fix tech sheet
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@@ -110,7 +110,7 @@ export class DicePickerDialog extends FormApplication {
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* ex: new game.l5r5e.DicePickerDialog({skillId: 'aesthetics', ringId: 'water', actor: game.user.character}).render(true);
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*
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* Options :
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* actor {Actor} Any `Actor` object instance. Ex : `game.user.character`, `canvas.tokens.controlled[0].actor`
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* actor {ActorL5r5e} Any `Actor` object instance. Ex : `game.user.character`, `canvas.tokens.controlled[0].actor`
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* actorId {string} This is the `id` not the `uuid` of an actor. Ex : "AbYgKrNwWeAxa9jT"
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* actorName {string} Careful this is case-sensitive. Ex : "Isawa Aki"
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* difficulty {number} `1` to `9`
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@@ -274,19 +274,21 @@ export class DicePickerDialog extends FormApplication {
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if (!skillsList) {
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return;
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}
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this.object.skill.list = this.parseSkillsList(skillsList);
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if (this.object.skill.list.length > 0) {
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// Set 1st skill
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if (this.useCategory) {
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this.skillCatId = this.object.skill.list[0].id;
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} else {
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this.skillId = this.object.skill.list[0].id;
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this.parseSkillsList(skillsList).then((list) => {
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this.object.skill.list = list;
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if (this.object.skill.list.length > 0) {
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// Set 1st skill
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if (this.useCategory) {
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this.skillCatId = this.object.skill.list[0].id;
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} else {
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this.skillId = this.object.skill.list[0].id;
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}
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// Remove the list if only one item
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if (this.object.skill.list.length === 1) {
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this.object.skill.list = null;
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}
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}
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// Remove the list if only one item
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if (this.object.skill.list.length === 1) {
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this.object.skill.list = null;
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}
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}
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});
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}
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/**
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@@ -833,10 +835,10 @@ export class DicePickerDialog extends FormApplication {
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* NPC : shrink to category names
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*
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* @param {string} skillList
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* @return {string[]}
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* @returns {Promise<{id: *, label: string}[]>}
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*/
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parseSkillsList(skillList) {
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const categories = game.l5r5e.HelpersL5r5e.getCategoriesSkillsList();
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async parseSkillsList(skillList) {
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const categories = await game.l5r5e.HelpersL5r5e.getCategoriesSkillsList();
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// Sanitize and uniques values
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const unqSkillList = new Set();
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