bol/module/actor/actor.js

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import { BoLDefaultRoll, BoLRoll } from "../controllers/bol-rolls.js";
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import { BoLUtility } from "../system/bol-utility.js";
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/**
* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
* @extends {Actor}
*/
export class BoLActor extends Actor {
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/** @override */
prepareData() {
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if (this.type === 'character') {
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this.chartype = 'player'
this.villainy = false
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}
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if (this.type === 'encounter') {
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this.chartype = 'tough'
this.villainy = true
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}
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super.prepareData()
}
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/* -------------------------------------------- */
async _preCreate(data, options, user) {
await super._preCreate(data, options, user);
// Configure prototype token settings
const prototypeToken = {};
if (this.type === "character") Object.assign(prototypeToken, {
sight: { enabled: true }, actorLink: true, disposition: CONST.TOKEN_DISPOSITIONS.FRIENDLY
});
this.updateSource({ prototypeToken });
}
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/* -------------------------------------------- */
isHeroAdversary() {
if (this.type === 'character') {
return true
}
if (this.type === 'encounter' && this.chartype == "adversary") {
return true
}
return false
}
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/* -------------------------------------------- */
getCharType() {
if (this.type === 'character') {
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return "player"
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}
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return this.system.chartype
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}
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/* -------------------------------------------- */
getVillainy() {
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if (this.type === 'encounter' && this.chartype == "adversary") {
return true
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}
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return false
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}
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/* -------------------------------------------- */
getInitiativeMalus() {
if ( this.type === 'encounter' && (this.chartype == "adversary" || this.chartype == "tough")) {
return this.system.aptitudes.init.value
}
return 0
}
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/* -------------------------------------------- */
getBougette() {
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if (this.type == "character") {
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let b = duplicate(this.system.bougette)
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b.label = game.i18n.localize(game.bol.config.bougetteState[String(this.system.bougette.value)])
b.diceImg = "icons/dice/" + game.bol.config.bougetteDice[String(this.system.bougette.value)] + "black.svg"
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return b
}
return undefined
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}
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/* -------------------------------------------- */
async rollBougette() {
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if (this.type == "character") {
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let attribute = duplicate(this.system.attributes.vigor)
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let rollData = BoLRoll.getCommonRollData(this, "bougette", attribute, undefined)
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rollData.formula = game.bol.config.bougetteDice[String(this.system.bougette.value)]
let r = new BoLDefaultRoll(rollData)
r.roll()
}
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}
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/* -------------------------------------------- */
decBougette() {
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if (this.type == "character") {
let bougette = duplicate(this.system.bougette)
bougette.value = Math.max(Number(bougette.value) - 1, 0)
this.update({ 'system.bougette': bougette })
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}
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}
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/* -------------------------------------------- */
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updateResourcesData() {
if (this.type == 'character') {
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let newVitality = 10 + this.system.attributes.vigor.value + this.system.resources.hp.bonus
if (this.system.resources.hp.max != newVitality) {
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let actor = this
setTimeout( function() { actor.update({ 'system.resources.hp.max': newVitality }) }, 800 )
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}
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let newPower = 10 + this.system.attributes.mind.value + this.system.resources.power.bonus
if (this.system.resources.power.max != newPower) {
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let actor = this
setTimeout( function() { actor.update({ 'system.resources.power.max': newPower }) }, 800 )
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}
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}
}
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/* -------------------------------------------- */
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prepareDerivedData() {
if (this.type == "vehicle") {
} else {
super.prepareDerivedData()
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if (this.id) {
this.updateResourcesData()
this.manageHealthState()
}
}
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}
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/* -------------------------------------------- */
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get details() {
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return this.system.details
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}
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addEffectModifiers( myList, dataPath) {
for (let attr of myList) {
attr.numModifier = 0
attr.diceModifier = ""
let effects = this.items.filter( i => i.type === "feature" && i.system.subtype === "boleffect" && i.system.properties.identifier == dataPath+attr.key)
for (let effect of effects) {
if ( Number(effect.system.properties.modifier)) {
attr.numModifier += Number(effect.system.properties.modifier)
} else {
attr.diceModifier += "+"+effect.system.properties.modifier
}
}
}
}
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get attributes() {
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let attrList = duplicate(Object.values(this.system.attributes))
this.addEffectModifiers(attrList, "system.attributes.")
