Merge pull request 'Adds Rollable Attributes' (#37) from feature/rollable-character-attributes into main
Reviewed-on: #37pull/13/head
commit
454faf8fe6
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@ -43,7 +43,8 @@ export class PlayerCharacterDataModel extends foundry.abstract.TypeDataModel {
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so: new NumberField({ required: true, integer: true }),
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gilde: new StringField(),
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}),
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talente: new ArrayField ( new ForeignDocumentField(Item) ),
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talente: new ArrayField ( new SchemaField(
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{taw: new NumberField(), talent: new ForeignDocumentField(Item) })),
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zauber: new ArrayField ( new ForeignDocumentField(Item) ),
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}
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}
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@ -52,4 +53,49 @@ export class PlayerCharacterDataModel extends foundry.abstract.TypeDataModel {
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super._initialize(options);
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}
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_onCreate(data, options, userId) {
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// prepare base talents
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const talentsByName = [
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"Athletik", "Klettern", "Körperbeherrschung", "Schleichen", "Schwimmen", "Selbstbeherrschung", "Sich Verstecken", "Singen", "Sinnenschärfe", "Tanzen", "Zechen",
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"Menschenkenntnis", "Überreden",
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"Fährtensuchen", "Orientierung", "Wildnisleben",
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"Götter/Kulte", "Rechnen", "Sagen/Legenden",
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"Heilkunde: Wunden", "Holzbearbeitung", "Kochen", "Lederverarbeitung", "Malen/Zeichnen", "Schneidern"
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]
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const talente = []
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talentsByName.forEach( talentName => {
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const talent = game.items.getName(talentName);
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console.log(talent);
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if (talent) {
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talente.push({
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taw: 0,
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talent
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})
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} else {
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console.error(`${talentName} not found in items`)
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}
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})
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// push base talents
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game.actors.getName(data.name).update({system: {talente}})
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const startEigenschaften = {
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"mu": 10,
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"kl": 10,
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"in": 10,
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"ch": 10,
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"ff": 10,
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"ge": 10,
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"ko": 10,
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"kk": 10,
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}
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game.actors.getName(data.name).update({system: {attribute: startEigenschaften}})
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super._onCreate(data, options, userId);
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}
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}
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@ -7,4 +7,21 @@ export class Character extends Actor {
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this.prepareEmbeddedDocuments();
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}
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getRollData() {
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const data = super.getRollData();
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if (this.type !== 'character') return;
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// Copy the ability scores to the top level, so that rolls can use
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// formulas like `@str.mod + 4`.
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if (data.attribute) {
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for (let [k, v] of Object.entries(data.attribute)) {
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data[k] = foundry.utils.deepClone(v);
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}
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}
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console.log(data);
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return data;
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}
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}
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@ -1,6 +1,5 @@
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import { BaseItem } from "./base-item.mjs";
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export class Skill extends BaseItem {
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export class Skill extends Item {
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/**
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* Augment the basic Item data model with additional dynamic data.
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*/
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@ -1,6 +1,4 @@
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import { BaseItem } from "./base-item.mjs";
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export class Spell extends BaseItem {
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export class Spell extends Item {
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/**
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* Augment the basic Item data model with additional dynamic data.
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*/
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@ -34,14 +34,63 @@ export class CharacterSheet extends ActorSheet {
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// Add the actor's data to context.data for easier access, as well as flags.
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context.system = actorData.system;
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context.flags = actorData.flags;
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context.attributes = [
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{
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eigenschaft: "mu",
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name: "Mut",
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wert: actorData.system.attribute.mu ?? 0,
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},
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{
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eigenschaft: "kl",
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name: "Klugheit",
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wert: actorData.system.attribute.kl ?? 0,
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},
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{
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eigenschaft: "in",
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name: "Intuition",
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wert: actorData.system.attribute.in ?? 0,
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},
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{
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eigenschaft: "ch",
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name: "Charisma",
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wert: actorData.system.attribute.ch ?? 0,
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},
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{
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eigenschaft: "ff",
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name: "Fingerfertigkeit",
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wert: actorData.system.attribute.ff ?? 0,
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},
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{
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eigenschaft: "ge",
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name: "Geschicklichkeit",
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wert: actorData.system.attribute.ge ?? 0,
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},
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{
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eigenschaft: "ko",
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name: "Konstitution",
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wert: actorData.system.attribute.ko ?? 0,
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},
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{
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eigenschaft: "kk",
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name: "Körperkraft",
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wert: actorData.system.attribute.kk ?? 0,
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},
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];
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context.skills = [];
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if ( context.system.talente?.length >= 0) {
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context.system.talente.forEach(talent => {
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const tempTalent = talent();
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console.log(tempTalent.system.probe);
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console.log(talent);
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const taw = talent.taw;
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const talentObjekt = game.items.get(talent.talent);
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const eigenschaften = Object.values(talentObjekt.system.probe);
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context.skills.push({
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talentName: tempTalent.name,
