Initial import
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193
modules/pegasus-actor-sheet.js
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193
modules/pegasus-actor-sheet.js
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/**
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* Extend the basic ActorSheet with some very simple modifications
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* @extends {ActorSheet}
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*/
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import { PegasusUtility } from "./pegasus-utility.js";
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import { PegasusItemSheet } from "./pegasus-item-sheet.js";
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/* -------------------------------------------- */
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export class PegasusActorSheet extends ActorSheet {
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/** @override */
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static get defaultOptions() {
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return mergeObject(super.defaultOptions, {
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classes: ["fvtt-pegasus-rpg", "sheet", "actor"],
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template: "systems/fvtt-pegasus-rpg/templates/actor-sheet.html",
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width: 640,
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height: 720,
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "stats" }],
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dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
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editScore: false
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});
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}
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/* -------------------------------------------- */
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async getData() {
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const objectData = PegasusUtility.data(this.object);
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let actorData = duplicate(PegasusUtility.templateData(this.object));
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let formData = {
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title: this.title,
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id: objectData.id,
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type: objectData.type,
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img: objectData.img,
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name: objectData.name,
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editable: this.isEditable,
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cssClass: this.isEditable ? "editable" : "locked",
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data: actorData,
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effects: this.object.effects.map(e => foundry.utils.deepClone(e.data)),
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limited: this.object.limited,
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specs: this.actor.getSpecs( ),
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weapons: this.actor.checkAndPrepareWeapons( duplicate(this.actor.getWeapons()) ),
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armors: duplicate(this.actor.getArmors()),
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shields: duplicate(this.actor.getShields()),
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equipments: duplicate(this.actor.getEquipments()),
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perks: duplicate(this.actor.getPerks()),
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powers: duplicate(this.actor.getPowers()),
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subActors: duplicate(this.actor.getSubActors()),
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options: this.options,
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owner: this.document.isOwner,
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editScore: this.options.editScore,
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isGM: game.user.isGM
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}
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this.formData = formData;
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console.log("PC : ", formData, this.object);
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return formData;
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}
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/* -------------------------------------------- */
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/** @override */
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activateListeners(html) {
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super.activateListeners(html);
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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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// Update Inventory Item
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html.find('.item-edit').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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let itemId = li.data("item-id");
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const item = this.actor.items.get( itemId );
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item.sheet.render(true);
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});
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// Delete Inventory Item
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html.find('.item-delete').click(ev => {
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const li = $(ev.currentTarget).parents(".item");
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PegasusUtility.confirmDelete(this, li);
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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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this.actor.delSubActor(actorId);
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});
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html.find('.equipement-moins').click(event => {
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const li = $(event.currentTarget).parents(".item");
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this.actor.decrementeQuantite( li.data("item-id") );
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} );
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html.find('.equipement-plus').click(event => {
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const li = $(event.currentTarget).parents(".item");
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this.actor.incrementeQuantite( li.data("item-id") );
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} );
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html.find('.skill-roll').click((event) => {
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const li = $(event.currentTarget).parents(".item");
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const skillId = li.data("item-id");
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this.actor.rollSkill(skillId);
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});
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html.find('.technique-roll').click((event) => {
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const li = $(event.currentTarget).parents(".item");
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const techId = li.data("item-id");
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this.actor.rollTechnique(techId);
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});
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html.find('.weapon-roll').click((event) => {
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const li = $(event.currentTarget).parents(".item");
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const weaponId = li.data("item-id");
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this.actor.rollWeapon(weaponId);
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});
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html.find('.river-flush').click((event) => {
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const diceIndex = $(event.currentTarget).data("dice-index");
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this.actor.flushDice(diceIndex);
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});
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html.find('.river-use').click((event) => {
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const diceIndex = $(event.currentTarget).data("dice-index");
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this.actor.addDice(diceIndex);
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});
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html.find('.weapon-label a').click((event) => {
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const li = $(event.currentTarget).parents(".item");
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const armeId = li.data("item-id");
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const statId = li.data("stat-id");
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this.actor.rollWeapon(armeId, statId);
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});
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html.find('.weapon-damage').click((event) => {
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const li = $(event.currentTarget).parents(".item");
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const weapon = this.actor.getOwnedItem(li.data("item-id"));
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this.actor.rollDamage(weapon, 'damage');
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});
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html.find('.weapon-damage-critical').click((event) => {
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const li = $(event.currentTarget).parents(".item");
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const weapon = this.actor.getOwnedItem(li.data("item-id"));
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this.actor.rollDamage(weapon, 'criticaldamage');
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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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html.find('.item-link a').click((event) => {
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const itemId = $(event.currentTarget).data("item-id");
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const item = this.actor.getOwnedItem(itemId);
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item.sheet.render(true);
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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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});
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}
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/* -------------------------------------------- */
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/** @override */
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setPosition(options = {}) {
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const position = super.setPosition(options);
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const sheetBody = this.element.find(".sheet-body");
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const bodyHeight = position.height - 192;
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sheetBody.css("height", bodyHeight);
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return position;
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}
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/* -------------------------------------------- */
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async _onDrop(event) {
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let data = event.dataTransfer.getData('text/plain');
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if (data) {
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let dataItem = JSON.parse( data);
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let npc = game.actors.get( dataItem.id);
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if ( npc ) {
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this.actor.addSubActor( dataItem.id);
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return;
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}
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}
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super._onDrop(event);
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}
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/* -------------------------------------------- */
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/** @override */
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_updateObject(event, formData) {
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// Update the Actor
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return this.object.update(formData);
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}
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}
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