType = keyof typeof DS4.itemTypes;
export type ItemType = keyof typeof DS4.i18n.itemTypes;
export type DS4ItemData = Item.Data<DS4ItemDataType>;

View file

@ -4,10 +4,10 @@ import { DS4 } from "../config";
* Provides default values for all arguments the `CheckFactory` expects.
*/
class DefaultCheckOptions implements DS4CheckFactoryOptions {
maxCritSuccess = 1;
minCritFailure = 20;
useSlayingDice = false;
rollMode: DS4RollMode = "roll";
readonly maxCritSuccess = 1;
readonly minCritFailure = 20;
readonly useSlayingDice = false;
readonly rollMode: DS4RollMode = "roll";
mergeWith(other: Partial<DS4CheckFactoryOptions>): DS4CheckFactoryOptions {
return { ...this, ...other } as DS4CheckFactoryOptions;
@ -28,7 +28,7 @@ class CheckFactory {
private gmModifier: number,
passedOptions: Partial<DS4CheckFactoryOptions> = {},
) {
this.checkOptions = new DefaultCheckOptions().mergeWith(passedOptions);
this.checkOptions = defaultCheckOptions.mergeWith(passedOptions);
}
private checkOptions: DS4CheckFactoryOptions;
@ -45,7 +45,6 @@ class CheckFactory {
const roll = new rollCls(formula);
const rollModeTemplate = this.checkOptions.rollMode;
console.log(rollModeTemplate);
return roll.toMessage({}, { rollMode: rollModeTemplate, create: true });
}
@ -76,8 +75,8 @@ class CheckFactory {
/**
* Asks the user for all unknown/necessary information and passes them on to perform a roll.
* @param targetValue {number} The Check Target Number ("CTN")
* @param options {Partial<DS4CheckFactoryOptions>} Options changing the behaviour of the roll and message.
* @param targetValue The Check Target Number ("CTN")
* @param options Options changing the behaviour of the roll and message.
*/
export async function createCheckRoll(
targetValue: number,
@ -86,6 +85,8 @@ export async function createCheckRoll(
// Ask for additional required data;
const gmModifierData = await askGmModifier(targetValue, options);
const newTargetValue = gmModifierData.checkTargetValue ?? targetValue;
const gmModifier = gmModifierData.gmModifier ?? 0;
const newOptions: Partial<DS4CheckFactoryOptions> = {
maxCritSuccess: gmModifierData.maxCritSuccess ?? options.maxCritSuccess ?? undefined,
minCritFailure: gmModifierData.minCritFailure ?? options.minCritFailure ?? undefined,
@ -94,7 +95,7 @@ export async function createCheckRoll(
};
// Create Factory
const cf = new CheckFactory(gmModifierData.checkTargetValue, gmModifierData.gmModifier, newOptions);
const cf = new CheckFactory(newTargetValue, gmModifier, newOptions);
// Possibly additional processing
@ -108,13 +109,13 @@ export async function createCheckRoll(
* @notes
* At the moment, this asks for more data than it will do after some iterations.
*
* @returns {Promise<IntermediateGmModifierData>} The data given by the user.
* @returns The data given by the user.
*/
async function askGmModifier(
targetValue: number,
options: Partial<DS4CheckFactoryOptions> = {},
{ template, title }: { template?: string; title?: string } = {},
): Promise<IntermediateGmModifierData> {
): Promise<Partial<IntermediateGmModifierData>> {
// Render model interface and return value
const usedTemplate = template ?? "systems/ds4/templates/roll/roll-options.hbs";
const usedTitle = title ?? game.i18n.localize("DS4.RollDialogDefaultTitle");
@ -124,7 +125,7 @@ async function askGmModifier(
checkTargetValue: targetValue,
maxCritSuccess: options.maxCritSuccess ?? defaultCheckOptions.maxCritSuccess,
minCritFailure: options.minCritFailure ?? defaultCheckOptions.minCritFailure,
rollModes: rollModes,
rollMode: options.rollMode,
config: DS4,
};
const renderedHtml = await renderTemplate(usedTemplate, templateData);
@ -164,22 +165,20 @@ async function askGmModifier(
}).render(true);
});
const dialogForm = await dialogPromise;
return parseDialogFormData(dialogForm, targetValue);
return parseDialogFormData(dialogForm);
}
/**
* Extracts Dialog data from the returned DOM element.
* @param formData {HTMLFormElement} The filed dialog
* @param targetValue {number} The previously known target value (slated for removal once data automation is available)
* @param formData The filed dialog
*/
function parseDialogFormData(formData: HTMLFormElement, targetValue: number): IntermediateGmModifierData {
function parseDialogFormData(formData: HTMLFormElement): Partial<IntermediateGmModifierData> {
return {
checkTargetValue: parseInt(formData["ctv"]?.value) ?? targetValue,
gmModifier: parseInt(formData["gmmod"]?.value) ?? 0,
maxCritSuccess: parseInt(formData["maxcoup"]?.value) ?? defaultCheckOptions.maxCritSuccess,
minCritFailure: parseInt(formData["minfumble"]?.value) ?? defaultCheckOptions.minCritFailure,
useSlayingDice: false,
rollMode: formData["visibility"]?.value ?? defaultCheckOptions.rollMode,
checkTargetValue: parseInt(formData["ctv"]?.value),
gmModifier: parseInt(formData["gmmod"]?.value),
maxCritSuccess: parseInt(formData["maxcoup"]?.value),
minCritFailure: parseInt(formData["minfumble"]?.value),
rollMode: formData["visibility"]?.value,
};
}

