ENhance actor sheet with roll messages
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@@ -0,0 +1,199 @@
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import { SYSTEM } from '../../config/system.mjs'
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export let ActionHandler = null
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Hooks.once('tokenActionHudCoreApiReady', async (coreModule) => {
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ActionHandler = class ActionHandler extends coreModule.api.ActionHandler {
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/** @override */
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async buildSystemActions(groupIds) {
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this.actors = (!this.actor) ? this._getActors() : [this.actor]
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this.actorType = this.actor?.type
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if (this.actorType === 'character') {
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await this.#buildCharacterActions()
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} else if (this.actorType === 'creature') {
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await this.#buildCreatureActions()
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}
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}
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async #buildCharacterActions() {
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await this.#buildAttributes()
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await this.#buildHP()
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await this.#buildFlow()
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await this.#buildWeapons()
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await this.#buildConditions()
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await this.#buildAbilities()
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await this.#buildKits()
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await this.#buildUtility()
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}
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async #buildCreatureActions() {
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await this.#buildAttributes()
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await this.#buildHP()
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}
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async #buildAttributes() {
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const actions = []
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const attrKeys = ['agility', 'fitness', 'awareness', 'influence']
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const labelKeys = {
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agility: 'AWEMMY.Attribute.Agility',
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fitness: 'AWEMMY.Attribute.Fitness',
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awareness: 'AWEMMY.Attribute.Awareness',
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influence: 'AWEMMY.Attribute.Influence'
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}
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for (const key of attrKeys) {
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const attr = this.actor.system.attributes?.[key]
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if (!attr) continue
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const mod = attr.mod ?? 0
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const modText = mod >= 0 ? `+${mod}` : `${mod}`
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actions.push({
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name: coreModule.api.Utils.i18n(labelKeys[key]),
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id: key,
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info1: { text: modText },
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encodedValue: ['attribute', key].join(this.delimiter)
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})
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}
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await this.addActions(actions, { id: 'attributes', type: 'system' })
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}
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async #buildHP() {
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const hp = this.actor.system.hp
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if (!hp) return
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const tooltip = { content: `${hp.value} / ${hp.max}`, direction: 'LEFT' }
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const actions = [
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{
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name: `${hp.value} / ${hp.max}`,
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id: 'hp_display',
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tooltip,
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encodedValue: ['hp', 'display'].join(this.delimiter)
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},
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{
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name: '+',
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id: 'hp_add',
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tooltip,
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encodedValue: ['hp', 'add'].join(this.delimiter)
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},
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{
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name: '−',
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id: 'hp_sub',
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tooltip,
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encodedValue: ['hp', 'sub'].join(this.delimiter)
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}
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]
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await this.addActions(actions, { id: 'hp', type: 'system' })
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}
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async #buildFlow() {
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const fp = this.actor.system.flowPoints
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if (fp === undefined) return
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const tooltip = { content: `FP: ${fp.value}`, direction: 'LEFT' }
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const actions = [
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{
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name: `${fp.value} FP`,
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id: 'flow_display',
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tooltip,
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encodedValue: ['flow', 'display'].join(this.delimiter)
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},
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{
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name: '+',
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id: 'flow_add',
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tooltip,
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encodedValue: ['flow', 'add'].join(this.delimiter)
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},
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{
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name: '−',
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id: 'flow_sub',
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tooltip,
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encodedValue: ['flow', 'sub'].join(this.delimiter)
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}
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]
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await this.addActions(actions, { id: 'flow', type: 'system' })
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}
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async #buildWeapons() {
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const weapons = this.actor.itemTypes?.weapon ?? []
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for (const weapon of weapons) {
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const attrId = weapon.system.attackAttribute
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const attr = this.actor.system.attributes?.[attrId]
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const mod = attr?.mod ?? 0
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const modText = mod >= 0 ? `+${mod}` : `${mod}`
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const groupData = { id: `weapon_${weapon.id}`, name: weapon.name, type: 'system' }
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this.addGroup(groupData, { id: 'weapons', type: 'system' }, true)
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const actions = [{
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name: weapon.name,
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id: `weapon_${weapon.id}`,
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info1: { text: modText },
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encodedValue: ['weapon', weapon.id].join(this.delimiter)
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}]
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await this.addActions(actions, { id: `weapon_${weapon.id}`, type: 'system' })
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}
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}
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async #buildConditions() {
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const actions = []
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for (const [key, cond] of Object.entries(SYSTEM.CONDITIONS)) {
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const isActive = this.actor.statuses?.has(key) ?? false
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actions.push({
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name: coreModule.api.Utils.i18n(cond.label),
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id: key,
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info1: { text: isActive ? '✓' : '' },
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encodedValue: ['condition', key].join(this.delimiter)
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})
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}
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await this.addActions(actions, { id: 'conditions', type: 'system' })
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}
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async #buildAbilities() {
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const abilities = this.actor.itemTypes?.ability ?? []
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const actions = []
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for (const ability of abilities) {
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const sys = ability.system
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const costLabel = game.i18n.localize(SYSTEM.ABILITY_COST[sys.cost]?.label ?? sys.cost)
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const isUsed = sys.usedToday
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actions.push({
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name: ability.name,
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id: ability.id,
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info1: { text: isUsed ? `${costLabel} ✓` : costLabel },
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encodedValue: ['ability', ability.id].join(this.delimiter)
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})
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}
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await this.addActions(actions, { id: 'abilities', type: 'system' })
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}
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async #buildKits() {
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const kits = this.actor.itemTypes?.kit ?? []
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const actions = []
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for (const kit of kits) {
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const charges = kit.system.charges
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const chargesText = `${charges.value}/${charges.max}`
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actions.push({
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name: kit.name,
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id: kit.id,
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info1: { text: chargesText },
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encodedValue: ['kit', kit.id].join(this.delimiter)
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})
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}
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await this.addActions(actions, { id: 'kits', type: 'system' })
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}
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async #buildUtility() {
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const actions = []
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actions.push({
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name: coreModule.api.Utils.i18n('AWEMMY.TAH.LongRest'),
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id: 'longRest',
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encodedValue: ['utility', 'longRest'].join(this.delimiter)
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})
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if (game.combat?.current?.tokenId === this.token?.id) {
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actions.push({
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name: coreModule.api.Utils.i18n('AWEMMY.TAH.EndTurn'),
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id: 'endTurn',
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encodedValue: ['utility', 'endTurn'].join(this.delimiter)
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})
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}
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await this.addActions(actions, { id: 'utility', type: 'system' })
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}
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}
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})
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