Rename TYPES en ITEM_TYPES
Pour ajouter les ACTOR_TYPES
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@ -1,6 +1,6 @@
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import { RdDItemArme } from "./item-arme.js";
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import { RdDItemCompetenceCreature } from "./item-competencecreature.js";
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import { TYPES } from "./item.js";
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import { ITEM_TYPES } from "./item.js";
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export class RdDHotbar {
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@ -35,7 +35,7 @@ export class RdDHotbar {
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static async addToHotbar(item, slot) {
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switch (item?.type ?? '') {
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case TYPES.arme:
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case ITEM_TYPES.arme:
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{
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// Les armes peuvent avoir plusieurs usages
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if (item.system.competence != '') {
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@ -54,12 +54,12 @@ export class RdDHotbar {
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}
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}
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return
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case TYPES.competencecreature:
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case ITEM_TYPES.competencecreature:
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const categorie = RdDItemCompetenceCreature.getCategorieAttaque(item) ?? 'competence';
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await this.createItemMacro(item, slot, categorie)
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return
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default:
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case TYPES.competence:
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case ITEM_TYPES.competence:
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await this.createItemMacro(item, slot++, 'competence')
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if (item.isCorpsACorps()) {
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await this.createItemMacro(item, slot++, 'pugilat')
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@ -79,7 +79,7 @@ export class RdDHotbar {
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* Actor - open actor sheet
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* Journal - open journal sheet
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*/
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static initDropbar() {
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static init() {
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Hooks.on('hotbarDrop', (bar, documentData, slot) => {
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@ -88,9 +88,9 @@ export class RdDHotbar {
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const item = fromUuidSync(documentData.uuid) ?? this.actor.items.get(documentData.uuid)
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console.log('DROP', documentData, item)
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switch (item?.type) {
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case TYPES.arme:
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case TYPES.competence:
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case TYPES.competencecreature:
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case ITEM_TYPES.arme:
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case ITEM_TYPES.competence:
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case ITEM_TYPES.competencecreature:
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this.addToHotbar(item, slot)
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return false
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}
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@ -116,9 +116,9 @@ export class RdDHotbar {
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// Trigger the item roll
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switch (item.type) {
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case TYPES.arme:
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case ITEM_TYPES.arme:
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return actor.rollArme(item, categorieArme);
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case TYPES.competence:
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case ITEM_TYPES.competence:
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if (item.isCorpsACorps()) {
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switch (categorieArme) {
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case 'pugilat':
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@ -128,7 +128,7 @@ export class RdDHotbar {
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}
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}
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return actor.rollCompetence(item);
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case TYPES.competencecreature:
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case ITEM_TYPES.competencecreature:
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return item.system.iscombat && !item.system.isparade
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? actor.rollArme(item, categorieArme)
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: actor.rollCompetence(item);
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