Add Items on Character Sheet
Changes: + add button to add all different kind of items directly onto the character sheet + fix #1 by correctly updating the item
This commit is contained in:
@@ -1,7 +1,7 @@
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import Logger from "../../utils/Logger";
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import { M5Character } from "../actors/M5Character";
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import { M5Item } from "../items/M5Item";
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import { M5SkillLearned, M5SkillUnlearned } from "../M5Base";
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import { M5ItemType, M5SkillLearned, M5SkillUnlearned } from "../M5Base";
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import { M5Roll } from "../rolls/M5Roll";
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export default class M5CharacterSheet extends ActorSheet {
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@@ -111,7 +111,11 @@ export default class M5CharacterSheet extends ActorSheet {
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if (!item.system.quantity) {
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item.system.quantity = 0;
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}
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item.system.quantity += 1;
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item.update({
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data: {
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quantity: item.system.quantity + 1,
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},
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});
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this.render();
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});
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@@ -127,7 +131,11 @@ export default class M5CharacterSheet extends ActorSheet {
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const context = this.actor as any;
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const item = context.items.get(itemId);
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if (item.system.quantity > 0) {
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item.system.quantity -= 1;
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item.update({
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data: {
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quantity: item.system.quantity - 1,
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},
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});
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}
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this.render();
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});
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@@ -144,7 +152,11 @@ export default class M5CharacterSheet extends ActorSheet {
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const context = this.actor as any;
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const item = context.items.get(itemId);
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if (item.system.quantity > 0) {
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item.system.quantity -= 1;
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item.update({
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data: {
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quantity: item.system.quantity - 1,
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},
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});
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}
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await item.roll();
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@@ -260,13 +272,96 @@ export default class M5CharacterSheet extends ActorSheet {
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const item = context.items.get(itemId);
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if (item.system.equipped === true) {
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item.system.equipped = false;
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}
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else {
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} else {
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item.system.equipped = true;
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}
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this.render();
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});
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html.find(".add-item").on("click", async (event) => {
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const data = this.actor.system;
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const character = this.actor as M5Character;
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character.createItem((game as Game).i18n.localize("TYPES.Item.item"), M5ItemType.ITEM).then((i) => {
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const item = i as any;
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item.update({
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data: {
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quantity: 1,
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},
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});
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});
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});
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html.find(".add-weapon").on("click", async (event) => {
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const data = this.actor.system;
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const character = this.actor as M5Character;
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character.createItem((game as Game).i18n.localize("TYPES.Item.weapon"), M5ItemType.WEAPON);
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});
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html.find(".add-defensiveWeapon").on("click", async (event) => {
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const data = this.actor.system;
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const character = this.actor as M5Character;
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character.createItem((game as Game).i18n.localize("TYPES.Item.defensiveWeapon"), M5ItemType.DEFENSIVE_WEAPON);
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});
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html.find(".add-armor").on("click", async (event) => {
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const data = this.actor.system;
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const character = this.actor as M5Character;
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character.createItem((game as Game).i18n.localize("TYPES.Item.armor"), M5ItemType.ARMOR);
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});
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html.find(".add-container").on("click", async (event) => {
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const data = this.actor.system;
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const character = this.actor as M5Character;
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character.createItem((game as Game).i18n.localize("TYPES.Item.container"), M5ItemType.CONTAINER).then((i) => {
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const item = i as any;
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item.update({
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data: {
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quantity: 1,
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},
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});
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});
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});
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html.find(".add-spell").on("click", async (event) => {
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const data = this.actor.system;
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const character = this.actor as M5Character;
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character.createItem((game as Game).i18n.localize("TYPES.Item.spell"), M5ItemType.SPELL).then((i) => {
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const item = i as any;
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item.update({
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data: {
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process: "none",
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},
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});
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});
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});
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html.find(".add-kampfkunst").on("click", async (event) => {
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const data = this.actor.system;
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const character = this.actor as M5Character;
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character.createItem((game as Game).i18n.localize("TYPES.Item.kampfkunst"), M5ItemType.KAMPFKUNST).then((i) => {
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const item = i as any;
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item.update({
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data: {
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type: "angriff",
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variante: "anstuermen",
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},
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});
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});
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});
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html.find(".add-effect").on("click", async (event) => {
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const data = this.actor.system;
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const character = this.actor as M5Character;
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character.createItem((game as Game).i18n.localize("TYPES.Item.effect"), M5ItemType.EFFECT);
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});
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// Drag & Drop
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const dragDrop = new DragDrop({
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