forked from GitHub-Mirrors/foundry-sw5e
Updated to DND5e 1.3.2
Things unfinished: - Migration - The update adds new sections to the class sheet to allow some light customisation, this hasn't been included, but could be extended for the sake of dynamic classes with automatic class features and more - The French - The packs have not yet been updated, meaning due to the addition of a progression field to the class item, classes now don't set force or tech points - I updated the function calls in starships, but I didn't update it very thoroughly, it'll need checking - I only did a little testing - There has since been updates to DND5e that hasn't made it to release that patch bugs, those should be implemented Things changed from base 5e: - Short rests and long rests were merged into one function, this needed some rewrites to account for force and tech points, and for printing the correct message Extra Comments: - Unfinished code exists for automatic spell scrolls, this could be extended for single use force or tech powers - Weapon proficiencies probably need revising - Elven accuracy, halfling lucky, and reliable talent are present in the roll logic, this probably needs revising for sw5e - SW5e has a variant rule that permits force powers of any alignment to use either charisma or wisdom, that could be implemented - SW5e's version of gritty realism, [Longer Rests](https://sw5e.com/rules/variantRules/Longer%20Rests) differs from base dnd, this could be implemented - Extra ideas I've had while looking through the code can be found in Todos next to the ideas relevant context
This commit is contained in:
parent
aa07380c57
commit
2a7e1c419e
72 changed files with 3107 additions and 1359 deletions
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@ -1,8 +1,10 @@
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import Item5e from "../../../item/entity.js";
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import TraitSelector from "../../../apps/trait-selector.js";
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import ActorSheetFlags from "../../../apps/actor-flags.js";
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import ActorHitDiceConfig from "../../../apps/hit-dice-config.js";
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import ActorMovementConfig from "../../../apps/movement-config.js";
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import ActorSensesConfig from "../../../apps/senses-config.js";
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import ActorTypeConfig from "../../../apps/actor-type.js";
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import {SW5E} from '../../../config.js';
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import {onManageActiveEffect, prepareActiveEffectCategories} from "../../../effects.js";
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@ -44,6 +46,15 @@ export default class ActorSheet5e extends ActorSheet {
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/* -------------------------------------------- */
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/**
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* A set of item types that should be prevented from being dropped on this type of actor sheet.
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* @type {Set<string>}
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*/
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static unsupportedItemTypes = new Set();
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/* -------------------------------------------- */
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/** @override */
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get template() {
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if ( !game.user.isGM && this.actor.limited ) return "systems/sw5e/templates/actors/oldActor/limited-sheet.html";
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@ -53,44 +64,51 @@ export default class ActorSheet5e extends ActorSheet {
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/* -------------------------------------------- */
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/** @override */
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getData() {
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getData(options) {
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// Basic data
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let isOwner = this.entity.owner;
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let isOwner = this.actor.isOwner;
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const data = {
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owner: isOwner,
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limited: this.entity.limited,
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limited: this.actor.limited,
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options: this.options,
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editable: this.isEditable,
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cssClass: isOwner ? "editable" : "locked",
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isCharacter: this.entity.data.type === "character",
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isNPC: this.entity.data.type === "npc",
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isStarship: this.entity.data.type === "starship",
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isVehicle: this.entity.data.type === 'vehicle',
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isCharacter: this.actor.type === "character",
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isNPC: this.actor.type === "npc",
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isStarship: this.actor.type === "starship",
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isVehicle: this.actor.type === 'vehicle',
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config: CONFIG.SW5E,
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rollData: this.actor.getRollData.bind(this.actor)
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};
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// The Actor and its Items
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data.actor = duplicate(this.actor.data);
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data.items = this.actor.items.map(i => {
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i.data.labels = i.labels;
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return i.data;
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});
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// The Actor's data
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const actorData = this.actor.data.toObject(false);
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data.actor = actorData;
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data.data = actorData.data;
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// Owned Items
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data.items = actorData.items;
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for ( let i of data.items ) {
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const item = this.actor.items.get(i.data._id);
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i.labels = item.labels;
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}
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data.items.sort((a, b) => (a.sort || 0) - (b.sort || 0));
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data.data = data.actor.data;
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// Labels and filters
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data.labels = this.actor.labels || {};
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data.filters = this._filters;
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// Ability Scores
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for ( let [a, abl] of Object.entries(data.actor.data.abilities)) {
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for ( let [a, abl] of Object.entries(actorData.data.abilities)) {
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abl.icon = this._getProficiencyIcon(abl.proficient);
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abl.hover = CONFIG.SW5E.proficiencyLevels[abl.proficient];
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abl.label = CONFIG.SW5E.abilities[a];
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}
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// Skills
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if (data.actor.data.skills) {
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for ( let [s, skl] of Object.entries(data.actor.data.skills)) {
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if (actorData.data.skills) {
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for ( let [s, skl] of Object.entries(actorData.data.skills)) {
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skl.ability = CONFIG.SW5E.abilityAbbreviations[skl.ability];
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skl.icon = this._getProficiencyIcon(skl.value);
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skl.hover = CONFIG.SW5E.proficiencyLevels[skl.value];
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}
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// Movement speeds
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data.movement = this._getMovementSpeed(data.actor);
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data.movement = this._getMovementSpeed(actorData);
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// Senses
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data.senses = this._getSenses(data.actor);
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data.senses = this._getSenses(actorData);
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// Update traits
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this._prepareTraits(data.actor.data.traits);
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this._prepareTraits(actorData.data.traits);
