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[#35] Use different ID attributes for sidebar documents depending on foundry version.
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parent
e966775723
commit
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3 changed files with 15 additions and 12 deletions
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@ -532,7 +532,7 @@ export class EntitySheetHelper {
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}
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// Render the document creation form
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const useEntity = foundry.utils.isNewerVersion("9", game.version ?? game.data.version);
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const useEntity = game.worldbuilding.useEntity;
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const template = `templates/sidebar/${useEntity ? "entity" : "document" }-create.html`;
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const html = await renderTemplate(template, {
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name: data.name || game.i18n.format("DOCUMENT.New", {type: label}),
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@ -32,7 +32,8 @@ Hooks.once("init", async function() {
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game.worldbuilding = {
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SimpleActor,
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createWorldbuildingMacro
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createWorldbuildingMacro,
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useEntity: foundry.utils.isNewerVersion("9", game.version ?? game.data.version)
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};
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// Define custom Document classes
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@ -104,16 +105,17 @@ Hooks.on("hotbarDrop", (bar, data, slot) => createWorldbuildingMacro(data, slot)
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* Adds the actor template context menu.
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*/
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Hooks.on("getActorDirectoryEntryContext", (html, options) => {
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const idAttr = game.worldbuilding.useEntity ? "entityId" : "documentId";
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// Define an actor as a template.
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options.push({
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name: game.i18n.localize("SIMPLE.DefineTemplate"),
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icon: '<i class="fas fa-stamp"></i>',
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condition: li => {
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const actor = game.actors.get(li.data("documentId"));
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const actor = game.actors.get(li.data(idAttr));
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return !actor.getFlag("worldbuilding", "isTemplate");
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},
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callback: li => {
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const actor = game.actors.get(li.data("documentId"));
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const actor = game.actors.get(li.data(idAttr));
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actor.setFlag("worldbuilding", "isTemplate", true);
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}
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});
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@ -123,11 +125,11 @@ Hooks.on("getActorDirectoryEntryContext", (html, options) => {
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name: game.i18n.localize("SIMPLE.UnsetTemplate"),
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icon: '<i class="fas fa-times"></i>',
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condition: li => {
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const actor = game.actors.get(li.data("documentId"));
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const actor = game.actors.get(li.data(idAttr));
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return actor.getFlag("worldbuilding", "isTemplate");
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},
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callback: li => {
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const actor = game.actors.get(li.data("documentId"));
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const actor = game.actors.get(li.data(idAttr));
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actor.setFlag("worldbuilding", "isTemplate", false);
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}
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});
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@ -137,16 +139,17 @@ Hooks.on("getActorDirectoryEntryContext", (html, options) => {
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* Adds the item template context menu.
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*/
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Hooks.on("getItemDirectoryEntryContext", (html, options) => {
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const idAttr = game.worldbuilding.useEntity ? "entityId" : "documentId";
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// Define an item as a template.
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options.push({
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name: game.i18n.localize("SIMPLE.DefineTemplate"),
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icon: '<i class="fas fa-stamp"></i>',
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condition: li => {
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const item = game.items.get(li.data("documentId"));
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const item = game.items.get(li.data(idAttr));
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return !item.getFlag("worldbuilding", "isTemplate");
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},
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callback: li => {
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const item = game.items.get(li.data("documentId"));
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const item = game.items.get(li.data(idAttr));
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item.setFlag("worldbuilding", "isTemplate", true);
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}
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});
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@ -156,11 +159,11 @@ Hooks.on("getItemDirectoryEntryContext", (html, options) => {
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name: game.i18n.localize("SIMPLE.UnsetTemplate"),
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icon: '<i class="fas fa-times"></i>',
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condition: li => {
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const item = game.items.get(li.data("documentId"));
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const item = game.items.get(li.data(idAttr));
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return item.getFlag("worldbuilding", "isTemplate");
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},
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callback: li => {
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const item = game.items.get(li.data("documentId"));
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const item = game.items.get(li.data(idAttr));
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item.setFlag("worldbuilding", "isTemplate", false);
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}
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});
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