475 lines
20 KiB
JavaScript
475 lines
20 KiB
JavaScript
export class DLActorGenerator extends FormApplication {
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static get defaultOptions() {
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const options = super.defaultOptions;
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options.id = 'sheet-modifiers';
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options.classes = ["mosh", "sheet", "actor", "character"];
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options.template = 'systems/mosh/templates/dialogs/actor-generator-dialog.html';
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options.width = 800;
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options.dragDrop = [{dragSelector: null, dropSelector: ".dropitem"}];
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return options;
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}
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/* -------------------------------------------- */
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/**
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* Add the Entity name into the window title
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* @type {String}
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*/
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get title() {
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return `${this.object.name}: ${game.i18n.localize("Mosh.CharacterGenerator")}`;
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}
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/* -------------------------------------------- */
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/**
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* Construct and return the data object used to render the HTML template for this form application.
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* @return {Object}
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*/
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async getData() {
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//if (this.object.system.class.uuid != null){
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// this.updateClass(this.object.system.class.uuid);
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//}
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let data=this.object;
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data.class_options = game.items.filter(i => i.type=="class");
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let compendium = game.packs;
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//loop through each compendium
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//TODO: this is not working, the page is rendered before this data is retrieved.
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//maybe have it as a triget on ready and manualy/hard replace the html selector ¿?
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await compendium.forEach(async function(pack){
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//is this a pack of items?
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if (pack.metadata.type === 'Item') {
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//get classes:
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let classes = await pack.getDocuments({ type: "class" })
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//loop through class
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classes.forEach(function(item) {
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data.class_options.push(item);
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});
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}
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});
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data.system.class.value = "";
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return data;
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}
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/* -------------------------------------------- */
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async rollDices(dices, html, id,chatmsg="") {
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if (html.find(`img[id="` + id + `"]`).prop('hidden') == false) {
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let roll = await new Roll(dices).roll();
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if (chatmsg != ""){
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await roll.toMessage({flavor: chatmsg});
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}
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//console.log(id + "->" + roll.total)
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html.find(`img[id="` + id + `"]`).prop('hidden', true);
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html.find(`input[id="` + id + `"]`).prop('hidden', false);
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html.find(`input[id="` + id + `"]`).prop('value', roll.total);
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}
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}
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/* todo: remove this functions and set the values as configuration */
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async rollStrength(html) {
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this.rollDices("2d10+25", html, `system.stats.strength.value`,`Rolling for Strength stat`)
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}
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async rollSpeed(html) {
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this.rollDices("2d10+25", html, `system.stats.speed.value`,`Rolling for Speed stat`)
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}
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async rollIntellect(html) {
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this.rollDices("2d10+25", html, `system.stats.intellect.value`,`Rolling for Intellect stat`)
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}
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async rollCombat(html) {
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this.rollDices("2d10+25", html, `system.stats.combat.value`,`Rolling for Combat stat`)
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}
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async rollHealth(html) {
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this.rollDices("1d10+10", html, `system.health.max`,`Rolling for Health`)
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}
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async rollSanity(html) {
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this.rollDices("2d10+10", html, `system.stats.sanity.value`,`Rolling for Sanity save`)
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}
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async rollFear(html) {
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this.rollDices("2d10+10", html, `system.stats.fear.value`,`Rolling for Fear save`)
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}
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async rollBody(html) {
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this.rollDices("2d10+10", html, `system.stats.body.value`,`Rolling for Body save`)
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}
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async rollCredits(html) {
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this.rollDices("2d10*10", html, `system.credits.value`,`Rolling for Credits`)