return attrList
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}
get aptitudes() {
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let aptList = Object.values(this.system.aptitudes)
this.addEffectModifiers(aptList, "system.aptitudes.")
return aptList
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}
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/* -------------------------------------------- */
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clearRoundModifiers() { // Process data/items that are finished at end of a round
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let foList = this.fightoptions
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for (let fo of foList) {
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if (fo.system.properties.used) {
this.updateEmbeddedDocuments("Item", [{ _id: fo._id, 'system.properties.used': false }])
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}
}
}
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/* -------------------------------------------- */
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get defenseValue() {
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let defMod = 0
let fo = this.getActiveFightOption()
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if (fo && fo.system.properties.fightoptiontype == "intrepid") {
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defMod += -2
}
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if (fo && fo.system.properties.fightoptiontype == "fulldefense") {
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defMod += 2
}
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if (fo && fo.system.properties.fightoptiontype == "twoweaponsdef" && !fo.system.properties.used) {
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defMod += 1
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this.updateEmbeddedDocuments("Item", [{ _id: fo._id, 'system.properties.used': true }])
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}
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if (fo && fo.system.properties.fightoptiontype == "defense") {
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defMod += 1
}
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if (fo && fo.system.properties.fightoptiontype == "attack") {
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defMod += -1
}
// Apply defense effects
for (let i of this.items) {
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if (i.type === "feature" && i.system.subtype === "boleffect" && i.system.properties.identifier.includes("aptitudes.def")) {
defMod += Number(i.system.properties.modifier)
}
}
console.log("Defense : ", defMod)
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return this.system.aptitudes.def.value + defMod
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}
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/* -------------------------------------------- */
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getActiveFightOption() {
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let it = this.items.find(i => i.type === "feature" && i.system.subtype === "fightoption" && i.system.properties.activated)
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if (it) {
return duplicate(it)
}
return undefined
}
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/* -------------------------------------------- */
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incAttributeXP(key) {
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let attr = duplicate(this.system.attributes[key])
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if (attr) {
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let nextXP = (attr.value == -1) ? 2 : attr.value + (attr.value + 1)
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let xp = duplicate(this.system.xp)
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if (xp.total - xp.spent >= nextXP) {
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attr.value += 1
xp.spent += nextXP
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this.update({ [`system.attributes.${key}`]: attr, [`system.xp`]: xp })
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} else {
ui.notifications.warn("Pas assez de points d'expérience !")
}
}
}
/* -------------------------------------------- */
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incAptitudeXP(key) {
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let apt = duplicate(this.system.aptitudes[key])
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if (apt) {
let nextXP = (apt.value == -1) ? 1 : apt.value + 2
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let xp = duplicate(this.system.xp)
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if (xp.total - xp.spent >= nextXP) {
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apt.value += 1
xp.spent += nextXP
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this.update({ [`system.aptitudes.${key}`]: apt, [`system.xp`]: xp })
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} else {
ui.notifications.warn("Pas assez de points d'expérience !")
}
}
}
/* -------------------------------------------- */
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incCareerXP(itemId) {
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let career = this.items.get(itemId)
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if (career) {
career = duplicate(career)
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let nextXP = career.system.rank + 1
let xp = duplicate(this.system.xp)
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if (xp.total - xp.spent >= nextXP) {
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xp.spent += nextXP
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this.update({ [`system.xp`]: xp })
this.updateEmbeddedDocuments('Item', [{ _id: career._id, 'system.rank': career.system.rank + 1 }])
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} else {
ui.notifications.warn("Pas assez de points d'expérience !")
