some renaming
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@@ -3,12 +3,12 @@ import { ItemSheetL5r5e } from "./item-sheet.js";
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/**
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* @extends {ItemSheet}
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*/
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export class FeatSheetL5r5e extends ItemSheetL5r5e {
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export class TechniqueSheetL5r5e extends ItemSheetL5r5e {
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/** @override */
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static get defaultOptions() {
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return mergeObject(super.defaultOptions, {
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classes: ["l5r5e", "sheet", "feat"],
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template: CONFIG.L5r5e.paths.templates + "item/feat-sheet.html",
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classes: ["l5r5e", "sheet", "technique"],
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template: CONFIG.L5r5e.paths.templates + "item/technique-sheet.html",
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width: 520,
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height: 480,
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description" }],
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@@ -20,8 +20,8 @@ export class FeatSheetL5r5e extends ItemSheetL5r5e {
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const sheetData = super.getData();
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sheetData.data.dtypes = ["String", "Number", "Boolean"];
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sheetData.data.isFeat = true;
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sheetData.data.isEquipment = false;
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sheetData.data.isTechnique = true;
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// sheetData.data.isEquipment = false;
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return sheetData;
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}
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@@ -10,7 +10,7 @@ import { ItemL5r5e } from "./items/item.js";
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import { ItemSheetL5r5e } from "./items/item-sheet.js";
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import { ArmorSheetL5r5e } from "./items/armor-sheet.js";
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import { WeaponSheetL5r5e } from "./items/weapon-sheet.js";
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import { FeatSheetL5r5e } from "./items/feat-sheet.js";
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import { TechniqueSheetL5r5e } from "./items/technique-sheet.js";
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import { QualitySheetL5r5e } from "./items/quality-sheet.js";
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// Import Dice Types
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@@ -67,7 +67,7 @@ Hooks.once("init", async function () {
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Items.registerSheet("l5r5e", ItemSheetL5r5e, { types: ["item"], makeDefault: true });
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Items.registerSheet("l5r5e", ArmorSheetL5r5e, { types: ["armor"], makeDefault: true });
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Items.registerSheet("l5r5e", WeaponSheetL5r5e, { types: ["weapon"], makeDefault: true });
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Items.registerSheet("l5r5e", FeatSheetL5r5e, { types: ["feat"], makeDefault: true });
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Items.registerSheet("l5r5e", TechniqueSheetL5r5e, { types: ["technique"], makeDefault: true });
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Items.registerSheet("l5r5e", QualitySheetL5r5e, { types: ["quality"], makeDefault: true });
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// for debug
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@@ -111,8 +111,8 @@ Hooks.once("init", async function () {
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return game.i18n.localize(key);
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});
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Handlebars.registerHelper("localizeFeat", function (featName) {
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return game.i18n.localize("l5r5e.feats." + featName.toLowerCase());
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Handlebars.registerHelper("localizeTechniques", function (techniqueName) {
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return game.i18n.localize("l5r5e.techniques." + techniqueName.toLowerCase());
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});
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});
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@@ -11,9 +11,9 @@ export const PreloadTemplates = async function () {
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"systems/l5r5e/templates/sheets/actor/attributes.html",
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"systems/l5r5e/templates/sheets/actor/conflict.html",
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"systems/l5r5e/templates/sheets/actor/stance.html",
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"systems/l5r5e/templates/sheets/actor/feats.html",
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"systems/l5r5e/templates/sheets/actor/techniques.html",
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"systems/l5r5e/templates/sheets/actor/experience.html",
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"systems/l5r5e/templates/sheets/actor/acquisition.html",
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"systems/l5r5e/templates/sheets/actor/advancement.html",
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// npc
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"systems/l5r5e/templates/sheets/npc/identity.html",
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"systems/l5r5e/templates/sheets/npc/narrative.html",
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@@ -21,7 +21,7 @@ export const PreloadTemplates = async function () {
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"systems/l5r5e/templates/sheets/npc/rings.html",
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"systems/l5r5e/templates/sheets/npc/attributes.html",
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"systems/l5r5e/templates/sheets/npc/skill.html",
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"systems/l5r5e/templates/sheets/npc/feats.html",
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"systems/l5r5e/templates/sheets/npc/techniques.html",
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// items
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"systems/l5r5e/templates/item/weapon-sheet.html",
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"systems/l5r5e/templates/item/items.html",
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@@ -30,8 +30,8 @@ export const PreloadTemplates = async function () {
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"systems/l5r5e/templates/item/weapon-entry.html",
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"systems/l5r5e/templates/item/armors.html",
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"systems/l5r5e/templates/item/armor-entry.html",
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"systems/l5r5e/templates/item/feat-sheet.html",
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"systems/l5r5e/templates/item/feat-entry.html",
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"systems/l5r5e/templates/item/technique-sheet.html",
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"systems/l5r5e/templates/item/technique-entry.html",
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"systems/l5r5e/templates/item/qualities.html",
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"systems/l5r5e/templates/item/quality-sheet.html",
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"systems/l5r5e/templates/item/quality-entry.html",
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@@ -10,9 +10,9 @@ export class BaseSheetL5r5e extends ActorSheet {
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this._prepareItems(sheetData);
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const feats = sheetData.items.filter((item) => item.type === "feat");
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const techniques = sheetData.items.filter((item) => item.type === "technique");
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sheetData.data.feats = feats;
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sheetData.data.techniques.list = techniques;
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sheetData.data.stances = CONFIG.L5r5e.stances;
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return sheetData;
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@@ -44,16 +44,24 @@ export class BaseSheetL5r5e extends ActorSheet {
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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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case "technique":
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item.isTechnique = 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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case "advancement":
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item.isAdvancement = true;
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break;
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case "advantage":
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item.isAdvantage = true;
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break;
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case "disadvantage":
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item.isDisadvantage = true;
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break;
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default:
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@@ -66,7 +74,7 @@ export class BaseSheetL5r5e extends ActorSheet {
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/**
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* TODO
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*/
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_prepareFeats() {}
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_prepareTechniques() {}
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/**
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* Subscribe to events from the sheet.
