Working on Compatibility for FVTT v10
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@@ -291,7 +291,7 @@ export class CharacterGenerator {
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narrative: true,
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}
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) {
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const actorDatas = actor.data.data;
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const actorDatas = actor.system;
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const isNpc = actor.type === "npc";
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// Need to set some required values
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@@ -304,7 +304,7 @@ export class CharacterGenerator {
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actorDatas.identity.female = this.isFemale;
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// Name
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let newName = actor.data.name;
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let newName = actor.name;
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if (generate.name) {
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newName =
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this.data.family +
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@@ -325,9 +325,9 @@ export class CharacterGenerator {
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`${folder}/npc.svg`,
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`${folder}/traditional-japanese-man.svg`,
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`${folder}/traditional-japanese-woman.svg`,
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].includes(actor.data.img)
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].includes(actor.img)
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? `${folder}/traditional-japanese-${this.isFemale ? "woman" : "man"}.svg`
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: actor.data.img;
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: actor.img;
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// Generate attributes & Social Standing
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if (generate.attributes) {
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@@ -453,7 +453,7 @@ export class CharacterGenerator {
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*/
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async _generatePeculiarities(actor, newItemsData) {
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// Clear actor peculiarities
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const deleteIds = actor.data.items.filter((e) => e.type === "peculiarity").map((e) => e.id);
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const deleteIds = actor.items.filter((e) => e.type === "peculiarity").map((e) => e.id);
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if (deleteIds.length > 0) {
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await actor.deleteEmbeddedDocuments("Item", deleteIds);
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}
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@@ -476,7 +476,7 @@ export class CharacterGenerator {
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*/
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async _generateItems(actor, newItemsData) {
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// Clear actor items
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const deleteIds = actor.data.items.filter((e) => ["armor", "weapon", "item"].includes(e.type)).map((e) => e.id);
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const deleteIds = actor.items.filter((e) => ["armor", "weapon", "item"].includes(e.type)).map((e) => e.id);
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if (deleteIds.length > 0) {
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await actor.deleteEmbeddedDocuments("Item", deleteIds);
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}
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@@ -521,7 +521,7 @@ export class CharacterGenerator {
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*/
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async _generateTechniques(actor, newItemsData) {
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// Clear actor items
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const deleteIds = actor.data.items.filter((e) => e.type === "technique").map((e) => e.id);
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const deleteIds = actor.items.filter((e) => e.type === "technique").map((e) => e.id);
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if (deleteIds.length > 0) {
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await actor.deleteEmbeddedDocuments("Item", deleteIds);
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}
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@@ -598,7 +598,7 @@ export class CharacterGenerator {
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const cfg = techCfg[pack];
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// Minimum skill required (npc only for now)
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if (!!cfg.skill && actor.data.data.skills[cfg.skill.grp_name] < cfg.skill.value_min) {
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if (!!cfg.skill && actor.system.skills[cfg.skill.grp_name] < cfg.skill.value_min) {
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continue;
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}
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@@ -613,9 +613,10 @@ export class CharacterGenerator {
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let item;
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do {
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item = await CharacterGenerator._getItemFromPack(`l5r5e.core-techniques-${pack}`);
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} while (item && item.data.data.rank > avgrv);
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} while (item && item.system.rank > avgrv);
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if (item) {
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console.log(item); //todo tmp check this!
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newItemsData.push(foundry.utils.duplicate(item.data));
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}
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} // fr qty
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