diff --git a/src/movement_tracking.js b/src/movement_tracking.js index 832c79b..34e98ce 100644 --- a/src/movement_tracking.js +++ b/src/movement_tracking.js @@ -4,13 +4,13 @@ import {getTokenShape, isClose, zip} from "./util.js"; function initTrackingFlag(combatant) { const initialFlag = {passedWaypoints: [], trackedRound: 0}; - let dragRulerFlag = combatant.data.flags.dragRuler; + let dragRulerFlag = combatant.flags.dragRuler; if (dragRulerFlag) { if (isNaN(dragRulerFlag.trackedRound)) { mergeObject(dragRulerFlag, initialFlag); } } else { - combatant.data.flags.dragRuler = initialFlag; + combatant.flags.dragRuler = initialFlag; } } @@ -40,14 +40,14 @@ function calculateUpdate(combat, token, rays) { if (!combatant) return; // Check if we have entered a new round. If so, remove the currently stored path - if (combat.data.round > combatant.data.flags.dragRuler.trackedRound) { - combatant.data.flags.dragRuler.passedWaypoints = []; - combatant.data.flags.dragRuler.trackedRound = combat.data.round; + if (combat.round > combatant.flags.dragRuler.trackedRound) { + combatant.flags.dragRuler.passedWaypoints = []; + combatant.flags.dragRuler.trackedRound = combat.round; } // Add the passed waypoints to the combatant const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active; - const dragRulerFlags = combatant.data.flags.dragRuler; + const dragRulerFlags = combatant.flags.dragRuler; const waypoints = dragRulerFlags.passedWaypoints; for (const ray of rays) { // Ignore rays that have the same start and end coordinates @@ -88,13 +88,13 @@ export async function removeLastHistoryEntryIfAt(token, x, y) { const combat = game.combat; const combatant = combat.getCombatantByToken(token.id); await updateCombatantDragRulerFlags(combat, [ - {_id: combatant.id, dragRulerFlags: combatant.data.flags.dragRuler}, + {_id: combatant.id, dragRulerFlags: combatant.flags.dragRuler}, ]); } export async function resetMovementHistory(combat, combatantId) { const combatant = combat.combatants.get(combatantId); - const dragRulerFlags = combatant.data.flags.dragRuler; + const dragRulerFlags = combatant.flags.dragRuler; if (!dragRulerFlags) return; dragRulerFlags.passedWaypoints = null; dragRulerFlags.trackedRound = null; diff --git a/src/ruler.js b/src/ruler.js index 302569f..1ae7f93 100644 --- a/src/ruler.js +++ b/src/ruler.js @@ -460,7 +460,7 @@ export function extendRuler() { // If this is a pc and alwaysShowSpeedForPCs is enabled we show the color anyway if ( !( - this.draggedEntity.actor.data.type === "character" && + this.draggedEntity.actor.type === "character" && game.settings.get(settingsKey, "alwaysShowSpeedForPCs") ) ) diff --git a/src/settings.js b/src/settings.js index 3eb4151..160b06e 100644 --- a/src/settings.js +++ b/src/settings.js @@ -176,9 +176,9 @@ class SpeedProviderSettings extends FormApplication { } else { let name; if (type === "module") { - name = game.modules.get(id).data.title; + name = game.modules.get(id).title; } else { - name = game.system.data.title; + name = game.system.title; } provider.selectTitle = game.i18n.format( `drag-ruler.settings.speedProviderSettings.speedProvider.choices.${type}`,