forked from GitHub-Mirrors/foundry-sw5e
DND5e Core 1.2.2
DND5e Core 1.2.2 modded to SW5e system
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ab510e336c
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063f924183
58 changed files with 337 additions and 155 deletions
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@ -93,8 +93,14 @@ export default class Actor5e extends Actor {
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init.total = init.mod + init.prof + init.bonus;
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// Prepare power-casting data
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this._computePowercastingDC(this.data);
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data.attributes.powerdc = data.attributes.powercasting ? data.abilities[data.attributes.powercasting].dc : 10;
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this._computePowercastingProgression(this.data);
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// Compute owned item attributes which depend on prepared Actor data
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this.items.forEach(item => {
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item.getSaveDC();
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item.getAttackToHit();
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});
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}
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/* -------------------------------------------- */
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@ -169,7 +175,10 @@ export default class Actor5e extends Actor {
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}
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// Load item data for all identified features
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const features = await Promise.all(ids.map(id => fromUuid(id)));
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const features = [];
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for ( let id of ids ) {
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features.push(await fromUuid(id));
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}
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// Class powers should always be prepared
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for ( const feature of features ) {
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@ -313,19 +322,22 @@ export default class Actor5e extends Actor {
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const joat = flags.jackOfAllTrades;
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const observant = flags.observantFeat;
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const skillBonus = Number.isNumeric(bonuses.skill) ? parseInt(bonuses.skill) : 0;
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let round = Math.floor;
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for (let [id, skl] of Object.entries(data.skills)) {
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skl.value = parseFloat(skl.value || 0);
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skl.value = Math.clamped(Number(skl.value).toNearest(0.5), 0, 2) ?? 0;
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let round = Math.floor;
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// Apply Remarkable Athlete or Jack of all Trades
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let multi = skl.value;
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if ( athlete && (skl.value === 0) && feats.remarkableAthlete.abilities.includes(skl.ability) ) {
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multi = 0.5;
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// Remarkable
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if ( athlete && (skl.value < 0.5) && feats.remarkableAthlete.abilities.includes(skl.ability) ) {
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skl.value = 0.5;
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round = Math.ceil;
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}
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if ( joat && (skl.value === 0 ) ) multi = 0.5;
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// Retain the maximum skill proficiency when skill proficiencies are merged
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// Jack of All Trades
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if ( joat && (skl.value < 0.5) ) {
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skl.value = 0.5;
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}
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// Polymorph Skill Proficiencies
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if ( originalSkills ) {
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skl.value = Math.max(skl.value, originalSkills[id].value);
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}
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@ -333,7 +345,7 @@ export default class Actor5e extends Actor {
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// Compute modifier
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skl.bonus = checkBonus + skillBonus;
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skl.mod = data.abilities[skl.ability].mod;
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skl.prof = round(multi * data.attributes.prof);
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skl.prof = round(skl.value * data.attributes.prof);
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skl.total = skl.mod + skl.prof + skl.bonus;
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// Compute passive bonus
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@ -344,23 +356,6 @@ export default class Actor5e extends Actor {
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/* -------------------------------------------- */
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/**
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* Compute the powercasting DC for all item abilities which use power DC scaling
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* @param {object} actorData The actor data being prepared
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* @private
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*/
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_computePowercastingDC(actorData) {
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// Compute the powercasting DC
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const data = actorData.data;
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data.attributes.powerdc = data.attributes.powercasting ? data.abilities[data.attributes.powercasting].dc : 10;
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// Compute ability save DCs that depend on the calling actor
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this.items.forEach(i => i.getSaveDC());
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}
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/* -------------------------------------------- */
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/**
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* Prepare data related to the power-casting capabilities of the Actor
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* @private
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@ -420,9 +415,9 @@ export default class Actor5e extends Actor {
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for ( let [n, lvl] of Object.entries(powers) ) {
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let i = parseInt(n.slice(-1));
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if ( Number.isNaN(i) ) continue;
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if ( Number.isNumeric(lvl.override) ) lvl.max = Math.max(parseInt(lvl.override), 1);
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if ( Number.isNumeric(lvl.override) ) lvl.max = Math.max(parseInt(lvl.override), 0);
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else lvl.max = slots[i-1] || 0;
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lvl.value = Math.min(parseInt(lvl.value), lvl.max);
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lvl.value = parseInt(lvl.value);
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}
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// Determine the Actor's pact magic level (if any)
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@ -1113,8 +1108,7 @@ export default class Actor5e extends Actor {
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// Recover power slots
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for ( let [k, v] of Object.entries(data.powers) ) {
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if ( !v.max && !v.override ) continue;
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updateData[`data.powers.${k}.value`] = v.override || v.max;
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updateData[`data.powers.${k}.value`] = !Number.isNaN(v.override) ? v.override : (v.max ?? 0);
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}
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// Recover pact slots.
