let choice1 = [ { type : "skill", name : "Melee (Basic)", diff : { system : { advances : { value : 20 } } } } ] let choice2 = [ { type : "skill", name : "Melee (Polearm)", diff : { system : { advances : { value : 20 } } } } ] let choice3 = [ { type : "skill", name : "Melee (Two-Handed)", diff : { system : { advances : { value : 20 } } } } ] let choice = await Dialog.wait({ title : "Choice", content : `

Select your choice

  1. Melee (Basic)
  2. Melee (Polearm)
  3. Melee (Two-Handed)
`, buttons : { 1 : { label : "Basic", callback : () => { return choice1 } }, 2 : { label : "Polearm", callback : () => { return choice2 } }, 3 : { label : "Two-Handed", callback : () => { return choice3 } } } }) let updateObj = this.actor.toObject(); let items = [] for (let c of choice) { let existing if (c.type == "skill") { existing = updateObj.items.find(i => i.name == c.name && i.type == c.type) if (existing && c.diff?.system?.advances?.value) { existing.system.advances.value += c.diff.system.advances.value } } if (!existing) { let item = await game.wfrp4e.utility.find(c.name, c.type) if (item) { let equip = item.system.tags.has("equippable"); item = item.toObject() if (equip) { item.system.equipped.value = true; } items.push(foundry.utils.mergeObject(item, (c.diff || {}))) } else ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true}) } } await this.actor.update(updateObj) this.actor.createEmbeddedDocuments("Item", items);