Combat tracker fixes
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@ -14,5 +14,11 @@
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"TypeEquipment": "Equipment",
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"TypeCurrency": "Currency",
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"TypeManeuver": "Maneuver"
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},
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"COMBAT": {
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"TurnPrev": "Previous initiative",
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"RoundPrev": "Previous segment",
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"TurnNext": "Next initiative",
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"RoundNext": "Next segment"
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}
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}
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@ -393,10 +393,11 @@ export class Hero6Actor extends Actor {
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async holdAction() {
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if (this.getFlag("world", "hold-action")) {
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await this.setFlag("world", "hold-action", false)
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return false
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} else {
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await this.setFlag("world", "hold-action", true)
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return true
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}
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game.combat.rebuildInitiative()
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}
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async disableHoldAction() {
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await this.setFlag("world", "hold-action", false)
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@ -408,10 +409,11 @@ export class Hero6Actor extends Actor {
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let abort = this.getFlag("world", "abort-action")
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if (abort.state) {
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await this.setFlag("world", "abort-action", { state: false, count: 0 })
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game.combat.abortAction(this.id, false)
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} else {
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await this.setFlag("world", "abort-action", { state: true, count: 0 })
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game.combat.abortAction(this.id, true)
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}
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game.combat.rebuildInitiative()
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}
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getHoldAction() {
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return this.getFlag("world", "hold-action")
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@ -40,9 +40,23 @@ export class Hero6Combat extends Combat {
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}
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/* -------------------------------------------- */
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static holdAction(combatantId) {
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static async holdAction(combatantId) {
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const combatant = game.combat.combatants.get(combatantId)
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combatant.actor.holdAction()
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if (combatant.actor.holdAction()) {
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let id = combatant._id || combatant.id
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let name = combatant.actor.name + " (H)"
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await game.combat.updateEmbeddedDocuments("Combatant", [{ _id: id, name: name, holdAction: true }]);
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}
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}
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/* -------------------------------------------- */
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static async abortAction(actorId, abortState) {
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const combatant = game.combat.combatants.find(c => c.actor.id == actorId)
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if (abortState) {
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let id = combatant._id || combatant.id
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let name = combatant.actor.name + " (A)"
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await game.combat.updateEmbeddedDocuments("Combatant", [{ _id: id, name: name }]);
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}
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}
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/* -------------------------------------------- */
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@ -121,8 +135,8 @@ export class Hero6Combat extends Combat {
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if (updList.length > 0) {
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await this.updateEmbeddedDocuments("Combatant", updList);
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console.log("Rebuild INIT", updList)
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for(let c of updList) {
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if ( c.initiative != 0) {
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for (let c of updList) {
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if (c.initiative != 0) {
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return true
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}
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}
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@ -137,7 +151,7 @@ export class Hero6Combat extends Combat {
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let advanceTime = 0
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let turn = this.turn === null ? null : 0; // Preserve the fact that it's no-one's turn currently.
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let turnData = this.getFlag("world", "hero6-turn-data")
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console.log("Next round called....", nextRound, turnData)
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while (!hasCombatants) {
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turn = turn; // Preserve the fact that it's no-one's turn currently.
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@ -91,7 +91,7 @@
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"styles": [
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"styles/simple.css"
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],
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"version": "10.0.45",
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"version": "10.0.46",
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"compatibility": {
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"minimum": "10",
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"verified": "10",
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@ -99,8 +99,8 @@
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},
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"title": "Hero System v6 for FoundrtVTT (Official)",
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"manifest": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/raw/branch/main/system.json",
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"download": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/archive/fvtt-hero-system-6-v10.0.45.zip",
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"download": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/archive/fvtt-hero-system-6-v10.0.46.zip",
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"url": "https://www.uberwald.me/gitea/uberwald/",
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"background": "images/ui/hro6_welcome_page.webp",
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"background": "images/ui/hero6_welcome_page.webp",
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"id": "fvtt-hero-system-6"
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}
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