View file

@ -13,20 +13,20 @@
<div class="flexrow basic-properties">
<div class="basic-property">
<label class="basic-property-label"
for="data.baseInfo.race">{{config.characterBaseInfo.race}}</label>
for="data.baseInfo.race">{{config.i18n.characterBaseInfo.race}}</label>
<input type="text" name="data.baseInfo.race" id="data.baseInfo.race" value="{{data.baseInfo.race}}"
data-dtype="String" />
</div>
<div class="basic-property">
<label class="basic-property-label"
for="data.baseInfo.culture">{{config.characterBaseInfo.culture}}</label>
for="data.baseInfo.culture">{{config.i18n.characterBaseInfo.culture}}</label>
<input id="data.baseInfo.culture" type="text" name="data.baseInfo.culture"
value="{{data.baseInfo.culture}}"
data-dtype="String" />
</div>
<div class="basic-property flex125">
<label class="basic-property-label"
for="data.progression.progressPoints.used">{{config.characterProgression.progressPoints}}</label>
for="data.progression.progressPoints.used">{{config.i18n.characterProgression.progressPoints}}</label>
<div class="flexrow">
<input id="data.progression.progressPoints.used" type="number"
name="data.progression.progressPoints.used"
@ -43,7 +43,7 @@
</div>
<div class="basic-property flex125">
<label class="basic-property-label"
for="data.progression.talentPoints.used">{{config.characterProgression.talentPoints}}</label>
for="data.progression.talentPoints.used">{{config.i18n.characterProgression.talentPoints}}</label>
<div class="flexrow">
<input type="number" name="data.progression.talentPoints.used"
id="data.progression.talentPoints.used"
@ -56,13 +56,13 @@
</div>
<div class="basic-property">
<label class="basic-property-label"
for="data.baseInfo.class">{{config.characterBaseInfo.class}}</label>
for="data.baseInfo.class">{{config.i18n.characterBaseInfo.class}}</label>
<input type="text" id="data.baseInfo.class" name="data.baseInfo.class"
value="{{data.baseInfo.class}}" data-dtype="String" />
</div>
<div class="basic-property">
<label class="basic-property-label"
for="data.baseInfo.heroClass">{{config.characterBaseInfo.heroClass}}</label>
for="data.baseInfo.heroClass">{{config.i18n.characterBaseInfo.heroClass}}</label>
<input type="text" id="data.baseInfo.heroClass" name="data.baseInfo.heroClass"
value="{{data.baseInfo.heroClass}}"
data-dtype="String" />
@ -84,24 +84,28 @@
<a class="item" data-tab="biography">{{localize 'DS4.HeadingBiography'}}</a>
</nav>
{{!-- Sheet Body --}}
<section class="sheet-body">
{{!-- Items Tab --}}
{{> systems/ds4/templates/actor/partials/character-inventory.hbs}}
<!-- beautify ignore:start -->
<!-- prettier-ignore-start -->
{{!-- Sheet Body (remove indentation to avoid annoying Handlebars auto-indent) --}}
<section class="sheet-body">
{{!-- Items Tab --}}
{{> systems/ds4/templates/actor/partials/character-inventory.hbs}}
{{!-- Spells Tab --}}
{{> systems/ds4/templates/actor/partials/spells-overview.hbs}}
{{!-- Spells Tab --}}
{{> systems/ds4/templates/actor/partials/spells-overview.hbs}}
{{!-- Talents Tab --}}
{{> systems/ds4/templates/actor/partials/talents-abilities-overview.hbs}}
{{!-- Talents Tab --}}
{{> systems/ds4/templates/actor/partials/talents-abilities-overview.hbs}}
{{! Profile Tab --}}
{{> systems/ds4/templates/actor/partials/profile.hbs}}
{{! Profile Tab --}}
{{> systems/ds4/templates/actor/partials/profile.hbs}}
{{!-- Biography Tab --}}
<div class="tab biography" data-group="primary" data-tab="biography">
{{editor content=data.profile.biography target="data.profile.biography" button=true owner=owner
editable=editable}}
</div>
</section>
{{!-- Biography Tab --}}
<div class="tab biography" data-group="primary" data-tab="biography">
{{editor content=data.profile.biography target="data.profile.biography" button=true owner=owner
editable=editable}}
</div>
</section>
<!-- prettier-ignore-end -->
<!-- beautify ignore:end -->
</form>

