boilerplate
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/**
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* Extend the base Actor document by defining a custom roll data structure which is ideal for the Simple system.
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* @extends {Actor}
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*/
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export class TotemActor extends Actor {
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/** @override */
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prepareData() {
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// Prepare data for the actor. Calling the super version of this executes
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// the following, in order: data reset (to clear active effects),
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// prepareBaseData(), prepareEmbeddedDocuments() (including active effects),
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// prepareDerivedData().
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super.prepareData();
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}
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/** @override */
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prepareBaseData() {
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// Data modifications in this step occur before processing embedded
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// documents or derived data.
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}
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/**
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* @override
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* Augment the basic actor data with additional dynamic data. Typically,
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* you'll want to handle most of your calculated/derived data in this step.
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* Data calculated in this step should generally not exist in template.json
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* (such as ability modifiers rather than ability scores) and should be
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* available both inside and outside of character sheets (such as if an actor
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* is queried and has a roll executed directly from it).
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*/
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prepareDerivedData() {
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const actorData = this;
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const systemData = actorData.system;
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const flags = actorData.flags.totem || {};
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// Make separate methods for each Actor type (character, npc, etc.) to keep
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// things organized.
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this._prepareCharacterData(actorData);
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this._prepareNpcData(actorData);
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}
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/**
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* Prepare Character type specific data
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*/
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_prepareCharacterData(actorData) {
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if (actorData.type !== 'character') return;
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// Make modifications to data here. For example:
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const systemData = actorData.system;
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// Loop through ability scores, and add their modifiers to our sheet output.
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for (let [key, ability] of Object.entries(systemData.abilities)) {
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// Calculate the modifier using d20 rules.
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ability.mod = Math.floor((ability.value - 10) / 2);
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}
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}
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/**
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* Prepare NPC type specific data.
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*/
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_prepareNpcData(actorData) {
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if (actorData.type !== 'npc') return;
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// Make modifications to data here. For example:
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const systemData = actorData.system;
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systemData.xp = (systemData.cr * systemData.cr) * 100;
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}
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/**
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* Override getRollData() that's supplied to rolls.
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*/
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getRollData() {
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const data = super.getRollData();
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// Prepare character roll data.
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this._getCharacterRollData(data);
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this._getNpcRollData(data);
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return data;
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}
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/**
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* Prepare character roll data.
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*/
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_getCharacterRollData(data) {
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if (this.type !== 'character') return;
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// Copy the ability scores to the top level, so that rolls can use
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// formulas like `@str.mod + 4`.
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if (data.abilities) {
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for (let [k, v] of Object.entries(data.abilities)) {
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data[k] = foundry.utils.deepClone(v);
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}
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}
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// Add level for easier access, or fall back to 0.
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if (data.attributes.level) {
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data.lvl = data.attributes.level.value ?? 0;
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}
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}
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/**
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* Prepare NPC roll data.
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*/
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_getNpcRollData(data) {
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if (this.type !== 'npc') return;
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// Process additional NPC data here.
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}
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}
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@@ -0,0 +1,68 @@
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/**
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* Extend the basic Item with some very simple modifications.
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* @extends {Item}
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*/
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export class TotemItem extends Item {
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/**
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* Augment the basic Item data model with additional dynamic data.
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*/
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prepareData() {
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// As with the actor class, items are documents that can have their data
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// preparation methods overridden (such as prepareBaseData()).
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super.prepareData();
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}
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/**
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* Prepare a data object which is passed to any Roll formulas which are created related to this Item
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* @private
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*/
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getRollData() {
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// If present, return the actor's roll data.
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if ( !this.actor ) return null;
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const rollData = this.actor.getRollData();
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// Grab the item's system data as well.
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rollData.item = foundry.utils.deepClone(this.system);
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return rollData;
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}
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/**
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* Handle clickable rolls.
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* @param {Event} event The originating click event
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* @private
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*/
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async roll() {
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const item = this;
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// Initialize chat data.
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const speaker = ChatMessage.getSpeaker({ actor: this.actor });
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const rollMode = game.settings.get('core', 'rollMode');
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const label = `[${item.type}] ${item.name}`;
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// If there's no roll data, send a chat message.
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if (!this.system.formula) {
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ChatMessage.create({
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speaker: speaker,
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rollMode: rollMode,
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flavor: label,
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content: item.system.description ?? ''
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});
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}
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// Otherwise, create a roll and send a chat message from it.
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else {
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// Retrieve roll data.
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const rollData = this.getRollData();
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// Invoke the roll and submit it to chat.
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const roll = new Roll(rollData.item.formula, rollData);
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// If you need to store the value first, uncomment the next line.
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// let result = await roll.roll({async: true});
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roll.toMessage({
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speaker: speaker,
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rollMode: rollMode,
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flavor: label,
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});
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return roll;
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}
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}
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}
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