Made attacks less rigid, now using inline computations
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@@ -1,6 +1,18 @@
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var damageTypes = ["bludgeoning", "piercing", "slashing",
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"acid", "cold", "fire", "force", "lightning", "necrotic",
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"poison", "psychic", "radiant", "thunder"];
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var damageTypes = [
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"bludgeoning",
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"piercing",
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"slashing",
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"acid",
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"cold",
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"fire",
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"force",
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"lightning",
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"necrotic",
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"poison",
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"psychic",
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"radiant",
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"thunder",
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];
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Template.attackEdit.events({
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"tap #deleteAttack": function(event, instance) {
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@@ -13,7 +25,7 @@ Template.attackEdit.events({
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},
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"change #damageInput": function(event) {
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var value = event.currentTarget.value;
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Attacks.update(this._id, {$set: {damageBonus: value}});
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Attacks.update(this._id, {$set: {damage: value}});
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},
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"change #detailInput": function(event) {
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var value = event.currentTarget.value;
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@@ -26,13 +38,6 @@ Template.attackEdit.events({
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if (value == this.damageType) return;
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Attacks.update(this._id, {$set: {damageType: value}});
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},
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"core-select #damageDiceDropdown": function(event) {
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var detail = event.originalEvent.detail;
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if (!detail.isSelected) return;
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var value = detail.item.getAttribute("name");
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if (value == this.damageDice) return;
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Attacks.update(this._id, {$set: {damageDice: value}});
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}
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});
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Template.attackEdit.helpers({
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@@ -41,5 +46,5 @@ Template.attackEdit.helpers({
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},
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DAMAGE_DICE: function() {
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return DAMAGE_DICE;
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}
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},
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});
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