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}
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async rollTable(html,id,tableId,type = "input"){
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if (html.find(`img[id="` + id + `.value"]`).prop('hidden') == false && html.find(`img[id="system.class.value"]`).prop('value')!="" ) {
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let table = await fromUuid(tableId);
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let tableResult = await table.draw({displayChat: true});
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let tableRoll = tableResult.results[0].range[0];
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let resultText = "";
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let resultUuid = [];
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for (var i = 0; i < tableResult.results.length; i++) {
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if (tableResult.results[i].type == "pack"){
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if(type=="ul"){
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this._element.find(`ul[id="${id}.text"]`).append(`<li>${tableResult.results[i].text}</li>`);
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} else{
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resultText += tableResult.results[i].text+"; ";
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}
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resultUuid.push( tableResult.results[i].documentId);
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}else if (tableResult.results[i].type == "text"){
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let tableTextmatch = tableResult.results[i].text.match(/(.*)(@UUID.*)/i);
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if(type=="ul"){
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this._element.find(`ul[id="${id}.text"]`).append(`<li>${await TextEditor.enrichHTML(tableTextmatch[2].replace(/(\<br\s\/>)+/i,""), {async: true})}</li>`);
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}
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else{
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resultText +=tableTextmatch[1].replace(/(\<br\s\/>)+/i,"");
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}
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/**we need to keep only the id of the item, not the complete uuid string (for now) */
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resultUuid.push(tableTextmatch[2].replace(/(])+(.*)/i,"").replace(/(.*)(\.)/i,""));
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}
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}
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html.find(`img[id="` + id + `.value"]`).prop('hidden', true);
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html.find(`input[id="` + id + `.value"]`).prop('hidden', false);
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html.find(`input[id="` + id + `.value"]`).prop('value', tableRoll);
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html.find(`input[id="` + id + `.text"]`).prop('hidden', false);
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html.find(`input[id="` + id + `.text"]`).prop('value', resultText);
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html.find(`input[id="` + id + `.uuid"]`).prop('value', resultUuid);
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}
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}
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async rollPatch(html){
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if (this.patchTable == null){
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this.patchTable = "Compendium.fvtt_mosh_1e_psg.rolltables_1e.RollTable.Vry1q39PNXR3X4oY";
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}
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let id = "system.class.patch";
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await this.rollTable(html,id,this.patchTable);
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}
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async rollTrinket(html){
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if (this.trinketTable == null){
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this.trinketTable = "Compendium.fvtt_mosh_1e_psg.rolltables_1e.RollTable.3iJxbTylcgZ0BRaQ";
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}
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let id = "system.class.trinket";
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await this.rollTable(html,id,this.trinketTable);
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}
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async rollLoadout(html){
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if (this.loadoutTable == null){
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ui.notifications.error("You need a class with defined loadout table.");
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return;
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}
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let id = "system.class.loadout";
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await this.rollTable(html,id,this.loadoutTable,"ul");
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}
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async rollEverything(html) {
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await this.rollStrength(html);
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await this.rollSpeed(html);
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await this.rollIntellect(html);
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await this.rollCombat(html);
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await this.rollHealth(html);
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await this.rollFear(html);
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await this.rollSanity(html);
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await this.rollBody(html);
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await this.rollCredits(html);
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await this.rollPatch(html);
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await this.rollTrinket(html);
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await this.rollLoadout(html);
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}
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async updateClass(classUuid){
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const droppedObject = await fromUuid(classUuid);
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if (droppedObject.type != "class"){
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return;
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}
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this._element.find(`input[id="system.class.value"]`).prop("value", droppedObject.name);
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const prev_uuid = this._element.find(`input[id="system.class.uuid"]`).prop("value");
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if(prev_uuid != null){
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//we already had a class, so we remove previously applied bonuses and skill
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//remove previous bonuses
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this._element.find(`input[name$="bonus"]`).prop("value",null)
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//posible-todo: un-do the rolls of patch, trinket and loadout?
