660 lines
22 KiB
JavaScript
660 lines
22 KiB
JavaScript
import { DLActorGenerator } from "../windows/actor-generator.js";
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/**
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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 foundry.appv1.sheets.ActorSheet {
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/** @override */
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static get defaultOptions() {
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var options = {
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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: 820,
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height: 820,
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "character" }],
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submitOnChange: true
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}
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return foundry.utils.mergeObject(super.defaultOptions, options);
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}
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/* -------------------------------------------- */
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/** @override */
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async getData() {
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const data = await super.getData();
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data.dtypes = ["String", "Number", "Boolean"];
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const superData = data.data.system;
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for (let attr of Object.values(data.data.system.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.type == 'character') {
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this._prepareCharacterItems(data);
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}
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if (data.data.system.settings == null) {
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data.data.system.settings = {};
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}
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data.data.system.settings.useCalm = game.settings.get("mosh", "useCalm");
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data.data.system.settings.hideWeight = game.settings.get("mosh", "hideWeight");
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data.data.system.settings.firstEdition = game.settings.get("mosh", "firstEdition");
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data.data.system.settings.androidPanic = game.settings.get("mosh", "androidPanic");
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data.data.enriched = [];
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data.data.enriched.notes = await foundry.applications.ux.TextEditor.implementation.enrichHTML(superData.notes, {async: true});
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data.data.enriched.biography = await foundry.applications.ux.TextEditor.implementation.enrichHTML(superData.biography, {async: true});
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//SKILL XP BUTTONS
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superData.xp.html = '';
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if (superData.xp.html == '') {
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for (let i = 1; i <= 15; i++) {
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if (i > superData.xp.value) {
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if (i % 5) {
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superData.xp.html += '<div class="circle"></div>';
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}
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else { //If a special one
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let trainLevel = '<div class="skill_training_text" style="position: relative; top: 17px; text-align: center; left: -54px;">Trained</div>';
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if (i == 10) trainLevel = '<div class="skill_training_text" style="position: relative; top: 17px; text-align: center; left: -50px;">Expert</div>';
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else if (i == 15) trainLevel = '<div class="skill_training_text" style="position: relative; top: 17px; text-align: center; left: -52px;">Master</div>';
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superData.xp.html += '<div class="circle" style="background:rgb(200,200,200);">' + trainLevel + '</div>';
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}
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}
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else {
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if (i % 5) {
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superData.xp.html += '<div class="circle-f"></div>';
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}
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else { //If a special one
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let trainLevel = '<div class="skill_training_text" style="position: relative; top: 17px; text-align: center; left: -54px; color:black;">Trained</div>';
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if (i == 10) trainLevel = '<div class="skill_training_text" style="position: relative; top: 17px; text-align: center; left: -50px; color:black;">Expert</div>';
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else if (i == 15) trainLevel = '<div class="skill_training_text" style="position: relative; top: 17px; text-align: center; left: -52px; color:black;">Master</div>';
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superData.xp.html += '<div class="circle-f" style="background:black;">' + trainLevel + '</div>';
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}
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}
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}
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}
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//END SKILL XP
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return data.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.data;
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//console.log(sheetData);
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///console.log("sheetdata Above");
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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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const conditions = [];
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let curWeight = 0;
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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.system;
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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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curWeight += item.weight * item.quantity;
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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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curWeight += item.weight;
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} else if (i.type === 'weapon') {
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//We need to update this from the old system.
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if (item.ranges.value == "" && item.ranges.medium > 0) {
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item.ranges.value = item.ranges.short + "/" + item.ranges.medium + "/" + item.ranges.long;
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item.ranges.medium = 0;
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}
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weapons.push(i);
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curWeight += item.weight;
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} else if (i.type === 'condition') {
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// We'll handle the pip html here.
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if (item.treatment == null) {
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item.treatment = {
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"value": 0,
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"html": ""
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};
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}
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let pipHtml = "";
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for (let i = 0; i < 3; i++) {
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if (i < item.treatment.value) {
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pipHtml += '<i class="fas fa-circle"></i>';
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}
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else {
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pipHtml += '<i class="far fa-circle"></i>';
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}
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}
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item.treatment.html = pipHtml;
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conditions.push(i);
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}
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}
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if (actorData.system.weight == undefined) {
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actorData.system.weight = {
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"current": 0,
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"capacity": 0
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};
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}
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if (actorData.system.credits == undefined) {
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actorData.system.credits = {
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"value": 0,
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};
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}
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actorData.system.weight.capacity = Math.ceil((actorData.system.stats.strength.value / 10)); //Removed a +3 here because I misunderstood some Traaa.sh stuff. This whole thing can probably be ripped out tbh.
