Combat tab
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@@ -14,8 +14,8 @@ export class Hero6ActorSheet extends ActorSheet {
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return mergeObject(super.defaultOptions, {
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classes: ["fvtt-hero-system-6", "sheet", "actor"],
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template: "systems/fvtt-hero-system-6/templates/actors/actor-sheet.hbs",
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width: 960,
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height: 720,
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width: 1124,
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height: 916,
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "main" }],
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dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
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editScore: true
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@@ -37,6 +37,7 @@ export class Hero6ActorSheet extends ActorSheet {
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system: objectData,
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characteristics: this.actor.prepareCharac(),
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defenses: duplicate(this.actor.system.defenses),
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movements: duplicate(this.actor.system.movements),
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limited: this.object.limited,
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skills: this.actor.getSkills( ),
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perks: this.actor.getPerks( ),
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@@ -180,7 +181,11 @@ export class Hero6ActorSheet extends ActorSheet {
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html.find('.update-field').change(ev => {
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const fieldName = $(ev.currentTarget).data("field-name");
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let value = Number(ev.currentTarget.value);
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const fieldType = $(ev.currentTarget).data("dtype");
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let value = ev.currentTarget.value
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if (fieldType.toLowerCase() == "Number") {
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value = Number(value)
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}
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this.actor.update( { [`${fieldName}`]: value } );
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});
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}
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@@ -274,9 +274,13 @@ export class Hero6Actor extends Actor {
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}
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return 0;
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}
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/* ------------------------------------------- */
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getManeuvers() {
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return this.items.filter(item => item.type == "maneuver" );
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let maneuvers = {
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general: this.items.filter(item => item.type == "maneuver" && item.system.maneuvertype == "general"),
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offensive: this.items.filter(item => item.type == "maneuver" && item.system.maneuvertype == "offensive"),
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defensive: this.items.filter(item => item.type == "maneuver" && item.system.maneuvertype == "defensive")
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}
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return maneuvers
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}
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getEquipments() {
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return this.items.filter(item => item.type == "equipment" && item.system.subtype == "equipment");
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@@ -7,6 +7,11 @@ export const Hero6_CONFIG = {
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shield: "Shield",
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money: "Money"
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},
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maneuverTypes: {
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"general": "General",
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"offensive": "Offensive",
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"defensive": "Defensive"
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},
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rollCharac : {
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"str": "Strength",
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"dex": "Dexterity",
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