Bugfix - Sprites -> update power/skills
Bugfix - Sprites -> update power/skills now updated when sprite type or level are changed.
This commit is contained in:
@@ -5471,7 +5471,7 @@
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<input type="hidden" name="attr_resist_pain" value="0" />
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<input type="hidden" name="attr_damage_compensator" value="0" />
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<input type="hidden" name="attr_sheet_version" value="0.50">
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<input type="hidden" name="attr_sheet_version" value="0.51">
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<input type="hidden" name="attr_data_version" value="0">
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<script type="text/worker">
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@@ -8277,20 +8277,20 @@ var sprite_update = () => {
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// Check if there are already skills
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getSectionIDs(['repeating_skills'], function (ids) {
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// if there are any skills already set up let's not mess with them
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// the GM / player may have them how they want them.
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if(ids.length == 0) {
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skills.forEach(skill => {
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// make a new repeatingRowID
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var newId = generateRowID();
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ids.forEach(rowId => {
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removeRepeatingRow(`repeating_skills_${rowId}`);
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});
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setAttrs({
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[`repeating_skills_${newId}_skill`]: skill,
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[`repeating_skills_${newId}_level`]: level,
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[`repeating_skills_${newId}_flag`]: 0
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});
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skills.forEach(skill => {
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// make a new repeatingRowID
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var newId = generateRowID();
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setAttrs({
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[`repeating_skills_${newId}_skill`]: skill,
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[`repeating_skills_${newId}_level`]: level,
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[`repeating_skills_${newId}_flag`]: 0
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});
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}
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});
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});
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@@ -8312,20 +8312,20 @@ var sprite_update = () => {
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// Check if there are already powers
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getSectionIDs(['repeating_powers'], function (ids) {
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// if there are any powers already set up let's not mess with them
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// the GM / player may have them how they want them.
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if(ids.length == 0) {
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powers.forEach(power => {
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// make a new repeatingRowID
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var newId = generateRowID();
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ids.forEach(rowId => {
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removeRepeatingRow(`repeating_powers_${rowId}`);
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});
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setAttrs({
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[`repeating_powers_${newId}_name`]: power,
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[`repeating_powers_${newId}_notes`]: notes[power],
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[`repeating_powers_${newId}_flag`]: 0
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});
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powers.forEach(power => {
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// make a new repeatingRowID
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var newId = generateRowID();
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setAttrs({
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[`repeating_powers_${newId}_name`]: power,
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[`repeating_powers_${newId}_notes`]: notes[power],
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[`repeating_powers_${newId}_flag`]: 0
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});
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}
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});
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});
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});
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};
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