working on some parts of Sheets
This commit is contained in:
@@ -1,6 +1,10 @@
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import { BaseSheetL5r5e } from "./base-sheet.js";
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import { TwentyQuestionsDialog } from "./twenty-questions-dialog.js";
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export class ActorSheetL5r5e extends ActorSheet {
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/**
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* Actor / Character Sheet
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*/
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export class ActorSheetL5r5e extends BaseSheetL5r5e {
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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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@@ -20,7 +24,7 @@ export class ActorSheetL5r5e extends ActorSheet {
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let buttons = super._getHeaderButtons();
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buttons.unshift({
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label: "20Q", // TODO localization
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label: game.i18n.localize("l5r5e.twenty_questions.bt_abrev"),
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class: "twenty-questions",
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icon: "fas fa-graduation-cap",
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onclick: async () => {
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@@ -30,139 +34,4 @@ export class ActorSheetL5r5e extends ActorSheet {
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return buttons;
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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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switch (item.type) {
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case "weapon":
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item.isWeapon = true;
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item.isEquipment = true;
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break;
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case "armor":
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item.isArmor = true;
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item.isEquipment = true;
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break;
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case "feat":
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item.isFeat = true;
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break;
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default:
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item.isEquipment = true;
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break;
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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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* 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").on("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").on("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").on("click", (ev) => {
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this._createFeat();
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});
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html.find(".feat-delete").on("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").on("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").on("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(".acquisition-add").on("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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new game.l5r5e.DicePickerDialog({ skillId: skillId, actor: this.actor }).render(true);
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}
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}
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153
system/scripts/sheets/base-sheet.js
Normal file
153
system/scripts/sheets/base-sheet.js
Normal file
@@ -0,0 +1,153 @@
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/**
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* Base Sheet for Actor and Npc
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*/
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export class BaseSheetL5r5e extends ActorSheet {
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/**
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* Commons datas
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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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sheetData.data.stances = CONFIG.L5r5e.stances;
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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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switch (item.type) {
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case "weapon":
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item.isWeapon = true;
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item.isEquipment = true;
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break;
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case "armor":
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item.isArmor = true;
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item.isEquipment = true;
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break;
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case "feat":
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item.isFeat = true;
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break;
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case "quality":
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item.isQuality = true;
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break;
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case "xp-advancement":
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item.isXpAdvancement = true;
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break;
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default:
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item.isEquipment = true;
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break;
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}
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}
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}
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/**
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* TODO
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*/
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_prepareFeats() {}
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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) {
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return;
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}
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// Update Inventory Item
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html.find(".item-edit").on("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").on("click", (ev) => {
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const li = $(ev.currentTarget).parents(".item");
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this.actor.deleteOwnedItem(li.data("itemId"));
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});
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html.find(".feat-add").on("click", (ev) => {
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this._createFeat();
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});
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html.find(".feat-delete").on("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").on("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").on("click", (ev) => {
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const li = $(ev.currentTarget).parents(".skill");
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this._onSkillClicked(li.data("skill"));
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});
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html.find(".acquisition-add").on("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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new game.l5r5e.DicePickerDialog({ skillId: skillId, actor: this.actor }).render(true);
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}
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}
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@@ -1,5 +1,9 @@
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// TODO extend ActorSheetL5r5e ?
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export class NpcSheetL5r5e extends ActorSheet {
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import { BaseSheetL5r5e } from "./base-sheet.js";
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/**
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* NPC Sheet
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*/
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export class NpcSheetL5r5e extends BaseSheetL5r5e {
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static types = ["minion", "adversary"];
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static get defaultOptions() {
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@@ -18,133 +22,8 @@ export class NpcSheetL5r5e extends ActorSheet {
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this._prepareItems(sheetData);
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sheetData.data.feats = sheetData.items.filter((item) => item.type === "feat");
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sheetData.data.types = NpcSheetL5r5e.types;
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sheetData.data.stances = CONFIG.L5r5e.stances;
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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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switch (item.type) {
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case "weapon":
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item.isWeapon = true;
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item.isEquipment = true;
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break;
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case "armor":
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item.isArmor = true;
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item.isEquipment = true;
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break;
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case "feat":
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item.isFeat = true;
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break;
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default:
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item.isEquipment = true;
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break;
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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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* 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").on("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").on("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").on("click", (ev) => {
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this._createFeat();
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});
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html.find(".feat-delete").on("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").on("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").on("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(".acquisition-add").on("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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new game.l5r5e.DicePickerDialog({ skillId: skillId, actor: this.actor }).render(true);
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}
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}
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@@ -44,6 +44,7 @@ export class TwentyQuestionsDialog extends FormApplication {
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...super.getData(options),
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elementsList: this._getElements(),
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skillsList: this._getSkills(),
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featsList: CONFIG.L5r5e.feats,
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actor: this.actor.data.data,
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};
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}
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@@ -96,13 +97,13 @@ export class TwentyQuestionsDialog extends FormApplication {
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actorTmp.social.glory = formData.step2_social_glory;
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actorTmp.identity.school = formData.step3_school;
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actorTmp.identity.roles = formData.step3_roles;
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// actorTmp = formData.step3_tech_kata;
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// actorTmp = formData.step3_tech_kiho;
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// actorTmp = formData.step3_tech_invocations;
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// actorTmp = formData.step3_tech_rituals;
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// actorTmp = formData.step3_tech_shuji;
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// actorTmp = formData.step3_tech_maho;
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// actorTmp = formData.step3_tech_ninjutsu;
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// actorTmp = formData.step3_feat_kata;
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// actorTmp = formData.step3_feat_kiho;
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// actorTmp = formData.step3_feat_invocations;
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// actorTmp = formData.step3_feat_rituals;
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// actorTmp = formData.step3_feat_shuji;
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// actorTmp = formData.step3_feat_maho;
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// actorTmp = formData.step3_feat_ninjutsu;
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// actorTmp = formData.step3_feats;
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// actorTmp = formData.step3_school_ability;
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// actorTmp = formData.step3_equipment;
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