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}
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this._element.find(`input[id="system.class.uuid"]`).prop("value", classUuid);
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this._element.find(`input[id="system.class.traumaresponse"]`).prop("value", droppedObject.system.trauma_response);
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this.trinketTable = droppedObject.system.roll_tables.trinket;
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this.patchTable = droppedObject.system.roll_tables.patch;
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this.loadoutTable = droppedObject.system.roll_tables.loadout;
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try{
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//let skills = JSON.parse(droppedObject.system.skills.replaceAll("<p>","").replaceAll("</p>","").replaceAll("<div>","").replaceAll("</div>","").replaceAll(" ",""));
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let skillsUuid = [];
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this._element.find(`ul[id="system.class.skils.text"]`).empty();
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let fixed_skills = droppedObject.system.base_adjustment.skills_granted;
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for (let i = 0;i<fixed_skills.length;i++){
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let skillUuid = fixed_skills[i];
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/**we need to keep only the Uuid of the item, not the complete string (for now) */
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skillsUuid.push(skillUuid.replace(/(])+(.*)/i,"").replace(/(.*)(\.)/i,""));
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let li_html = `<li>${await TextEditor.enrichHTML(skillUuid, {async: true})}</li>`;
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this._element.find(`ul[id="system.class.skils.text"]`).append(li_html);
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}
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let option_skills_1 = droppedObject.system.selected_adjustment.choose_skill_and;
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let option_skills_2 = droppedObject.system.selected_adjustment.choose_skill_or;
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//todo: add popups to choose skils from (following the skill tree and type)
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this._element.find(`input[id="system.class.skills.uuid"]`).prop("value", skillsUuid);
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}catch{
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ui.notifications.error("Class has invalid skills configuration.");
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}
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try{
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//let statsandsaves = JSON.parse(droppedObject.system.statsandsaves.replaceAll("<p>","").replaceAll("</p>","").replaceAll("<div>","").replaceAll("</div>","").replaceAll(" ",""));
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let fix_stats_and_saves = droppedObject.system.base_adjustment;
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delete fix_stats_and_saves["skills_granted"];
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Object.entries(fix_stats_and_saves).forEach(([key, value]) => {
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this._element.find(`input[name="system.stats.${key}.bonus"]`).prop("value",value);
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});
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//stats options
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let option_stats_and_saves = droppedObject.system.selected_adjustment.choose_stat;
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let buttons_options = {};
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for(let j = 0; j < option_stats_and_saves.stats.length; j++) {
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buttons_options[j] = {
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icon: '<i class="fas fa-check"></i>',
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label: option_stats_and_saves.stats[j],//.replace(/\.bonus/i,"").replace(/(.*)\.+/i,""),
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callback: () => this._element.find(`input[name="system.stats.${obj.options[j]}.bonus"]`).prop("value",option_stats_and_saves.modification)
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};
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}
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let d = new Dialog({
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title: game.i18n.localize("Mosh.CharacterGeneratorStatOptionPopupTitle"),
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content: `<p>${ game.i18n.localize("Mosh.CharacterGeneratorStatOptionPopupTitle")} (${obj.value})</p>`,
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buttons: buttons_options,
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default: "1",
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//render: html => console.log("Register interactivity in the rendered dialog"),
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//close: html => console.log("This always is logged no matter which option is chosen")
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});
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d.render(true);
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/*
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for(let i = 0; i < statsandsaves.length; i++) {
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let obj = statsandsaves[i];
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if (obj.options.length == 1){
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//only 1 option, then its forced
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this._element.find(`input[name="${obj.options[0]}"]`).prop("value",obj.value);
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}else{
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let buttons_options = {};
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for(let j = 0; j < obj.options.length; j++) {
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buttons_options[j] = {
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icon: '<i class="fas fa-check"></i>',
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label: obj.options[j].replace(/\.bonus/i,"").replace(/(.*)\.+/i,""),
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callback: () => this._element.find(`input[name="${obj.options[j]}"]`).prop("value",obj.value)
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};
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}
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let d = new Dialog({
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title: "Class Attribute and Saves option",
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content: `<p>You must choose where to apply the bonus of (${obj.value})</p>`,
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buttons: buttons_options,
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default: "1",
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//render: html => console.log("Register interactivity in the rendered dialog"),
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//close: html => console.log("This always is logged no matter which option is chosen")
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});
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d.render(true);
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}
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}*/
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}catch{
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ui.notifications.error("Class has invalid stats and saves configuration.");
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}
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//todo: add robotic flag.
