diff --git a/CHANGELOG.md b/CHANGELOG.md index f1b4dbb..d4a8183 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,14 +1,16 @@ ## Release/Patch Notes -### Verion 1.0.0 - 2021-06-03 [BREAKING CHANGE: COMPATIBILE WITH FOUNDRY 0.8.6 OR HIGHER ONLY!] +### Verion 1.0.0 - 2021-06-03 [BREAKING CHANGE: THIS VERSION FORWARD COMPATIBILE WITH FOUNDRY 0.8.6 OR HIGHER ONLY!!!] * Changes to support 0.8.6+ Foundry * Revamped data model for actor sheet. Note due to the changes, the new system is not backwards compatible with older versions of Foundry now. * Rolls all asynchronous now. Should allow less work to be required in future versions when asynchronous rolls are required. * Enhancement - Added option to choose roll mode in the roll modifier dialogue for both percentile/lethality tests and damage rolls. +* Enhancement - Based on a character's strength, formula will automatically adjust for Melee and Unarmed damage rolls per the rules on page 55 of the Agent's Handbook (+1 for 13-16 STR, etc...). Some adjustment to damage formulas on existing weapons may need to be made if it was manually added already. * Enhancement - Changed d100 Roll Modifier dialogue to have a +/- dropdown instead of needing to type it into the box. -* Enhancement - Added a descriptor field, 'Relationship' to bonds, so you can give a name, and then the relationship as two separate fields. -* Enhancement - More CSS Improvements +* Enhancement - Can now SHIFT+CLICK to get the Roll Modifier Dialogue for LUCK rolls. Cannot seem to make it feasible to get the right-click option to work on the menu currently. +* Enhancement - Added a descriptor field, 'Relationship' to bonds, so you can give a name, and then the relationship as two separate fields. Makes discerning who is who on the bonds sheet easier at a glance. +* Enhancement - More CSS Improvements, mostly to Item Sheets. * Cleaned up layout on bonds, armor, weapons, gear item sheets * Made weapons, armor and gear Item Sheets slightly more uniform in how the same fields are laid out. diff --git a/module/actor/actor-sheet.js b/module/actor/actor-sheet.js index c04ae0c..d0f904c 100644 --- a/module/actor/actor-sheet.js +++ b/module/actor/actor-sheet.js @@ -82,6 +82,7 @@ export class DeltaGreenActorSheet extends ActorSheet { let buttons = super._getHeaderButtons(); let label = "Roll Luck"; let label2 = "Luck"; + try{ label = game.i18n.translations.DG.RollLuck; label2 = game.i18n.translations.DG.Luck; @@ -90,25 +91,35 @@ export class DeltaGreenActorSheet extends ActorSheet { ui.notifications.warn('Missing translation key for either DG.RollLuck or DG.Luck key.') } - buttons = [ - { - label: label, - class: "test-extra-icon", - icon: "fas fa-dice", - onclick: (ev) => sendPercentileTestToChat(this.actor, label2, 50) - }].concat(buttons); - - //buttons = [ - // { - // label: "Active Effect", - // class: "test-extra-icon", - // icon: "fas fa-bolt", - // onclick: (ev) => this.activeEffectTest(this) - // }].concat(buttons); + buttons = [{ + label: label, + class: "test-extra-icon", + icon: "fas fa-dice", + onclick: (ev) => this.luckRollOnClick(ev, this.actor, label2) + }].concat(buttons); return buttons; } + // This only exists to give a chance to activate the modifier dialogue if desired + // Cannot seem to trigger the event on a right-click, so unfortunately only applies to a shift-click currently. + luckRollOnClick(event, actor, label){ + if(event && event.which === 2){ + // probably don't want rolls to trigger from a middle mouse click so just kill it here + return; + } + + let requestedModifyRoll = (event && event.shiftKey || event.which === 3); + let target = 50; + + if(requestedModifyRoll){ + showModifyPercentileTestDialogue(actor, label, target, false); + } + else{ + sendPercentileTestToChat(actor, label, target, game.settings.get("core", "rollMode")); + } + } + activeEffectTest(sheet){ console.log(sheet.actor.uuid); let owner = sheet.actor;