Add Templates Html + Gulp Sass + Css + Basic Tree and Files
- Add Templates Html - Gulp Sass - Css - Basic Tree and Files
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142
system/scripts/sheets/actor-sheet.js
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142
system/scripts/sheets/actor-sheet.js
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export class ActorSheetL5r5e extends ActorSheet {
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static get defaultOptions() {
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return mergeObject(super.defaultOptions, {
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classes: ["l5r5e", "sheet", "actor"],
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template: "systems/l5r5e/templates/sheets/actor-sheet.html",
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width: 600,
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height: 600,
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tabs: [{navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description"}],
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dragDrop: [{dragSelector: ".item-list .item", dropSelector: null}]
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});
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}
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getData() {
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const sheetData = super.getData();
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this._prepareItems(sheetData);
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const feats = sheetData.items.filter((item) => item.type === "feat");
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sheetData.data.feats = feats;
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return sheetData;
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}
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/**
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* Update the actor.
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* @param event
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* @param formData
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*/
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_updateObject(event, formData) {
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return this.object.update(formData);
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}
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/**
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* Prepare item data to be displayed in the actor sheet.
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* @param sheetData Data of the actor been displayed in the sheet.
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*/
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_prepareItems(sheetData) {
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for (let item of sheetData.items) {
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if (item.type === "weapon") {
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item.isWeapon = true;
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item.isEquipment = true;
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} else if (item.type === "feat"){
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item.isFeat = true;
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}
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else {
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item.isEquipment = true;
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}
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}
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}
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_prepareFeats() {
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}
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/**
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* Subscribe to events from the sheet.
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* @param html HTML content of the sheet.
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*/
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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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const itemId = li.data("itemId");
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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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// 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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const itemId = li.data("itemId");
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this.actor.deleteOwnedItem(itemId);
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});
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html.find('.feat-add').click(ev => {
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this._createFeat();
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});
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html.find('.feat-delete').click(ev => {
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const li = $(ev.currentTarget).parents(".feat");
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const featId = li.data("featId");
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console.log("Remove feat" + featId + " clicked");
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this.actor.deleteOwnedItem(featId);
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});
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html.find('.feat-edit').click(ev => {
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const li = $(ev.currentTarget).parents(".feat");
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const featId = li.data("featId");
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const feat = this.actor.getOwnedItem(featId);
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feat.sheet.render(true);
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});
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html.find('.skill-name').click(ev => {
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const li = $(ev.currentTarget).parents(".skill");
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const skillId = li.data("skill");
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this._onSkillClicked(skillId);
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});
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html.find('.adquisition-add').click(ev => {
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this._createFeat();
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});
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}
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/**
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* Creates a new feat for the character and shows a window to edit it.
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*/
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async _createFeat() {
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const data = {
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name: game.i18n.localize('L5r5e.FeatPlaceholderName'),
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type: "feat"
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};
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const created = await this.actor.createEmbeddedEntity("OwnedItem", data);
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const feat = this.actor.getOwnedItem(created._id);
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// Default values
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//feat.rank = 1;
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//feat.xp_used = 0;
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feat.sheet.render(true);
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return feat;
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}
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/**
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* React to a skill from the skills list been clicked.
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* @param {string} skillId Unique ID of the skill been clicked.
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*/
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async _onSkillClicked(skillId) {
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console.log("Clicked on skill " + skillId);
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// TODO
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}
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}
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