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return;
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}
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async _onDrop(event){
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await super._onDrop(event);
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const droppedUuid = TextEditor.getDragEventData(event);
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if (droppedUuid.type != "Item"){
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return;
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}
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await this.updateClass(droppedUuid.uuid);
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//this._render();
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}
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activateListeners(html) {
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super.activateListeners(html);
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/** Stats */
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html.find(`img[id="system.stats.strength.value"]`).click(ev => {
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this.rollStrength(html)
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});
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html.find(`img[id="system.stats.speed.value"]`).click(ev => {
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this.rollSpeed(html)
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});
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html.find(`img[id="system.stats.intellect.value"]`).click(ev => {
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this.rollIntellect(html)
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});
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html.find(`img[id="system.stats.combat.value"]`).click(ev => {
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this.rollCombat(html)
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});
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/** health */
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html.find(`img[id="system.health.max"]`).click(ev => {
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this.rollHealth(html)
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});
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/**Saves */
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html.find(`img[id="system.stats.sanity.value"]`).click(ev => {
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this.rollSanity(html)
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});
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html.find(`img[id="system.stats.fear.value"]`).click(ev => {
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this.rollFear(html)
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});
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html.find(`img[id="system.stats.body.value"]`).click(ev => {
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this.rollBody(html)
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});
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/** credits */
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html.find(`img[id="system.credits.value"]`).click(ev => {
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this.rollCredits(html)
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});
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/** Roll everything button */
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html.find(`div[id="roll.everything"]`).click(ev => {
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this.rollEverything(html)
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});
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/** Class input
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* when changed will lockup if its a defined class item and apply the apropiate modifiers
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*
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*/
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html.find(`input[id="system.class.value"]`).change(ev => {
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let class_name = html.find(`input[id="system.class.value"]`).prop('value');
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if(class_name == ""){
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//class name is empty, no class selected.
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return;
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}
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let class_option = html.find(`option[class="class_option"][value="${class_name}"]`).prop('dataset');
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if(class_option == null){
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//class name is not part of the option, leave the string, and dont process uuid.
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return;
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}
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//we have a valid class item to process.
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let class_uuid = `Item.${class_option["uuid"]}`;
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this.updateClass(class_uuid);
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});
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/** Roll patch */
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html.find(`img[id="system.class.patch.value"]`).click(ev => {
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this.rollPatch(html)
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});
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/** Roll trinket */
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html.find(`img[id="system.class.trinket.value"]`).click(ev => {
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this.rollTrinket(html)
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});
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/** Roll loadout */
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html.find(`img[id="system.class.loadout.value"]`).click(ev => {
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this.rollLoadout(html)
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});
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/** Save and submit */
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html.find(`div[id="submit"]`).click(ev => {
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this.submit()
