593 lines
20 KiB
JavaScript
593 lines
20 KiB
JavaScript
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/* -------------------------------------------- */
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/* -------------------------------------------- */
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export class PegasusUtility {
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/* -------------------------------------------- */
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static async init() {
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Hooks.on('renderChatLog', (log, html, data) => PegasusUtility.chatListeners(html));
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this.rollDataStore = {}
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this.defenderStore = {}
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}
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/* -------------------------------------------- */
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static getSpecs( ) {
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return this.specs;
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}
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/* -------------------------------------------- */
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static async ready() {
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const specs = await PegasusUtility.loadCompendium("fvtt-pegasus-rpg.specialisations");
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this.specs = specs.map(i => i.toObject());
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}
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/* -------------------------------------------- */
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static computeAttackDefense(defenseRollId) {
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let defenseRollData = this.getRollData(defenseRollId );
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let attackRollData = this.getRollData(defenseRollData.linkedRollId);
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let defender = game.actors.get( defenseRollData.actorId);
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defender.processDefenseResult(defenseRollData, attackRollData);
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}
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/* -------------------------------------------- */
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static applyDamage( defenseRollId) {
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let defenseRollData = this.getRollData(defenseRollId );
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let defender = game.actors.get( defenseRollData.actorId);
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defender.applyDamageLoss( defenseRollData.finalDamage) ;
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}
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/* -------------------------------------------- */
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static applyNoDefense( actorId, attackRollId ) {
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let attackRollData = this.getRollData(attackRollId );
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let defender = game.actors.get( actorId );
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defender.processNoDefense( attackRollData ) ;
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}
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/* -------------------------------------------- */
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static reduceDamageWithChi( defenseRollId) {
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let defenseRollData = this.getRollData(defenseRollId );
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let attackRollData = this.getRollData(defenseRollData.linkedRollId);
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let defender = game.actors.get( defenseRollData.actorId);
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defender.reduceDamageWithChi(defenseRollData, attackRollData);
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}
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/* -------------------------------------------- */
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static async chatListeners(html) {
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html.on("click", '.apply-technique-cost', event => {
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const rollId = $(event.currentTarget).data("roll-id");
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const actorId = $(event.currentTarget).data("actor-id");
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const techId = $(event.currentTarget).data("technique-id");
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let actor = game.actors.get( actorId);
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actor.applyTechniqueCost(techId);
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});
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html.on("click", '.apply-defense-roll', event => {
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const defenseRollId = $(event.currentTarget).data("roll-id");
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this.computeAttackDefense(defenseRollId);
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});
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html.on("click", '.apply-nodefense', event => {
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const actorId = $(event.currentTarget).data("actor-id");
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const rollId = $(event.currentTarget).data("roll-id");
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this.applyNoDefense(actorId, rollId);
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});
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html.on("click", '.apply-damage', event => {
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const rollId = $(event.currentTarget).data("roll-id");
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this.applyDamage(rollId);
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});
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}
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/* -------------------------------------------- */
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static async preloadHandlebarsTemplates() {
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const templatePaths = [
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'systems/fvtt-pegasus-rpg/templates/editor-notes-gm.html',
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'systems/fvtt-pegasus-rpg/templates/partial-options-statistics.html',
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'systems/fvtt-pegasus-rpg/templates/partial-options-level.html',
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'systems/fvtt-pegasus-rpg/templates/partial-options-equipment-types.html'
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]
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return loadTemplates(templatePaths);
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}
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/* -------------------------------------------- */
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static templateData(it) {
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return PegasusUtility.data(it)?.data ?? {}
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}
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/* -------------------------------------------- */
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static data(it) {
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if (it instanceof Actor || it instanceof Item || it instanceof Combatant) {
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return it.data;
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}
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return it;
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}
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/* -------------------------------------------- */
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static getChiList() {
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let chi = [];
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chi.push( { name: "Jade" });
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chi.push( { name: "Crimson" });
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chi.push( { name: "Gold" });
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chi.push( { name: "White" });
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chi.push( { name: "Silver" });
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return chi;
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}
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/* -------------------------------------------- */
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static getskillChiList( ) {
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let skillsName = [];
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let skills = this.getSkills();
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console.log("SKILLS", skills);
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for (let skill of skills) {
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skillsName.push( { name: skill.name });
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}
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skillsName = skillsName.concat( this.getChiList() );
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return skillsName;
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}
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/* -------------------------------------------- */
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static createDirectOptionList( min, max) {
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let options = {};
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for(let i=min; i<=max; i++) {
