Add New Ranks chceckboxes
Fix Updates for Skill/Skill Category Totals Inventory Implementation
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@ -45,9 +45,7 @@ export default class RMSSPlayerSheet extends ActorSheet {
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if (itemData.type === "skill_category"){
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// Get the already owned Items from the actor and push into an array
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const owneditems = this.object.getOwnedSkillCategories();
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console.log(owneditems);
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const owneditems = this.object.getOwnedItemsByType("skill_category");
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var ownedskillcatlist = Object.values(owneditems);
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@ -58,9 +56,7 @@ export default class RMSSPlayerSheet extends ActorSheet {
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}
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} else if ( itemData.type === "skill") {
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// Get the already owned Items from the actor and push into an array
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const owneditems = this.object.getOwnedSkills();
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console.log(owneditems);
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const owneditems = this.object.getOwnedItemsByType("skill");
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var ownedskilllist = Object.values(owneditems);
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@ -84,14 +80,23 @@ export default class RMSSPlayerSheet extends ActorSheet {
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const gear = [];
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const playerskill= [];
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const skillcat = [];
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const weapons = [];
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const equipables = [];
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const herbs = [];
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// Iterate through items, allocating to containers
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for (let i of context.items) {
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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' || i.type === 'armor' || i.type === 'weapon' || i.type === 'herb_or_poison') {
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if (i.type === 'item') {
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gear.push(i);
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}
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else if (i.type === 'weapon') {
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weapons.push(i);
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}
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else if (i.type === 'herb_or_poison') {
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herbs.push(i);
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}
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// Append to skill categories.
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else if (i.type === 'skill_category') {
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skillcat.push(i);
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@ -99,9 +104,13 @@ export default class RMSSPlayerSheet extends ActorSheet {
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// Append to playerskill
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else if (i.type === 'skill') {
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playerskill.push(i);
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}
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else if (i.type === 'armor') {
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equipables.push(i);
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}
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}
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// Sort Skill/Skillcat Arrays
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skillcat.sort(function (a, b){
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if (a.name < b.name) {
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@ -128,13 +137,14 @@ export default class RMSSPlayerSheet extends ActorSheet {
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context.gear = gear;
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context.skillcat = skillcat;
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context.playerskill = playerskill;
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context.weapons = weapons;
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context.equipables = equipables;
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context.herbs = herbs;
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}
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activateListeners(html) {
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super.activateListeners(html);
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// NOTE: Can you do skill/item favorites this way?
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// Render the item sheet for viewing/editing prior to the editable check.
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html.find('.item-edit').click(ev => {
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const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
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@ -151,8 +161,8 @@ export default class RMSSPlayerSheet extends ActorSheet {
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// Delete Item
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html.find('.item-delete').click(ev => {
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console.log(ev.currentTarget.getAttribute("data-item-id"));
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const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
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//console.log(ev.currentTarget.getAttribute("data-item-id"));
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item.delete();
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});
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@ -170,6 +180,52 @@ export default class RMSSPlayerSheet extends ActorSheet {
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}
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console.log("After change: " + item.system.favorite);
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});
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// Equip/Unequip Item
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html.find('.equippable').click(ev => {
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const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
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console.log(item);
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console.log("Before change: " + item.system.equipped);
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if (item.system.equipped === true) {
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console.log("Setting False");
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item.update({system: {"equipped": false}});
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} else {
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console.log("Setting True");
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item.update({system: {"equipped": true}});
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}
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console.log("After change: " + item.system.equipped);
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});
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// Change New Ranks value when clicked in player sheet. From 0-3.
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html.find('.skill-newrank').click(ev => {
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const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
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console.log("Firing in the Player Sheet");
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console.log(ev.currentTarget.getAttribute("value"));
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console.log(ev.currentTarget.getAttribute("data-item-id"));
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switch(ev.currentTarget.getAttribute("value")) {
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case "0":
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console.log("Skill NewRanks is 0 setting to 1");
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item.update({system: {new_ranks:{ "value": 1 }}});
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break;
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case "1":
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console.log("Skill NewRanks is 1 setting to 2");
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item.update({system: {new_ranks:{ "value": 2 }}});
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break;
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case "2":
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console.log("Skill NewRanks is 2 setting to 3");
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item.update({system: {new_ranks:{ "value": 3 }}});
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break;
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case "3":
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console.log("Skill NewRanks is 3 setting to 0");
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item.update({system: {new_ranks:{ "value": 0 }}});
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break;
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}
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});
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}
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async _onItemCreate(event) {
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