Macro pour compétences de créature
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@ -1,3 +1,4 @@
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import { TYPES } from "./item.js";
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export class RdDHotbar {
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export class RdDHotbar {
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@ -16,7 +17,10 @@ export class RdDHotbar {
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}
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}
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static async addToHotbar(item, slot) {
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static async addToHotbar(item, slot) {
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if (item?.type == "arme") { // Used to manage weapons with multiple skills
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switch (item?.type ?? "") {
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case TYPES.arme:
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{
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// Les armes peuvent avoir plusieurs usages
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if (item.system.competence != "") {
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if (item.system.competence != "") {
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await this.createItemMacro(item, slot, "competence")
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await this.createItemMacro(item, slot, "competence")
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slot++
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slot++
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@ -29,8 +33,13 @@ export class RdDHotbar {
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await this.createItemMacro(item, slot, "lancer")
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await this.createItemMacro(item, slot, "lancer")
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slot++
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slot++
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}
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}
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} else {
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}
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return
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case TYPES.competence:
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case TYPES.competencecreature:
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default:
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await this.createItemMacro(item, slot)
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await this.createItemMacro(item, slot)
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return
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}
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}
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}
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}
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@ -46,17 +55,17 @@ export class RdDHotbar {
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// Create item macro if rollable item - weapon, spell, prayer, trait, or skill
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// Create item macro if rollable item - weapon, spell, prayer, trait, or skill
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if (documentData.type == "Item") {
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if (documentData.type == "Item") {
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let item = fromUuidSync(documentData.uuid)
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const item = fromUuidSync(documentData.uuid) ?? this.actor.items.get(documentData.uuid)
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if (item == undefined) {
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item = this.actor.items.get(documentData.uuid)
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}
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console.log("DROP", documentData, item)
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console.log("DROP", documentData, item)
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if (!item || (item.type != "arme" && item.type != "competence")) {
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switch (item?.type ?? "")
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return true
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{
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}
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case TYPES.arme:
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case TYPES.competence:
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case TYPES.competencecreature:
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this.addToHotbar(item, slot)
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this.addToHotbar(item, slot)
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return false
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return false
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}
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}
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}
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return true
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return true
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})
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})
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@ -68,7 +77,9 @@ export class RdDHotbar {
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let actor;
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let actor;
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if (speaker.token) actor = game.actors.tokens[speaker.token];
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if (speaker.token) actor = game.actors.tokens[speaker.token];
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if (!actor) actor = game.actors.get(speaker.actor);
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if (!actor) actor = game.actors.get(speaker.actor);
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if (!actor) {
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return ui.notifications.warn(`Impossible de trouver le personnage concerné`);
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}
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let item = actor?.items.find(it => it.name === itemName && it.type == itemType) ?? undefined;
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let item = actor?.items.find(it => it.name === itemName && it.type == itemType) ?? undefined;
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if (!item) {
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if (!item) {
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return ui.notifications.warn(`Impossible de trouver l'objet de cette macro`);
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return ui.notifications.warn(`Impossible de trouver l'objet de cette macro`);
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@ -76,9 +87,10 @@ export class RdDHotbar {
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// Trigger the item roll
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// Trigger the item roll
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switch (item.type) {
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switch (item.type) {
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case "arme":
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case TYPES.arme:
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return actor.rollArme(item, competenceName);
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return actor.rollArme(item, competenceName);
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case "competence":
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case TYPES.competence:
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case TYPES.competencecreature:
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return actor.rollCompetence(itemName);
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return actor.rollCompetence(itemName);
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}
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}
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}
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}
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