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});
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}
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/**
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* This method is called upon form submission after form data is validated
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* @param event {Event} The initial triggering submission event
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* @param formData {Object} The object of validated form data with which to update the object
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* @private
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*/
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async _updateObject(event, formData) {
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let data = {
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"system.credits.value": formData["system.credits.value"],
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"system.stats.strength.value": formData["system.stats.strength.value"] + (formData["system.stats.strength.bonus"] || 0),
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"system.stats.speed.value": formData["system.stats.speed.value"] + (formData["system.stats.speed.bonus"] || 0),
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"system.stats.intellect.value": formData["system.stats.intellect.value"] + (formData["system.stats.intellect.bonus"] || 0),
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"system.stats.combat.value": formData["system.stats.combat.value"] + (formData["system.stats.combat.bonus"] || 0),
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"system.health.value": formData["system.health.max"] + (formData["system.health.mod"] || 0),
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"system.health.max": formData["system.health.max"] + (formData["system.health.mod"] || 0),
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"system.stats.sanity.value": formData["system.stats.sanity.value"] + (formData["system.stats.sanity.bonus"] || 0),
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"system.stats.fear.value": formData["system.stats.fear.value"] + (formData["system.stats.fear.bonus"] || 0),
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"system.stats.body.value": formData["system.stats.body.value"] + (formData["system.stats.body.bonus"] || 0),
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}
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if (formData["system.stats.max_wounds.bonus"]){
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//todo: check if max_wounds represent the total ammount or just the bonus,
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//I am going to asume is the total ammount, so for android is gona be a 3,
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data["system.hits.max"] = formData["system.stats.max_wounds.bonus"];
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}
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else{
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data["system.hits.max"] = 2;
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}
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if (formData["name"]) {
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data["name"] = formData["name"];
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}
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if (formData["system.class.value"]) {
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data["system.class.value"] = formData["system.class.value"];
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data["system.class.uuid"] = formData["system.class.uuid"];
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data["system.other.stressdesc.value"] = formData["system.class.traumaresponse"];
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}
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ChatMessage.create({content:`Character Rolls<br />
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STATS<br />
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Strength: ${data["system.stats.strength.value"]} = ${formData["system.stats.strength.value"]}+${formData["system.stats.strength.bonus"]}<br />
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Speed: ${data["system.stats.speed.value"]} = ${formData["system.stats.speed.value"]}+${formData["system.stats.speed.bonus"]}<br />
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Intellect: ${data["system.stats.intellect.value"]} = ${formData["system.stats.intellect.value"]}+${formData["system.stats.intellect.bonus"]}<br />
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Combat: ${data["system.stats.combat.value"]} = ${formData["system.stats.combat.value"]}+${formData["system.stats.combat.bonus"]}<br />
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|
SAVES<br />
|
|
Sanity: ${data["system.stats.sanity.value"]} = ${formData["system.stats.sanity.value"]}+${formData["system.stats.sanity.bonus"]}<br />
|
|
Fear: ${data["system.stats.fear.value"]} = ${formData["system.stats.fear.value"]}+${formData["system.stats.fear.bonus"]}<br />
|
|
Body: ${data["system.stats.body.value"]} = ${formData["system.stats.body.value"]}+${formData["system.stats.body.bonus"]}<br />
|
|
<br />
|
|
Health: ${data["system.health.max"]}<br/>
|
|
Extra wounds: ${formData["system.stats.max_wounds.bonus"]}<br/>
|
|
Credits: ${data["system.credits.value"]} <br />
|
|
<br />
|
|
Trinket roll: <br />
|
|
Patch roll: <br />
|
|
Loadout roll <br />`});
|
|
|
|
|
|
if(formData["system.removepreviousitems"]){
|
|
|
|
let itemTypesToDelete = ["item", "armor", "weapon","skill","condition"];
|
|
let itemsToDelete = this.object.items.filter(item => itemTypesToDelete.includes(item.type));
|
|
await this.object.deleteEmbeddedDocuments("Item", itemsToDelete.map(item => item.id));
|
|
}
|
|
if(formData["system.class.loadout.uuid"]){
|
|
let loadoutItems = formData["system.class.loadout.uuid"].split(",");
|
|
for (var i = 0; i < loadoutItems.length; i++) {
|
|
await this.object.modifyItem(loadoutItems[i],1);
|
|
}
|
|
}
|
|
if(formData["system.class.patch.uuid"]){
|
|
await this.object.modifyItem(formData["system.class.patch.uuid"],1);
|
|
}
|
|
if(formData["system.class.trinket.uuid"]){
|
|
await this.object.modifyItem(formData["system.class.trinket.uuid"],1);
|
|
}
|
|
if(formData["system.class.skills.uuid"]){
|
|
let skillsItems = formData["system.class.skills.uuid"].split(",");
|
|
for (var i = 0; i < skillsItems.length; i++) {
|
|
await this.object.modifyItem(skillsItems[i],1);
|
|
}
|
|
}
|
|
this.object.update(data);
|
|
}
|
|
|
|
} |