}
}
}
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/* -------------------------------------------- */
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async toggleFightOption(itemId) {
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let fightOption = this.items.get(itemId)
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let state
let updates = []
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if (fightOption) {
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fightOption = duplicate(fightOption)
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if (fightOption.system.properties.activated) {
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state = false
} else {
state = true
}
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updates.push({ _id: fightOption._id, 'system.properties.activated': state }) // Update the selected one
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await this.updateEmbeddedDocuments("Item", updates) // Apply all changes
// Then notify
ChatMessage.create({
alias: this.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name),
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content: await renderTemplate('systems/bol/templates/chat/chat-activate-fight-option.hbs', { name: this.name, img: fightOption.img, foName: fightOption.name, state: state })
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})
}
}
/*-------------------------------------------- */
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get armorMalusValue() { // used for Fight Options
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for (let armor of this.armors) {
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if (armor.system.properties.armorQuality?.includes("light")) {
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return 1
}
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if (armor.system.properties.armorQuality?.includes("medium")) {
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return 2
}
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if (armor.system.properties.armorQuality?.includes("heavy")) {
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return 3
}
}
return 0
}
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get resources() {
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return Object.values(this.system.resources)
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}
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get boleffects() {
return this.items.filter(i => i.type === "feature" && i.system.subtype === "boleffect")
}
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get horoscopes() {
return this.items.filter(i => i.type === "feature" && i.system.subtype === "horoscope")
}
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get boons() {
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return duplicate(this.items.filter(i => i.type === "feature" && i.system.subtype === "boon") || []);
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}
get flaws() {
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return duplicate(this.items.filter(i => i.type === "feature" && i.system.subtype === "flaw") || []);
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}
get careers() {
return duplicate(this.items.filter(i => i.type === "feature" && i.system.subtype === "career") || [])
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}
get origins() {
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return this.items.filter(i => i.type === "feature" && i.system.subtype === "origin");
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}
get races() {
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return this.items.filter(i => i.type === "feature" && i.system.subtype === "race");
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}
get languages() {
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return this.items.filter(i => i.type === "feature" && i.system.subtype === "language")
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}
get fightoptions() {
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return this.items.filter(i => i.type === "feature" && i.system.subtype === "fightoption")
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}
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get godsfaith() {
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return this.items.filter(i => i.type === "feature" && i.system.subtype === "godsfaith")
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}
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get features() {
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return this.items.filter(i => i.type === "feature")
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}
get equipment() {
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return this.items.filter(i => i.type === "item")
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}
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get equipmentCreature() {
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && ((i.system.subtype === "weapon" && i.system.properties.natural === true) || (i.system.subtype === "armor")))
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}
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get armors() {
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return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "armor");
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}
get helms() {
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return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "helm");
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}
get shields() {
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return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "shield");
}
get vehicleWeapons() {
return this.items.filter(i => i.type === "item" && i.system.category === "vehicleweapon")
}
get weapons() {
return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "weapon")
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}
get protections() {
return this.armors.concat(this.helms).concat(this.shields)
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}
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get spells() {
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return this.items.filter(i => i.type === "item" && i.system.category === "spell");
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}
get alchemy() {
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return this.items.filter(i => i.type === "item" && i.system.category === "alchemy");
