forked from GitHub-Mirrors/foundry-sw5e
More testing
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1 changed files with 50 additions and 41 deletions
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@ -27,6 +27,7 @@ export default class CharacterImporter {
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const charismaSaveProf = sourceCharacter.attribs.find(o => o.name == 'charisma_save_prof').current ? 1 : 0;
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// v2 - skills and proficiencies
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/*
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const acrobaticsSkill = sourceCharacter.attribs.find(o => o.name == 'acrobatics_bonus').current;
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const animalHandlingSkill = sourceCharacter.attribs.find(o => o.name == 'animal_handling_bonus').current;
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const athleticsSkill = sourceCharacter.attribs.find(o => o.name == 'athletics_bonus').current;
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@ -48,6 +49,7 @@ export default class CharacterImporter {
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const baseClassName = sourceCharacter.attribs.find(o => o.name == 'class').current;
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const baseClassLvl = sourceCharacter.attribs.find(o => o.name == 'base_level').current;
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*/
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const targetCharacter = {
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name: sourceCharacter.name,
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@ -89,8 +91,8 @@ export default class CharacterImporter {
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max: hp,
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temp: hpTemp
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}
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},
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skills: {
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}/*,
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skills: {
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acr: {
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value: acrobaticsSkill,
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ability: "dex"
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@ -163,65 +165,72 @@ export default class CharacterImporter {
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value: technologySkill,
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ability: "int"
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}
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}
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}*/
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}
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};
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const classes = await game.packs.get('sw5e.classes');
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const classes = game.packs.get('sw5e.classes');
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const content = await classes.getContent();
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const scout = await content.find(o => o.name == 'Scout').clone();
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scout.data.data.levels = 5;
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scout.data.data.levels = 9;
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targetCharacter.items = [scout];
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let actor = await Actor.create(targetCharacter);
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//assignSkills(actor.id);
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actor.data.data.skills.acr = sourceCharacter.attribs.find(o => o.name == 'acrobatics_bonus').current;
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actor.data.data.skills.ani = sourceCharacter.attribs.find(o => o.name == 'animal_handling_bonus').current;
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actor.data.data.skills.ath = sourceCharacter.attribs.find(o => o.name == 'athletics_bonus').current;
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actor.data.data.skills.dec = sourceCharacter.attribs.find(o => o.name == 'deception_bonus').current;
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actor.data.data.skills.ins = sourceCharacter.attribs.find(o => o.name == 'insight_bonus').current;
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actor.data.data.skills.itm = sourceCharacter.attribs.find(o => o.name == 'intimidation_bonus').current;
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actor.data.data.skills.inv = sourceCharacter.attribs.find(o => o.name == 'investigation_bonus').current;
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actor.data.data.skills.lor = sourceCharacter.attribs.find(o => o.name == 'lore_bonus').current;
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actor.data.data.skills.med = sourceCharacter.attribs.find(o => o.name == 'medicine_bonus').current;
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actor.data.data.skills.nat = sourceCharacter.attribs.find(o => o.name == 'nature_bonus').current;
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actor.data.data.skills.pil = sourceCharacter.attribs.find(o => o.name == 'piloting_bonus').current;
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actor.data.data.skills.prc = sourceCharacter.attribs.find(o => o.name == 'perception_bonus').current;
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actor.data.data.skills.prf = sourceCharacter.attribs.find(o => o.name == 'performance_bonus').current;
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actor.data.data.skills.per = sourceCharacter.attribs.find(o => o.name == 'persuasion_bonus').current;
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actor.data.data.skills.slt = sourceCharacter.attribs.find(o => o.name == 'sleight_of_hand_bonus').current;
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actor.data.data.skills.ste = sourceCharacter.attribs.find(o => o.name == 'stealth_bonus').current;
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actor.data.data.skills.sur = sourceCharacter.attribs.find(o => o.name == 'survival_bonus').current;
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actor.data.data.skills.tec = sourceCharacter.attribs.find(o => o.name == 'technology_bonus').current;
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async function assignSkills(id){
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let hero = game.actor.get(id);
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actor.data.data.skills.acr = sourceCharacter.attribs.find(o => o.name == 'acrobatics_bonus').current;
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actor.data.data.skills.ani = sourceCharacter.attribs.find(o => o.name == 'animal_handling_bonus').current;
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actor.data.data.skills.ath = sourceCharacter.attribs.find(o => o.name == 'athletics_bonus').current;
