Commit graph

21 commits

Author SHA1 Message Date
Johannes Loher 7670d7f808
chore: reformat with 2 spaces
All checks were successful
ci/woodpecker/pr/checks Pipeline was successful
ci/woodpecker/push/checks Pipeline was successful
2023-07-10 22:33:01 +02:00
Johannes Loher 4ed292f6c0
feat: display warning for migration errors 2023-07-09 23:17:40 +02:00
Johannes Loher d555f0fdf4
fix: fix typo in english translation 2023-07-09 23:17:40 +02:00
Johannes Loher 62065a8d31
feat: use new ActiveEffect transferral system
Closes #68
2023-07-09 23:17:38 +02:00
Johannes Loher 692d311558
fix: make ActiveEffects work properly 2023-07-09 23:16:54 +02:00
Johannes Loher a652a80a5e fix: fix small typo in German translation 2022-11-17 01:10:42 +01:00
Johannes Loher 1e7492073e fix: simplify talent rank display in character sheet 2022-11-10 03:32:52 +01:00
Johannes Loher 1e094691ff feat: display opponent defense in attack/spell rolls and make it adjustable via effects
This makes it so that the Talents “Verletzen” and “Verheerer” can sort of be automated.
Compendium packs have been updated accordingly.
2022-11-10 01:43:42 +01:00
Johannes Loher 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
Johannes Loher ab31450dd8 fix: address a few problems with active effect application 2022-11-04 21:09:06 +01:00
Johannes Loher 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
Johannes Loher 82217dd971 feat: add selectable check modifiers 2022-05-13 17:31:14 +00:00
Johannes Loher 8d2cff77d7 refactor: use subclasses for different item types 2022-02-17 01:03:42 +01:00
Johannes Loher be616e3be8 refactor: use subclasses for different actor types 2022-02-17 01:03:29 +01:00
Johannes Loher 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
Johannes Loher 1aa284311f refactor: resturcture files so that lincensing info can be bundled properly 2022-01-31 15:31:45 +01:00
Johannes Loher d163fd27fe switch to using TypeScript 2020-12-23 16:52:20 +01:00
Johannes Loher abeb9d8b24 Add additional physical item types 2020-10-29 22:01:13 +01:00
Johannes Loher e51376dc02 add item type to weapon sheet 2020-10-29 18:49:51 +01:00
Johannes Loher 1437dd6ee1 Add availability to weapon sheet 2020-10-29 17:48:56 +01:00
Johannes Loher 91694af3e9 initial commit 2020-10-29 16:18:38 +01:00