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Fix fear being set by players
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parent
fb9240e130
commit
631d5a3068
2 changed files with 3 additions and 15 deletions
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@ -78,7 +78,7 @@ export default class FearTracker extends HandlebarsApplicationMixin(ApplicationV
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/** @override */
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/** @override */
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async _preRender(context, options) {
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async _preRender(context, options) {
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if (this.currentFear > this.maxFear)
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if (this.currentFear > this.maxFear && game.user.isGM)
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await game.settings.set(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Resources.Fear, this.maxFear);
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await game.settings.set(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Resources.Fear, this.maxFear);
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}
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}
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@ -107,18 +107,5 @@ export default class FearTracker extends HandlebarsApplicationMixin(ApplicationV
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async updateFear(value) {
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async updateFear(value) {
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return emitAsGM(GMUpdateEvent.UpdateFear, game.settings.set.bind(game.settings, CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Resources.Fear), value);
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return emitAsGM(GMUpdateEvent.UpdateFear, game.settings.set.bind(game.settings, CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Resources.Fear), value);
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/* if(!game.user.isGM)
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await game.socket.emit(`system.${CONFIG.DH.id}`, {
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action: socketEvent.GMUpdate,
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data: {
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action: GMUpdateEvent.UpdateFear,
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update: value
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}
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});
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else
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game.settings.set(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Resources.Fear, value); */
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/* if (!game.user.isGM) return;
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value = Math.max(0, Math.min(this.maxFear, value));
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await game.settings.set(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Resources.Fear, value); */
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}
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}
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}
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}
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@ -86,11 +86,12 @@ export default class DHRoll extends Roll {
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type: this.messageType,
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type: this.messageType,
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user: game.user.id,
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user: game.user.id,
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title: roll.title,
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title: roll.title,
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speaker: cls.getSpeaker(),
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speaker: cls.getSpeaker({ actor: roll.data?.parent }),
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sound: config.mute ? null : CONFIG.sounds.dice,
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sound: config.mute ? null : CONFIG.sounds.dice,
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system: config,
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system: config,
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rolls: [roll]
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rolls: [roll]
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};
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};
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config.selectedRollMode ??= game.settings.get('core', 'rollMode');
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config.selectedRollMode ??= game.settings.get('core', 'rollMode');
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if (roll._evaluated) {
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if (roll._evaluated) {
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