Added ability to switch between stance/prepared on mouse clic (left/right).
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@@ -5,7 +5,9 @@
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- Added SoftLock functionality.
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- Added SoftLock functionality.
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- Added a new button bar for system specific buttons.
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- Added a new button bar for system specific buttons.
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- Added +/- buttons to add or subtract Fatigue and Strife (PC & NPC Sheet), Casualties and Panic (Armies Sheet).
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- Added +/- buttons to add or subtract Fatigue and Strife (PC & NPC Sheet), Casualties and Panic (Armies Sheet).
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- GmMonitor : Added ability to add or subtract fatigue/strife/void/casualties/panic points on mouse clic (left/right).
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- GmMonitor :
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- Added ability to add or subtract fatigue/strife/void/casualties/panic points on mouse clic (left/right/middle).
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- Added ability to switch between stance/prepared on mouse clic (left/right).
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- Compendiums :
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- Compendiums :
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- Techniques : QoL - Trying a cheap Rank filter.
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- Techniques : QoL - Trying a cheap Rank filter.
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- Inversion techniques : Updated xp cost from 3 to 6.
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- Inversion techniques : Updated xp cost from 3 to 6.
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@@ -274,6 +274,15 @@ export class GmMonitor extends FormApplication {
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// Mouse bt : middle = 0, left +1, right -1
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// Mouse bt : middle = 0, left +1, right -1
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const add = event.which === 2 ? -999 : event.which === 1 ? 1 : -1;
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const add = event.which === 2 ? -999 : event.which === 1 ? 1 : -1;
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// Stance
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let stanceIdx =
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CONFIG.l5r5e.stances.findIndex((s) => s === actor.data.data.stance) + (event.which === 1 ? 1 : -1);
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if (stanceIdx < 0) {
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stanceIdx = CONFIG.l5r5e.stances.length - 1;
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} else if (stanceIdx > CONFIG.l5r5e.stances.length - 1) {
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stanceIdx = 0;
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}
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switch (type) {
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switch (type) {
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// *** Characters ***
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// *** Characters ***
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case "fatigue":
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case "fatigue":
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@@ -309,6 +318,22 @@ export class GmMonitor extends FormApplication {
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});
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});
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break;
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break;
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case "stance":
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await actor.update({
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data: {
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stance: CONFIG.l5r5e.stances[stanceIdx],
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},
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});
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break;
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case "prepared":
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await actor.update({
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data: {
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prepared: !actor.data.data.prepared,
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},
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});
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break;
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// *** Armies ***
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// *** Armies ***
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case "casualties":
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case "casualties":
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await actor.update({
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await actor.update({
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@@ -26,8 +26,16 @@
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<a data-actor-id="{{actor.id}}" class="open-sheet-actor-id">{{actor.name}}</a>
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<a data-actor-id="{{actor.id}}" class="open-sheet-actor-id">{{actor.name}}</a>
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{{#if actor.data.data.attitude}}<p>({{actor.data.data.attitude}})</p>{{/if}}
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{{#if actor.data.data.attitude}}<p>({{actor.data.data.attitude}})</p>{{/if}}
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</td>
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</td>
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<td><i data-type="text" data-text="<h2>{{localize 'l5r5e.conflict.stance'}} ({{localizeRing actor.data.data.stance}})</h2>{{localizeStanceTip actor.data.data.stance}}" class="i_{{actor.data.data.stance}} actor-infos-control"></i></td>
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<td>
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<td><i data-type="text" data-text="<h2>{{localize 'l5r5e.conflict.initiative.title'}} : {{localize (localize 'l5r5e.conflict.initiative.prepared_{value}' value=actor.isPrepared)}}</h2>" class="fa fas prepared-icon-{{actor.isPrepared}} {{#ifCond actor.isPrepared '==' 'false'}}badvalue{{/ifCond}} actor-infos-control"></i></td>
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<a data-actor-id="{{actor.id}}" data-type="stance" class="actor-modify-control">
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<i data-type="text" data-text="<h2>{{localize 'l5r5e.conflict.stance'}} ({{localizeRing actor.data.data.stance}})</h2>{{localizeStanceTip actor.data.data.stance}}" class="i_{{actor.data.data.stance}} actor-infos-control"></i>
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</a>
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</td>
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<td>
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<a data-actor-id="{{actor.id}}" data-type="prepared" class="actor-modify-control">
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<i data-type="text" data-text="<h2>{{localize 'l5r5e.conflict.initiative.title'}} : {{localize (localize 'l5r5e.conflict.initiative.prepared_{value}' value=actor.isPrepared)}}</h2>" class="fa fas prepared-icon-{{actor.isPrepared}} {{#ifCond actor.isPrepared '==' 'false'}}badvalue{{/ifCond}} actor-infos-control"></i>
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</a>
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</td>
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<td>{{#if actor.haveWeaponEquipped}}<i data-type="weapons" data-actor-id="{{actor.id}}" class="fas fa-fan actor-infos-control {{#if actor.haveWeaponReadied}}badvalue{{/if}}"></i>{{/if}}</td>
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<td>{{#if actor.haveWeaponEquipped}}<i data-type="weapons" data-actor-id="{{actor.id}}" class="fas fa-fan actor-infos-control {{#if actor.haveWeaponReadied}}badvalue{{/if}}"></i>{{/if}}</td>
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<td>{{#if actor.haveArmorEquipped}}<i data-type="armors" data-actor-id="{{actor.id}}" class="fas fa-user-shield actor-infos-control"></i>{{/if}}</td>
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<td>{{#if actor.haveArmorEquipped}}<i data-type="armors" data-actor-id="{{actor.id}}" class="fas fa-user-shield actor-infos-control"></i>{{/if}}</td>
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<td>
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<td>
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