View file

@ -6,10 +6,10 @@
<h1 class="charname"><input name="name" type="text" value="{{actor.name}}" placeholder="Name" /></h1>
<div class="flexrow basic-properties">
<div class="basic-property">
<label>{{config.creatureBaseInfo.creatureType}}</label>
<label>{{config.i18n.creatureBaseInfo.creatureType}}</label>
<select name="data.baseInfo.creatureType" data-type="String">
{{#select data.baseInfo.creatureType}}
{{#each config.creatureTypes as |value key|}}
{{#each config.i18n.creatureTypes as |value key|}}
<option value="{{key}}">{{value}}</option>
{{/each}}
{{/select}}
@ -17,20 +17,20 @@
</div>
<div class="basic-property">
<label class="basic-property-label"
for="data.baseInfo.loot">{{config.creatureBaseInfo.loot}}</label>
for="data.baseInfo.loot">{{config.i18n.creatureBaseInfo.loot}}</label>
<input type="text" name="data.baseInfo.loot" value="{{data.baseInfo.loot}}" data-dtype="String" />
</div>
<div class="basic-property">
<label class="basic-property-label"
for="data.baseInfo.foeFactor">{{config.creatureBaseInfo.foeFactor}}</label>
for="data.baseInfo.foeFactor">{{config.i18n.creatureBaseInfo.foeFactor}}</label>
<input type="text" name="data.baseInfo.foeFactor" value="{{data.baseInfo.foeFactor}}"
data-dtype="Number" />
</div>
<div class="basic-property">
<label>{{config.creatureBaseInfo.sizeCategory}}</label>
<label>{{config.i18n.creatureBaseInfo.sizeCategory}}</label>
<select name="data.baseInfo.sizeCategory" data-type="String">
{{#select data.baseInfo.sizeCategory}}
{{#each config.creatureSizeCategories as |value key|}}
{{#each config.i18n.creatureSizeCategories as |value key|}}
<option value="{{key}}">{{value}}</option>
{{/each}}
{{/select}}
@ -38,7 +38,7 @@
</div>
<div class="basic-property">
<label class="basic-property-label"
for="data.baseInfo.experiencePoints">{{config.creatureBaseInfo.experiencePoints}}</label>
for="data.baseInfo.experiencePoints">{{config.i18n.creatureBaseInfo.experiencePoints}}</label>
<input type="text" name="data.baseInfo.experiencePoints" value="{{data.baseInfo.experiencePoints}}"
data-dtype="Number" />
</div>