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actorData.system.weight.current = curWeight;
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//console.log("Current Weight: " + curWeight + " Capacity: " + actorData.data.weight.capacity);
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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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actorData.conditions = conditions;
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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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html.on('mousedown', '.char-pip-button', ev => {
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const div = $(ev.currentTarget);
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const targetName = div.data("key");
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let amount = this.actor.system.xp.value;
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let newAmount = amount;
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let max = div.data("max");
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let min = div.data("min");
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if (event.button == 0) {
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if (amount < max) {
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newAmount = Number(amount) + 1;
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}
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} else if (event.button == 2) {
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if (amount > min) {
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newAmount = Number(amount) - 1;
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}
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}
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this.actor.update({'system.xp.value': newAmount});
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});
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html.on('mousedown', '.treatment-button', ev => {
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const li = ev.currentTarget.closest(".item");
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//const item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId))
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var item;
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item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
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let amount = item.system.treatment.value;
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if (event.button == 0) {
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if (amount < 3) {
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item.system.treatment.value = 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.system.treatment.value = Number(amount) - 1;
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}
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}
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this.actor.updateEmbeddedDocuments('Item', [item]);
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});
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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.closest(".item");
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//const item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId))
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var item;
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item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
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item.system.equipped = !item.system.equipped;
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this.actor.updateEmbeddedDocuments('Item', [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.getEmbeddedDocument("Item", li.data("itemId"));
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item.sheet.render({force: 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.getEmbeddedDocument("Item", li.dataset.itemId))
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var item;
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item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
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let amount = item.system.quantity;
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if (event.button == 0) {
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item.system.quantity = Number(amount) + 1;
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} else if (event.button == 2) {
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item.system.quantity = Number(amount) - 1;
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}
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this.actor.updateEmbeddedDocuments('Item', [item]);
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});
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//Severity adjuster
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html.on('mousedown', '.severity', ev => {
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const li = ev.currentTarget.closest(".item");
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var item;
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item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
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let amount = item.system.severity;
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if (event.button == 0) {
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item.system.severity = Number(amount) + 1;
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} else if (event.button == 2 && amount > 0) {
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item.system.severity = Number(amount) - 1;
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}
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this.actor.updateEmbeddedDocuments('Item', [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.deleteEmbeddedDocuments("Item", [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 li = $(ev.currentTarget).parents(".item");
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const skill = this.actor.getEmbeddedDocument("Item", li.data("itemId"));
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skill.sheet.render({force: 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 li = $(ev.currentTarget).parents(".item");
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const weapon = this.actor.getEmbeddedDocument("Item", li.data("itemId"));
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weapon.sheet.render({force: true});
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});
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// Rollable Attribute
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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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this.actor.rollCheck(null, 'low', statName, null, null, null);
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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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//const item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
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var item;
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item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
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this.actor.rollCheck(null, null, null, item.name, item.system.bonus, null);
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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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//const item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
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var item;
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item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
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this.actor.rollCheck(null, 'low', 'combat', null, null, item);
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});
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// Rollable Damage
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html.find('.dmg-roll').click(ev => {
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const li = ev.currentTarget.closest(".item");
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//const item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
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var item;
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item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
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this.actor.rollCheck(null, null, 'damage', null, null, item);
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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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//increase ammo
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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.getEmbeddedDocument("Item", li.dataset.itemId))
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var item;
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item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
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let amount = item.system.ammo;
