add class and level v1

This commit is contained in:
Mike Magarino 2021-01-25 14:30:31 -05:00
parent cc96d58fa7
commit 6384c701e1

View file

@ -23,31 +23,16 @@ export default class CharacterImporter {
const intelligenceSaveProf = sourceCharacter.attribs.find(o => o.name == 'intelligence_save_prof').current ? 1 : 0;
const wisdomSaveProf = sourceCharacter.attribs.find(o => o.name == 'wisdom_save_prof').current ? 1 : 0;
const charismaSaveProf = sourceCharacter.attribs.find(o => o.name == 'charisma_save_prof').current ? 1 : 0;
// v2 skills
// broken
// v3 classes
const profession = sourceCharacter.attribs.find(o => o.name == "class").current;
let professionLevel = sourceCharacter.attribs.find(o => o.name == "class_display").current;
professionLevel = parseInt( professionLevel.replace(/[^0-9]/g,'') );
// v2 - skills and proficiencies
const acrobaticsSkill = sourceCharacter.attribs.find(o => o.name == 'acrobatics_bonus').current;
const animalHandlingSkill = sourceCharacter.attribs.find(o => o.name == 'animal_handling_bonus').current;
const athleticsSkill = sourceCharacter.attribs.find(o => o.name == 'athletics_bonus').current;
const deceptionSkill = sourceCharacter.attribs.find(o => o.name == 'deception_bonus').current;
const insightSkill = sourceCharacter.attribs.find(o => o.name == 'insight_bonus').current;
const intimidationSkill = sourceCharacter.attribs.find(o => o.name == 'intimidation_bonus').current;
const investigationSkill = sourceCharacter.attribs.find(o => o.name == 'investigation_bonus').current;
const loreSkill = sourceCharacter.attribs.find(o => o.name == 'lore_bonus').current;
const medicineSkill = sourceCharacter.attribs.find(o => o.name == 'medicine_bonus').current;
const natureSkill = sourceCharacter.attribs.find(o => o.name == 'nature_bonus').current;
const pilotingSkill = sourceCharacter.attribs.find(o => o.name == 'piloting_bonus').current;
const perceptionSkill = sourceCharacter.attribs.find(o => o.name == 'perception_bonus').current;
const performanceSkill = sourceCharacter.attribs.find(o => o.name == 'performance_bonus').current;
const persuasionSkill = sourceCharacter.attribs.find(o => o.name == 'persuasion_bonus').current;
const sleightOfHandSkill = sourceCharacter.attribs.find(o => o.name == 'sleight_of_hand_bonus').current;
const stealthSkill = sourceCharacter.attribs.find(o => o.name == 'stealth_bonus').current;
const survivalSkill = sourceCharacter.attribs.find(o => o.name == 'survival_bonus').current;
const technologySkill = sourceCharacter.attribs.find(o => o.name == 'technology_bonus').current;
const baseClassName = sourceCharacter.attribs.find(o => o.name == 'class').current;
const baseClassLvl = sourceCharacter.attribs.find(o => o.name == 'base_level').current;
const targetCharacter = {
name: sourceCharacter.name,
name: name,
type: "character",
data: {
abilities: {
@ -86,141 +71,19 @@ export default class CharacterImporter {
max: hp,
temp: hpTemp
}
},
skills: {
acr: {
value: acrobaticsSkill,
ability: "dex"
},
ani: {
value: animalHandlingSkill,
ability: "wis"
},
ath: {
value: athleticsSkill,
ability: "str"
},
dec: {
value: deceptionSkill,
ability: "cha"
},
ins: {
value: insightSkill,
ability: "wis"
},
itm: {
value: intimidationSkill,
ability: "cha"
},
inv: {
value: investigationSkill,
ability: "int"
},
lor: {
value: loreSkill,
ability: "int"
},
med: {
value: medicineSkill,
ability: "wis"
},
nat: {
value: natureSkill,
ability: "int"
},
pil: {
value: pilotingSkill,
ability: "int"
},
prc: {
value: perceptionSkill,
ability: "wis"
},
prf: {
value: performanceSkill,
ability: "cha"
},
per: {
value: persuasionSkill,