View file

@ -42,11 +42,11 @@
{{!-- ======================================================================== --}}
<div class="attributes-traits grid grid-3col">
{{#each config.attributes as |attribute-label attribute-key|}}
{{#each config.i18n.attributes as |attribute-label attribute-key|}}
{{> attribute attribute-label=attribute-label attribute-key=attribute-key attribute-data=(lookup ../data.attributes
attribute-key)}}
{{/each}}
{{#each config.traits as |trait-label trait-key|}}
{{#each config.i18n.traits as |trait-label trait-key|}}
{{> trait trait-label=trait-label trait-key=trait-key trait-data=(lookup ../data.traits trait-key)}}
{{/each}}
</div>

View file

@ -4,13 +4,13 @@
<h4 class="items-list-title">{{localize 'DS4.CharacterCurrency'}}</h4>
<ol class="items-list">
<li class="item flexrow item-header">
<label for="data.currency.gold" class="flex05">{{config.characterCurrency.gold}}</label>
<label for="data.currency.gold" class="flex05">{{config.i18n.characterCurrency.gold}}</label>
<input class="flex3 item-num-val item-change" type="number" min="0" step="1" name="data.currency.gold"
id="data.currency.gold" value="{{data.currency.gold}}" data-dtype="Number" />
<label for="data.currency.silver" class="flex05">{{config.characterCurrency.silver}}</label>
<label for="data.currency.silver" class="flex05">{{config.i18n.characterCurrency.silver}}</label>
<input class="flex3 item-num-val item-change" type="number" min="0" step="1" name="data.currency.silver"
id="data.currency.silver" value="{{data.currency.silver}}" data-dtype="Number" />
<label for="data.currency.copper" class="flex05">{{config.characterCurrency.copper}}</label>
<label for="data.currency.copper" class="flex05">{{config.i18n.characterCurrency.copper}}</label>
<input class="flex3 item-num-val item-change" type="number" min="0" step="1" name="data.currency.copper"
id="data.currency.copper" value="{{data.currency.copper}}" data-dtype="Number" />
</li>

View file

@ -1,6 +1,6 @@
<div class="progression flexrow">
<div class="progression-entry">
<h2 class="progression-label"><label for="data.progression.level">{{config.characterProgression.level}}</label>
<h2 class="progression-label"><label for="data.progression.level">{{config.i18n.characterProgression.level}}</label>
</h2>
<label for="data.progression.level" class="hidden">Progression Level</label>
<input class="progression-value" type="number" name="data.progression.level" id="data.progression.level" value="{{data.progression.level}}"
@ -8,7 +8,7 @@
</div>
<div class="progression-entry">
<h2 class="progression-label"><label
for="data.progression.experiencePoints">{{config.characterProgression.experiencePoints}}</label>
for="data.progression.experiencePoints">{{config.i18n.characterProgression.experiencePoints}}</label>
</h2>
<label for="data.progression.experiencePoints" class="hidden">Experience Points</label>
<input class="progression-value" type="number" name="data.progression.experiencePoints" id="data.progression.experiencePoints"

View file

@ -23,7 +23,7 @@
{{!-- ======================================================================== --}}
<div class="combat-values flexrow flex-between">
{{#each config.combatValues as |combat-value-label combat-value-key|}}
{{#each config.i18n.combatValues as |combat-value-label combat-value-key|}}
{{> combat-value combat-value-key=combat-value-key combat-value-data=(lookup ../data.combatValues
combat-value-key)}}
{{/each}}