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options[`${i}`] = `${i}`;
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}
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return options;
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}
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/* -------------------------------------------- */
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static buildListOptions(min, max) {
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let options = ""
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for (let i = min; i <= max; i++) {
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options += `<option value="${i}">${i}</option>`
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}
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return options;
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}
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/* -------------------------------------------- */
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static getNegativeModifiers(min, max) {
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let options = ""
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options += `<option value="0">0</option>`
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options += `<option value="-5">-5</option>`
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options += `<option value="-10">-10</option>`
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return options;
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}
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/* -------------------------------------------- */
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static getPositiveModifiers(min, max) {
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let options = ""
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options += `<option value="0">0</option>`
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options += `<option value="5">+5</option>`
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options += `<option value="10">+10</option>`
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options += `<option value="15">+15</option>`
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options += `<option value="20">+20</option>`
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options += `<option value="30">+30</option>`
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options += `<option value="40">+40</option>`
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options += `<option value="50">+60</option>`
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options += `<option value="60">+50</option>`
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options += `<option value="70">+70</option>`
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return options;
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}
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/* -------------------------------------------- */
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static getTarget() {
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if (game.user.targets && game.user.targets.size == 1) {
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for (let target of game.user.targets) {
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return target;
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}
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}
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return undefined;
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}
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/* -------------------------------------------- */
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static getDefenseState( actorId) {
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return this.defenderStore[actorId];
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}
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/* -------------------------------------------- */
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static async updateDefenseState( defenderId, rollId) {
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this.defenderStore[defenderId] = rollId;
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if ( game.user.character && game.user.character.id == defenderId ) {
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let defender = game.actors.get( defenderId);
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let chatData = {
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user: game.user.id,
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alias : defender.name,
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rollMode: game.settings.get("core", "rollMode"),
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whisper: [game.user.id].concat( ChatMessage.getWhisperRecipients('GM') ),
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content: `<div>${defender.name} is under attack. He must roll a skill/weapon/technique to defend himself or suffer damages (button below).
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<button class="chat-card-button apply-nodefense" data-actor-id="${defenderId}" data-roll-id="${rollId}" >No defense</button></div`
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};
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//console.log("Apply damage chat", chatData );
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await ChatMessage.create( chatData );
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}
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}
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/* -------------------------------------------- */
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static clearDefenseState( defenderId) {
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this.defenderStore[defenderId] = undefined;
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}
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/* -------------------------------------------- */
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static storeDefenseState( rollData ) {
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game.socket.emit("system.fvtt-weapons-of-the-gods", {
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name: "msg_update_defense_state", data: { defenderId: rollData.defenderId, rollId: rollData.rollId } } );
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this.updateDefenseState(rollData.defenderId, rollData.rollId );
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}
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/* -------------------------------------------- */
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static updateRollData( rollData) {
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let id = rollData.rollId;
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let oldRollData = this.rollDataStore[id] || {};
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let newRollData = mergeObject( oldRollData, rollData);
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this.rollDataStore[id] = newRollData;
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}
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/* -------------------------------------------- */
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static saveRollData( rollData ) {
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game.socket.emit("system.pegasus-rpg", {
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name: "msg_update_roll", data: rollData } ); // Notify all other clients of the roll
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this.updateRollData( rollData);
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}
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/* -------------------------------------------- */
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static getRollData( id ) {
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return this.rollDataStore[id];
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}
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/* -------------------------------------------- */
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static onSocketMesssage( msg ) {
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//console.log("SOCKET MESSAGE", msg.name, game.user.character.id, msg.data.defenderId);
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if (msg.name == "msg_update_defense_state" ) {
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this.updateDefenseState( msg.data.defenderId, msg.data.rollId );
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}
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if (msg.name == "msg_update_roll" ) {
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this.updateRollData( msg.data );
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}
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}
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/* -------------------------------------------- */
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static chatDataSetup(content, modeOverride, isRoll = false, forceWhisper) {
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let chatData = {
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user: game.user.id,
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rollMode: modeOverride || game.settings.get("core", "rollMode"),
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content: content
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};
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if (["gmroll", "blindroll"].includes(chatData.rollMode)) chatData["whisper"] = ChatMessage.getWhisperRecipients("GM").map(u => u.id);
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if (chatData.rollMode === "blindroll") chatData["blind"] = true;
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else if (chatData.rollMode === "selfroll") chatData["whisper"] = [game.user];
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if (forceWhisper) { // Final force !