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probe: `ROLLDATA(${Object.values(tempTalent.system.probe).join("/")})`
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talentName: talentObjekt.name,
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taw: taw,
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rollEigenschaft1: this.prepareEigenschaftRoll(actorData, eigenschaften[0]),
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rollEigenschaft2: this.prepareEigenschaftRoll(actorData, eigenschaften[1]),
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rollEigenschaft3: this.prepareEigenschaftRoll(actorData, eigenschaften[2]),
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probe: `(${eigenschaften.join("/")})`
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});
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})
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@ -51,9 +100,97 @@ export class CharacterSheet extends ActorSheet {
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return context;
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}
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prepareEigenschaftRoll(actorData, name) {
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return actorData.system.attribute[name.toLowerCase()]
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}
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async _onTalentRoll(event) {
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event.preventDefault();
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const dataset = event.currentTarget.dataset;
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console.log(dataset)
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if (dataset.rolleigenschaft1) {
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let roll1 = new Roll("3d20", this.actor.getRollData());
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let evaluated1 = (await roll1.evaluate())
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const dsaDieRollEvaluated = this._evaluateRoll(evaluated1.terms[0].results, {
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taw: dataset.taw,
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werte: [dataset.rolleigenschaft1, dataset.rolleigenschaft2, dataset.rolleigenschaft3],
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})
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if (dsaDieRollEvaluated.tap >= 0) { // erfolg
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evaluated1.toMessage({
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speaker: ChatMessage.getSpeaker({actor: this.actor}),
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flavor: ` ${dsaDieRollEvaluated.meisterlich?'Meisterlich geschafft':'Geschafft'} mit ${dsaDieRollEvaluated.tap} Punkten übrig`,
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rollMode: game.settings.get('core', 'rollMode'),
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})
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} else { // misserfolg
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evaluated1.toMessage({
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speaker: ChatMessage.getSpeaker({actor: this.actor}),
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flavor: ` ${dsaDieRollEvaluated.meisterlich?'Gepatzt':''} mit ${Math.abs(dsaDieRollEvaluated.tap)} Punkten daneben`,
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rollMode: game.settings.get('core', 'rollMode'),
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})
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}
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}
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}
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_evaluateRoll(rolledDice, { taw, lowerThreshold = 1, upperThreshold = 20, countToMeisterlich = 3, countToPatzer = 3, werte = [] } ) {
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let tap = taw;
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let meisterlichCounter = 0;
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let patzerCounter = 0;
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let failCounter = 0;
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rolledDice.forEach( (rolledDie, index) => {
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if (tap < 0 && rolledDie.result > werte[index]) {
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tap -= rolledDie.result - werte[index];
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if (tap <0) { // konnte nicht vollständig ausgeglichen werden
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failCounter++;
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}
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} else if (rolledDie.result > werte[index]) { // taw ist bereits aufgebraucht und wert kann nicht ausgeglichen werden
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tap -= rolledDie.result - werte[index];
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failCounter++;
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}
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if (rolledDie.result <= lowerThreshold) meisterlichCounter++;
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if (rolledDie.result > upperThreshold) patzerCounter++;
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})
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return {
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tap,
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meisterlich: meisterlichCounter === countToMeisterlich,
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patzer: patzerCounter === countToPatzer,
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}
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}
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_onAttributeRoll(event) {
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event.preventDefault();
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const dataset = event.currentTarget.dataset;
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if (dataset.roll) {
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let label = dataset.label ? `[Attribut] ${dataset.label}` : '';
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let roll = new Roll(dataset.roll, this.actor.getRollData());
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roll.toMessage({
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speaker: ChatMessage.getSpeaker({ actor: this.actor }),
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flavor: label,
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rollMode: game.settings.get('core', 'rollMode'),
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});
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return roll;
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}
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}
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activateListeners(html) {
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super.activateListeners(html);
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html.on('click', '.attribut.rollable', (evt) => {
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console.log(evt);
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this._onAttributeRoll(evt);
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});
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html.on('click', '.talent.rollable', (evt) => {
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console.log(evt);
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this._onTalentRoll(evt);
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});
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// Everything below here is only needed if the sheet is editable
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if (!this.isEditable) return;
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@ -2,7 +2,7 @@
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"_id": "o1nYjhmMP0Zzlcw6",
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"_key": "!items!o1nYjhmMP0Zzlcw6",
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"type": "Skill",
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"name": "Sich verstecken",
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"name": "Sich Verstecken",
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"system": {
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"gruppe": "Körperlich",
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"probe": [
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@ -6,6 +6,18 @@
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<img class="profile-img" src="{{actor.img}}" data-edit="img" title="{{actor.name}}" height="100" width="100"/>
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<div class="header-fields">
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<h1 class="charname"><input name="name" type="text" value="{{actor.name}}" placeholder="Name"/></h1>
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<div class="attribute">
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{{#each attributes}}
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<button class="attribut rollable" data-label="{{this.name}}" data-roll="1d20cs<=@{{this.eigenschaft}}">
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<span class="attribut-wert">
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{{this.wert}}
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</span>
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<span class="attribut-name">
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{{this.name}}
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</span>
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</button>
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{{/each}}
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</div>
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</div>
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</header>
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@ -34,9 +46,10 @@
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<div class="tab skills" data-group="primary" data-tab="skills">
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<ul>
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{{#each skills}}
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<li><div>
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<li><div class="talent rollable" data-taw="{{this.taw}}" data-rollEigenschaft1="{{this.rollEigenschaft1}}" data-rollEigenschaft2="{{this.rollEigenschaft2}}" data-rollEigenschaft3="{{this.rollEigenschaft3}}">
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<b>{{this.talentName}}</b>
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{{this.probe}}
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TAW: {{this.taw}}
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</div></li>
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{{/each}}
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</ul>
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