mirror of
https://github.com/Foundryborne/daggerheart.git
synced 2026-01-11 19:25:21 +01:00
Weapons and Armor are now stored like any other item on the PC. Added equip/unequip logic.
This commit is contained in:
parent
71319f2b74
commit
8e92b5f6d9
13 changed files with 121 additions and 70 deletions
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@ -94,7 +94,9 @@
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"LacksDomain": "Your character doesn't have the domain of the card!",
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"MaxLoadoutReached": "You can't have any more domain cards at this level!",
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"DuplicateDomainCard": "You already have a domain card with that name!",
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"ActionRequiresTarget": "The action requires at least one target"
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"ActionRequiresTarget": "The action requires at least one target",
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"TwoHandedWeaponEquipped": "You have a two-handed weapon equipped",
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"SecondaryWeaponEquipped": "You have a secondary weapon equipped"
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}
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},
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"General": {
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@ -843,9 +845,10 @@
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"InventoryWeapon": "Inventory Weapon"
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},
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"InventoryTab": {
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"EquipmentTitle": "Equipment",
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"ConsumableTitle": "Consumables",
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"MiscellaneousTitle": "Miscellaneous",
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"WeaponsTitle": "Weapons",
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"ArmorsTitle": "Armors",
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"QuantityTitle": "Quantity"
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},
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"Weapons": {
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@ -48,8 +48,6 @@ export default class PCSheet extends DaggerheartSheet(ActorSheetV2) {
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useFeature: this.useFeature,
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takeShortRest: this.takeShortRest,
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takeLongRest: this.takeLongRest,
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removeActiveItem: this.removeActiveItem,
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removeInventoryWeapon: this.removeInventoryWeapon,
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addMiscItem: this.addMiscItem,
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deleteItem: this.deleteItem,
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addScar: this.addScar,
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@ -63,18 +61,12 @@ export default class PCSheet extends DaggerheartSheet(ActorSheetV2) {
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useAbility: this.useAbility,
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useAdvancementCard: this.useAdvancementCard,
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useAdvancementAbility: this.useAdvancementAbility,
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selectFeatureSet: this.selectFeatureSet
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selectFeatureSet: this.selectFeatureSet,
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toggleEquipItem: this.toggleEquipItem
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},
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window: {
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//frame: boolean;
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//positioned: boolean;
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//title: string;
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//icon: string | false;
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//controls: ApplicationHeaderControlsEntry[];
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minimizable: false,
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resizable: true
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//contentTag: string;
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//contentClasses: string[];
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},
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form: {
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handler: this.updateForm,
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@ -280,6 +272,20 @@ export default class PCSheet extends DaggerheartSheet(ActorSheetV2) {
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quantity: game.i18n.localize('DAGGERHEART.Sheets.PC.InventoryTab.QuantityTitle')
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},
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items: this.document.items.filter(x => x.type === 'miscellaneous')
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},
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weapons: {
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titles: {
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name: game.i18n.localize('DAGGERHEART.Sheets.PC.InventoryTab.WeaponsTitle'),
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quantity: game.i18n.localize('DAGGERHEART.Sheets.PC.InventoryTab.QuantityTitle')
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},
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items: this.document.items.filter(x => x.type === 'weapon')
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},
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armor: {
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titles: {
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name: game.i18n.localize('DAGGERHEART.Sheets.PC.InventoryTab.ArmorsTitle'),
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quantity: game.i18n.localize('DAGGERHEART.Sheets.PC.InventoryTab.QuantityTitle')
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},
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items: this.document.items.filter(x => x.type === 'armor')
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}
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};
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@ -690,7 +696,7 @@ export default class PCSheet extends DaggerheartSheet(ActorSheetV2) {
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(await game.packs.get('daggerheart.playtest-communities'))?.render(true);
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}
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static async viewObject(button) {
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static async viewObject(_, button) {
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const object = await fromUuid(button.dataset.value);
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if (!object) return;
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@ -712,18 +718,6 @@ export default class PCSheet extends DaggerheartSheet(ActorSheetV2) {
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await this.minimize();
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}
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static async removeActiveItem(_, event) {
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event.stopPropagation();
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const item = await fromUuid(event.currentTarget.dataset.item);
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await item.delete();