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@ -1238,10 +1232,10 @@ export default class Actor5e extends Actor {
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}
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// Get the original Actor data and the new source data
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const o = duplicate(this.data);
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const o = this.toJSON();
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o.flags.sw5e = o.flags.sw5e || {};
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o.flags.sw5e.transformOptions = {mergeSkills, mergeSaves};
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const source = duplicate(target.data);
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const source = target.toJSON();
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// Prepare new data to merge from the source
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const d = {
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@ -1249,6 +1243,7 @@ export default class Actor5e extends Actor {
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name: `${o.name} (${source.name})`, // Append the new shape to your old name
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data: source.data, // Get the data model of your new form
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items: source.items, // Get the items of your new form
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effects: o.effects.concat(source.effects), // Combine active effects from both forms
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token: source.token, // New token configuration
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img: source.img, // New appearance
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permission: o.permission, // Use the original actor permissions
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@ -119,22 +119,44 @@ export default class ActorSheet5e extends ActorSheet {
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/* -------------------------------------------- */
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/**
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* Prepare the display of movement speed data for the Actor
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* @param {object} actorData
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* Prepare the display of movement speed data for the Actor*
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* @param {object} actorData The Actor data being prepared.
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* @param {boolean} [largestPrimary=false] Show the largest movement speed as "primary", otherwise show "walk"
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* @returns {{primary: string, special: string}}
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* @private
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*/
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_getMovementSpeed(actorData) {
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_getMovementSpeed(actorData, largestPrimary=false) {
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const movement = actorData.data.attributes.movement || {};
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const speeds = [
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// Prepare an array of available movement speeds
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let speeds = [
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[movement.burrow, `${game.i18n.localize("SW5E.MovementBurrow")} ${movement.burrow}`],
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[movement.climb, `${game.i18n.localize("SW5E.MovementClimb")} ${movement.climb}`],
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[movement.fly, `${game.i18n.localize("SW5E.MovementFly")} ${movement.fly}` + (movement.hover ? ` (${game.i18n.localize("SW5E.MovementHover")})` : "")],
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[movement.swim, `${game.i18n.localize("SW5E.MovementSwim")} ${movement.swim}`]
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].filter(s => !!s[0]).sort((a, b) => b[0] - a[0]);
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return {
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primary: `${movement.walk || 0} ${movement.units}`,
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special: speeds.length ? speeds.map(s => s[1]).join(", ") : ""
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]
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if ( largestPrimary ) {
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speeds.push([movement.walk, `${game.i18n.localize("SW5E.MovementWalk")} ${movement.walk}`]);
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}
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// Filter and sort speeds on their values
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speeds = speeds.filter(s => !!s[0]).sort((a, b) => b[0] - a[0]);
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// Case 1: Largest as primary
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if ( largestPrimary ) {
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let primary = speeds.shift();
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return {
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primary: `${primary ? primary[1] : "0"} ${movement.units}`,
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special: speeds.map(s => s[1]).join(", ")
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}
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}
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// Case 2: Walk as primary
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else {
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return {
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primary: `${movement.walk || 0} ${movement.units}`,
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special: speeds.length ? speeds.map(s => s[1]).join(", ") : ""
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}
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}
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}
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@ -352,7 +374,7 @@ export default class ActorSheet5e extends ActorSheet {
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1: '<i class="fas fa-check"></i>',
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2: '<i class="fas fa-check-double"></i>'
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};
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return icons[level];
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return icons[level] || icons[0];
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}
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/* -------------------------------------------- */
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@ -46,6 +46,9 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
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// Experience Tracking
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sheetData["disableExperience"] = game.settings.get("sw5e", "disableExperienceTracking");
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sheetData["classLabels"] = this.actor.itemTypes.class.map(c => c.name).join(", ");
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sheetData["multiclassLabels"] = this.actor.itemTypes.class.map(c => {
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return [c.data.data.archetype, c.name, c.data.data.levels].filterJoin(' ')
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}).join(', ');
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// Return data for rendering
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return sheetData;
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@ -76,12 +79,12 @@ export default class ActorSheet5eCharacter extends ActorSheet5e {
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item.img = item.img || DEFAULT_TOKEN;
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item.isStack = Number.isNumeric(item.data.quantity) && (item.data.quantity !== 1);
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item.attunement = {
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1: {
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[CONFIG.SW5E.attunementTypes.REQUIRED]: {
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icon: "fa-sun",
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cls: "not-attuned",
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title: "SW5E.AttunementRequired"
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},
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2: {
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[CONFIG.SW5E.attunementTypes.ATTUNED]: {
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icon: "fa-sun",
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cls: "attuned",
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title: "SW5E.AttunementAttuned"
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@ -56,6 +56,13 @@ export default class ActorSheet5eVehicle extends ActorSheet5e {
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/* -------------------------------------------- */
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/** @override */
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_getMovementSpeed(actorData, largestPrimary=true) {
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return super._getMovementSpeed(actorData, largestPrimary);
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}
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/* -------------------------------------------- */
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/**
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* Prepare items that are mounted to a vehicle and require one or more crew
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* to operate.
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/* -------------------------------------------- */
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/** @override */
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_getMovementSpeed(actorData) {
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return {primary: "", special: ""};
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}
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/* -------------------------------------------- */
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/**
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* Organize Owned Items for rendering the Vehicle sheet.
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* @private
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