367 lines
14 KiB
JavaScript
367 lines
14 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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import { DLCreatureSettings } from "../settings/creature-settings.js";
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export class MothershipCreatureSheet 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", "creature"],
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template: "systems/mosh/templates/actor/creature-sheet.html",
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width: 700,
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height: 650,
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "character" }]
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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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* Extend and override the sheet header buttons
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* @override
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*/
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_getHeaderButtons() {
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let buttons = super._getHeaderButtons();
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const canConfigure = game.user.isGM || this.actor.isOwner;
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if (this.options.editable && canConfigure) {
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buttons = [{
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label: game.i18n.localize("Mosh.CreatureSettings"),
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class: 'configure-actor',
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icon: 'fas fa-tasks',
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onclick: (ev) => this._onConfigureCreature(ev),
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},].concat(buttons);
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}
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return buttons;
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}
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/* -------------------------------------------- */
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_onConfigureCreature(event) {
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event.preventDefault();
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new DLCreatureSettings(this.actor, {
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top: this.position.top + 40,
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left: this.position.left + (this.position.width - 400) / 2
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}).render({force: true});
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}
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async _updateObject(event, formData) {
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const actor = this.object;
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var updateData;
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if (game.release.generation >= 12) {
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updateData = foundry.utils.expandObject(formData);
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} else {
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updateData = expandObject(formData);
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}
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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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/** @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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// 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.type == 'creature') {
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this._prepareCreatureItems(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.description = await foundry.applications.ux.TextEditor.implementation.enrichHTML(data.data.system.description, {async: true});
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data.data.enriched.biography = await foundry.applications.ux.TextEditor.implementation.enrichHTML(data.data.system.biography, {async: true});
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return data.data;
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}
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/**
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* Get the remaining wounds of the creature
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* @param {JQuery} html
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* @returns {int} hits.max - hits.value
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*/
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getWoundsLeft(html){
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return html.find(`input[name="system.hits.max"]`).prop('value') - html.find(`input[name="system.hits.value"]`).prop('value');
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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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_prepareCreatureItems(sheetData) {
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const actorData = sheetData.data;
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// Initialize containers.
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const abilities = [];
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const weapons = [];
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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 === 'ability') {
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abilities.push(i);
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} else if (i.type === 'weapon') {
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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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}
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}
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// Assign and return
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actorData.abilities = abilities;
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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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// 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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// 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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// 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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//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 = $(ev.currentTarget).parents(".item");
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const weapon = this.actor.getEmbeddedDocument("Item", li.data("itemId"));
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weapon.sheet.render({force: true});
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});
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// Rollable Weapon
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html.find('.weapon-roll').click(ev => {
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const li = ev.currentTarget.closest(".item");
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var item;
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if (game.release.generation >= 12) {
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item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
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} else {
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item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
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}
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let swarm_damage_roll_string =null;
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if (this.actor.system.swarm && this.actor.system.swarm.enabled){
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//replace the roll damage for swarm actors
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let new_dice_ammount = item.system.damage.match(/([0-9]+)d[0-9]+/i)[1]*this.getWoundsLeft(html);
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swarm_damage_roll_string = item.system.damage.replace(/([0-9]+)(d[0-9]+)/i,`${new_dice_ammount}$2`);
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}
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this.actor.rollCheck(null, 'low', 'combat', null, null, item,swarm_damage_roll_string);
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});
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// Rollable Damage
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html.find('.dmg-roll').click(ev => {
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const li = ev.currentTarget.closest(".item");
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var item;
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if (game.release.generation >= 12) {
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item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
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} else {
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item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
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}
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let swarm_damage_roll_string =null;
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if (this.actor.system.swarm && this.actor.system.swarm.enabled){
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//replace the roll damage for swarm actors
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let new_dice_ammount = item.system.damage.match(/([0-9]+)d[0-9]+/i)[1]*this.getWoundsLeft(html);
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swarm_damage_roll_string = item.system.damage.replace(/([0-9]+)(d[0-9]+)/i,`${new_dice_ammount}$2`);
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}
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this.actor.rollCheck(null, null, 'damage', null, null, item,swarm_damage_roll_string);
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});
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//increase ammo
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html.on('mousedown', '.weapon-ammo', ev => {
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//dupe item to work on
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const li = ev.currentTarget.closest(".item");
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var item;
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if (game.release.generation >= 12) {
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item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
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} else {
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item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
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}
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let amount = item.system.ammo;
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//increase 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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//update ammo count
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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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var item;
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if (game.release.generation >= 12) {
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item = foundry.utils.duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
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} else {
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item = duplicate(this.actor.getEmbeddedDocument("Item", li.dataset.itemId));
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}
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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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// 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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// 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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}
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// update swarm combat
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html.find(`input[name="system.swarm.combat.value"]`).change(ev => {
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let new_combat_value = $(ev.currentTarget).prop('value') * this.getWoundsLeft(html);
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this.actor.update({"system.stats.combat.value":new_combat_value});
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});
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html.find(`input[name="system.hits.max"]`).change(ev => {
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//Max wounds changed -> calculate new combat stat
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if (this.actor.system.swarm && this.actor.system.swarm.enabled){
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let new_combat_value = html.find(`input[name="system.swarm.combat.value"]`).prop('value') * this.getWoundsLeft(html);
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this.actor.update({"system.stats.combat.value":new_combat_value});
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}
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});
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html.find(`input[name="system.hits.value"]`).change(ev => {
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//Current wounds changed -> calculate new combat stat
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if (this.actor.system.swarm && this.actor.system.swarm.enabled){
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let new_combat_value = html.find(`input[name="system.swarm.combat.value"]`).prop('value') * this.getWoundsLeft(html);
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this.actor.update({"system.stats.combat.value":new_combat_value});
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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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var data;
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if (game.release.generation >= 12) {
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data = foundry.utils.duplicate(header.dataset);
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} else {
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data = duplicate(header.dataset);
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}
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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.createEmbeddedDocuments("Item", [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.system);
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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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}
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