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}
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get melee() {
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return this.weapons.filter(i => i.system.properties.melee === true);
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}
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get natural() {
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return this.weapons.filter(i => i.system.properties.natural === true);
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}
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get ranged() {
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return this.weapons.filter(i => i.system.properties.ranged === true);
}
get containers() {
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return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "container");
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}
get treasure() {
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return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "currency");
}
get vehicles() {
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return this.items.filter(i => i.type === "item" && i.system.category === "vehicle");
}
get ammos() {
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return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "ammunition");
}
get misc() {
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return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && (i.system.subtype === "other" || i.system.subtype === "container" || i.system.subtype === "scroll" || i.system.subtype === "jewel"));
}
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get bonusBoons() {
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let boons = this.items.filter(i => i.type === "feature" && i.system.subtype === "boon" && i.system.properties.isbonusdice)
return duplicate(boons || [])
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}
get malusFlaws() {
return duplicate(this.items.filter(i => i.type === "feature" && i.system.subtype === "flaw" && i.system.properties.ismalusdice) || []);
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}
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isSorcerer() {
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if (this.careers.find(item => item.system.properties.sorcerer == true))
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return true
return false
}
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isAlchemist() {
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if (this.careers.find(item => item.system.properties.alchemist == true))
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return true
return false
}
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isAstrologer() {
if (this.careers.find(item => item.system.properties.astrologer == true))
return true
return false
}
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isPriest() {
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if (this.careers.find(item => item.system.properties.priest == true))
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return true
return false
}
/*-------------------------------------------- */
getPPCostArmor() {
let armors = this.armors
let ppCostArmor = 0
for (let armor of armors) {
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if (armor.system.worn) {
ppCostArmor += Number(armor.system.properties.modifiers.powercost) || 0
}
}
return ppCostArmor
}
/*-------------------------------------------- */
getDamageAttributeValue(attrDamage) {
let attrDamageValue = 0
if (attrDamage.includes("vigor")) {
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attrDamageValue = this.system.attributes.vigor.value
if (attrDamage.includes("half")) {
attrDamageValue = Math.floor(attrDamageValue / 2)
}
// Apply vigor effects
for (let i of this.items) {
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if (i.type === "feature" && i.system.subtype === "boleffect" && i.system.properties.identifier.includes("vigor")) {
attrDamageValue += Number(i.system.properties.modifier)
}
}
}
return attrDamageValue
}
/*-------------------------------------------- */
getArmorAgiMalus() {
let malusAgi = 0
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for (let armor of this.protections) {
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if (armor.system.worn) {
malusAgi += Number(armor.system.properties.modifiers.agility) || 0
}
}
return malusAgi
}
/*-------------------------------------------- */
getArmorInitMalus() {
let malusInit = 0
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for (let armor of this.protections) {
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if (armor.system.worn) {
malusInit += Number(armor.system.properties.modifiers.init) || 0
}
}
return malusInit
}
/*-------------------------------------------- */
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spendPowerPoint(ppCost) {
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let newPP = this.system.resources.power.value - ppCost
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newPP = (newPP < 0) ? 0 : newPP
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this.update({ 'system.resources.power.value': newPP })
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return newPP
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}
/*-------------------------------------------- */
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resetAlchemyStatus(alchemyId) {
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let alchemy = this.items.get(alchemyId)
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if (alchemy) {
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this.updateEmbeddedDocuments('Item', [{ _id: alchemy.id, 'system.properties.pccurrent': 0 }])
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}
}
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/*-------------------------------------------- */
spentAstrologyPoints(points) {
let astrology = duplicate(this.system.resources.astrologypoints)
astrology.value -= points
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astrology.value = Math.max(astrology.value, 0)
this.update({ 'system.resources.astrologypoints': astrology })
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}
/*-------------------------------------------- */
getHoroscopesBonus() {
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let astro = this.items.filter(it => it.type == "feature" && it.system.subtype == "horoscope" && !it.system.properties.ishoroscopemajor