View file

@ -15,9 +15,8 @@
{{#*inline "ifHasItemOfType"}}
{{#if (and (ne itemsArray undefined) (gt itemsArray.length 0))}}
{{> @partial-block}}
{{else}}
{{> systems/ds4/templates/actor/partials/overview-add-button.hbs dataType=dataType }}
{{/if}}
{{> systems/ds4/templates/actor/partials/overview-add-button.hbs dataType=dataType }}
{{/inline}}
@ -48,8 +47,8 @@
{{> @partial-block }}
{{!-- description --}}
<div class="flex4">{{localize 'DS4.Description'}}</div>
{{!-- add button --}}
{{> systems/ds4/templates/actor/partials/overview-add-button.hbs dataType=dataType }}
{{!-- control buttons placeholder --}}
<div></div>
</li>
{{/inline}}
@ -110,8 +109,8 @@
{{#each itemsByType.weapon as |item id|}}
{{#> itemListEntry item=item}}
<div class="flex05 item-image">
<img src="{{lookup ../../config.attackTypesIcons item.data.data.attackType}}"
title="{{lookup ../../config.attackTypes item.data.data.attackType}}" width="24" height="24" />
<img src="{{lookup ../../config.icons.attackTypes item.data.data.attackType}}"
title="{{lookup ../../config.i18n.attackTypes item.data.data.attackType}}" width="24" height="24" />
</div>
<div class="flex05 item-num-val">{{ item.data.data.weaponBonus}}</div>
<div class="flex05 item-num-val">{{ item.data.data.opponentDefense}}</div>
@ -135,11 +134,11 @@
{{/itemListHeader}}
{{#each itemsByType.armor as |item id|}}
{{#> itemListEntry item=item }}
<div title="{{lookup ../../config.armorMaterialTypes item.data.data.armorMaterialType}}">
{{lookup ../../config.armorMaterialTypesAbbr item.data.data.armorMaterialType}}
<div title="{{lookup ../../config.i18n.armorMaterialTypes item.data.data.armorMaterialType}}">
{{lookup ../../config.i18n.armorMaterialTypesAbbr item.data.data.armorMaterialType}}
</div>
<div title="{{lookup ../../config.armorTypes item.data.data.armorType}}">
{{lookup ../../config.armorTypesAbbr item.data.data.armorType}}
<div title="{{lookup ../../config.i18n.armorTypes item.data.data.armorType}}">
{{lookup ../../config.i18n.armorTypesAbbr item.data.data.armorType}}
</div>
<div class="flex05 item-num-val">{{ item.data.data.armorValue}}</div>
{{/itemListEntry}}

View file

@ -3,6 +3,6 @@
!-- The current item is defined by the data-item-id HTML property of the parent li element.
--}}
<div class="item-controls">
<a class="item-control item-edit" title="Edit Item"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="Delete Item"><i class="fas fa-trash"></i></a>
<a class="item-control item-edit" title="{{localize 'DS4.UserInteractionEditItem'}}"><i class="fas fa-edit"></i></a>
<a class="item-control item-delete" title="{{localize 'DS4.UserInteractionDeleteItem'}}"><i class="fas fa-trash"></i></a>
</div>

View file

@ -1,15 +1,21 @@
<div class="tab profile" data-group="primary" data-tab="profile">
<div class="grid grid-2col">
{{#each data.profile as |profile-data-value profile-data-key|}}
{{#if (ne profile-data-key 'biography')}}
{{#if (and (ne profile-data-key 'biography') (ne profile-data-key 'specialCharacteristics'))}}
<div class="profile-entry">
<label for="data.profile.{{profile-data-key}}">
{{lookup ../config.characterProfile profile-data-key}}
{{lookup ../config.i18n.characterProfile profile-data-key}}
</label>
<input type="text" name="data.profile.{{profile-data-key}}" value="{{profile-data-value}}"
data-dtype="{{lookup ../config/characterProfileDTypes profile-data-key}}" />
data-dtype="{{lookup ../config.i18n.characterProfileDTypes profile-data-key}}" />
</div>
{{/if}}
{{/each}}
<div>
<label for="data.profile.specialCharacteristics">
{{lookup config.i18n.characterProfile 'specialCharacteristics'}}
</label>
<textarea name="data.profile.specialCharacteristics" data-dtype="String" rows="4">{{data.profile.specialCharacteristics}}</textarea>
</div>
</div>
</div>