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chatData["speaker"] = ChatMessage.getSpeaker();
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chatData["whisper"] = ChatMessage.getWhisperRecipients(forceWhisper);
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}
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return chatData;
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}
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/* -------------------------------------------- */
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static async loadCompendiumData(compendium) {
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const pack = game.packs.get(compendium);
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return await pack?.getDocuments() ?? [];
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}
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/* -------------------------------------------- */
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static async loadCompendium(compendium, filter = item => true) {
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let compendiumData = await this.loadCompendiumData(compendium);
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//console.log("Compendium", compendiumData);
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return compendiumData.filter(filter);
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}
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/* -------------------------------------------- */
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static async showDiceSoNice(roll, rollMode) {
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if (game.modules.get("dice-so-nice")?.active) {
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if (game.dice3d) {
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let whisper = null;
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let blind = false;
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rollMode = rollMode ?? game.settings.get("core", "rollMode");
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switch (rollMode) {
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case "blindroll": //GM only
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blind = true;
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case "gmroll": //GM + rolling player
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whisper = this.getUsers(user => user.isGM);
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break;
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case "roll": //everybody
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whisper = this.getUsers(user => user.active);
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break;
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case "selfroll":
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whisper = [game.user.id];
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break;
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}
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await game.dice3d.showForRoll(roll, game.user, true, whisper, blind);
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}
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}
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}
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/* -------------------------------------------- */
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static async rollWotG( rollData ) {
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if (rollData.mode == "chidamage" ) {
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let defender = game.actors.get( rollData.actorId);
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defender.rollChiDamage(rollData);
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return;
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}
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let nbDice = 0;
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if ( rollData.mode == 'skill' || rollData.mode == 'technique') {
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nbDice = rollData.skill?.data.level || 0;
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}
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if ( rollData.mode == 'weapon' ) {
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rollData.skill = rollData.weapon.data.skills[rollData.skillKey];
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rollData.skillAttr = rollData.weapon.data.skills[rollData.skillKey].data.attr;
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nbDice = rollData.skill?.data.level || 0;
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}
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if ( rollData.mode == 'technique') {
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// Compute number of dice
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if (rollData.attr ) {
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rollData.skillAttr = rollData.attr;
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}
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if (rollData.chi ) {
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rollData.skillAttr = rollData.chi;
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nbDice = rollData.skillAttr.value || 0;
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}
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}
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if ( rollData.skill && rollData.skillAttr.value >= rollData.skill.data.level) {
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nbDice++;
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}
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if ( nbDice == 0) nbDice = 1;
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nbDice += rollData.specialtiesBonus;
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// Build dice formula