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actor.data.data.skills.dec = sourceCharacter.attribs.find(o => o.name == 'deception_bonus').current;
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actor.data.data.skills.ins = sourceCharacter.attribs.find(o => o.name == 'insight_bonus').current;
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actor.data.data.skills.itm = sourceCharacter.attribs.find(o => o.name == 'intimidation_bonus').current;
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actor.data.data.skills.inv = sourceCharacter.attribs.find(o => o.name == 'investigation_bonus').current;
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actor.data.data.skills.lor = sourceCharacter.attribs.find(o => o.name == 'lore_bonus').current;
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actor.data.data.skills.med = sourceCharacter.attribs.find(o => o.name == 'medicine_bonus').current;
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actor.data.data.skills.nat = sourceCharacter.attribs.find(o => o.name == 'nature_bonus').current;
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actor.data.data.skills.pil = sourceCharacter.attribs.find(o => o.name == 'piloting_bonus').current;
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actor.data.data.skills.prc = sourceCharacter.attribs.find(o => o.name == 'perception_bonus').current;
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actor.data.data.skills.prf = sourceCharacter.attribs.find(o => o.name == 'performance_bonus').current;
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actor.data.data.skills.per = sourceCharacter.attribs.find(o => o.name == 'persuasion_bonus').current;
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actor.data.data.skills.slt = sourceCharacter.attribs.find(o => o.name == 'sleight_of_hand_bonus').current;
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actor.data.data.skills.ste = sourceCharacter.attribs.find(o => o.name == 'stealth_bonus').current;
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actor.data.data.skills.sur = sourceCharacter.attribs.find(o => o.name == 'survival_bonus').current;
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actor.data.data.skills.tec = sourceCharacter.attribs.find(o => o.name == 'technology_bonus').current;
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}
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//const baseClassName = sourceCharacter.attribs.find(o => o.name == 'class').current;
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//const baseClassLvl = sourceCharacter.attribs.find(o => o.name == 'base_level').current;
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/*
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function addInitialClassAndLevel(itemData){
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Actor5e.getClassFeatures(itemData).then(features => {
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actor.createEmbeddedEntity("OwnedItem", features);
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});
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}
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*/
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async function addSubsequentLevels(targetLvl, actor){
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actor.data.data.details.level = targetLvl;
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var x = await actor.items.find(x => x.name == 'Scout');
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x.data.data.levels = 6;
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// async function addSubsequentLevels(targetLvl, actor){
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// actor.data.data.details.level = targetLvl;
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// var x = await actor.items.find(x => x.name == 'Scout');
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// x.data.data.levels = 6;
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}
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// }
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function addSubsequentLevelsOld(/*targetLvl,*/ itemData, actorClass, actor){
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//const lvl = actorClass.data.data.levels;
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//const newLvl = Math.min(lvl + 1, 20 + lvl - actor.data.data.details.level);
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//if ( !(lvl === newLvl) ) {
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actorClass.update({"data.levels": newLvl});
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itemData.data.levels = newLvl;
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Actor5e.getClassFeatures(itemData).then(features => {
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actor.createEmbeddedEntity("OwnedItem", features);
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});
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//}
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return
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}
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// function addSubsequentLevelsOld(/*targetLvl,*/ itemData, actorClass, actor){
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// //const lvl = actorClass.data.data.levels;
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// //const newLvl = Math.min(lvl + 1, 20 + lvl - actor.data.data.details.level);
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// //if ( !(lvl === newLvl) ) {
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// actorClass.update({"data.levels": newLvl});
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// itemData.data.levels = newLvl;
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// Actor5e.getClassFeatures(itemData).then(features => {
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// actor.createEmbeddedEntity("OwnedItem", features);
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// });
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// //}
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// return
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// }
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//const actorClass = await actor.itemTypes.class.find(c => c.name === itemData.name);
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@ -231,7 +240,7 @@ export default class CharacterImporter {
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//const scout = await content.find(o => o.name == 'Scout').clone();
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//scout.data.data.levels = 6;
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//let newActorSheet = new ActorSheet5eCharacterNew(actor);
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let sheet = new game.sw5e.applications.ActorSheet5eCharacterNew(actor);
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//let sheet = new game.sw5e.applications.ActorSheet5eCharacterNew(actor);
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//addInitialClassAndLevel(scout);
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//sheet._onDropItem(false, scout);
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