&& it.system.properties.horoscopeanswer == "favorable")
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return astro
}
/*-------------------------------------------- */
getHoroscopesMalus() {
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let astro = this.items.filter(it => it.type == "feature" && it.system.subtype == "horoscope" && !it.system.properties.ishoroscopemajor
&& it.system.properties.horoscopeanswer == "unfavorable")
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return astro
}
/*-------------------------------------------- */
manageHoroscope(rollData) {
//Spent points
this.spentAstrologyPoints(rollData.astrologyPointsCost)
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if (rollData.horoscopeType == "minor") {
let horoscope = {
name: "SITUATION A SPECIFIER", type: "feature",
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img: "icons/magic/perception/eye-ringed-glow-angry-large-red.webp",
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system: {
subtype: "horoscope", properties: {
ishoroscopemajor: false,
horoscopeanswer: (rollData.isSuccess) ? "favorable" : "unfavorable",
rank: rollData.careerBonus
}
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}
}
this.createEmbeddedDocuments('Item', [horoscope])
}
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if (rollData.horoscopeType == "major") {
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let actorHoroscope = this
if(rollData.targetId) {
let token = game.scenes.current.tokens.get(rollData.targetId)
actorHoroscope = token.actor
}
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if (rollData.isSuccess) {
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actorHoroscope.addHeroPoints(1)
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} else {
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actorHoroscope.subHeroPoints(1)
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}
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rollData.horoscopeName = actorHoroscope.name
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}
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if (rollData.horoscopeType == "majorgroup") {
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let rID = randomID(16)
let horoscopes = duplicate(game.settings.get("bol", "horoscope-group"))
horoscopes[rID] = {
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id: rID,
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name: game.i18n.localize("BOL.ui.groupHoroscope") + this.name,
maxDice: rollData.careerBonus,
availableDice: rollData.careerBonus,
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type: (rollData.isSuccess) ? "bonus" : "malus"
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}
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game.settings.set("bol", "horoscope-group", horoscopes)
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}
}
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/*-------------------------------------------- */
getAstrologyPoints() {
return this.system.resources.astrologypoints.value
}
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/*-------------------------------------------- */
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removeHoroscopeMinor(rollData) {
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let toDel = []
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for (let horo of rollData.selectedHoroscope) {
toDel.push(horo._id)
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}
if (toDel.length > 0) {
this.deleteEmbeddedDocuments('Item', toDel)
}
}
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/*-------------------------------------------- */
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async spendAlchemyPoint(alchemyId, pcCost) {
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let alchemy = this.items.get(alchemyId)
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if (alchemy) {
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pcCost = Number(pcCost) ?? 0
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if (this.system.resources.alchemypoints.value >= pcCost) {
let newPC = this.system.resources.alchemypoints.value - pcCost
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newPC = (newPC < 0) ? 0 : newPC
this.update({ 'data.resources.alchemypoints.value': newPC })
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newPC = alchemy.system.properties.pccurrent + pcCost
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await this.updateEmbeddedDocuments('Item', [{ _id: alchemy.id, 'system.properties.pccurrent': newPC }])
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} else {
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ui.notifications.warn(game.i18n.localize("BOL.ui.nomorealchemypoints"))
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}
}
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}
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/*-------------------------------------------- */
getAstrologerBonus() {
let astrologer = this.careers.find(item => item.system.properties.astrologer == true)
if (astrologer) {
return astrologer.system.rank
}
return 0;
}
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/*-------------------------------------------- */
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getAlchemistBonus() {
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let sorcerer = this.careers.find(item => item.system.properties.alchemist == true)
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if (sorcerer) {
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return sorcerer.system.rank
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}
return 0;
}
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/*-------------------------------------------- */
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getSorcererBonus() {
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let sorcerer = this.careers.find(item => item.system.properties.sorcerer == true)
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if (sorcerer) {
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return sorcerer.system.rank
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}
return 0;
}
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/*-------------------------------------------- */
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heroReroll() {
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if (this.type == 'character') {
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return this.system.resources.hero.value > 0;
