export const moduleID = 'pf2e-staves';
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export const lg = x => console.log(x);
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const mostCommonInList = (arr) => {
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return arr.sort((a,b) =>
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arr.filter(v => v===a).length
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- arr.filter(v => v===b).length
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).pop();
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}
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Hooks.once('init', () => {
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// Add Charge spell type.
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CONFIG.PF2E.spellCategories.charge = 'Charge';
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CONFIG.PF2E.preparationType.charge = 'Charge';
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// Patch spellcastingEntry#cast to use charges instead of spell slots for staves.
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libWrapper.register(moduleID, 'CONFIG.PF2E.Item.documentClasses.spellcastingEntry.prototype.cast', spellcastingEntry_cast, 'MIXED');
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});
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// When stave added to a character, also create corresponding spellcasting entry.
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Hooks.on('createItem', async (weapon, options, userID) => {
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if (!weapon.actor) return;
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if (userID !== game.user.id) return;
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const traits = weapon.system.traits?.value;
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const isStave = traits?.includes('magical') && traits?.includes('staff');
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const isCoda = traits?.includes('coda') && traits?.includes('staff');
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if (!isStave && !isCoda) return;
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return createStaveSpellcastingEntry(weapon, weapon.actor);
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});
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// When stave updated on a character, create spellcasting entry if none found. Update existing entry if found.
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Hooks.on('updateItem', async (weapon, update, options, userID) => {
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if (!weapon.actor) return;
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if (userID !== game.user.id) return;
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const traits = weapon.system.traits?.value;
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const isStave = traits?.includes('magical') && traits?.includes('staff');
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const isCoda = traits?.includes('coda') && traits?.includes('staff');
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if (!isStave && !isCoda) return;
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const { actor } = weapon;
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const existingStaveEntry = actor.spellcasting.find(s => s.flags && s.flags[moduleID]?.staveID === weapon?.id);
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return createStaveSpellcastingEntry(weapon, actor, existingStaveEntry);
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});
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// Delete spellcastingEntry associated with stave.
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Hooks.on('preDeleteItem', (weapon, options, userID) => {
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const traits = weapon.system.traits?.value;
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const isStave = traits?.includes('magical') && traits?.includes('staff');
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const isCoda = traits?.includes('coda') && traits?.includes('staff');
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if (!isStave && !isCoda) return;
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const { actor } = weapon;
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const spellcastingEntries = actor.items.filter(i => i.type === 'spellcastingEntry');
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const spellcastingEntry = spellcastingEntries.find(i => i.getFlag(moduleID, 'staveID') === weapon.id);
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if (spellcastingEntry) spellcastingEntry.delete();
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});
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// Implement charge spellcasting rules on character sheet.
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// Hooks.on('renderCharacterSheetPF2e', (sheet, [html], sheetData) => {
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Hooks.on('renderCreatureSheetPF2e', (sheet, [html], sheetData) => {
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const actor = sheet.object;
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const isPC = actor.type === 'character';
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const spellcastingLis = html.querySelectorAll('li.spellcasting-entry');
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for (const li of spellcastingLis) {
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const spellcastingEntry = actor.spellcasting.get(li.dataset.containerId);
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if (spellcastingEntry?.system?.prepared?.value !== 'charge') continue;
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let chargeEl;
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if (isPC) {
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chargeEl = document.createElement('section');
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chargeEl.innerHTML = `
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<h4 class='skill-name spellcasting'>Charges</h4>
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<input class="${moduleID}-charges" type="number" value="${spellcastingEntry.getFlag(moduleID, 'charges')}" placeholder="0">
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<a class="${moduleID}-charge"><i class="fas fa-redo"></i></a>
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`;
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} else {
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chargeEl = document.createElement('div');
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chargeEl.classList.add('inline-field');
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chargeEl.innerHTML = `
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<label>Charges</label>
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<input class="dc-input modifier adjustable" type="number" value="${spellcastingEntry.getFlag(moduleID, 'charges')}" placeholder="0">
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<a class="${moduleID}-charge"><i class="fas fa-redo"></i></a>
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`;
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}
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// Charge input.
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chargeEl.querySelector('input').addEventListener('focus', ev => {
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ev.currentTarget.select();
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});
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chargeEl.querySelector('input').addEventListener('change', async ev => {
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const { target } = ev;
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const charges = target.value;
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const clampedCharges = Math.max(0, charges);
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target.value = clampedCharges;
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await spellcastingEntry.setFlag(moduleID, 'charges', clampedCharges);
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});
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// Charge stave prompt.