View file

@ -42,8 +42,8 @@
<div class="flex1 item-name">{{localize 'DS4.ItemName'}}</div>
{{!-- description --}}
<div class="flex3">{{localize 'DS4.Description'}}</div>
{{!-- add button --}}
{{> systems/ds4/templates/actor/partials/overview-add-button.hbs dataType=dataType }}
{{!-- control buttons placeholder --}}
<div></div>
</li>
{{/inline}}
@ -58,4 +58,5 @@
{{> baseItemListEntry item=item}}
{{/each}}
</ol>
{{> systems/ds4/templates/actor/partials/overview-add-button.hbs dataType='specialCreatureAbility' }}
</div>

View file

@ -13,7 +13,7 @@
<div class="unit-data-pair item-num-val"
title="{{localize localizationString}} [{{lookup unitNames unitDatum.unit}}]" >
{{#if unitDatum.value }}
{{unitDatum.value}}{{lookup unitAbbrs unitDatum.unit}}
{{unitDatum.value}}&thinsp;{{lookup unitAbbrs unitDatum.unit}}
{{else}}-{{/if}}
</div>
{{/inline}}
@ -23,11 +23,11 @@
!-- directly handing over the latter two.
--}}
{{#*inline "temporalUnit"}}
{{> unit unitNames=config.temporalUnits unitAbbrs=config.temporalUnitsAbbr unitDatum=unitDatum localizationString=localizationString}}
{{> unit unitNames=config.i18n.temporalUnits unitAbbrs=config.i18n.temporalUnitsAbbr unitDatum=unitDatum localizationString=localizationString}}
{{/inline}}
{{#*inline "distanceUnit"}}
{{> unit unitNames=config.distanceUnits unitAbbrs=config.distanceUnitsAbbr unitDatum=unitDatum localizationString=localizationString}}
{{> unit unitNames=config.i18n.distanceUnits unitAbbrs=config.i18n.distanceUnitsAbbr unitDatum=unitDatum localizationString=localizationString}}
{{/inline}}
@ -55,8 +55,8 @@
<div class="item-num-val" title="{{localize 'DS4.SpellCooldownDuration'}}"><i class="fas fa-hourglass-half"></i></div>
{{!-- description --}}
{{!-- <div class="flex3">{{localize 'DS4.Description'}}</div> --}}
{{!-- add button --}}
{{> systems/ds4/templates/actor/partials/overview-add-button.hbs dataType='spell' }}
{{!-- control buttons placeholder --}}
<div></div>
</li>
{{#each itemsByType.spell as |item id|}}
<li class="item flexrow" data-item-id="{{item._id}}">
@ -71,8 +71,8 @@
data-property="name" title="{{localize 'DS4.ItemName'}}" />
{{!-- spell type --}}
<div class="flex05 item-image">
<img src="{{lookup ../config.spellTypesIcons item.data.data.spellType}}"
title="{{lookup ../config.spellTypes item.data.data.spellType}}" width="24" height="24" />
<img src="{{lookup ../config.icons.spellTypes item.data.data.spellType}}"
title="{{lookup ../config.i18n.spellTypes item.data.data.spellType}}" width="24" height="24" />
</div>
{{!-- spell bonus --}}
<input class="item-num-val item-change" type="text" data-dtype="String"
@ -90,4 +90,6 @@
</li>
{{/each}}
</ol>
{{!-- add button --}}
{{> systems/ds4/templates/actor/partials/overview-add-button.hbs dataType='spell' }}
</div>