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}
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static async removeInventoryWeapon(_, event) {
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event.stopPropagation();
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const item = await fromUuid(event.currentTarget.dataset.item);
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await item.delete();
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}
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static async addMiscItem() {
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const result = await this.document.createEmbeddedDocuments('Item', [
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{
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@ -941,6 +935,57 @@ export default class PCSheet extends DaggerheartSheet(ActorSheetV2) {
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this.render();
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}
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static async toggleEquipItem(_, button) {
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const item = this.document.items.get(button.id);
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if (item.system.equipped) {
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await item.update({ 'system.equipped': false });
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return;
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}
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switch (item.type) {
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case 'armor':
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const currentArmor = this.document.system.armor;
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if (currentArmor) {
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await currentArmor.update({ 'system.equipped': false });
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}
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await item.update({ 'system.equipped': true });
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break;
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case 'weapon':
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const currentWeapons = this.document.system.equippedWeapons;
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if (item.system.secondary) {
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if (
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currentWeapons.primary &&
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currentWeapons.primary.burden === SYSTEM.GENERAL.burden.twoHanded.value
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) {
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ui.notifications.error(
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game.i18n.localize('DAGGERHEART.Notification.Error.TwoHandedWeaponEquipped')
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);
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return;
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}
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if (currentWeapons.secondary) {
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await this.document.items.get(currentWeapons.secondary.id).update({ 'system.equipped': false });
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}
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} else {
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if (currentWeapons.secondary && item.system.burden === SYSTEM.GENERAL.burden.twoHanded.value) {
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ui.notifications.error(
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game.i18n.localize('DAGGERHEART.Notification.Error.SecondaryWeaponEquipped')
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);
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return;
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}
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if (currentWeapons.primary) {
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await this.document.items.get(currentWeapons.primary.id).update({ 'system.equipped': false });
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}
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}
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await item.update({ 'system.equipped': true });
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break;
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}
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this.render();
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}
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static async close(options) {
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this.onVaultTab = false;
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super.close(options);
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@ -984,14 +1029,17 @@ export default class PCSheet extends DaggerheartSheet(ActorSheetV2) {
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const itemObject = await fromUuid(item.uuid);
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switch (target) {
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case 'weapon-section':
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if (itemObject.system.secondary && this.document.system.activeWeapons.burden === 'twoHanded') {
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if (
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itemObject.system.secondary &&
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this.document.system.equippedWeapons.burden === 'twoHanded'
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) {
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ui.notifications.info(
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game.i18n.localize('DAGGERHEART.Notification.Info.SecondaryEquipWhileTwohanded')
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);
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return;
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} else if (
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itemObject.system.burden === 'twoHanded' &&
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this.document.system.activeWeapons.secondary
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this.document.system.equippedWeapons.secondary
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) {
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ui.notifications.info(
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game.i18n.localize('DAGGERHEART.Notification.Info.TwohandedEquipWhileSecondary')
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@ -1160,12 +1208,18 @@ export default class PCSheet extends DaggerheartSheet(ActorSheetV2) {
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if (!element) return;
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if (element.classList.contains('weapon-section')) {
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if (item.system.secondary && this.document.system.activeWeapons.burden === 'twoHanded') {
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if (
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item.system.secondary &&
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this.document.system.equippedWeapons.burden === SYSTEM.GENERAL.burden.twoHanded.value
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) {
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ui.notifications.info(
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game.i18n.localize('DAGGERHEART.Notification.Info.SecondaryEquipWhileTwohanded')
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);
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return;
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} else if (item.system.burden === 'twoHanded' && this.document.system.activeWeapons.secondary) {
