Merge branch 'Actor-get-items-from-world' into character-generator
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@@ -1,4 +1,4 @@
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import {fromIdUuid} from "../mosh.js";
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import { fromIdUuid } from "../mosh";
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/**
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* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
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@@ -3065,7 +3065,7 @@ export class MothershipActor extends Actor {
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let flavorText = ``;
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let chatId = (game.release.generation >= 12 ? foundry.utils.randomID(): randomID())
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//get item data
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let itemData = await fromIdUuid(itemId,{type: "Item"});
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let itemData = await fromIdUuid(itemId,{type:"Item"});
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//add or increase the count of the item, depending on type, if the actor has it
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if (this.items.getName(itemData.name)) {
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//if this is an item, increase the count
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@@ -1,4 +1,4 @@
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import {fromIdUuid} from "../mosh.js";
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import { fromIdUuid } from "../mosh";
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/**
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* Extend the basic ActorSheet with some very simple modifications
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+2
-2
@@ -986,9 +986,9 @@ export async function fromIdUuid(id_uuid, options={}){
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//it is a world item.
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switch (type) {
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case "RollTable":
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return await game.tables.filter(i=> i.id == id_uuid)[0];;
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return game.tables.filter(i=> i.id == id_uuid)[0];
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case "Item":
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return await game.items.filter(i=> i.id == id_uuid)[0];;
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return game.items.filter(i=> i.id == id_uuid)[0];
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default:
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//type is not defined, and we could not find it in a compendium,
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//now we search all world elements.
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@@ -1,5 +1,4 @@
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import {fromIdUuid} from "../mosh.js";
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import { fromIdUuid } from "../mosh";
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export class DLShipMegaDamage extends FormApplication {
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static get defaultOptions() {
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const options = super.defaultOptions;
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