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@@ -80,6 +88,7 @@ export class BaseSheetL5r5e extends ActorSheet {
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return;
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}
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// *** Items ***
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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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@@ -94,60 +103,75 @@ export class BaseSheetL5r5e extends ActorSheet {
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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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// *** Techniques ***
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html.find(".technique-add").on("click", (ev) => {
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this._createTechnique();
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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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html.find(".technique-delete").on("click", (ev) => {
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const li = $(ev.currentTarget).parents(".technique");
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const techniqueId = li.data("techniqueId");
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console.log("Remove technique" + techniqueId + " clicked");
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this.actor.deleteOwnedItem(featId);
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this.actor.deleteOwnedItem(techniqueId);
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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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html.find(".technique-edit").on("click", (ev) => {
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const li = $(ev.currentTarget).parents(".technique");
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const techniqueId = li.data("techniqueId");
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const technique = this.actor.getOwnedItem(techniqueId);
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technique.sheet.render(true);
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});
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// *** Skills ***
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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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new game.l5r5e.DicePickerDialog({ skillId: li.data("skill"), actor: this.actor }).render(true);
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});
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// *** Advancement ***
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html.find(".acquisition-add").on("click", (ev) => {
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this._createFeat();
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this._createAdvancement();
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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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async _createTechnique() {
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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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name: game.i18n.localize("l5r5e.techniques.title_new"),
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type: "technique",
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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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const technique = 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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//technique.rank = 1;
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//technique.xp_used = 0;
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feat.sheet.render(true);
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technique.sheet.render(true);
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return feat;
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return technique;
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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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* Creates a new feat for the character and shows a window to edit it.
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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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async _createAdvancement() {
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const data = {
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name: game.i18n.localize("l5r5e.xp.acquisitions"),
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type: "advancement",
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};
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const created = await this.actor.createEmbeddedEntity("OwnedItem", data);
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const acquisition = this.actor.getOwnedItem(created._id);
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acquisition.sheet.render(true);
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// Default values
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//acquisition.rank = 1;
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//acquisition.xp_used = 0;
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return acquisition;
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}
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}
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@@ -51,7 +51,7 @@ 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.techniques,
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techniquesList: CONFIG.L5r5e.techniques,
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datas: this.datas,
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};
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}
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@@ -116,16 +116,16 @@ export class TwentyQuestionsDialog extends FormApplication {
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};
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actorDatas.techniques = {
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kata: !!formData.step3_feat_kata,
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kiho: formData.step3_feat_kiho,
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invocation: !!formData.step3_feat_invocation,
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ritual: !!formData.step3_feat_ritual,
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shuji: !!formData.step3_feat_shuji,
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maho: !!formData.step3_feat_maho,
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ninjutsu: !!formData.step3_feat_ninjutsu,
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kata: !!formData.step3_technique_kata,
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kiho: formData.step3_technique_kiho,
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invocation: !!formData.step3_technique_invocation,
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ritual: !!formData.step3_technique_ritual,
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shuji: !!formData.step3_technique_shuji,
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maho: !!formData.step3_technique_maho,
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ninjutsu: !!formData.step3_technique_ninjutsu,
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};
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// actorDatas = formData.step3_feats;
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// actorDatas = formData.step3_techniques;
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// actorDatas = formData.step3_school_ability;
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// actorDatas = formData.step3_equipment;
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// actorDatas = formData.step4_stand_out;
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@@ -230,13 +230,13 @@ export class TwentyQuestionsDialog extends FormApplication {
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step2_social_glory: actorDatas.social.glory,
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step3_school: actorDatas.identity.school,
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step3_roles: actorDatas.identity.roles,
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step3_feat_kata: actorDatas.techniques.kata,
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step3_feat_kiho: actorDatas.techniques.kiho,
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step3_feat_invocations: actorDatas.techniques.invocation,
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step3_feat_rituals: actorDatas.techniques.ritual,
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step3_feat_shuji: actorDatas.techniques.shuji,
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step3_feat_maho: actorDatas.techniques.maho,
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step3_feat_ninjutsu: actorDatas.techniques.ninjutsu,
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step3_technique_kata: actorDatas.techniques.kata,
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step3_technique_kiho: actorDatas.techniques.kiho,
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step3_technique_invocation: actorDatas.techniques.invocation,
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step3_technique_ritual: actorDatas.techniques.ritual,
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step3_technique_shuji: actorDatas.techniques.shuji,
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step3_technique_maho: actorDatas.techniques.maho,
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step3_technique_ninjutsu: actorDatas.techniques.ninjutsu,
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step3_social_honor: actorDatas.social.honor,
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step5_social_giri: actorDatas.social.giri,
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step6_social_ninjo: actorDatas.social.ninjo,
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