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} else if (
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item.system.burden === SYSTEM.GENERAL.burden.twoHanded.value &&
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this.document.system.equippedWeapons.secondary
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) {
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ui.notifications.info(
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game.i18n.localize('DAGGERHEART.Notification.Info.TwohandedEquipWhileSecondary')
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);
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@ -1173,10 +1227,10 @@ export default class PCSheet extends DaggerheartSheet(ActorSheetV2) {
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}
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const existing =
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this.document.system.activeWeapons.primary && !item.system.secondary
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? await fromUuid(this.document.system.activeWeapons.primary.uuid)
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: this.document.system.activeWeapons.secondary && item.system.secondary
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? await fromUuid(this.document.system.activeWeapons.secondary.uuid)
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this.document.system.equippedWeapons.primary && !item.system.secondary
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? await fromUuid(this.document.system.equippedWeapons.primary.uuid)
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: this.document.system.equippedWeapons.secondary && item.system.secondary
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? await fromUuid(this.document.system.equippedWeapons.secondary.uuid)
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: null;
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await existing?.delete();
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itemData.system.active = true;
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@ -1194,7 +1248,7 @@ export default class PCSheet extends DaggerheartSheet(ActorSheetV2) {
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await existing?.delete();
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itemData.system.inventoryWeapon = 2;
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} else return [];
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}
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}
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if (item.type === 'armor') {
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@ -1205,7 +1259,7 @@ export default class PCSheet extends DaggerheartSheet(ActorSheetV2) {
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? await fromUuid(this.document.system.armor.uuid)
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: null;
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await existing?.delete();
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} else return;
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}
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}
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const createdItem = await this._onDropItemCreate(itemData);
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@ -27,8 +27,14 @@ export const range = {
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};
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export const burden = {
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oneHanded: 'DAGGERHEART.Burden.OneHanded',
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twoHanded: 'DAGGERHEART.Burden.TwoHanded'
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oneHanded: {
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value: 'oneHanded',
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label: 'DAGGERHEART.Burden.OneHanded'
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},
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twoHanded: {
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value: 'twoHanded',
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label: 'DAGGERHEART.Burden.TwoHanded'
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}
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};
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export const damageTypes = {
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@ -2,6 +2,7 @@ export default class DhpArmor extends foundry.abstract.TypeDataModel {
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static defineSchema() {
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const fields = foundry.data.fields;
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return {
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equipped: new fields.BooleanField({ initial: false }),
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baseScore: new fields.NumberField({ initial: 1, integer: true }),
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feature: new fields.StringField({
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choices: SYSTEM.ITEM.armorFeatures,
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@ -16,6 +17,7 @@ export default class DhpArmor extends foundry.abstract.TypeDataModel {
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major: new fields.NumberField({ initial: 0, integer: true }),
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severe: new fields.NumberField({ initial: 0, integer: true })
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}),
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quantity: new fields.NumberField({ initial: 1, integer: true }),
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description: new fields.HTMLField({})
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};
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}
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@ -242,15 +242,15 @@ export default class DhpPC extends foundry.abstract.TypeDataModel {
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}
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get armor() {
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return this.parent.items.find(x => x.type === 'armor');
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return this.parent.items.find(x => x.type === 'armor' && x.system.equipped);
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}
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get activeWeapons() {
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get equippedWeapons() {
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const primaryWeapon = this.parent.items.find(
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x => x.type === 'weapon' && x.system.active && !x.system.secondary
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x => x.type === 'weapon' && x.system.equipped && !x.system.secondary
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);
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const secondaryWeapon = this.parent.items.find(
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x => x.type === 'weapon' && x.system.active && x.system.secondary
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x => x.type === 'weapon' && x.system.equipped && x.system.secondary
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);
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return {
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primary: this.#weaponData(primaryWeapon),
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@ -325,16 +325,19 @@ export default class DhpPC extends foundry.abstract.TypeDataModel {
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);
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}
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//Should not be done in data?
