Merge branch 'dev' into dev_skillslist
# Conflicts: # CHANGELOG.md # system/lang/en-en.json # system/lang/fr-fr.json # system/scripts/actor.js # system/scripts/actors/base-character-sheet.js # system/scripts/combat.js # system/scripts/config.js # system/scripts/dice/dice-picker-dialog.js # system/scripts/dice/roll-n-keep-dialog.js # system/scripts/gm/gm-monitor.js # system/scripts/gm/gm-toolbox.js # system/scripts/hooks.js # system/scripts/items/technique-sheet.js # system/scripts/main-l5r5e.js # system/scripts/migration.js # system/scripts/preloadTemplates.js # system/scripts/settings.js # system/scripts/socket-handler.js # system/styles/l5r5e.css # system/system.json # system/templates/actors/character-sheet.html
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@@ -112,99 +112,99 @@ Hooks.once("init", async () => {
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// ***** Register custom sheets *****
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// Actors
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Actors.unregisterSheet("core", ActorSheet);
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Actors.registerSheet(L5R5E.systemName, CharacterSheetL5r5e, {
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Actors.registerSheet(L5R5E.namespace, CharacterSheetL5r5e, {
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types: ["character"],
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label: "ACTOR.TypeCharacter",
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label: "TYPES.Actor.character",
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makeDefault: true,
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});
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Actors.registerSheet(L5R5E.systemName, NpcSheetL5r5e, {
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Actors.registerSheet(L5R5E.namespace, NpcSheetL5r5e, {
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types: ["npc"],
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label: "ACTOR.TypeNpc",
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label: "TYPES.Actor.npc",
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makeDefault: true,
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});
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Actors.registerSheet(L5R5E.systemName, ArmySheetL5r5e, {
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Actors.registerSheet(L5R5E.namespace, ArmySheetL5r5e, {
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types: ["army"],
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label: "ACTOR.TypeArmy",
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label: "TYPES.Actor.army",
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makeDefault: true,
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});
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// Items
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Items.unregisterSheet("core", ItemSheet);
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Items.registerSheet(L5R5E.systemName, ItemSheetL5r5e, {
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Items.registerSheet(L5R5E.namespace, ItemSheetL5r5e, {
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types: ["item"],
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label: "ITEM.TypeItem",
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label: "TYPES.Item.item",
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makeDefault: true,
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});
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Items.registerSheet(L5R5E.systemName, SkillSheetL5r5e, {
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Items.registerSheet(L5R5E.namespace, SkillSheetL5r5e, {
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types: ["skill"],
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label: "ITEM.TypeSkill",
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makeDefault: true,
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});
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Items.registerSheet(L5R5E.systemName, ArmorSheetL5r5e, {
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Items.registerSheet(L5R5E.namespace, ArmorSheetL5r5e, {
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types: ["armor"],
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label: "ITEM.TypeArmor",
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label: "TYPES.Item.armor",
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makeDefault: true,
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});
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Items.registerSheet(L5R5E.systemName, WeaponSheetL5r5e, {
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Items.registerSheet(L5R5E.namespace, WeaponSheetL5r5e, {
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types: ["weapon"],
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label: "ITEM.TypeWeapon",
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label: "TYPES.Item.weapon",
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makeDefault: true,
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});
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Items.registerSheet(L5R5E.systemName, TechniqueSheetL5r5e, {
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Items.registerSheet(L5R5E.namespace, TechniqueSheetL5r5e, {
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types: ["technique"],
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label: "ITEM.TypeTechnique",
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label: "TYPES.Item.technique",
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makeDefault: true,
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});
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Items.registerSheet(L5R5E.systemName, PropertySheetL5r5e, {
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Items.registerSheet(L5R5E.namespace, PropertySheetL5r5e, {
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types: ["property"],
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label: "ITEM.TypeProperty",
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label: "TYPES.Item.property",
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makeDefault: true,
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});
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Items.registerSheet(L5R5E.systemName, PeculiaritySheetL5r5e, {
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Items.registerSheet(L5R5E.namespace, PeculiaritySheetL5r5e, {
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types: ["peculiarity"],
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label: "ITEM.TypePeculiarity",
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label: "TYPES.Item.peculiarity",
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makeDefault: true,
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});
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Items.registerSheet(L5R5E.systemName, AdvancementSheetL5r5e, {
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Items.registerSheet(L5R5E.namespace, AdvancementSheetL5r5e, {
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types: ["advancement"],
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label: "ITEM.TypeAdvancement",
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label: "TYPES.Item.advancement",
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makeDefault: true,
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});
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Items.registerSheet(L5R5E.systemName, TitleSheetL5r5e, {
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Items.registerSheet(L5R5E.namespace, TitleSheetL5r5e, {
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types: ["title"],
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label: "ITEM.TypeTitle",
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label: "TYPES.Item.title",
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makeDefault: true,
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});
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Items.registerSheet(L5R5E.systemName, BondSheetL5r5e, {
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Items.registerSheet(L5R5E.namespace, BondSheetL5r5e, {
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types: ["bond"],
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label: "ITEM.TypeBond",
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label: "TYPES.Item.bond",
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makeDefault: true,
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});
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Items.registerSheet(L5R5E.systemName, SignatureScrollSheetL5r5e, {
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Items.registerSheet(L5R5E.namespace, SignatureScrollSheetL5r5e, {
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types: ["signature_scroll"],
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label: "ITEM.TypeSignature_scroll",
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label: "TYPES.Item.signature_scroll",
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makeDefault: true,
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});
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Items.registerSheet(L5R5E.systemName, ItemPatternSheetL5r5e, {
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Items.registerSheet(L5R5E.namespace, ItemPatternSheetL5r5e, {
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types: ["item_pattern"],
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label: "ITEM.TypeItem_pattern",
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label: "TYPES.Item.item_pattern",
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makeDefault: true,
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});
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Items.registerSheet(L5R5E.systemName, ArmyCohortSheetL5r5e, {
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Items.registerSheet(L5R5E.namespace, ArmyCohortSheetL5r5e, {
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types: ["army_cohort"],
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label: "ITEM.TypeArmy_cohort",
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label: "TYPES.Item.army_cohort",
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makeDefault: true,
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});
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Items.registerSheet(L5R5E.systemName, ArmyFortificationSheetL5r5e, {
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Items.registerSheet(L5R5E.namespace, ArmyFortificationSheetL5r5e, {
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types: ["army_fortification"],
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label: "ITEM.TypeArmy_fortification",
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label: "TYPES.Item.army_fortification",
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makeDefault: true,
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});
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// Journal
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Journal.unregisterSheet("core", JournalSheet);
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Journal.registerSheet(L5R5E.systemName, BaseJournalSheetL5r5e, {
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label: "JOURNAL.TypeJournal",
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Journal.registerSheet(L5R5E.namespace, BaseJournalSheetL5r5e, {
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label: "TYPES.Journal.journal",
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makeDefault: true,
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});
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@@ -216,7 +216,7 @@ Hooks.once("init", async () => {
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// Override the default Token _drawBar function to allow fatigue bar reversing.
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Token.prototype._drawBar = function (number, bar, data) {
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const reverseBar = data.attribute === "fatigue" && game.settings.get(L5R5E.systemName, "token-reverseFatigueBar");
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const reverseBar = data.attribute === "fatigue" && game.settings.get(L5R5E.namespace, "token-reverseFatigueBar");
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// Bar value
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const pct = Math.clamped(Number(data.value), 0, data.max) / data.max;
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