View file

@ -15,9 +15,8 @@
{{#*inline "ifHasItemOfType"}}
{{#if (and (ne itemsArray undefined) (gt itemsArray.length 0))}}
{{> @partial-block}}
{{else}}
{{> systems/ds4/templates/actor/partials/overview-add-button.hbs dataType=dataType }}
{{/if}}
{{> systems/ds4/templates/actor/partials/overview-add-button.hbs dataType=dataType }}
{{/inline}}
@ -98,7 +97,7 @@
{{/inline}}
{{!--
!-- Render a list header for a base item list entries from a given item.
!-- Render a list header for a base item list entry from a given item.
!-- The partial assumes a variable dataType to be given in the context.
!--
!-- @param dataType: the string item type for the list
@ -111,8 +110,8 @@
<div class="flex1 item-name">{{localize 'DS4.ItemName'}}</div>
{{!-- description --}}
<div class="flex3">{{localize 'DS4.Description'}}</div>
{{!-- add button --}}
{{> systems/ds4/templates/actor/partials/overview-add-button.hbs dataType=dataType }}
{{!-- control buttons placeholder --}}
<div></div>
</li>
{{/inline}}
@ -133,8 +132,8 @@
<div class="flex3">{{localize 'DS4.TalentRank'}}</div>
{{!-- description --}}
<div class="flex4">{{localize 'DS4.Description'}}</div>
{{!-- add button --}}
{{> systems/ds4/templates/actor/partials/overview-add-button.hbs dataType='talent' }}
{{!-- control buttons placeholder --}}
<div></div>
</li>
{{#each itemsByType.talent as |item id|}}
{{> talentListEntry item=item}}

View file

@ -5,7 +5,7 @@
<label>{{localize "DS4.ArmorType"}}</label>
<select name="data.armorType" data-type="String">
{{#select data.armorType}}
{{#each config.armorTypes as |value key|}}
{{#each config.i18n.armorTypes as |value key|}}
<option value="{{key}}">{{value}}</option>
{{/each}}
{{/select}}
@ -15,7 +15,7 @@
<label for="data.armorMaterialType">{{localize "DS4.ArmorMaterialType"}}</label>
<select name="data.armorMaterialType" data-type="String">
{{#select data.armorMaterialType}}
{{#each config.armorMaterialTypes as |value key|}}
{{#each config.i18n.armorMaterialTypes as |value key|}}
<option value="{{key}}">{{value}}</option>
{{/each}}
{{/select}}

View file

@ -11,7 +11,7 @@
<label for="data.availability">{{localize "DS4.ItemAvailability"}}</label>
<select name="data.availability" data-type="String">
{{#select data.availability}}
{{#each config.itemAvailabilities as |value key|}}
{{#each config.i18n.itemAvailabilities as |value key|}}
<option value="{{key}}">{{value}}</option>
{{/each}}
{{/select}}

View file

@ -5,16 +5,18 @@
<div class="effect-image"></div>
<div class="effect-name">Name</div>
<div class="effect-controls">
<a class="effect-control" data-action="create" title="Create Effect"><i class="fas fa-plus"></i> Add
effect</a>
<a class="effect-control" data-action="create" title="{{localize 'DS4.UserInteractionAddEffect'}}">
<i class="fas fa-plus"></i> {{localize 'DS4.UserInteractionAddEffect'}}</a>
</div>
</li>
{{#each item.effects as |effect id|}}
<li class="effect flexrow" data-effect-id="{{effect._id}}">
<h4 class="effect-name">{{effect.label}}</h4>
<div class="effect-controls">
<a class="effect-control" data-action="edit" title="Edit Effect"><i class="fas fa-edit"></i></a>
<a class="effect-control" data-action="delete" title="Delete Effect"><i class="fas fa-trash"></i></a>
<a class="effect-control" data-action="edit" title="{{localize 'DS4.UserInteractionEditEffect'}}">
<i class="fas fa-edit"></i></a>
<a class="effect-control" data-action="delete" title="{{localize 'DS4.UserInteractionDeleteEffect'}}">
<i class="fas fa-trash"></i></a>
</div>
</li>
{{/each}}

