import { BoLUtility } from "../system/bol-utility.js"; /** * Extend the basic ItemSheet with some very simple modifications * @extends {ItemSheet} */ export class BoLItemSheet extends ItemSheet { /** @override */ static get defaultOptions() { return mergeObject(super.defaultOptions, { classes: ["bol", "sheet", "item"], template: "systems/bol/templates/item/item-sheet.hbs", width: 650, height: 750, tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description" }] }); } // /** @override */ // get template() { // const path = "systems/bol/templates/item"; // // Return a single sheet for all item types. // //return `${path}/item-sheet.hbs`; // // Alternatively, you could use the following return statement to do a // // unique item sheet by type, like `weapon-sheet.html`. // return `${path}/item-${this.item.data.type}-sheet.hbs`; // } /* -------------------------------------------- */ /** @override */ getData(options) { const data = super.getData(options); const itemData = data.data; data.config = game.bol.config; data.item = itemData; data.data = itemData.data; data.category = itemData.category; data.itemProperties = this.item.itemProperties; data.isGM = game.user.isGM; console.log("ITEMDATA", data); return data; } /* -------------------------------------------- */ /** @override */ setPosition(options = {}) { const position = super.setPosition(options); const sheetBody = this.element.find(".sheet-body"); const bodyHeight = position.height - 192; sheetBody.css("height", bodyHeight); return position; } /* -------------------------------------------- */ /** @override */ activateListeners(html) { super.activateListeners(html); // Everything below here is only needed if the sheet is editable if (!this.options.editable) return; // Roll handlers, click handlers, etc. would go here. html.find('.armorQuality').change(ev => { const li = $(ev.currentTarget); console.log(game.bol.config.soakFormulas[li.val()]); $('.soakFormula').val(game.bol.config.soakFormulas[li.val()]); }); } }