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} else {
if (this.system.villainy == 'adversary') {
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return this.system.resources.hero.value > 0;
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}
}
return false
}
/*-------------------------------------------- */
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getResourcesFromType() {
let resources = {};
if (this.type == 'encounter') {
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resources['hp'] = this.system.resources.hp;
if (this.system.chartype != 'base') {
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resources['faith'] = this.system.resources.faith
resources['power'] = this.system.resources.power
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}
if (this.system.chartype == 'adversary') {
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resources['hero'] = duplicate(this.system.resources.hero)
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resources['hero'].label = "BOL.resources.villainy"
}
} else {
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resources = this.system.resources;
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}
return resources
}
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buildFeatures() {
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return {
"careers": {
"label": "BOL.featureCategory.careers",
"ranked": true,
"items": this.careers
},
"origins": {
"label": "BOL.featureCategory.origins",
"ranked": false,
"items": this.origins
},
"races": {
"label": "BOL.featureCategory.races",
"ranked": false,
"items": this.races
},
"boons": {
"label": "BOL.featureCategory.boons",
"ranked": false,
"items": this.boons
},
"flaws": {
"label": "BOL.featureCategory.flaws",
"ranked": false,
"items": this.flaws
},
"languages": {
"label": "BOL.featureCategory.languages",
"ranked": false,
"items": this.languages
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},
"fightoptions": {
"label": "BOL.featureCategory.fightoptions",
"ranked": false,
"items": this.fightoptions
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},
"godsfaith": {
"label": "BOL.featureSubtypes.gods",
"ranked": false,
"items": this.godsfaith
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},
"boleffects": {
"label": "BOL.featureSubtypes.effects",
"ranked": false,
"items": this.boleffects
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}
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}
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}
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buildCombat() {
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return {
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"melee": {
"label": "BOL.combatCategory.melee",
"weapon": true,
"protection": false,
"blocking": false,
"ranged": false,
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"options": false,
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"items": this.melee
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},
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"natural": {
"label": "BOL.combatCategory.natural",
"weapon": true,
"protection": false,
"blocking": false,
"ranged": false,
"options": false,
"items": this.natural
},
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"ranged": {
"label": "BOL.combatCategory.ranged",
"weapon": true,
"protection": false,
"blocking": false,
"ranged": true,
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"options": false,
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"items": this.ranged
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},
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"protections": {
"label": "BOL.combatCategory.protections",
"weapon": false,
"protection": true,
"blocking": false,
"ranged": false,
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"options": false,
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"items": this.protections
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},
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"shields": {
"label": "BOL.combatCategory.shields",
"weapon": false,
"protection": false,
"blocking": true,
"ranged": false,
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"options": false,
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"items": this.shields
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},
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"fightoptions": {
"label": "BOL.combatCategory.fightOptions",
"weapon": false,
"protection": false,
"blocking": false,
"ranged": false,
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"options": true,
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"items": this.fightoptions
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}
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}
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}
2021-12-29 19:15:06 +01:00
2022-04-10 16:38:09 +02:00
2022-03-21 23:21:05 +01:00
/*-------------------------------------------- */
buildRollList() {
let rolls = []
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for (let key in this.system.attributes) {
let attr = this.system.attributes[key]
rolls.push({ key: key, value: attr.value, name: attr.label, type: "attribute" })
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}
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for (let key in this.system.aptitudes) {
if (key != "def") {
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let apt = this.system.aptitudes[key]
rolls.push({ key: key, value: apt.value, name: apt.label, type: "aptitude" })
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}
}
return rolls
}
/*-------------------------------------------- */
buildListeActions() {
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return this.melee.concat(this.ranged).concat(this.natural).concat(this.fightoptions)
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}
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/*-------------------------------------------- */
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async manageHealthState() {
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let hpID = "lastHP" + this.id
let lastHP = await this.getFlag("world", hpID)
if (lastHP != this.system.resources.hp.value && game.user.isGM) { // Only GM sends this
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await this.setFlag("world", hpID, this.system.resources.hp.value)
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let prone = this.effects.find(ef => ef.label == "EFFECT.StatusProne")
