Merge branch '0.6.0-release' of https://github.com/Futil/foundry-mothership into 0.6.0-release
This commit is contained in:
+5
-1
@@ -1136,6 +1136,10 @@
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"Hull": "Hull",
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"Modules": "Modules",
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"DeckPlan": "Deck Plan",
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"Stock": "Stock"
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"Stock": "Stock",
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"Errors":{
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"SkillAlreadyInList":"This skill is already in the list.",
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"NoDropTarget":"Something went wrong with the drop, please try again."
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}
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}
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}
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+5
-1
@@ -1136,6 +1136,10 @@
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"Hull": "Casco",
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"Modules": "módulos",
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"DeckPlan": "Planta do Convés",
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"Stock": "Stock"
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"Stock": "Stock",
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"Errors":{
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"SkillAlreadyInList":"Essa habilidade já está na lista.",
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"NoDropTarget":"Algo deu errado com o drop, tente novamente"
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}
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}
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}
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@@ -919,7 +919,7 @@ export class MothershipActor extends Actor {
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}, {
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keepId: true
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});
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if (game.modules.get("dice-so-nice").active) {
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if (game.modules.get("dice-so-nice") && game.modules.get("dice-so-nice").active) {
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//log what was done
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console.log(`Rolled on table ID: ${tableId}, with: rollString:${rollString}, aimFor:${aimFor}, zeroBased:${zeroBased}, checkCrit:${checkCrit}, rollAgainst:${rollAgainst}, comparison:${comparison}`);
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//return messageData
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@@ -1899,7 +1899,7 @@ export class MothershipActor extends Actor {
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keepId: true
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});
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//is DSN active?
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if (game.modules.get("dice-so-nice").active) {
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if (game.modules.get("dice-so-nice") && game.modules.get("dice-so-nice").active) {
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//log what was done
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console.log(`Rolled a check on: ${attribute}, with: rollString:${rollString}, aimFor:${aimFor}, skill:${skill}, skillValue:${skillValue}.`);
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//return messageData
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@@ -2239,7 +2239,7 @@ export class MothershipActor extends Actor {
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}, {
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keepId: true
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});
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if (game.modules.get("dice-so-nice").active) {
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if (game.modules.get("dice-so-nice") && game.modules.get("dice-so-nice").active) {
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//log what was done
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console.log(`Modified actor: ${this.name}, with: fieldAddress:${fieldAddress}, modValue:${modValue}, modRollString:${modRollString}, outputChatMsg:${outputChatMsg}`);
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//return modification values
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@@ -72,7 +72,10 @@ export class MothershipClassSheet extends MothershipItemSheet {
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const droppedObject = await fromUuid(droppedUuid.uuid);
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if (droppedObject.type == "skill"){
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//todo: add a check if the skill already exist in the list and dont add it, (by id or by name?)
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if(event.currentTarget == null) {
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ui.notifications.error(game.i18n.localize("Mosh.Errors.NoDropTarget"));
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return this.render(false);
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}
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console.log(event.currentTarget.id);
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if(event.currentTarget.id == "skills.fixed"){
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let parent_fixed_or = event.target.closest('div[id="skills.fixed.or"]');
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@@ -80,12 +83,20 @@ export class MothershipClassSheet extends MothershipItemSheet {
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if(parent_fixed_or){
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let array_index = parent_fixed_or.getAttribute("index");
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let skills = this.object.system.base_adjustment.skills_granted;
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if(skills[array_index].includes(droppedObject.uuid)){
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ui.notifications.warn(game.i18n.localize("Mosh.Errors.SkillAlreadyInList"));
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return this.render(false);
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}
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skills[array_index].push(droppedObject.uuid);
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this.object.update({"system.base_adjustment.skills_granted":skills});
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return this.render(false);
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}else{
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let skills = this.object.system.base_adjustment.skills_granted;
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if (skills.includes(droppedObject.uuid)){
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ui.notifications.warn(game.i18n.localize("Mosh.Errors.SkillAlreadyInList"));
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return this.render(false);
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}
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skills.push(droppedObject.uuid);
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this.object.update({"system.base_adjustment.skills_granted":skills});
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return this.render(false);
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@@ -93,6 +104,10 @@ export class MothershipClassSheet extends MothershipItemSheet {
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}
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else if(event.currentTarget.id =="skills.common"){
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let skills = this.object.system.common_skills;
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if (skills.includes(droppedObject.uuid)){
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ui.notifications.warn(game.i18n.localize("Mosh.Errors.SkillAlreadyInList"));
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return this.render(false);
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}
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skills.push(droppedObject.uuid);
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this.object.update({"system.common_skills":skills});
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return this.render(false);
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@@ -104,7 +119,10 @@ export class MothershipClassSheet extends MothershipItemSheet {
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let parent_index = parent.data("itemId");
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let options = this.object.system.selected_adjustment.choose_skill_or;
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if(options[parent_index][index].from_list.includes(droppedObject.uuid)){
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ui.notifications.warn(game.i18n.localize("Mosh.Errors.SkillAlreadyInList"));
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return this.render(false);
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}
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options[parent_index][index].from_list.push(droppedObject.uuid);
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this.object.update({"system.selected_adjustment.choose_skill_or":options});
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@@ -654,4 +654,30 @@ export async function fromIdUuid(id_uuid, options={}){
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return game.macros.filter(i=> i.id == macroId)[0];
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}
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}
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/**
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* This function will format a number into a more readable string with appropriate suffixes.
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* For example, 1500 becomes "1.5K", 2000000 becomes "2M", etc.
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* It handles numbers in the trillions (t), billions (b), millions (m), and thousands (k).
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* It also handles negative numbers and zero.
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* At the end it appends 'cr' to denote credits.
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* @namespace formatCreditsNumber
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* @param {int} num Credits number to format.
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* @returns {string} Credits , formatted string with appropriate suffix.
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*/
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export function formatCreditsNumber(num) {
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const absNum = Math.abs(num);
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if (absNum >= 1_000_000_000_000) {
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return (num / 1_000_000_000_000).toFixed(1).replace(/\.0$/, '') + 'tcr';
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} else if (absNum >= 1_000_000_000) {
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return (num / 1_000_000_000).toFixed(1).replace(/\.0$/, '') + 'bcr';
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} else if (absNum >= 1_000_000) {
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return (num / 1_000_000).toFixed(1).replace(/\.0$/, '') + 'mcr';
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} else if (absNum >= 1_000) {
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return (num / 1_000).toFixed(1).replace(/\.0$/, '') + 'kcr';
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} else {
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return num.toString() + 'cr';
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}
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}
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