241 lines
		
	
	
		
			7.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			241 lines
		
	
	
		
			7.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| /**
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|  * Extend the basic ActorSheet with some very simple modifications
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|  * @extends {ActorSheet}
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|  */
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| export class frostgraveActorSheet extends ActorSheet {
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|     /** @override */
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|     static get defaultOptions() {
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|         return mergeObject(super.defaultOptions, {
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|             classes: ["frostgrave", "sheet", "actor"],
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|             template: "systems/foundryvtt-frostgrave/templates/actor/actor-sheet.html",
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|             width: 650,
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|             height: 650,
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|             tabs: [{
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|                 navSelector: ".sheet-tabs",
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|                 contentSelector: ".sheet-body",
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|                 initial: "items",
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|             }, ],
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|         });
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|     }
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| 
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|     /* -------------------------------------------- */
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| 
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|     /** @override */
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|     getData() {
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|         const data = super.getData();
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|         let formData = {
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|           data: data.data,
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|           actor: this.actor,
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|           dtypes: ["String", "Number", "Boolean"]
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|         }
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| 
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|         //for (let attr of Object.values(data.data.attributes)) {
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|         //  attr.isCheckbox = attr.dtype === "Boolean";
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|         // }
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| 
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|         // Prepare items.
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|         if (this.actor.data.type == "character") {
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|             this._prepareCharacterItems(formData);
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|         }
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|         
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|         console.log("FORMDATA", formData);
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|         return formData;
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|     }
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| 
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|     /** @override */
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|     activateListeners(html) {
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|         super.activateListeners(html);
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| 
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|         // Everything below here is only needed if the sheet is editable
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|         if (!this.options.editable) return;
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| 
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|         // Add Inventory Item
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|         html.find(".item-create").click(this._onItemCreate.bind(this));
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| 
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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.items.get(card.data("item-id"));
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|             item.sheet.render(true);
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|         });
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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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| 
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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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|             this.actor.deleteOwnedItem(card.data("item-id"));
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|         });
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| 
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|         // Rollable abilities.
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|         html.find(".rollable").click(this._onRoll.bind(this));
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|     }
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| 
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|     /* -------------------------------------------- */
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| 
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|     /**
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|      * Handle creating a new Owned Item for the actor using initial data defined in the HTML dataset
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|      * @param {Event} event   The originating click event
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|      * @private
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|      */
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|     _onItemCreate(event) {
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|         event.preventDefault();
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|         const header = event.currentTarget;
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|         // Get the type of item to create.
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|         const type = header.dataset.type;
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|         // Grab any data associated with this control.
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|         const data = duplicate(header.dataset);
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|         // Initialize a default name.
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|         const name = `New ${type.capitalize()}`;
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|         // Prepare the item object.
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|         const itemData = {
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|             name: name,
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|             type: type,
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|             data: data,
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|         };
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|         // Remove the type from the dataset since it's in the itemData.type prop.
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|         delete itemData.data["type"];
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| 
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|         // Finally, create the item!
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|         return this.actor.createOwnedItem(itemData);
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|     }
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| 
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|     /**
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|      * Handle clickable rolls.
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|      * @param {Event} event   The originating click event
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|      * @private
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|      */
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|     _onRoll(event) {
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|         event.preventDefault();
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|         const element = event.currentTarget;
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|         const dataset = element.dataset;
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| 
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|         if (dataset.roll) {
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|             let roll = new Roll(dataset.roll, this.actor.data.data );
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|             let damage = parseInt(roll.evaluate( {async: false} ).total) + parseInt(dataset.bonus);
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|             let rollflavor = `${dataset.label} Roll: ` + roll.total;
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| 
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|             if (dataset.label == "Combat" || dataset.label == "Shooting") {
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|                 let damageflavor = `<br>Damage: ` + damage;
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|                 rollflavor = rollflavor + damageflavor;
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|             }
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| 
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|             roll.toMessage({
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|                 speaker: ChatMessage.getSpeaker({
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|                     actor: this.actor
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|                 }),
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|                 flavor: rollflavor,
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|             });
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|         }
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| 
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|         if (dataset.spell) {
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| 
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|             let alignment = dataset.alignment;
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|             let empowerment = this.actor.data.data.empowerment;
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| 
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| 
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| 
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|             let alignmentmod;
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|             let selfdamage;
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|             let castresult;
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| 
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|             if (alignment == "Native") {
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|                 alignmentmod = 0;
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|             } else if (alignment == "Aligned") {
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|                 alignmentmod = 2;
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|             } else if (alignment == "Neutral") {
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|                 alignmentmod = 4;
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|             } else {
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|                 alignmentmod = 6;
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|             };
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| 
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|             let difficulty = dataset.bcn - dataset.improved + alignmentmod;
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|             let roll = new Roll(`1d20+` + empowerment);
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|             //let roll = new Roll(`(1d20+` + empowerment + `)ms>=` + difficulty);
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| 
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|             roll.evaluate( { async: false});
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| 
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|             let rollresult = difficulty - roll.total;
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| 
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|             if (rollresult >= 20) {
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|                 selfdamage = 5;
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|             } else if (rollresult >= 10) {
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|                 selfdamage = 2;
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|             } else if (rollresult >= 5) {
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|                 selfdamage = 1;
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|             } else {
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|                 selfdamage = 0;
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|             };
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| 
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| 
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| 
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|             selfdamage = selfdamage + empowerment;
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| 
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|             if (rollresult <= 0) {
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|                 castresult = '<strong style="color: green; font-size: 18px;">SUCCESS</strong>';
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|             } else {
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|                 castresult = '<strong style="color: red; font-size: 18px;">FAILURE</strong>';
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|             };
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| 
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| 
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|             let rollflavor = `Casting <strong>${dataset.label}</strong> vs Difficulty <strong>` + difficulty + `</strong><br>` + castresult +
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|                 `<br>BCN: ${dataset.bcn} | Alignment: +` + alignmentmod + ` | Improved: -${dataset.improved}
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|                 <br>Empowerment: ` + empowerment + ` | Self Damage: ` + selfdamage;
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| 
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| 
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|             roll.toMessage({
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|                 speaker: ChatMessage.getSpeaker({
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|                     actor: this.actor
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|                 }),
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|                 flavor: rollflavor,
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|             });
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|         }
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| 
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| 
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|     }
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| 
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|     /**
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|      * Organize and classify Items for Character sheets.
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|      *
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|      * @param {Object} actorData The actor to prepare.
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|      *
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|      * @return {undefined}
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|      */
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|     _prepareCharacterItems(sheetData) {
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|         const actorData = sheetData.actor;
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| 
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|         // Initialize containers.
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|         const gear = [];
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|         const features = [];
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|         const spells = [];
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| 
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|         // Iterate through items, allocating to containers
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|         // let totalWeight = 0;
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|         for (let i of actorData.data.items) {
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|             let item = i.data;
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|             //i.img = i.img || DEFAULT_TOKEN;
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|             // Append to gear.
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|             if (i.type === "item") {
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|                 gear.push(i);
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|             }
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|             // Append to features.
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|             else if (i.type === "feature") {
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|                 features.push(i);
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|             }
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|             // Append to spells.
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|             else if (i.type === "spell") {
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|                 spells.push(i);
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|             }
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|         }
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| 
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|         // Assign and return
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|         sheetData.gear = gear;
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|         sheetData.features = features;
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|         sheetData.spells = spells;
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|     }
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| } |