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chargeEl.querySelector('a').addEventListener('click', async ev => {
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let options = ``;
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for (const li of spellcastingLis) {
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const spellcastingEntry = actor.spellcasting.get(li.dataset.containerId);
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if (spellcastingEntry?.system?.prepared?.value !== 'prepared') continue;
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const preppedSpells = [];
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for (const spellLi of li.querySelectorAll('li.item.spell')) {
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if (spellLi.dataset.expendedState === 'true' || !parseInt(spellLi.dataset.slotLevel)) continue;
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const spell = actor.items.get(spellLi.dataset.itemId);
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const { entryId, slotLevel, slotId } = spellLi.dataset;
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preppedSpells.push({
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name: spell.name,
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entryId,
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slotLevel,
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slotId
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});
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}
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if (preppedSpells.length) {
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options += `<optgroup label="${spellcastingEntry.name}">`
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for (const spell of preppedSpells) {
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options += `<option data-entry-id="${spell.entryId}" data-slot-level="${spell.slotLevel}" data-slot-id="${spell.slotId}">${spell.name} (+${spell.slotLevel})</option>`
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}
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options += `</optgroup>`;
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}
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}
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if (options) options = `<option></option>` + options;
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const content = options
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? `
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<div style="font-size: var(--font-size-13);">Expend spell slot for extra charges?</div>
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<select style="width: 100%; margin-bottom: 5px;">
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${options}
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</select>
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`
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: null;
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await Dialog.prompt({
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title: 'Charge Stave?',
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content,
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label: 'Charge',
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callback: async ([dialogHtml]) => {
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const charges = getHighestSpellslot(actor);
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const select = dialogHtml.querySelector('select');
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if (!select || !select?.selectedIndex) return spellcastingEntry.setFlag(moduleID, 'charges', charges);
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const selectedSpellOption = select.options[select.selectedIndex];
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const { entryId, slotLevel, slotId } = selectedSpellOption.dataset;
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const entry = actor.items.get(entryId);
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entry.setSlotExpendedState(slotLevel, slotId, true);
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return spellcastingEntry.setFlag(moduleID, 'charges', charges + parseInt(slotLevel));
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},
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rejectClose: false,
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options: { width: 250 }
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});
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});
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const characterHeader = li.querySelector('div.statistic-values');
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const npcHeader = li.querySelector('h4.name');
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if (isPC) characterHeader.appendChild(chargeEl);
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else npcHeader.after(chargeEl);
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// Add spontaneous spellcasting rules to Cast button right click.
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const castButtons = li.querySelectorAll('button.cast-spell');
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castButtons.forEach(button => {
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button.addEventListener('contextmenu', () => {
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const spellLi = button.closest('li.item.spell');
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const { itemId, slotLevel, slotId, entryId } = spellLi.dataset;
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const collection = actor.spellcasting.collections.get(entryId, { strict: true });
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const spell = collection.get(itemId, { strict: true });
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collection.entry.cast(spell, { level: slotLevel, [`${moduleID}Spontaneous`]: true });
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});
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});
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// Add .slotless-level-toggle button.
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const slotToggleButton = document.createElement('a');
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slotToggleButton.title = 'Toggle visibility of spell levels without slots';
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slotToggleButton.classList.add('skill-name', 'slotless-level-toggle');
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slotToggleButton.innerHTML = `<i class="fas fa-list-alt"></i>`;
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slotToggleButton.addEventListener('click', async ev => {
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ev.preventDefault();
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const spellcastingID = $(ev.currentTarget).parents(".item-container").attr("data-container-id") ?? "";
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if (!spellcastingID) return;
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const spellcastingEntry = actor.items.get(spellcastingID);
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const bool = !(spellcastingEntry?.system?.showSlotlessLevels || {}).value;
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await spellcastingEntry.update({
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"system.showSlotlessLevels.value": bool,
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});
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});
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const itemControls = li.querySelector('div.item-controls');
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itemControls.prepend(slotToggleButton);
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}
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});
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async function createStaveSpellcastingEntry(stave, actor, existingEntry = null) {
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const spells = [];
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const description = stave.system.description.value;
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const slotLevels = ['Cantrips?', '1st', '2nd', '3rd', '4th', '5th', '6th', '7th', '8th', '9th', '10th', '11th'];
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for (let i = 0; i < slotLevels.length; i++) {
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const regex = new RegExp(`${slotLevels[i]}.*@(UUID|Compendium).*\n`);
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const match = description.match(regex);
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if (!match) continue;
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const strs = match[0].match(/(@UUID\[Compendium\.|@Compendium\[)(.*?)]({.*?})?/g);
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for (const str of strs) {
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const UUID = str.split('[')[1].split(']')[0].replace('Compendium.', '');
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const spell = await fromUuid("Compendium." + UUID);
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if (!spell || spell?.type !== 'spell') continue;
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let spellClone;
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if (spell.id) spellClone = spell.clone({ 'system.location.heightenedLevel': i });
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else {
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const { pack, _id } = spell;
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const spellFromPack = await game.packs.get(pack)?.getDocuments().find(s => s.id === _id);
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spellClone = spellFromPack.clone({ 'system.location.heightenedLevel': i });
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}
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spells.push(spellClone);