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let diceTab = [];
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for(let i=0; i<nbDice; i++) {
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diceTab[i] = "1d10";
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}
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let formula = "{"+ diceTab.join(',') + '}';
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// Performs roll
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let myRoll = rollData.roll;
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if ( !myRoll ) { // New rolls only of no rerolls
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myRoll = new Roll(formula).roll( { async: false} );
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console.log("ROLL : ", formula);
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await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode") );
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rollData.roll = myRoll
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}
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// Build the list of dices per number of occurence
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let sortedRoll = [];
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let bestScore = 0;
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let diceResults = [];
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for (let i=0; i<10; i++) {
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sortedRoll[i] = 0;
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}
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for (let i=0; i<nbDice; i++) {
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let dice1 = duplicate(myRoll.dice[i]);
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if (dice1.results[0].result == 10) dice1.results[0].result = 0;
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dice1.results[0].diceIndex = i;
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diceResults.push( dice1.results[0] );
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let nbFound = 1;
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for (let j=0; j<nbDice; j++) {
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if (j!=i) {
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let dice2 = myRoll.dice[j];
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if (dice2.results[0].result == 10) dice2.results[0].result = 0;
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if (dice1.results[0].result == dice2.results[0].result) {
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nbFound++;
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}
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}
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}
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let score = (nbFound * 10) + dice1.results[0].result;
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if (score > bestScore) bestScore = score;
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sortedRoll[dice1.results[0].result] = nbFound;
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}
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// Final score and keep data
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rollData.nbDice = nbDice;
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rollData.bestScore = bestScore;
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rollData.diceResults = diceResults;
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rollData.finalScore = bestScore + rollData.negativeModifier + rollData.positiveModifier;
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console.log("ROLLLL!!!!", rollData);
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let actor = game.actors.get(rollData.actorId);
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this.createChatWithRollMode( rollData.alias, {
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content: await renderTemplate(`systems/fvtt-weapons-of-the-gods/templates/chat-generic-result.html`, rollData)
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});
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if ( rollData.defender ) {
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this.storeDefenseState( rollData );
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}
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this.saveRollData( rollData );
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}
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/* -------------------------------------------- */
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static getDamageDice( result ) {
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if ( result < 0) return 0;
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return Math.floor(result/5) + 1;
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}
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/* -------------------------------------------- */
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static removeDice( rollData, diceIndex) {
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let diceResults = rollData.diceResults;
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diceResults.splice( diceIndex, 1);
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rollData.diceResults = diceResults;
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rollData.nbDice = diceResults.length;
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this.updateRoll(rollData);
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}
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/* -------------------------------------------- */
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static addDice(rollId, diceValue) {
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let rollData = this.getRollData( rollId );
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let diceResults = rollData.diceResults;