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// Prepare owned items
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this._prepareItems(data);
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// Prepare active effects
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data.effects = prepareActiveEffectCategories(this.entity.effects);
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data.effects = prepareActiveEffectCategories(this.actor.effects);
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// Return data to the sheet
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return data
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@ -222,7 +240,7 @@ export default class ActorSheet5e extends ActorSheet {
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* @private
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*/
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_preparePowerbook(data, powers) {
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const owner = this.actor.owner;
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const owner = this.actor.isOwner;
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const levels = data.data.powers;
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const powerbook = {};
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}
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// Pact magic users have cantrips and a pact magic section
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// TODO: Check if this is needed, we've removed pacts everywhere else
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if ( levels.pact && levels.pact.max ) {
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if ( !powerbook["0"] ) registerSection("power0", 0, CONFIG.SW5E.powerLevels[0]);
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const l = levels.pact;
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const config = CONFIG.SW5E.powerPreparationModes.pact;
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registerSection("pact", sections.pact, config, {
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const level = game.i18n.localize(`SW5E.PowerLevel${levels.pact.level}`);
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const label = `${config} — ${level}`;
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registerSection("pact", sections.pact, label, {
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prepMode: "pact",
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value: l.value,
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max: l.max,
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html.find('.slot-max-override').click(this._onPowerSlotOverride.bind(this));
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// Active Effect management
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html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.entity));
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html.find(".effect-control").click(ev => onManageActiveEffect(ev, this.actor));
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}
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// Owner Only Listeners
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if ( this.actor.owner ) {
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if ( this.actor.isOwner ) {
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// Ability Checks
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html.find('.ability-name').click(this._onRollAbilityTest.bind(this));
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_onConfigMenu(event) {
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event.preventDefault();
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const button = event.currentTarget;
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let app;
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switch ( button.dataset.action ) {
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case "hit-dice":
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app = new ActorHitDiceConfig(this.object);
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break;
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case "movement":
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new ActorMovementConfig(this.object).render(true);
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app = new ActorMovementConfig(this.object);
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break;
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case "flags":
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new ActorSheetFlags(this.object).render(true);
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app = new ActorSheetFlags(this.object);
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break;
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case "senses":
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new ActorSensesConfig(this.object).render(true);
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app = new ActorSensesConfig(this.object);
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break;
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case "type":
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new ActorTypeConfig(this.object).render(true);
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break;
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}
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app?.render(true);
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}
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/* -------------------------------------------- */
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/** @override */
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async _onDropActor(event, data) {
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const canPolymorph = game.user.isGM || (this.actor.owner && game.settings.get('sw5e', 'allowPolymorphing'));
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const canPolymorph = game.user.isGM || (this.actor.isOwner && game.settings.get('sw5e', 'allowPolymorphing'));
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if ( !canPolymorph ) return false;
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// Get the target actor
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/** @override */
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async _onDropItemCreate(itemData) {
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// Check to make sure items of this type are allowed on this actor
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if ( this.constructor.unsupportedItemTypes.has(itemData.type) ) {
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return ui.notifications.warn(game.i18n.format("SW5E.ActorWarningInvalidItem", {
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itemType: game.i18n.localize(CONFIG.Item.typeLabels[itemData.type]),
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actorType: game.i18n.localize(CONFIG.Actor.typeLabels[this.actor.type])
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}));
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}
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// Create a Consumable power scroll on the Inventory tab
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// TODO: This is pretty non functional as the base items for the scrolls, and the powers, are not defined, maybe consider using holocrons
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if ( (itemData.type === "power") && (this._tabs[0].active === "inventory") ) {
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const scroll = await Item5e.createScrollFromPower(itemData);
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itemData = scroll.data;
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}
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// Ignore certain statuses
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if ( itemData.data ) {
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["attunement", "equipped", "proficient", "prepared"].forEach(k => delete itemData.data[k]);
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// Ignore certain statuses
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["equipped", "proficient", "prepared"].forEach(k => delete itemData.data[k]);
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// Downgrade ATTUNED to REQUIRED
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itemData.data.attunement = Math.min(itemData.data.attunement, CONFIG.SW5E.attunementTypes.REQUIRED);
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}
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// Stack identical consumables
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if ( itemData.type === "consumable" && itemData.flags.core?.sourceId ) {
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const similarItem = this.actor.items.find(i => {
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const sourceId = i.getFlag("core", "sourceId");
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return sourceId && (sourceId === itemData.flags.core?.sourceId) &&
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(i.type === "consumable");
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});
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if ( similarItem ) {
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return similarItem.update({
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'data.quantity': similarItem.data.data.quantity + Math.max(itemData.data.quantity, 1)
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});
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}
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}
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// Create the owned item as normal
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async _onUsesChange(event) {
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event.preventDefault();
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const itemId = event.currentTarget.closest(".item").dataset.itemId;
