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1 Commits
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| 31573bd522 |
@@ -1,104 +1,6 @@
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/* -------------------------------------------- */
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export class PrismRPGCombatTracker extends foundry.applications.sidebar.tabs.CombatTracker {
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static PARTS = {
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"header": {
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"template": "systems/fvtt-prism-rpg/templates/combat-tracker-header-v2.hbs"
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},
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"tracker": {
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"template": "systems/fvtt-prism-rpg/templates/combat-tracker-v2.hbs"
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},
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"footer": {
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"template": "systems/fvtt-prism-rpg/templates/combat-tracker-footer-v2.hbs"
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}
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}
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static DEFAULT_OPTIONS = foundry.utils.mergeObject(super.DEFAULT_OPTIONS, {
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actions: {
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initiativePlus: PrismRPGCombatTracker.#initiativePlus,
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initiativeMinus: PrismRPGCombatTracker.#initiativeMinus,
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},
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});
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async _prepareContext(options) {
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let data = await super._prepareContext(options);
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console?.log("Combat Tracker Data", data);
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/*for (let u of data.turns) {
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let c = game.combat.combatants.get(u.id);
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u.progressionCount = c.system.progressionCount
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u.isMonster = c.actor.type === "monster"
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}
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console.log("Combat Data", data);*/
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return data;
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}
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static #initiativePlus(ev) {
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ev.preventDefault();
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let cId = ev.target.closest(".combatant").dataset.combatantId;
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let c = game.combat.combatants.get(cId);
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c.update({ 'initiative': c.initiative + 1 });
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console.log("Initiative Plus");
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}
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static #initiativeMinus(ev) {
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ev.preventDefault();
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let cId = ev.target.closest(".combatant").dataset.combatantId;
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let c = game.combat.combatants.get(cId);
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let newInit = Math.max(c.initiative - 1, 0);
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c.update({ 'initiative': newInit });
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}
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activateListeners(html) {
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super.activateListeners(html);
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// Display Combat settings
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html.find(".initiative-plus").click(ev => {
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ev.preventDefault();
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let cId = ev.currentTarget.closest(".combatant").dataset.combatantId;
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let c = game.combat.combatants.get(cId);
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c.update({ 'initiative': c.initiative + 1 });
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});
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html.find(".initiative-minus").click(ev => {
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ev.preventDefault();
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let cId = ev.currentTarget.closest(".combatant").dataset.combatantId;
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let c = game.combat.combatants.get(cId);
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c.update({ 'initiative': c.initiative - 1 });
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console.log("Initiative Minus");
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});
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}
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/* -------------------------------------------- */
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static get defaultOptions() {
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let path = "systems/fvtt-prism-rpg/templates/combat-tracker.hbs";
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return foundry.utils.mergeObject(super.defaultOptions, {
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template: path,
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});
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}
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}
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export class PrismRPGCombat extends Combat {
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export class PrismRPGCombat extends Combat {
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/**
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* Return the Array of combatants sorted into initiative order, breaking ties alphabetically by name.
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* @returns {Combatant[]}
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*/
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setupTurns() {
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console?.log("Setup Turns....");
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this.turns ||= [];
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// Determine the turn order and the current turn
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const turns = this.combatants.contents.sort(this.sortCombatantsLF);
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if (this.turn !== null) this.turn = Math.clamp(this.turn, 0, turns.length - 1);
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// Update state tracking
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let c = turns[this.turn];
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this.current = this._getCurrentState(c);
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if (!this.previous) this.previous = this.current;
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// Return the array of prepared turns
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return this.turns = turns;
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}
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async rollInitiative(ids, options) {
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async rollInitiative(ids, options) {
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console.log("%%%%%%%%% Roll Initiative", ids, options);
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console.log("%%%%%%%%% Roll Initiative", ids, options);
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@@ -123,98 +25,5 @@ export class PrismRPGCombat extends Combat {
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return this;
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return this;
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}
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}
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resetProgression(cId) {
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let c = this.combatants.get(cId);
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c.update({ 'system.progressionCount': 0 });
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}
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setCasting(cId) {
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let c = this.combatants.get(cId);
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c.setFlag(SYSTEM.id, "casting", true);
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}
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resetCasting(cId) {
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let c = this.combatants.get(cId);
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c.setFlag(SYSTEM.id, "casting", false);
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}
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isCasting(cId) {
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let c = this.combatants.get(cId);
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return c.getFlag(SYSTEM.id, "casting");
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}
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async nextTurn() {
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console.log("NEXT TURN");
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let turn = this.turn ?? -1;
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let skipDefeated = this.settings.skipDefeated;
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// Determine the next turn number
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let next = null;
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for (let [i, t] of this.turns.entries()) {
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console.log("Turn", t);
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if (i <= turn) continue;
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if (skipDefeated && t.isDefeated) continue;
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next = i;
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break;
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}
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// Maybe advance to the next round
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let round = this.round;
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if ((this.round === 0) || (next === null) || (next >= this.turns.length)) {
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return this.nextRound();
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}
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// Update the document, passing data through a hook first
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const updateData = { round, turn: next };
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const updateOptions = { advanceTime: CONFIG.time.turnTime, direction: 1 };
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Hooks.callAll("combatTurn", this, updateData, updateOptions);
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return this.update(updateData, updateOptions);
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}
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async nextRound() {
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this.turnsDone = false
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let turn = this.turn === null ? null : 0; // Preserve the fact that it's no-one's turn currently.