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#weaponData(weapon) {
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return weapon
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? {
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id: weapon.id,
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name: weapon.name,
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trait: CONFIG.daggerheart.ACTOR.abilities[weapon.system.trait].name, //Should not be done in data?
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trait: game.i18n.localize(CONFIG.daggerheart.ACTOR.abilities[weapon.system.trait].label),
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range: CONFIG.daggerheart.GENERAL.range[weapon.system.range],
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damage: {
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value: weapon.system.damage.value,
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type: CONFIG.daggerheart.GENERAL.damageTypes[weapon.system.damage.type]
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},
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burden: weapon.system.burden,
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feature: CONFIG.daggerheart.ITEM.weaponFeatures[weapon.system.feature],
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img: weapon.img,
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uuid: weapon.uuid
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@ -2,7 +2,7 @@ export default class DhpWeapon extends foundry.abstract.TypeDataModel {
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static defineSchema() {
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const fields = foundry.data.fields;
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return {
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active: new fields.BooleanField({ initial: false }),
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equipped: new fields.BooleanField({ initial: false }),
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inventoryWeapon: new fields.NumberField({ initial: null, nullable: true, integer: true }),
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secondary: new fields.BooleanField({ initial: false }),
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trait: new fields.StringField({ choices: SYSTEM.ACTOR.abilities, integer: false }),
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@ -1250,7 +1250,7 @@
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filter: drop-shadow(0 0 3px gold);
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}
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.daggerheart.sheet.pc div[data-application-part] .sheet-body .inventory-container .inventory-item-list .inventory-item .inventory-item-quantity {
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width: 48px;
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width: 60px;
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display: flex;
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align-items: center;
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}
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@ -1455,7 +1455,7 @@
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}
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.inventory-item-quantity {
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width: 48px;
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width: 60px;
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display: flex;
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align-items: center;
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@ -1,12 +1,6 @@
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<fieldset class="left-main-container armor-section active-item-section item-section">
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<legend class="legend armor-container">
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<span>{{localize "DAGGERHEART.Sheets.PC.Armor.Title"}}</span>
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{{#if armor}}
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<div data-action="viewObject" data-value="{{armor.uuid}}" class="active-item-label-chip">
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<img src="{{armor.img}}" />
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<button data-action="removeActiveItem" data-item="{{armor.uuid}}"><i class="fa-solid fa-x"></i></button>
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</div>
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{{/if}}
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</legend>
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<div class="active-item-container">
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@ -6,12 +6,6 @@
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<div class="inventory-weapon-section-first item-section">
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<h2 class="armor-container">
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{{localize "DAGGERHEART.Sheets.PC.Inventory.InventoryWeapon"}}
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{{#if weapons.first}}
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<div data-action="viewObject" data-value="{{weapons.first.uuid}}" class="active-item-label-chip">
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<img src="{{weapons.first.img}}" />
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<button data-action="removeInventoryWeapon" data-item="{{weapons.first.uuid}}"><i class="fa-solid fa-x"></i></button>
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</div>
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{{/if}}
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</h2>
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<div class="active-item-container">
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<div class="flexrow">