let dead = this.effects.find(ef => ef.label == "EFFECT.StatusDead")
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if (this.system.resources.hp.value <= 0) {
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if (!prone) {
await this.createEmbeddedDocuments("ActiveEffect", [
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{ label: 'EFFECT.StatusProne', icon: 'icons/svg/falling.svg', flags: { core: { statusId: 'prone' } } }
])
}
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if (this.system.resources.hp.value < -5 && !dead) {
await this.createEmbeddedDocuments("ActiveEffect", [
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{ label: 'EFFECT.StatusDead', icon: 'icons/svg/skull.svg', flags: { core: { statusId: 'dead' } } }
])
}
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ChatMessage.create({
alias: this.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name),
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content: await renderTemplate('systems/bol/templates/chat/chat-vitality-zero.hbs', { name: this.name, img: this.img, hp: this.system.resources.hp.value, isHeroAdversary: this.isHeroAdversary() })
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})
} else {
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if (prone) {
await this.deleteEmbeddedDocuments("ActiveEffect", [prone.id])
}
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if (dead) {
await this.deleteEmbeddedDocuments("ActiveEffect", [dead.id])
}
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}
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}
}
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/*-------------------------------------------- */
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async registerInit(rollData) {
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rollData.actor = undefined // Cleanup if present
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await this.setFlag("world", "last-initiative", rollData)
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}
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/*-------------------------------------------- */
storeVitaliteCombat() {
this.setFlag("world", "vitalite-before-combat", duplicate(this.system.resources.hp))
}
/*-------------------------------------------- */
async displayRecuperation() {
let previousHP = this.getFlag("world", "vitalite-before-combat")
let lossHP = previousHP.value - this.system.resources.hp.value
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//console.log(">>>>> RECUP INFO", previousHP, this.system.resources.hp.value)
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if (previousHP && lossHP > 0 && this.system.resources.hp.value > 0) {
let msg = await ChatMessage.create({
alias: this.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name),
content: await renderTemplate('systems/bol/templates/chat/chat-recup-information.hbs', {
name: this.name,
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img: this.img,
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actorId: this.id,
lossHP: lossHP,
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recupHP: Math.ceil(lossHP / 2)
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})
})
}
this.unsetFlag("world", "vitalite-before-combat")
}
/*-------------------------------------------- */
async applyRecuperation(recupHP) {
let hp = duplicate(this.system.resources.hp)
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//console.log("RECUP !!!!", hp, recupHP)
hp.value += Number(recupHP)
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hp.value = Math.min(hp.value, hp.max)
this.update({ 'system.resources.hp': hp })
let msg = await ChatMessage.create({
alias: this.name,
whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name),
content: game.i18n.format( "BOL.chat.inforecup", {name: this.name, recupHP: recupHP} )
})
}
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/*-------------------------------------------- */
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clearInitiative() {
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this.unsetFlag("world", "last-initiative")
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}
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/*-------------------------------------------- */
getSize() {
if (this.system.details.size.length > 0 && game.bol.config.creatureSize[this.system.details.size]) {
return game.bol.config.creatureSize[this.system.details.size].order
}
return game.bol.config.creatureSize["medium"].order // Medium size per default
}
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/*-------------------------------------------- */
checkNumeric(myObject) {
if ( myObject) {
for (let key in myObject) {
if ( myObject[key].value === null ) {
myObject[key].value = 0
}
if ( myObject[key].value === NaN ) {
myObject[key].value = 0
}
}
}
}
/*-------------------------------------------- */
_preUpdate(data, options, userId) {
if (data.system?.attributes) {
this.checkNumeric(data.system.attributes)
}
if (data.system?.aptitudes) {
this.checkNumeric(data.system.aptitudes)
}
if (data.system?.resources) {
this.checkNumeric(data.system.resources)
}
super._preUpdate(data, options, userId)
}
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/*-------------------------------------------- */
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getInitiativeRank(rollData = undefined, isCombat = false, combatData) {
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let fvttInit = 4 // Pietaille par defaut
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if (this.type == 'character') {
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fvttInit = 5
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if (!rollData) {
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if (isCombat) {
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if (game.user.isGM ) {
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if (this.hasPlayerOwner) {
game.socket.emit("system.bol", { name: "msg_request_init_roll", data: { actorId: this.id, combatData } })
} else {
BoLRoll.aptitudeCheck(this, "init", undefined, combatData);
}
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}
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}
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} else {
if (rollData.isLegendary) {
fvttInit = 10
} else if (rollData.isCritical) {
fvttInit = 9
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} else if (rollData.isSuccess) {
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fvttInit = 8
} else if (rollData.isFumble) {
fvttInit = 3
