Various enhancements + fixes
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Release Creation / build (release) Successful in 56s
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@@ -42,6 +42,7 @@ export class TeDeumActorPJSheet extends ActorSheet {
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providence: this.actor.prepareProvidence(),
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arbreCompetences: this.actor.prepareArbreCompetences(),
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equipements: this.actor.getEquipements(),
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simples: this.actor.getSimples(),
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armures: this.actor.getArmures(),
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graces: this.actor.getGraces(),
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blessures: this.actor.getBlessures(),
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@@ -78,10 +79,10 @@ export class TeDeumActorPJSheet extends ActorSheet {
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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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html.bind("keydown", function(e) { // Ignore Enter in actores sheet
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if (e.keyCode === 13) return false;
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});
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});
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// Update Inventory Item
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html.find('.item-edit').click(ev => {
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@@ -104,14 +105,14 @@ export class TeDeumActorPJSheet extends ActorSheet {
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let caracKey = $(ev.currentTarget).data("carac-key")
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this.actor.createEmbeddedDocuments('Item', [{ name: "Nouvelle " + dataType, type: dataType, system: {caracteristique: caracKey} }], { renderSheet: true })
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})
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html.find('.subactor-edit').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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let actorId = li.data("actor-id");
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let actor = game.actors.get( actorId );
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actor.sheet.render(true);
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});
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html.find('.subactor-delete').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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let actorId = li.data("actor-id");
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@@ -129,7 +130,7 @@ export class TeDeumActorPJSheet extends ActorSheet {
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html.find('.roll-competence').click((event) => {
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let compId = $(event.currentTarget).data("comp-id")
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this.actor.rollCompetence(compId)
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});
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});
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html.find('.roll-arme').click((event) => {
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const armeId = $(event.currentTarget).data("arme-id")
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this.actor.rollArme(armeId)
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@@ -138,24 +139,24 @@ export class TeDeumActorPJSheet extends ActorSheet {
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const armeId = $(event.currentTarget).data("arme-id")
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this.actor.rollDegatsArme(armeId)
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});
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html.find('.lock-unlock-sheet').click((event) => {
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this.options.editScore = !this.options.editScore;
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this.render(true);
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});
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});
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html.find('.item-equip').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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this.actor.equipItem( li.data("item-id") );
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this.render(true);
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this.render(true);
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});
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html.find('.update-field').change(ev => {
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const fieldName = $(ev.currentTarget).data("field-name");
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let value = Number(ev.currentTarget.value);
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this.actor.update( { [`${fieldName}`]: value } );
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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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setPosition(options = {}) {
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@@ -14,8 +14,8 @@ export class TeDeumActor extends Actor {
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/**
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* Override the create() function to provide additional SoS functionality.
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*
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* This overrided create() function adds initial items
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* Namely: Basic skills, money,
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* This overrided create() function adds initial items
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* Namely: Basic skills, money,
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*
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* @param {Object} data Barebones actor data which this function adds onto.
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* @param {Object} options (Unused) Additional options which customize the creation workflow.
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@@ -64,7 +64,7 @@ export class TeDeumActor extends Actor {
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super._preUpdate(changed, options, user);
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}
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getCompetenceScore(compName) {
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let competence = this.items.find(item => item.type == "competence" && item.name.toLowerCase() == compName.toLowerCase())
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if (competence) {
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@@ -127,10 +127,10 @@ export class TeDeumActor extends Actor {
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if (updates.length > 0) {
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this.updateEmbeddedDocuments('Item', updates)
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}
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super._onUpdate(changed, options, userId);
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}
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/* -------------------------------------------- */
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async _preCreate(data, options, user) {
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await super._preCreate(data, options, user);
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@@ -200,6 +200,11 @@ export class TeDeumActor extends Actor {
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TeDeumUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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getSimples() {
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let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'simple') || [])
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TeDeumUtility.sortArrayObjectsByName(comp)
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return comp;
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}
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getArmures() {
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let comp = foundry.utils.duplicate(this.items.filter(item => item.type == 'armure') || [])
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TeDeumUtility.sortArrayObjectsByName(comp)
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@@ -277,7 +282,7 @@ export class TeDeumActor extends Actor {
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for (let bId in game.system.tedeum.config.blessures) {
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let blessure = game.system.tedeum.config.blessures[bId]
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if (diff >= blessure.degatsMin && diff <= blessure.degatsMax) {
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// Create a new blessure object
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// Create a new blessure object
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let blessureObj = {
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name: blessure.label,
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type: "blessure",
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@@ -305,7 +310,11 @@ export class TeDeumActor extends Actor {
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c.key = key
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c.name = game.system.tedeum.config.caracteristiques[key].label
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c.generalqualite = game.system.tedeum.config.descriptionValeur[c.value].qualite
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c.qualite = game.system.tedeum.config.descriptionValeur[c.value][key]
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if (this.system.genre.toLowerCase() == "homme") {
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c.qualite = game.system.tedeum.config.descriptionValeur[c.value][key]
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} else {
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c.qualite = game.system.tedeum.config.descriptionValeurFemme[c.value][key]
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}
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c.dice = game.system.tedeum.config.descriptionValeur[c.value].dice
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c.negativeDice = game.system.tedeum.config.descriptionValeur[c.value].negativeDice
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}
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@@ -324,7 +333,11 @@ export class TeDeumActor extends Actor {
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prepareProvidence() {
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let providence = foundry.utils.deepClone(this.system.providence)
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providence.name = "Providence"
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providence.qualite = game.system.tedeum.config.providence[providence.value].labelM
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if (this.system.genre.toLowerCase() == "homme") {
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providence.qualite = game.system.tedeum.config.providence[providence.value].labelH
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} else {
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providence.qualite = game.system.tedeum.config.providence[providence.value].labelF
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}
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providence.dice = game.system.tedeum.config.providence[providence.value].diceValue
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providence.description = "La Providence représente la Volonté Divine à l'œuvre pour guider ou sauver un être humain. Les PJ montent dans l’échelle de la Providence en menant à bien leurs missions et en se montrant vertueux. Les points de Providence peuvent servir à augmenter temporairement une caractéris- tique, à modifier la gravité d'une blessure, et à résister au vieillissement. Chaque person- nage commence avec un score initial de 1 en Providence (au niveau Pauvre pécheur)."
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return providence
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