Rollable weapons
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@@ -55,10 +55,17 @@ export class frostgraveActorSheet extends ActorSheet {
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// Edit Inventory Item
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html.find(".item-edit").click((ev) => {
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const card = $(ev.currentTarget).parents(".item-card");
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const item = this.actor.getOwnedItem(card.data("item-id"));
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const item = this.actor.items.get(card.data("item-id"));
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item.sheet.render(true);
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});
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html.find(".weapon-attack a").click((ev) => {
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const card = $(ev.currentTarget).parents(".item-card");
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const item = this.actor.items.get(card.data("item-id"));
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console.log("ACTOR: ", this.actor);
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this.actor.attackWeapon(item);
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});
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// Delete Inventory Item
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html.find(".item-delete").click((ev) => {
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const card = $(ev.currentTarget).parents(".item-card");
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@@ -1,3 +1,4 @@
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import { FrostgraveUtility } from "../frostgrave-utility.js";
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/**
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* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
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* @extends {Actor}
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@@ -30,4 +31,27 @@ export class frostgraveActor extends Actor {
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data.exptotal = data.expscenario + data.expbanked;
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}
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async attackWeapon( weapon ) {
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let target = FrostgraveUtility.getTarget();
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if ( target == undefined) {
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ui.notifications.warn(game.i18n.localize("FROSTGRAVE.SelectTargetNeeded"));
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return;
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}
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let stat
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if ( FrostgraveUtility.isRanged( weapon.data.data.subcategory)) {
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stat = this.data.data.stats.shoot;
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console.log("TIR");
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} else {
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stat = this.data.data.stats.fight;
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console.log("CC");
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}
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let roll = new Roll("1d20+"+stat.actual);
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let score = roll.evaluate( {async:false}).total;
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await FrostgraveUtility.showDiceSoNice(roll);
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roll.toMessage();
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}
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}
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