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}
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}
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}
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if (this.getCharType() == 'adversary') {
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fvttInit = 7
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}
if (this.getCharType() == 'tough') {
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fvttInit = 6
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}
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if (this.getCharType() == 'creature') {
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let mySize = this.getSize()
let sizeSmall = game.bol.config.creatureSize["small"].order
let sizeMedium = game.bol.config.creatureSize["medium"].order
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if (mySize >= sizeSmall && mySize <= sizeMedium) {
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fvttInit = 6
}
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if (mySize > sizeMedium) {
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fvttInit = 7
}
}
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return fvttInit
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}
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/*-------------------------------------------- */
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async subHeroPoints(nb) {
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let newHeroP = this.system.resources.hero.value - nb;
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newHeroP = (newHeroP < 0) ? 0 : newHeroP;
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await this.update({ 'system.resources.hero.value': newHeroP });
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}
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/*-------------------------------------------- */
async addHeroPoints(nb) {
let newHeroP = this.system.resources.hero.value + nb;
newHeroP = (newHeroP < 0) ? 0 : newHeroP;
await this.update({ 'system.resources.hero.value': newHeroP });
}
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/*-------------------------------------------- */
incDecResources(target, value) {
let newValue = this.system.resources[target].value + value
this.update({ [`system.resources.${target}.value`]: newValue })
}
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/*-------------------------------------------- */
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async sufferDamage(damage) {
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let newHP = this.system.resources.hp.value - damage
await this.update({ 'system.resources.hp.value': newHP })
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}
/* -------------------------------------------- */
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getArmorFormula() {
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let protectWorn = this.protections.filter(item => item.system.worn)
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let formula = ""
for (let protect of protectWorn) {
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if (protect.system.subtype == 'helm') {
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formula += "+1"
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} else if (protect.system.subtype == 'armor') {
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if (BoLUtility.getRollArmor()) {
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if (!protect.system.properties.soak.formula || protect.system.properties.soak.formula == "") {
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ui.notifications.warn(game.i18n.localize("BOL.ui.armornoformula", protect.name))
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} else {
formula += "+" + " max(" + protect.system.properties.soak.formula + ",0)"
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}
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} else {
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if (protect.system.properties.soak.value == undefined) {
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ui.notifications.warn(game.i18n.localize("BOL.ui.armornoformula", protect.name))
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} else {
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formula += "+ " + protect.system.properties.soak.value
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}
}
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}
}
console.log("Protect Formula", formula)
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return (formula == "") ? "0" : formula;
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}
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/* -------------------------------------------- */
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rollProtection(itemId) {
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let armor = duplicate(this.items.get(itemId))
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if (armor) {
let armorFormula = "max(" + armor.system.properties.soak.formula + ", 0)"
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let rollArmor = new Roll(armorFormula)
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rollArmor.roll({ async: false }).toMessage()
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}
}
/* -------------------------------------------- */
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rollWeaponDamage(itemId) {
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let weapon = duplicate(this.items.get(itemId))
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if (weapon) {
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let r = new BoLDefaultRoll({ id: randomID(16), isSuccess: true, mode: "weapon", weapon: weapon, actorId: this.id, actor: this })
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r.setSuccess(true)
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r.rollDamage()
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}
}
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/* -------------------------------------------- */
toggleEquipItem(item) {
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const equipable = item.system.properties.equipable;
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if (equipable) {
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let itemData = duplicate(item);
itemData.system.worn = !itemData.system.worn;
return item.update(itemData);
}
}
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}