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if (event.button == 0) {
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if (amount >= 0) {
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item.system.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.system.ammo = Number(amount) - 1;
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}
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}
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this.actor.updateEmbeddedDocuments('Item', [item]);
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});
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//increase shots
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html.on('mousedown', '.weapon-shots', ev => {
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const li = ev.currentTarget.closest(".item");
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//const item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId))
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var item;
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item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
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if (event.button == 0) {
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if (item.system.curShots >= 0 && item.system.curShots < item.system.shots && item.system.ammo > 0) {
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item.system.curShots = Number(item.system.curShots) + 1;
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item.system.ammo = Number(item.system.ammo) - 1;
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}
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} else if (event.button == 2) {
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if (item.system.curShots > 0) {
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item.system.curShots = Number(item.system.curShots) - 1;
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item.system.ammo = Number(item.system.ammo) + 1;
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}
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}
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this.actor.updateEmbeddedDocuments('Item', [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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this.actor.reloadWeapon(li.dataset.itemId);
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});
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//increase AP
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html.on('mousedown', '.armor-ap', ev => {
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const li = ev.currentTarget.closest(".item");
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//const item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId))
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var item;
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item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
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let amount = item.system.armorPoints;
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if (event.button == 0) {
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item.system.armorPoints = Number(amount) + 1;
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} else if (event.button == 2) {
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if (amount > 0) {
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item.system.armorPoints = Number(amount) - 1;
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}
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}
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this.actor.updateEmbeddedDocuments('Item', [item]);
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});
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//increase DR
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html.on('mousedown', '.armor-dr', ev => {
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const li = ev.currentTarget.closest(".item");
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//const item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId))
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var item;
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item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
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let amount = item.system.damageReduction;
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if (event.button == 0) {
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item.system.damageReduction = Number(amount) + 1;
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} else if (event.button == 2) {
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if (amount > 0) {
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item.system.damageReduction = Number(amount) - 1;
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}
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}
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this.actor.updateEmbeddedDocuments('Item', [item]);
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});
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//increase oxygen
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html.on('mousedown', '.armor-oxy', ev => {
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const li = ev.currentTarget.closest(".item");
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//const item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId))
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var item;
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item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
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let amount = item.system.oxygenCurrent;
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if (event.button == 0) {
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if (amount < item.system.oxygenMax) {
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item.system.oxygenCurrent = 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.system.oxygenCurrent = Number(amount) - 1;
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}
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}
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this.actor.updateEmbeddedDocuments('Item', [item]);
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});
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// Calm - Panic Check
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html.find('.calm-roll').click(ev => {
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//roll panic check
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this.actor.rollTable('panicCheck', null, null, null, null, null, null);
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});
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// Stress - Panic Check
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html.find('.stress-roll').click(ev => {
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//roll panic check
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this.actor.rollTable('panicCheck', null, null, null, null, null, null);
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});
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// Clicking on Armor
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html.find('.armor-roll').click(ev => {
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//roll panic check
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this.actor.chooseCover();
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});
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// Drag events for macros.
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if (this.actor.isOwner) {
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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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|
}
|
|
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
|
|
/**
|
|
* Handle creating a new Owned Item for the actor using initial data defined in the HTML dataset
|
|
* @param {Event} event The originating click event
|
|
* @private
|
|
*/
|
|
_onItemCreate(event) {
|
|
|
|
event.preventDefault();
|
|
const header = event.currentTarget;
|
|
// Get the type of item to create.
|
|
const type = header.dataset.type;
|
|
// Grab any data associated with this control.
|
|
var data;
|
|
data = foundry.utils.duplicate(header.dataset);
|
|
|
|
// Initialize a default name.
|
|
const name = `New ${type.capitalize()}`;
|
|
// Prepare the item object.
|
|
const itemData = {
|
|
name: name,
|
|
type: type,
|
|
data: data
|
|
};
|
|
|
|
// Remove the type from the dataset since it's in the itemData.type prop.
|
|
delete itemData.data["type"];
|
|
|
|
// Finally, create the item!
|
|
return this.actor.createEmbeddedDocuments("Item", [itemData]);
|
|
}
|
|
|
|
/**
|
|
* Handle creating a new Owned skill for the actor using initial data defined in the HTML dataset
|
|
* @param {Event} event The originating click event
|
|
* @private
|
|
*/
|
|
_onSkillCreate(event) {
|
|
event.preventDefault();
|
|
const header = event.currentTarget;
|
|
// Get the type of item to create.
|
|
const type = header.dataset.type;
|
|
// Grab any data associated with this control.
