dissociated Pc & All for : Scene End, Sleep, Void Pts actions.
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@@ -152,12 +152,8 @@ export class GmToolbox extends FormApplication {
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game.settings.set("l5r5e", "initiative-difficulty-value", this.object.difficulty).then(() => this.submit());
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});
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// Scene End, Sleep, void pt
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html.find(`.gm_actor_updates`).on("click", (event) => {
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event.preventDefault();
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event.stopPropagation();
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this._updatesActors($(event.currentTarget).data("type"));
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});
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// Scene End, Sleep, Void Pts
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html.find(`.gm_actor_updates`).on("mousedown", this._updatesActors.bind(this));
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// GM Monitor
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html.find(`.gm_monitor`).on("click", (event) => {
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@@ -186,15 +182,23 @@ export class GmToolbox extends FormApplication {
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/**
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* Update all actors
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* @param {string} type
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* @param {Event} event
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* @private
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*/
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async _updatesActors(type) {
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async _updatesActors(event) {
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if (!game.user.isGM) {
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return;
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}
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const isAll = event.which !== 1;
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const type = $(event.currentTarget).data("type");
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for await (const actor of game.actors.contents) {
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// only controlled pc
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if (!isAll && (actor.data.type !== "character" || !actor.hasPlayerOwner)) {
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continue;
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}
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switch (type) {
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case "sleep":
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// Remove 'water x2' fatigue points
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@@ -217,10 +221,6 @@ export class GmToolbox extends FormApplication {
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break;
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case "reset_void":
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// only pc
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if (actor.data.type !== "character" || !actor.hasPlayerOwner) {
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return;
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}
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actor.data.data.void_points.value = Math.ceil(actor.data.data.void_points.max / 2);
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break;
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}
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