ability: "cha"
},
slt: {
value: sleightOfHandSkill,
ability: "dex"
},
ste: {
value: stealthSkill,
ability: "dex"
},
sur: {
value: survivalSkill,
ability: "wis"
},
tec: {
value: technologySkill,
ability: "int"
}
}
}
};
let actor = await Actor.create(targetCharacter);
async function assignSkills(id){
let hero = game.actor.get(id);
actor.data.data.skills.acr = sourceCharacter.attribs.find(o => o.name == 'acrobatics_bonus').current;
actor.data.data.skills.ani = sourceCharacter.attribs.find(o => o.name == 'animal_handling_bonus').current;
actor.data.data.skills.ath = sourceCharacter.attribs.find(o => o.name == 'athletics_bonus').current;
actor.data.data.skills.dec = sourceCharacter.attribs.find(o => o.name == 'deception_bonus').current;
actor.data.data.skills.ins = sourceCharacter.attribs.find(o => o.name == 'insight_bonus').current;
actor.data.data.skills.itm = sourceCharacter.attribs.find(o => o.name == 'intimidation_bonus').current;
actor.data.data.skills.inv = sourceCharacter.attribs.find(o => o.name == 'investigation_bonus').current;
actor.data.data.skills.lor = sourceCharacter.attribs.find(o => o.name == 'lore_bonus').current;
actor.data.data.skills.med = sourceCharacter.attribs.find(o => o.name == 'medicine_bonus').current;
actor.data.data.skills.nat = sourceCharacter.attribs.find(o => o.name == 'nature_bonus').current;
actor.data.data.skills.pil = sourceCharacter.attribs.find(o => o.name == 'piloting_bonus').current;
actor.data.data.skills.prc = sourceCharacter.attribs.find(o => o.name == 'perception_bonus').current;
actor.data.data.skills.prf = sourceCharacter.attribs.find(o => o.name == 'performance_bonus').current;
actor.data.data.skills.per = sourceCharacter.attribs.find(o => o.name == 'persuasion_bonus').current;
actor.data.data.skills.slt = sourceCharacter.attribs.find(o => o.name == 'sleight_of_hand_bonus').current;
actor.data.data.skills.ste = sourceCharacter.attribs.find(o => o.name == 'stealth_bonus').current;
actor.data.data.skills.sur = sourceCharacter.attribs.find(o => o.name == 'survival_bonus').current;
actor.data.data.skills.tec = sourceCharacter.attribs.find(o => o.name == 'technology_bonus').current;
}
//const baseClassName = sourceCharacter.attribs.find(o => o.name == 'class').current;
//const baseClassLvl = sourceCharacter.attribs.find(o => o.name == 'base_level').current;
let actor = await Actor.create(targetCharacter);
addClasses(profession, professionLevel, actor);
}
/*
function addInitialClassAndLevel(itemData){
Actor5e.getClassFeatures(itemData).then(features => {
actor.createEmbeddedEntity("OwnedItem", features);
});
}
*/
// async function addSubsequentLevels(targetLvl, actor){
// actor.data.data.details.level = targetLvl;
// var x = await actor.items.find(x => x.name == 'Scout');
// x.data.data.levels = 6;
// }
// function addSubsequentLevelsOld(/*targetLvl,*/ itemData, actorClass, actor){
// //const lvl = actorClass.data.data.levels;
// //const newLvl = Math.min(lvl + 1, 20 + lvl - actor.data.data.details.level);
// //if ( !(lvl === newLvl) ) {
// actorClass.update({"data.levels": newLvl});
// itemData.data.levels = newLvl;
// Actor5e.getClassFeatures(itemData).then(features => {
// actor.createEmbeddedEntity("OwnedItem", features);
// });
// //}
// return
// }
//await newActorSheet.close();
async addClasses(profession, level, actor){
let classes = await game.packs.get('sw5e.classes').getContent();
let assignedClass = classes.find( c => c.name === profession );
assignedClass.data.data.levels = level;
await actor.createEmbeddedEntity("OwnedItem", assignedClass.data, { displaySheet: false });
}
static addImportButton(html){