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14 commits

Author SHA1 Message Date
7670d7f808
chore: reformat with 2 spaces
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2023-07-10 22:33:01 +02:00
62065a8d31
feat: use new ActiveEffect transferral system
Closes #68
2023-07-09 23:17:38 +02:00
f25b46a226 feat: update for v10 2022-11-28 02:39:04 +01:00
6277e27056 refactor: convert to ECMAScript where necessary
Also drop @league-of-foundry-developers/foundry-vtt-types.
2022-11-28 02:38:17 +01:00
c5d4ec1abd refactor: improve structure of src 2022-11-04 21:47:18 +01:00
9d7c570553 feat: replace spell category by spell groups
This also allows to assign a spell to multiple spell groups, which is the case for many spells in
the SRD.

Additionally, this makes many small improvements and fixes to the provided spell compendium.
2022-11-04 21:14:32 +01:00
b1ed05a796 feat: add functionality to apply Active Affects to owned Items
In the Active Effect Config, there are now additional inputs to configure the effect
to be applied to items owned by the actor instead of the actor itself. It is possible
to select the items to which to apply the effect via matching by name, or via a condition
expression, that provides similar capabilities as the evaluation of mathematical
expressions in rolls. Data from the Actor, Item, and Active Effect can be accessed
similar to how properties are accessed in roll formulas (using the prefixes `@actor`,
`@item`, and `@effect`). For example, in order to apply an effect to all ranged
weapons, the conditions would be
```js
'@item.type' === 'weapon' && '@item.data.attackType' === 'ranged'
```
2022-11-03 22:14:36 +01:00
82217dd971 feat: add selectable check modifiers 2022-05-13 17:31:14 +00:00
9cffa4df04 refactor: prefer type imports and sort imports 2022-02-17 01:03:42 +01:00
8d2cff77d7 refactor: use subclasses for different item types 2022-02-17 01:03:42 +01:00
be616e3be8 refactor: use subclasses for different actor types 2022-02-17 01:03:29 +01:00
da1f6999eb feat: only allow specific selectable values for the cooldown duration of spells
World data (including compendium packs) is migrated automatically. In order to also migrate packs
provided by modules, you can use the following macro:
```js
const pack = game.packs.get("<name-of-the-module>.<name-of-the-pack>");
game.ds4.migration.migrateCompendiumFromTo(pack, 4, 5);
```
2022-02-16 01:58:21 +01:00
1a27fa7e97 feat: allow selecting all resources in the combat tracker config and the default token config 2022-02-12 04:15:09 +01:00
1aa284311f refactor: resturcture files so that lincensing info can be bundled properly 2022-01-31 15:31:45 +01:00