boilerplate
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// Import document classes.
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import { TotemActor } from "./documents/actor.mjs";
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import { TotemItem } from "./documents/item.mjs";
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// Import sheet classes.
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import { TotemActorSheet } from "./sheets/actor-sheet.mjs";
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import { TotemItemSheet } from "./sheets/item-sheet.mjs";
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// Import helper/utility classes and constants.
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import { preloadHandlebarsTemplates } from "./helpers/templates.mjs";
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import { TOTEM } from "./helpers/config.mjs";
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/* -------------------------------------------- */
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/* Init Hook */
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/* -------------------------------------------- */
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Hooks.once('init', async function() {
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// Add utility classes to the global game object so that they're more easily
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// accessible in global contexts.
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game.totem = {
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TotemActor,
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TotemItem,
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rollItemMacro
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};
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// Add custom constants for configuration.
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CONFIG.TOTEM = TOTEM;
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/**
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* Set an initiative formula for the system
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* @type {String}
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*/
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CONFIG.Combat.initiative = {
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formula: "1d20 + @abilities.dex.mod",
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decimals: 2
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};
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// Define custom Document classes
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CONFIG.Actor.documentClass = TotemActor;
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CONFIG.Item.documentClass = TotemItem;
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// Register sheet application classes
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Actors.unregisterSheet("core", ActorSheet);
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Actors.registerSheet("totem", TotemActorSheet, { makeDefault: true });
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Items.unregisterSheet("core", ItemSheet);
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Items.registerSheet("totem", TotemItemSheet, { makeDefault: true });
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// Preload Handlebars templates.
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return preloadHandlebarsTemplates();
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});
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/* -------------------------------------------- */
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/* Handlebars Helpers */
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/* -------------------------------------------- */
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// If you need to add Handlebars helpers, here are a few useful examples:
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Handlebars.registerHelper('concat', function() {
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var outStr = '';
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for (var arg in arguments) {
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if (typeof arguments[arg] != 'object') {
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outStr += arguments[arg];
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}
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}
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return outStr;
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});
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Handlebars.registerHelper('toLowerCase', function(str) {
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return str.toLowerCase();
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});
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/* -------------------------------------------- */
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/* Ready Hook */
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/* -------------------------------------------- */
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Hooks.once("ready", async function() {
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// Wait to register hotbar drop hook on ready so that modules could register earlier if they want to
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Hooks.on("hotbarDrop", (bar, data, slot) => createItemMacro(data, slot));
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});
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/* -------------------------------------------- */
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/* Hotbar Macros */
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/* -------------------------------------------- */
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/**
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* Create a Macro from an Item drop.
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* Get an existing item macro if one exists, otherwise create a new one.
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* @param {Object} data The dropped data
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* @param {number} slot The hotbar slot to use
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* @returns {Promise}
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*/
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async function createItemMacro(data, slot) {
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// First, determine if this is a valid owned item.
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if (data.type !== "Item") return;
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if (!data.uuid.includes('Actor.') && !data.uuid.includes('Token.')) {
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return ui.notifications.warn("You can only create macro buttons for owned Items");
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}
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// If it is, retrieve it based on the uuid.
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const item = await Item.fromDropData(data);
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// Create the macro command using the uuid.
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const command = `game.totem.rollItemMacro("${data.uuid}");`;
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let macro = game.macros.find(m => (m.name === item.name) && (m.command === command));
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if (!macro) {
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macro = await Macro.create({
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name: item.name,
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type: "script",
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img: item.img,
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command: command,
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flags: { "totem.itemMacro": true }
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});
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}
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game.user.assignHotbarMacro(macro, slot);
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return false;
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}
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/**
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* Create a Macro from an Item drop.
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* Get an existing item macro if one exists, otherwise create a new one.
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* @param {string} itemUuid
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*/
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function rollItemMacro(itemUuid) {
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// Reconstruct the drop data so that we can load the item.
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const dropData = {
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type: 'Item',
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uuid: itemUuid
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};
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// Load the item from the uuid.
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Item.fromDropData(dropData).then(item => {
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// Determine if the item loaded and if it's an owned item.
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if (!item || !item.parent) {
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const itemName = item?.name ?? itemUuid;
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return ui.notifications.warn(`Could not find item ${itemName}. You may need to delete and recreate this macro.`);
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}
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// Trigger the item roll
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item.roll();
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});
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}
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