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@ -20,37 +20,29 @@
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<h2 class="weapons-label-row">
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{{localize "DAGGERHEART.Sheets.PC.Weapons.PrimaryTitle"}}
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{{#if weapons.primary}}
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<div data-action="viewObject" data-value="{{weapons.primary.uuid}}" class="active-item-label-chip">
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<img src="{{weapons.primary.img}}" />
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<button data-action="removeActiveItem" data-item="{{weapons.primary.uuid}}"><i class="fa-solid fa-x"></i></button>
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</div>
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<img class="damage-roll" data-action="attackRoll" data-weapon="{{weapons.primary.uuid}}" src="icons/svg/d12-grey.svg" />
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{{/if}}
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</h2>
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<div class="flexrow">
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<input value="{{weapons.primary.name}}" type="text" />
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<input value="{{localize weapons.primary.trait}}" type="text" />
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<input value="{{localize weapons.primary.range.name}}" type="text" />
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<input value="{{localize weapons.primary.range.label}}" type="text" />
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<input value="{{weapons.primary.damage.value}} {{#if weapons.primary}}({{localize weapons.primary.damage.type.abbreviation}}){{/if}}" type="text" />
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</div>
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<input value="{{localize weapons.primary.feature.name}} {{#if weapons.primary.feature}}({{localize weapons.primary.feature.description}}){{/if}}" type="text" />
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<input value="{{localize weapons.primary.feature.label}} {{#if weapons.primary.feature}}({{localize weapons.primary.feature.description}}){{/if}}" type="text" />
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</div>
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<div class="active-item-container">
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<h2 class="weapons-label-row">
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{{localize "DAGGERHEART.Sheets.PC.Weapons.SecondaryTitle"}}
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{{#if weapons.secondary}}
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<div data-action="viewObject" data-value="{{weapons.secondary.uuid}}" class="active-item-label-chip">
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<img src="{{weapons.secondary.img}}" />
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<button data-action="removeActiveItem" data-item="{{weapons.secondary.uuid}}"><i class="fa-solid fa-x"></i></button>
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</div>
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<img class="damage-roll" data-action="damageRoll" data-value="{{weapons.secondary.damage.value}}" src="icons/svg/d12-grey.svg" />
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{{/if}}
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</h2>
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<div class="flexrow">
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<input value="{{weapons.secondary.name}}" type="text" />
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<input value="{{localize weapons.secondary.trait}}" type="text" />
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<input value="{{localize weapons.secondary.range.name}}" type="text" />
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||||
<input value="{{weapons.secondary.damage.value}} {{#if weapons.secondary}}({{localize weapons.secondary.damage.type.abbreviation}}){{/if}}" type="text" />
|
||||
<input value="{{localize weapons.secondary.range.label}}" type="text" />
|
||||
<input value="{{weapons.secondary.damage.label}} {{#if weapons.secondary}}({{localize weapons.secondary.damage.type.abbreviation}}){{/if}}" type="text" />
|
||||
</div>
|
||||
<input value="{{localize weapons.secondary.feature.name}} {{#if weapons.secondary.feature}}({{localize weapons.secondary.feature.description}}){{/if}}" style="text-overflow: ellipsis;" type="text" />
|
||||
</div>
|
||||
|
|
|
|||
|
|
@ -88,7 +88,7 @@
|
|||
</div>
|
||||
<div class="body-section flex3">
|
||||
{{> "systems/daggerheart/templates/sheets/parts/attributes.hbs" }}
|
||||
{{> "systems/daggerheart/templates/sheets/parts/weapons.hbs" weapons=document.system.activeWeapons proficiency=document.system.proficiency.value }}
|
||||
{{> "systems/daggerheart/templates/sheets/parts/weapons.hbs" weapons=document.system.equippedWeapons proficiency=document.system.proficiency.value }}
|
||||
{{> "systems/daggerheart/templates/sheets/parts/armor.hbs" armor=document.system.armor }}
|
||||
{{> "systems/daggerheart/templates/sheets/parts/inventory.hbs" weapons=document.system.inventoryWeapons }}
|
||||
</div>
|
||||
|
|
|
|||
|
|
@ -18,6 +18,9 @@
|
|||
{{item.name}}
|
||||
</div>
|
||||
</div>
|
||||
<div class="flexrow">
|
||||
<button data-action="toggleEquipItem" id="{{item.id}}">{{localize "Equip"}}</button>
|
||||
</div>
|
||||
<div class="inventory-item-quantity spaced">
|
||||
<i data-action="itemQuantityDecrease" class="fa-solid fa-chevron-left icon-button {{#if (lte item.system.quantity 1)}}disabled{{/if}}"></i>
|
||||
<input type="text" data-item="system.quantity" value="{{item.system.quantity}}" data-dtype="Number" />
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue