Commit graph

11 commits

Author SHA1 Message Date
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
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
1aa284311f refactor: resturcture files so that lincensing info can be bundled properly 2022-01-31 15:31:45 +01:00
d163fd27fe switch to using TypeScript 2020-12-23 16:52:20 +01:00
abeb9d8b24 Add additional physical item types 2020-10-29 22:01:13 +01:00
e51376dc02 add item type to weapon sheet 2020-10-29 18:49:51 +01:00
1437dd6ee1 Add availability to weapon sheet 2020-10-29 17:48:56 +01:00
91694af3e9 initial commit 2020-10-29 16:18:38 +01:00