Working on Compatibility for FVTT v10
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@@ -54,10 +54,10 @@ export class CombatL5r5e extends Combat {
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}
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// Shortcut to data
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const data = combatant.actor.data.data;
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const data = combatant.actor.system;
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// Prepared is a boolean or if null we get the info in the actor sheet
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const isPc = combatant.actor.data.type === "character";
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const isPc = combatant.actor.type === "character";
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const isPrepared = combatant.actor.isPrepared;
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// A character’s initiative value is based on their state of preparedness when the conflict began.
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@@ -145,17 +145,15 @@ export class CombatL5r5e extends Combat {
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// if tie : sort by honor, less honorable first
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if (a.initiative === b.initiative) {
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// skip if no actor or if armies
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if (!a.actor || !b.actor || a.actor.data.type === "army" || b.actor.data.type === "army") {
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if (!a.actor || !b.actor || a.actor.type === "army" || b.actor.type === "army") {
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return 0;
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}
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// if tie again : Character > Adversary > Minion
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if (a.actor.data.data.social.honor === b.actor.data.data.social.honor) {
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return (
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CombatL5r5e._getWeightByActorType(a.actor.data) - CombatL5r5e._getWeightByActorType(b.actor.data)
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);
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if (a.actor.system.social.honor === b.actor.system.social.honor) {
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return CombatL5r5e._getWeightByActorType(a.actor) - CombatL5r5e._getWeightByActorType(b.actor);
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}
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return a.actor.data.data.social.honor - b.actor.data.data.social.honor;
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return a.actor.system.social.honor - b.actor.system.social.honor;
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}
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return b.initiative - a.initiative;
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}
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@@ -165,6 +163,6 @@ export class CombatL5r5e extends Combat {
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* @private
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*/
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static _getWeightByActorType(data) {
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return data.type === "npc" ? (data.data.type === "minion" ? 3 : 2) : 1;
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return data.type === "npc" ? (data.type === "minion" ? 3 : 2) : 1;
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}
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}
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