View file

@ -2,7 +2,7 @@
<img class="profile-img" src="{{item.img}}" data-edit="img" title="{{item.name}}" />
<div class="header-fields flexrow">
<h1 class="charname"><input name="name" type="text" value="{{item.name}}" placeholder="Name" /></h1>
<h2 class="item-type">{{localize (lookup config.itemTypes item.type)}}</h2>
<h2 class="item-type">{{lookup config.i18n.itemTypes item.type}}</h2>
{{> @partial-block}}
</div>
</header>

View file

@ -12,9 +12,9 @@
<select name="data.{{property}}.unit" data-type="String">
{{#select (lookup (lookup data property) 'unit')}}
{{#if (eq unitType 'temporal')}}
{{#each (lookup config 'temporalUnitsAbbr') as |value key|}}<option value="{{key}}">{{value}}</option>{{/each}}
{{#each (lookup config.i18n 'temporalUnitsAbbr') as |value key|}}<option value="{{key}}">{{value}}</option>{{/each}}
{{else}}
{{#each (lookup config 'distanceUnitsAbbr') as |value key|}}<option value="{{key}}">{{value}}</option>{{/each}}
{{#each (lookup config.i18n 'distanceUnitsAbbr') as |value key|}}<option value="{{key}}">{{value}}</option>{{/each}}
{{/if}}
{{/select}}
</select>
@ -33,7 +33,7 @@
<label for="data.spellType">{{localize "DS4.SpellType"}}</label>
<select id="data.spellType" name="data.spellType" data-type="String">
{{#select data.spellType}}
{{#each config.spellTypes as |value key|}}
{{#each config.i18n.spellTypes as |value key|}}
<option value="{{key}}">{{value}}</option>
{{/each}}
{{/select}}
@ -52,7 +52,7 @@
<label for="data.spellCategory">{{localize "DS4.SpellCategory"}}</label>
<select id="data.spellCategory" name="data.spellCategory" data-type="String">
{{#select data.spellCategory}}
{{#each config.spellCategories as |value key|}}
{{#each config.i18n.spellCategories as |value key|}}
<option value="{{key}}">{{value}}</option>
{{/each}}
{{/select}}

View file

@ -5,7 +5,7 @@
<label>{{localize "DS4.AttackType"}}</label>
<select name="data.attackType" data-type="String">
{{#select data.attackType}}
{{#each config.attackTypes as |value key|}}
{{#each config.i18n.attackTypes as |value key|}}
<option value="{{key}}">{{value}}</option>
{{/each}}
{{/select}}

View file

@ -2,15 +2,17 @@
<label for="ctv">{{localize "DS4.RollDialogTargetLabel"}}</label>
<input id="ctv" data-type="Number" type="number" name="ctv" value="{{checkTargetValue}}" />
<label for="gmmod">{{localize "DS4.RollDialogModifierLabel"}}</label>
<input id="gmmod" data-type="Number" type="number" name="gmmod" value="0" />
<input id="gmmod" data-type="Number" type="number" name="gmmod" value="0" autofocus />
<label for="maxcoup">{{localize "DS4.RollDialogCoupLabel"}}</label>
<input id="maxcoup" data-type="Number" type="number" name="maxcoup" value="{{maxCritSuccess}}" />
<label for="minfumble">{{localize "DS4.RollDialogFumbleLabel"}}</label>
<input id="minfumble" data-type="Number" type="number" name="minfumble" value="{{minCritFailure}}" />
<label for="visibility">{{localize "DS4.RollDialogVisibilityLabel"}}</label>
<select id="visibility" data-type="String">
{{#each rollModes as |rollMode|}}
<option value="{{rollMode}}">{{lookup ../config.chatVisibilities rollMode}}</option>
{{#select rollMode}}
{{#each config.i18n.chatVisibilities as |rollModeValue rollModeKey|}}
<option value="{{rollModeKey}}">{{rollModeValue}}</option>
{{/each}}
{{/select}}
</select>
</form>
</form>