diff --git a/modules/pegasus-actor-sheet.js b/modules/pegasus-actor-sheet.js
index f2c5c13..f9b3110 100644
--- a/modules/pegasus-actor-sheet.js
+++ b/modules/pegasus-actor-sheet.js
@@ -47,6 +47,7 @@ export class PegasusActorSheet extends ActorSheet {
armors: this.actor.checkAndPrepareArmors( duplicate(this.actor.getArmors())),
shields: duplicate(this.actor.getShields()),
equipments: duplicate(this.actor.getEquipments()),
+ equipments: duplicate(this.actor.getEquipmentsOnly()),
perks: duplicate(this.actor.getPerks()),
abilities: duplicate(this.actor.getAbilities()),
activePerks: duplicate(this.actor.getActivePerks()),
diff --git a/modules/pegasus-actor.js b/modules/pegasus-actor.js
index 8051db4..80f64a0 100644
--- a/modules/pegasus-actor.js
+++ b/modules/pegasus-actor.js
@@ -729,30 +729,6 @@ export class PegasusActor extends Actor {
}
}
- /* -------------------------------------------- */
- async rollWeapon(weaponId, damage = false) {
- let weapon = this.data.items.get(weaponId)
-
- if (weapon) {
- weapon = duplicate(weapon)
- this.checkAndPrepareWeapon(weapon)
- let rollData = this.getCommonRollData(weapon.data.statistic)
-
- rollData.mode = "weapon"
- rollData.weapon = weapon
- rollData.title = `Weapon : ${weapon.name}`
- if (damage) {
- rollData.stat = this.getStat(weapon.data.damagestatistic)
- rollData.isDamage = true;
- rollData.otherDicesLevel = weapon.data.damage
- }
-
- this.startRoll(rollData);
- } else {
- ui.notifications.warn("Weapon not found !", weaponId);
- }
- }
-
/* -------------------------------------------- */
async rollPower(powerId) {
let power = this.data.items.get(powerId)
diff --git a/modules/pegasus-roll-dialog.js b/modules/pegasus-roll-dialog.js
index 16f03e1..85fa5d9 100644
--- a/modules/pegasus-roll-dialog.js
+++ b/modules/pegasus-roll-dialog.js
@@ -120,11 +120,17 @@ export class PegasusRollDialog extends Dialog {
manageWeapons( weaponIdx, toggled) {
let weapon = this.rollData.weaponsList[weaponIdx]
if (weapon) {
+ if (toggled) {
+ this.rollData.weaponName = weapon.weapon.name
+ } else {
+ this.rollData.weaponName = undefined
+ }
weapon.applied = toggled
if (weapon.type == 'damage' || weapon.type == 'enhanced' ) {
if (toggled) {
this.rollData.otherDicesLevel += Number(weapon.value)
} else {
+ this.rollData.weaponName = undefined
this.rollData.otherDicesLevel -= Number(weapon.value)
this.rollData.otherDicesLevel = (this.rollData.otherDicesLevel<0) ? 0 : this.rollData.otherDicesLevel
}
diff --git a/templates/actor-sheet.html b/templates/actor-sheet.html
index 4f45938..a438a36 100644
--- a/templates/actor-sheet.html
+++ b/templates/actor-sheet.html
@@ -192,7 +192,7 @@
- Basic Actions
+ Combat Dice Pools