-You can now drag items and weapons on your sheet. -If you drag an item/weapon/skill to your macro bar it will create a rollable macro. Reloading Changes -When you try to fire a weapon that is either out of shots, or out of ammo, it will popup saying you need to reload.
352 lines
9.9 KiB
JavaScript
352 lines
9.9 KiB
JavaScript
/**
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* Extend the basic ActorSheet with some very simple modifications
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* @extends {ActorSheet}
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*/
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export class MothershipActorSheet extends ActorSheet {
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/** @override */
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static get defaultOptions() {
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return mergeObject(super.defaultOptions, {
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classes: ["mosh", "sheet", "actor", "character"],
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template: "systems/mosh/templates/actor/actor-sheet.html",
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width: 742,
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height: 800,
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "character" }]
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});
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}
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/* -------------------------------------------- */
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/** @override */
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getData() {
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const data = super.getData();
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data.dtypes = ["String", "Number", "Boolean"];
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for (let attr of Object.values(data.data.attributes)) {
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attr.isCheckbox = attr.dtype === "Boolean";
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}
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// Prepare items.
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if (this.actor.data.type == 'character') {
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this._prepareCharacterItems(data);
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}
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if (data.data.settings == null) {
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data.data.settings = {};
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}
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data.data.settings.useCalm = game.settings.get("mosh", "useCalm");
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data.data.settings.hideWeight = game.settings.get("mosh", "hideWeight");
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return data;
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}
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/**
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* Organize and classify Items for Character sheets.
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*
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* @param {Object} actorData The actor to prepare.
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*
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* @return {undefined}
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*/
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_prepareCharacterItems(sheetData) {
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const actorData = sheetData.actor;
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// Initialize containers.
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const gear = [];
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const skills = [];
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const weapons = [];
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const armors = [];
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// Iterate through items, allocating to containers
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// let totalWeight = 0;
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for (let i of sheetData.items) {
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let item = i.data;
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i.img = i.img || DEFAULT_TOKEN;
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if (i.type === 'item') {
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gear.push(i);
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} else if (i.type === 'skill') {
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skills.push(i);
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} else if (i.type === 'armor') {
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armors.push(i);
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} else if (i.type === 'weapon') {
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weapons.push(i);
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}
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}
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// Assign and return
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actorData.gear = gear;
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actorData.skills = skills;
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actorData.armors = armors;
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actorData.weapons = weapons;
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}
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/** @override */
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activateListeners(html) {
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super.activateListeners(html);
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// Everything below here is only needed if the sheet is editable
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if (!this.options.editable) return;
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// Update Inventory Item
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html.find('.item-equip').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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const item = duplicate(this.actor.getEmbeddedEntity("OwnedItem", li.data("itemId")))
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item.data.equipped = !item.data.equipped;
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this.actor.updateEmbeddedEntity('OwnedItem', item);
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});
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// Add Inventory Item
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html.find('.item-create').click(this._onItemCreate.bind(this));
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// Update Inventory Item
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html.find('.item-edit').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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const item = this.actor.getOwnedItem(li.data("itemId"));
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item.sheet.render(true);
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});
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//Quantity adjuster
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html.on('mousedown', '.item-quantity', ev => {
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const li = ev.currentTarget.closest(".item");
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const item = duplicate(this.actor.getEmbeddedEntity("OwnedItem", li.dataset.itemId))
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let amount = item.data.quantity;
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if (event.button == 0) {
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item.data.quantity = Number(amount) + 1;
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} else if (event.button == 2) {
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item.data.quantity = Number(amount) - 1;
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}
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this.actor.updateEmbeddedEntity('OwnedItem', item);
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});
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// Delete Inventory Item
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html.find('.item-delete').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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this.actor.deleteOwnedItem(li.data("itemId"));
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li.slideUp(200, () => this.render(false));
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});
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//SKILLS
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// Add Inventory Item
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html.find('.skill-create').click(this._onSkillCreate.bind(this));
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// Update Inventory Item
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html.find('.skill-edit').click(ev => {
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const liSkill = $(ev.currentTarget).parents(".item");
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const skill = this.actor.getOwnedItem(liSkill.data("itemId"));
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skill.sheet.render(true);
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});
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//Weapons
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// Add Inventory Item
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html.find('.weapon-create').click(this._onItemCreate.bind(this));
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// Update Inventory Item
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html.find('.weapon-edit').click(ev => {
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const liWeapon = $(ev.currentTarget).parents(".item");
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const weapon = this.actor.getOwnedItem(liWeapon.data("itemId"));
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weapon.sheet.render(true);
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});
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// Rollable Attributes
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html.find('.stat-roll').click(ev => {
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const div = $(ev.currentTarget);
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const statName = div.data("key");
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const attribute = this.actor.data.data.stats[statName];
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this.actor.rollStat(attribute);
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});
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// Rollable Skill
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html.find('.skill-roll').click(ev => {
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const li = event.currentTarget.closest(".item");
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this.actor.rollSkill(li.dataset.itemId, {
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event: event
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});
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});
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// Rollable Weapon
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html.find('.weapon-roll').click(ev => {
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const li = ev.currentTarget.closest(".item");
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this.actor.rollWeapon(li.dataset.itemId, {
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event: ev
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});
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});
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// Rollable Item/Anything with a description that we want to click on.