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console.log("ROUND", this);
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let advanceTime = Math.max(this.turns.length - this.turn, 0) * CONFIG.time.turnTime;
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advanceTime += CONFIG.time.roundTime;
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let nextRound = this.round + 1;
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let initOK = true;
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for (let c of this.combatants) {
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if (c.initiative === null) {
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initOK = false;
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break;
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}
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}
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if (!initOK) {
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ui.notifications.error("All combatants must have initiative rolled before the round can advance.");
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return this;
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}
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for (let c of this.combatants) {
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if (nextRound >= c.initiative) {
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let user = game.users.find(u => u.active && u.character && u.character.id === c.actor.id);
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if (user?.hasPlayerOwner) {
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game.socket.emit(`system.${SYSTEM.id}`, { type: "rollProgressionDice", progressionCount: c.system.progressionCount + 1, actorId: c.actor.id, combatId: this.id, combatantId: c.id });
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} else {
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user = game.users.find(u => u.active && u.isGM);
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c.actor.system.rollProgressionDice(this.id, c.id);
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}
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}
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}
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// Update the document, passing data through a hook first
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const updateData = { round: nextRound, turn };
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const updateOptions = { advanceTime, direction: 1 };
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Hooks.callAll("combatRound", this, updateData, updateOptions);
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return this.update(updateData, updateOptions);
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}
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sortCombatantsLF(a, b) {
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return a.initiative - b.initiative;
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}
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}
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}
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@@ -13,11 +13,6 @@ export default class PrismRPGUtils {
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return compendiumData.filter(filter)
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return compendiumData.filter(filter)
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}
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}
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/* -------------------------------------------- */
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static pushCombatOptions(html, options) {
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options.push({ name: "Reset Progression", condition: true, icon: '<i class="fas fa-rotate-right"></i>', callback: target => { game.combat.resetProgression(target.data('combatant-id')); } })
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}
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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static setHookListeners() {
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static setHookListeners() {
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+1
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@@ -11,7 +11,7 @@ import * as models from "./module/models/_module.mjs"
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import * as documents from "./module/documents/_module.mjs"
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import * as documents from "./module/documents/_module.mjs"
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import * as applications from "./module/applications/_module.mjs"
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import * as applications from "./module/applications/_module.mjs"
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import { PrismRPGCombatTracker, PrismRPGCombat } from "./module/applications/combat.mjs"
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import { PrismRPGCombat } from "./module/applications/combat.mjs"
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import { Macros } from "./module/macros.mjs"
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import { Macros } from "./module/macros.mjs"
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import { setupTextEnrichers } from "./module/enrichers.mjs"
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import { setupTextEnrichers } from "./module/enrichers.mjs"
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import { default as PrismRPGUtils } from "./module/utils.mjs"
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import { default as PrismRPGUtils } from "./module/utils.mjs"
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@@ -36,7 +36,6 @@ Hooks.once("init", function () {
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documents,
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documents,
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}
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}
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CONFIG.ui.combat = PrismRPGCombatTracker
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CONFIG.Combat.documentClass = PrismRPGCombat
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CONFIG.Combat.documentClass = PrismRPGCombat
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CONFIG.Combat.initiative = {
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CONFIG.Combat.initiative = {
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formula: "1d20 + @subAttributes.initiative.value",
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formula: "1d20 + @subAttributes.initiative.value",
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@@ -212,11 +211,6 @@ Hooks.on(hookName, (message, html, data) => {
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await actor.prepareRoll("weapon-damage-medium", weaponId)
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await actor.prepareRoll("weapon-damage-medium", weaponId)
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})
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})
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})
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})
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Hooks.on("getCombatTrackerEntryContext", (html, options) => {
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PrismRPGUtils.pushCombatOptions(html, options);
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});
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/**
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/**
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* Create a macro when dropping an entity on the hotbar
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* Create a macro when dropping an entity on the hotbar
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* Item - open roll dialog
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* Item - open roll dialog
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Reference in New Issue
Block a user