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let newResult = duplicate(diceResults[0]);
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newResult.result = diceValue;
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||
|
diceResults.push( newResult);
|
||
|
rollData.diceResults = diceResults;
|
||
|
|
||
|
rollData.nbDice = diceResults.length;
|
||
|
|
||
|
this.updateRoll(rollData);
|
||
|
}
|
||
|
|
||
|
/* ------------------------- ------------------- */
|
||
|
static async updateRoll( rollData) {
|
||
|
|
||
|
let diceResults = rollData.diceResults;
|
||
|
let sortedRoll = [];
|
||
|
for (let i=0; i<10; i++) {
|
||
|
sortedRoll[i] = 0;
|
||
|
}
|
||
|
for (let dice of diceResults) {
|
||
|
sortedRoll[dice.result]++;
|
||
|
}
|
||
|
let index = 0;
|
||
|
let bestRoll = 0;
|
||
|
for (let i=0; i<10; i++) {
|
||
|
if ( sortedRoll[i] > bestRoll) {
|
||
|
bestRoll = sortedRoll[i];
|
||
|
index = i;
|
||
|
}
|
||
|
}
|
||
|
let bestScore = (bestRoll * 10) + index;
|
||
|
rollData.bestScore = bestScore;
|
||
|
rollData.finalScore = bestScore + rollData.negativeModifier + rollData.positiveModifier;
|
||
|
|
||
|
this.saveRollData(rollData );
|
||
|
|
||
|
this.createChatWithRollMode( rollData.alias, {
|
||
|
content: await renderTemplate(`systems/fvtt-weapons-of-the-gods/templates/chat-generic-result.html`, rollData)
|
||
|
});
|
||
|
}
|
||
|
|
||
|
/* ------------------------- ------------------- */
|
||
|
static async rerollDice( actorId, diceIndex = -1 ) {
|
||
|
let actor = game.actors.get(actorId);
|
||
|
let rollData = actor.getRollData( );
|
||
|
|
||
|
if ( diceIndex == -1 ) {
|
||
|
rollData.hasWillpower = actor.decrementWillpower();
|
||
|
rollData.roll = undefined;
|
||
|
} else {
|
||
|
let myRoll = new Roll("1d6").roll( { async: false} );
|
||
|
await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode") );
|
||
|
console.log("Result: ", myRoll);
|
||
|
|
||
|
rollData.roll.dice[0].results[diceIndex].result = myRoll.total; // Patch
|
||
|
rollData.nbStrongHitUsed++;
|
||
|
}
|
||
|
this.rollFraggedKingdom( rollData );
|
||
|
}
|
||
|
|
||
|
/* -------------------------------------------- */
|
||
|
static getUsers(filter) {
|
||
|
return game.users.filter(filter).map(user => user.data._id);
|
||
|
}
|
||
|
/* -------------------------------------------- */
|
||
|
static getWhisperRecipients(rollMode, name) {
|
||
|
switch (rollMode) {
|
||
|
case "blindroll": return this.getUsers(user => user.isGM);
|
||
|
case "gmroll": return this.getWhisperRecipientsAndGMs(name);
|
||
|
case "selfroll": return [game.user.id];
|
||
|
}
|
||
|
return undefined;
|
||
|
}
|
||
|
/* -------------------------------------------- */
|
||
|
static getWhisperRecipientsAndGMs(name) {
|
||
|
let recep1 = ChatMessage.getWhisperRecipients(name) || [];
|
||
|
return recep1.concat(ChatMessage.getWhisperRecipients('GM'));
|
||
|
}
|
||
|
|
||
|
/* -------------------------------------------- */
|
||
|
static blindMessageToGM(chatOptions) {
|
||
|
let chatGM = duplicate(chatOptions);
|
||
|
chatGM.whisper = this.getUsers(user => user.isGM);
|
||
|
chatGM.content = "Blinde message of " + game.user.name + "<br>" + chatOptions.content;
|
||
|
console.log("blindMessageToGM", chatGM);
|
||
|
game.socket.emit("system.fvtt-weapons-of-the-gods", { msg: "msg_gm_chat_message", data: chatGM });
|
||
|
}
|
||
|
|
||
|
/* -------------------------------------------- */
|
||
|
static split3Columns(data) {
|
||
|
|
||
|
let array = [ [], [], [] ];
|
||
|
if (data== undefined) return array;
|
||
|
|
||
|
let col = 0;
|
||
|
for (let key in data) {
|
||
|
let keyword = data[key];
|
||
|
keyword.key = key; // Self-reference
|
||
|
array[col].push( keyword);
|
||
|
col++;
|
||
|
if (col == 3) col = 0;
|
||
|
}
|
||
|
return array;
|
||
|
}
|
||
|
|
||
|
/* -------------------------------------------- */
|
||
|
static createChatMessage(name, rollMode, chatOptions) {
|
||
|
switch (rollMode) {
|
||
|
case "blindroll": // GM only
|
||
|
if (!game.user.isGM) {
|
||
|
this.blindMessageToGM(chatOptions);
|
||
|
|
||
|
chatOptions.whisper = [game.user.id];
|
||
|
chatOptions.content = "Message only to the GM";
|
||
|
}
|
||
|
else {
|
||
|
chatOptions.whisper = this.getUsers(user => user.isGM);
|
||
|
}
|
||
|
break;
|
||
|
default:
|
||
|
chatOptions.whisper = this.getWhisperRecipients(rollMode, name);
|
||
|
break;
|
||
|
}
|
||
|
chatOptions.alias = chatOptions.alias || name;
|
||
|
ChatMessage.create(chatOptions);
|
||
|
}
|
||
|
|
||
|
/* -------------------------------------------- */
|
||
|
static createChatWithRollMode(name, chatOptions) {
|
||
|
this.createChatMessage(name, game.settings.get("core", "rollMode"), chatOptions);
|
||
|
}
|
||
|
|
||
|
/* -------------------------------------------- */
|
||
|
static buildDifficultyOptions( ) {
|
||
|
let options = ""
|
||
|
options += `<option value="0">None</option>`
|
||
|
options += `<option value="8">Easy</option>`
|
||
|
options += `<option value="12">Moderate</option>`
|
||
|
options += `<option value="16">Difficult</option>`
|
||
|
options += `<option value="18">Very Difficult</option>`
|
||
|
return options;
|
||
|
|
||
|
}
|
||
|
|
||
|
/* -------------------------------------------- */
|
||
|
static async confirmDelete(actorSheet, li) {
|
||
|
let itemId = li.data("item-id");
|
||
|
let msgTxt = "<p>Are you sure to remove this Item ?";
|
||
|
let buttons = {
|
||
|
delete: {
|
||
|
icon: '<i class="fas fa-check"></i>',
|
||
|
label: "Yes, remove it",
|
||
|
callback: () => {
|
||
|
actorSheet.actor.deleteEmbeddedDocuments( "Item", [itemId] );
|
||
|
li.slideUp(200, () => actorSheet.render(false));
|
||
|
}
|
||
|
},
|
||
|
cancel: {
|
||
|
icon: '<i class="fas fa-times"></i>',
|
||
|
label: "Cancel"
|
||
|
}
|
||
|
}
|
||
|
msgTxt += "</p>";
|
||
|
let d = new Dialog({
|
||
|
title: "Confirm removal",
|
||
|
content: msgTxt,
|
||
|
buttons: buttons,
|
||
|
default: "cancel"
|
||
|
});
|
||
|
d.render(true);
|
||
|
}
|
||
|
|
||
|
}
|