Two ammo display fixes

1. Allow ammunition items to show up in the dropdown picker
2. Don't prompt to consume resources if the consuming object is a blaster
This commit is contained in:
TJ 2021-01-22 16:17:49 -06:00
parent 3399c9c279
commit 1b058f0540
2 changed files with 2 additions and 2 deletions

View file

@ -274,7 +274,7 @@ SW5E.consumableTypes = {
"food": "SW5E.ConsumableFood",
"medpac": "SW5E.ConsumableMedpac",
"technology": "SW5E.ConsumableTechnology",
"ammunition": "SW5E.ConsumableAmmunition",
"ammo": "SW5E.ConsumableAmmunition",
"trinket": "SW5E.ConsumableTrinket",
"force": "SW5E.ConsumableForce",
"tech": "SW5E.ConsumableTech"

View file

@ -399,7 +399,7 @@ export default class Item5e extends Item {
// Define follow-up actions resulting from the item usage
let createMeasuredTemplate = hasArea; // Trigger a template creation
let consumeRecharge = !!recharge.value; // Consume recharge
let consumeResource = !!resource.target && (resource.type !== "ammo") // Consume a linked (non-ammo) resource
let consumeResource = !!resource.target && resource.type !== "ammo" && !['simpleB', 'martialB'].includes(id.weaponType); // Consume a linked (non-ammo) resource, ignore if use is from a blaster
let consumePowerSlot = requirePowerSlot; // Consume a power slot
let consumeUsage = !!uses.per; // Consume limited uses
let consumeQuantity = uses.autoDestroy; // Consume quantity of the item in lieu of uses