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const item = this.actor.getOwnedItem(itemId);
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const item = this.actor.items.get(itemId);
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const uses = Math.clamped(0, parseInt(event.target.value), item.data.data.uses.max);
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event.target.value = uses;
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return item.update({ 'data.uses.value': uses });
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_onItemRoll(event) {
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event.preventDefault();
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const itemId = event.currentTarget.closest(".item").dataset.itemId;
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const item = this.actor.getOwnedItem(itemId);
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const item = this.actor.items.get(itemId);
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return item.roll();
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}
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_onItemRecharge(event) {
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event.preventDefault();
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const itemId = event.currentTarget.closest(".item").dataset.itemId;
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const item = this.actor.getOwnedItem(itemId);
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const item = this.actor.items.get(itemId);
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return item.rollRecharge();
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};
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_onItemSummary(event) {
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event.preventDefault();
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let li = $(event.currentTarget).parents(".item"),
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item = this.actor.getOwnedItem(li.data("item-id")),
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chatData = item.getChatData({secrets: this.actor.owner});
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item = this.actor.items.get(li.data("item-id")),
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chatData = item.getChatData({secrets: this.actor.isOwner});
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// Toggle summary
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if ( li.hasClass("expanded") ) {
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const itemData = {
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name: game.i18n.format("SW5E.ItemNew", {type: type.capitalize()}),
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type: type,
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data: duplicate(header.dataset)
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data: foundry.utils.deepClone(header.dataset)
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};
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delete itemData.data["type"];
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return this.actor.createEmbeddedEntity("OwnedItem", itemData);
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return this.actor.createEmbeddedDocuments("Item", [itemData]);
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}
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/* -------------------------------------------- */
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_onItemEdit(event) {
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event.preventDefault();
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const li = event.currentTarget.closest(".item");
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const item = this.actor.getOwnedItem(li.dataset.itemId);
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item.sheet.render(true);
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const item = this.actor.items.get(li.dataset.itemId);
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return item.sheet.render(true);
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}
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/* -------------------------------------------- */
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*/
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_onItemDelete(event) {
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event.preventDefault();
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const li = event.currentTarget.closest(".item");
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this.actor.deleteOwnedItem(li.dataset.itemId);
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const item = this.actor.items.get(li.dataset.itemId);
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if ( item ) return item.delete();
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}
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/* -------------------------------------------- */
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_onRollAbilityTest(event) {
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event.preventDefault();
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let ability = event.currentTarget.parentElement.dataset.ability;
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this.actor.rollAbility(ability, {event: event});
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return this.actor.rollAbility(ability, {event: event});
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}
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/* -------------------------------------------- */
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_onRollSkillCheck(event) {
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event.preventDefault();
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const skill = event.currentTarget.parentElement.dataset.skill;
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this.actor.rollSkill(skill, {event: event});
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return this.actor.rollSkill(skill, {event: event});
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}
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/* -------------------------------------------- */
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_onToggleAbilityProficiency(event) {
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event.preventDefault();
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const field = event.currentTarget.previousElementSibling;
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this.actor.update({[field.name]: 1 - parseInt(field.value)});
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return this.actor.update({[field.name]: 1 - parseInt(field.value)});
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}
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/* -------------------------------------------- */
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const filter = li.dataset.filter;
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if ( set.has(filter) ) set.delete(filter);
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else set.add(filter);
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this.render();
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return this.render();
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}
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/* -------------------------------------------- */
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const label = a.parentElement.querySelector("label");
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const choices = CONFIG.SW5E[a.dataset.options];
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const options = { name: a.dataset.target, title: label.innerText, choices };
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new TraitSelector(this.actor, options).render(true)
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return new TraitSelector(this.actor, options).render(true)
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}
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/* -------------------------------------------- */
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/** @override */
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_getHeaderButtons() {
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let buttons = super._getHeaderButtons();
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// Add button to revert polymorph
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if ( !this.actor.isPolymorphed || this.actor.isToken ) return buttons;
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buttons.unshift({
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label: 'SW5E.PolymorphRestoreTransformation',
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class: "restore-transformation",
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icon: "fas fa-backward",
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onclick: ev => this.actor.revertOriginalForm()
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});
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if ( this.actor.isPolymorphed ) {
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buttons.unshift({
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label: 'SW5E.PolymorphRestoreTransformation',
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class: "restore-transformation",
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icon: "fas fa-backward",
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onclick: () => this.actor.revertOriginalForm()
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});
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}
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return buttons;
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}
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}
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Loading…
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Reference in a new issue