Working on 0.8.x
-dot separator in settings -mergeObject ns -added a option to enable/disable custom techs -removed "foundry-pc-types" as it was absolutely obsolete -fixed some roll errors (_rolled -> _evaluated)
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@@ -88,14 +88,14 @@ export default class HooksL5r5e {
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// *** Conf ***
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const encounterTypeList = Object.keys(CONFIG.l5r5e.initiativeSkills);
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const prepared = {
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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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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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// *** Template ***
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const tpl = await renderTemplate(`${CONFIG.l5r5e.paths.templates}gm/combat-tracker-bar.html`, {
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encounterType: game.settings.get("l5r5e", "initiative.encounter"),
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encounterType: game.settings.get("l5r5e", "initiative-encounter"),
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encounterTypeList,
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prepared,
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});
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@@ -118,7 +118,7 @@ export default class HooksL5r5e {
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return;
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}
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game.settings
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.set("l5r5e", "initiative.encounter", encounter)
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.set("l5r5e", "initiative-encounter", encounter)
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.then(() => HooksL5r5e._gmCombatBar(app, html, data));
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});
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@@ -136,7 +136,7 @@ export default class HooksL5r5e {
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null: rev ? "false" : "true",
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};
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game.settings
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.set("l5r5e", `initiative.prepared.${preparedId}`, nextValue[prepared[preparedId]])
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.set("l5r5e", `initiative-prepared-${preparedId}`, nextValue[prepared[preparedId]])
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.then(() => HooksL5r5e._gmCombatBar(app, html, data));
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});
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}
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