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html.find('.description-roll').click(ev => {
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const li = ev.currentTarget.closest(".item");
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this.actor.printDescription(li.dataset.itemId, {
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event: ev
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});
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});
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html.on('mousedown', '.weapon-ammo', ev => {
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const li = ev.currentTarget.closest(".item");
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const item = duplicate(this.actor.getEmbeddedEntity("OwnedItem", li.dataset.itemId))
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let amount = item.data.ammo;
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if (event.button == 0) {
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if (amount >= 0) {
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item.data.ammo = Number(amount) + 1;
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}
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} else if (event.button == 2) {
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if (amount > 0) {
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item.data.ammo = Number(amount) - 1;
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}
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}
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this.actor.updateEmbeddedEntity('OwnedItem', item);
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});
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//Reload Shots
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html.on('mousedown', '.weapon-reload', ev => {
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const li = ev.currentTarget.closest(".item");
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const item = duplicate(this.actor.getEmbeddedEntity("OwnedItem", li.dataset.itemId))
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if (event.button == 0) {
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if (!item.data.useAmmo) {
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item.data.curShots = item.data.shots;
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} else {
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item.data.ammo += item.data.curShots;
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let reloadAmount = Math.min(item.data.ammo, item.data.shots);
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item.data.curShots = reloadAmount;
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item.data.ammo -= reloadAmount;
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}
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}
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this.actor.updateEmbeddedEntity('OwnedItem', item);
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let actor = this.actor;
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let speaker = ChatMessage.getSpeaker({ actor });
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ChatMessage.create({
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speaker,
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content: `Reloading ` + item.name + "...",
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type: CHAT_MESSAGE_TYPES.EMOTE
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},
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{ chatBubble: true });
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});
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// Rollable Item/Anything with a description that we want to click on.
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html.find('.calm-roll').click(ev => {
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const attribute = this.actor.data.data.other.stress;
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attribute.label = "Calm";
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this.actor.rollStress(attribute);
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});
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// Rollable Item/Anything with a description that we want to click on.
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html.find('.stress-roll').click(ev => {
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const attribute = this.actor.data.data.other.stress;
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attribute.label = "Stress";
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this.actor.rollStress(attribute);
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});
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// Drag events for macros.
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if (this.actor.owner) {
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let handler = ev => this._onDragStart(ev);
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html.find('li.dropitem').each((i, li) => {
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if (li.classList.contains("inventory-header")) return;
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li.setAttribute("draggable", true);
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li.addEventListener("dragstart", handler, false);
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});
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}
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}
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/* -------------------------------------------- */
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/**
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* Handle creating a new Owned Item for the actor using initial data defined in the HTML dataset
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* @param {Event} event The originating click event
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* @private
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*/
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_onItemCreate(event) {
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event.preventDefault();
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const header = event.currentTarget;
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// Get the type of item to create.
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const type = header.dataset.type;
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// Grab any data associated with this control.
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const data = duplicate(header.dataset);
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// Initialize a default name.
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const name = `New ${type.capitalize()}`;
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// Prepare the item object.
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const itemData = {
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name: name,
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type: type,
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data: data
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};
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// Remove the type from the dataset since it's in the itemData.type prop.
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delete itemData.data["type"];
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// Finally, create the item!
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return this.actor.createOwnedItem(itemData);
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}
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/**
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* Handle creating a new Owned skill for the actor using initial data defined in the HTML dataset
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* @param {Event} event The originating click event
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* @private
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*/
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_onSkillCreate(event) {
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event.preventDefault();
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const header = event.currentTarget;
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// Get the type of item to create.
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const type = header.dataset.type;
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// Grab any data associated with this control.
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const data = duplicate(header.dataset);
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// Initialize a default name.
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const name = `New Skill`;
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// Prepare the item object.
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const itemData = {
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name: name,
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type: type,
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data: data
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};
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// Remove the type from the dataset since it's in the itemData.type prop.
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delete itemData.data["type"];
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// Finally, create the item!
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return this.actor.createOwnedItem(itemData);
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}
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/**
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* Handle clickable rolls.
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* @param {Event} event The originating click event
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* @private
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*/
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_onRoll(event) {
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event.preventDefault();
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const element = event.currentTarget;
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const dataset = element.dataset;
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console.log(super.getData());
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if (dataset.roll) {
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let roll = new Roll(dataset.roll, this.actor.data.data);
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let label = dataset.label ? `Rolling ${dataset.label} to score under ${dataset.target}` : '';
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roll.roll().toMessage({
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speaker: ChatMessage.getSpeaker({ actor: this.actor }),
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flavor: label
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});
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}
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}
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async _updateObject(event, formData) {
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const actor = this.object;
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const updateData = expandObject(formData);
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await actor.update(updateData, {
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diff: false
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});
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}
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}
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