|
|
var data;
|
|
data = foundry.utils.duplicate(header.dataset);
|
|
//const data = duplicate(header.dataset);
|
|
// Initialize a default name.
|
|
const name = `New Skill`;
|
|
// Prepare the item object.
|
|
const itemData = {
|
|
name: name,
|
|
type: type,
|
|
system: data
|
|
};
|
|
|
|
let d = new foundry.applications.api.DialogV2({
|
|
window: {title: `New Skill`},
|
|
classes: ["macro-popup-dialog"],
|
|
content: `
|
|
<div class="macro_window">
|
|
<div class="macro_desc" style="padding-left: 8px; padding-bottom: 0px;">
|
|
<h4> Name </h4>
|
|
</div>
|
|
<input type="text" id="name" name="name" value="New Skill">
|
|
</div>
|
|
<div class="macro_window">
|
|
<div class="macro_desc" style="padding-left: 8px; padding-bottom: 0px;">
|
|
<h4> Rank </h4>
|
|
</div>
|
|
<select name="rank" id="rank">
|
|
<option value="Trained">Trained</option>
|
|
<option value="Expert">Expert</option>
|
|
<option value="Master">Master</option>
|
|
</select>
|
|
</div>
|
|
`,
|
|
buttons: [
|
|
{
|
|
icon: 'fas fa-check',
|
|
action: "create",
|
|
label: "Create",
|
|
callback: (event, button, dialog) => {
|
|
var rank = button.form.querySelector('[id=\"rank\"]')?.value;
|
|
if (rank == "Trained")
|
|
itemData.system.bonus = 10;
|
|
if (rank == "Expert")
|
|
itemData.system.bonus = 15;
|
|
if (rank == "Master")
|
|
itemData.system.bonus = 20;
|
|
|
|
itemData.system.rank = rank;
|
|
itemData.name = button.form.querySelector('[id=\"name\"]')?.value
|
|
this.actor.createEmbeddedDocuments("Item", [itemData]);
|
|
}
|
|
},
|
|
{
|
|
icon: 'fas fa-times',
|
|
action: "cancel",
|
|
label: "Cancel",
|
|
callback: () => { }
|
|
}
|
|
],
|
|
default: "roll",
|
|
close: () => { }
|
|
});
|
|
d.render({force: true});
|
|
|
|
// Finally, create the item!
|
|
return;
|
|
}
|
|
|
|
|
|
/**
|
|
* Handle clickable rolls.
|
|
* @param {Event} event The originating click event
|
|
* @private
|
|
*/
|
|
_onRoll(event) {
|
|
event.preventDefault();
|
|
const element = event.currentTarget;
|
|
const dataset = element.dataset;
|
|
|
|
if (dataset.roll) {
|
|
let roll = new Roll(dataset.roll, this.actor.system);
|
|
let label = dataset.label ? `Rolling ${dataset.label} to score under ${dataset.target}` : '';
|
|
roll.roll().toMessage({
|
|
speaker: ChatMessage.getSpeaker({ actor: this.actor }),
|
|
flavor: label
|
|
});
|
|
}
|
|
}
|
|
|
|
async _updateObject(event, formData) {
|
|
const actor = this.object;
|
|
|
|
var updateData;
|
|
updateData = foundry.utils.expandObject(formData);
|
|
|
|
await actor.update(updateData, {
|
|
diff: false
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Extend and override the sheet header buttons
|
|
* @override
|
|
*/
|
|
_getHeaderButtons() {
|
|
let buttons = super._getHeaderButtons();
|
|
const canConfigure = game.user.isGM || this.actor.isOwner;
|
|
if (this.options.editable && canConfigure) {
|
|
buttons = [{
|
|
label: game.i18n.localize("Mosh.CharacterGenerator.name"),
|
|
class: 'configure-actor',
|
|
icon: 'fas fa-cogs',
|
|
onclick: (ev) => this._onConfigureCreature(ev),
|
|
},].concat(buttons);
|
|
}
|
|
return buttons;
|
|
}
|
|
_onConfigureCreature(event) {
|
|
event.preventDefault();
|
|
new DLActorGenerator(this.actor, {
|
|
top: this.position.top + 40,
|
|
left: this.position.left + (this.position.width - 400) / 2
|
|
}).render({force: true});
|
|
}
|
|
}
|