added prepared statut and it's sync
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@@ -99,12 +99,7 @@ export class ActorL5r5e extends Actor {
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return Actor.updateDocuments([data], context).then(() => {
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// Notify the "Gm Monitor" if this actor is watched
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if (game.settings.get("l5r5e", "gm-monitor-actors").find((e) => e === this.id)) {
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game.l5r5e.sockets.refreshAppId("l5r5e-gm-monitor");
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if (game.user.isGM) {
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Object.values(ui.windows)
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.find((e) => e.id === "l5r5e-gm-monitor")
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?.refresh();
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}
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game.l5r5e.HelpersL5r5e.refreshLocalAndSocket("l5r5e-gm-monitor");
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}
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});
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}
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@@ -216,7 +211,7 @@ export class ActorL5r5e extends Actor {
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* Return true if a weapon is equipped
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* @return {boolean}
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*/
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haveWeaponEquipped() {
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get haveWeaponEquipped() {
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return this.items.some((e) => e.type === "weapon" && !!e.data.data.equipped);
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}
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@@ -224,7 +219,7 @@ export class ActorL5r5e extends Actor {
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* Return true if a weapon is readied
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* @return {boolean}
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*/
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haveWeaponReadied() {
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get haveWeaponReadied() {
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return this.items.some((e) => e.type === "weapon" && !!e.data.data.equipped && !!e.data.data.readied);
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}
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@@ -232,7 +227,27 @@ export class ActorL5r5e extends Actor {
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* Return true if a armor is equipped
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* @return {boolean}
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*/
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haveArmorEquipped() {
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get haveArmorEquipped() {
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return this.items.some((e) => e.type === "armor" && !!e.data.data.equipped);
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}
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/**
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* Return true if this actor is prepared (overridden by global)
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* @return {boolean}
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*/
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get isPrepared() {
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const cfg = {
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character: game.settings.get("l5r5e", "initiative-prepared-character"),
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adversary: game.settings.get("l5r5e", "initiative-prepared-adversary"),
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minion: game.settings.get("l5r5e", "initiative-prepared-minion"),
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};
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// Prepared is a boolean or if null we get the info in the actor
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let isPrepared = this.data.type === "character" ? cfg.character : cfg[this.data.data.type];
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if (isPrepared === "null") {
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isPrepared = this.data.data.prepared ? "true" : "false";
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}
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return isPrepared;
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}
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}
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