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* initial commit to not show shield when previewing two-hand weapon * revert error made * update to fix all combinations of equipping / trying two-handed weapons * clarify conditional logic * refactor to let avatar check for twoHanded display/hide logic
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1 changed files with 21 additions and 2 deletions
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@ -30,8 +30,8 @@
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span(:class="getGearClass('head')")
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span(:class="getGearClass('headAccessory')")
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span(:class="'hair_flower_' + member.preferences.hair.flower")
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span(:class="getGearClass('shield')")
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span(:class="getGearClass('weapon')")
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span(v-if="!hideGear('shield')", :class="getGearClass('shield')")
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span(v-if="!hideGear('weapon')", :class="getGearClass('weapon')")
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// Resting
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span.zzz(v-if="member.preferences.sleep")
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@ -71,6 +71,8 @@
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</style>
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<script>
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import { mapState } from 'client/libs/store';
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import ClassBadge from 'client/components/members/classBadge';
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export default {
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@ -117,6 +119,9 @@ export default {
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},
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},
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computed: {
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...mapState({
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flatGear: 'content.gear.flat',
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}),
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hasClass () {
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return this.$store.getters['members:hasClass'](this.member);
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},
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@ -179,6 +184,20 @@ export default {
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return result;
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},
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hideGear (gearType) {
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if (gearType === 'weapon') {
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let equippedWeapon = this.member.items.gear[this.costumeClass][gearType];
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let equippedIsTwoHanded = this.flatGear[equippedWeapon].twoHanded;
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let hasOverrideShield = this.overrideAvatarGear && this.overrideAvatarGear.shield;
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return equippedIsTwoHanded && hasOverrideShield;
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} else if (gearType === 'shield') {
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let overrideWeapon = this.overrideAvatarGear && this.overrideAvatarGear.weapon;
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let overrideIsTwoHanded = overrideWeapon && this.flatGear[overrideWeapon].twoHanded;
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return overrideIsTwoHanded;
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}
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},
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castEnd (e) {
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if (!this.$store.state.spellOptions.castingSpell) return;
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this.$root.$emit('castEnd', this.member, 'user', e);
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