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}
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}
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if (!spells.length) { // fallback
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const UUIDs = description.match(/(@UUID\[Compendium\.|@Compendium\[)(.*?)].*?}/g);
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if (!UUIDs) return;
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for (const str of UUIDs) {
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const UUID = str.split('[')[1].split(']')[0].replace('Compendium.', '');
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const spell = await fromUuid("Compendium." + UUID);
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if (!spell || spell?.type !== 'spell') continue;
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if (spell.id) spells.push(spell);
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else {
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const { pack, _id } = spell;
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const spellFromPack = await game.packs.get(pack)?.getDocuments().find(s => s.id === _id);
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if (spellFromPack) spells.push(spellFromPack);
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}
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}
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}
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if (!spells.length) return;
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if (!existingEntry) {
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const highestMentalAbilityValue = Math.max(...Object.keys(actor.abilities).filter(abi => ['cha', 'int', 'wis'].includes(abi)).map(abi => actor.abilities[abi].value));
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// picking best mental ability; not always correct, but it's a good rule of thumb
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const bestMentalAbility = Object.keys(actor.abilities).find(abi => actor.abilities[abi].value === highestMentalAbilityValue);
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// rule of thumb for tradition is to pick whatever exists in other spellcasting entries
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const mostCommonTradition = mostCommonInList(actor.spellcasting.map(se => se?.system?.tradition.value).filter(se => !!se));
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const createData = {
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type: 'spellcastingEntry',
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name: stave.name,
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system: {
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prepared: {
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value: 'charge'
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},
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ability: {
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value: bestMentalAbility
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},
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tradition: {
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value: mostCommonTradition
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},
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showSlotlessLevels: {
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value: false
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}
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},
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flags: {
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[moduleID]: {
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staveID: stave.id,
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charges: getHighestSpellslot(actor)
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}
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}
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}
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const [spellcastingEntry] = await actor.createEmbeddedDocuments('Item', [createData]);
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for (const spell of spells) await spellcastingEntry.addSpell(spell);
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} else {
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for (const spell of existingEntry.spells) await spell.delete();
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for (const spell of spells) await existingEntry.addSpell(spell);
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}
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}
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function getHighestSpellslot(actor) {
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let charges = 0;
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actor.spellcasting.forEach(entry => {
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if (!entry?.flags || entry.flags[moduleID]) return;
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let i = 0;
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Object.values(entry.system.slots).forEach(slot => {
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if (slot.max && charges < i) charges = i;
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i++;
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});
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});
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return charges;
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}
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async function spellcastingEntry_cast(wrapped, spell, options) {
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if (!spell.spellcasting.flags[moduleID] || spell.isCantrip) return wrapped(spell, options);
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options.consume = false;
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if (options[`${moduleID}Override`]) return wrapped(spell, options);
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const { actor } = spell;
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const charges = spell.spellcasting.getFlag(moduleID, 'charges');
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if (options[`${moduleID}Spontaneous`]) {
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if (!charges) return ui.notifications.warn('You do not have enough stave charges to cast this spell.');
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const select = document.createElement('select');
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select.style.width = '100%';
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select.style['margin-bottom'] = '5px';
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for (const entry of actor.spellcasting.filter(e => e.system)) {
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if (entry.system.prepared.value !== 'spontaneous') continue;
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select.innerHTML += `<optgroup label="${entry.name}">`;
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for (let i = parseInt(options.level); i < 12; i++) {
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const currentSlotLevel = Object.values(entry.system.slots)[i];
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const { value, max } = currentSlotLevel;
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if (value) select.innerHTML += `<option value="${entry.id}-${i}">Level ${i} Slot (${value}/${max})</option>`;
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}
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select.innerHTML += `</optgroup>`;
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}
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if (!select.length) return ui.notifications.warn('You do not have any Spontaneous spell slots available to cast this spell.');
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await Dialog.prompt({
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title: 'Use Spell Slot?',
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content: select.outerHTML,
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label: 'Consume Spell Slot',
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callback: async ([html]) => {
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const select = html.querySelector('select');
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const [entryID, selectedLevel] = select.value.split('-');
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const entry = actor.spellcasting.get(entryID);
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const currentSlots = entry.system.slots[`slot${selectedLevel}`].value;
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await actor.spellcasting.get(entryID).update({ [`system.slots.slot${selectedLevel}.value`]: currentSlots - 1 });
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await spell.spellcasting.setFlag(moduleID, 'charges', charges - 1);
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options[`${moduleID}Override`] = true;
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return spell.spellcasting.cast(spell, options);
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},
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rejectClose: false,
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options: { width: 250 }
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});
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} else {
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if (spell.level > charges) return ui.notifications.warn('You do not have enough stave charges to cast this spell.');
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await spell.spellcasting.setFlag(moduleID, 'charges', charges - spell.level);
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return wrapped(spell, options);
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}
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}
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