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New ability display, sereval Character compile and creation fixes
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@@ -37,12 +37,12 @@ export default defineEventHandler(async (e) => {
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thumbnail: body.data.thumbnail,
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}).returning({ id: characterTable.id }).get().id;
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if(Object.keys(body.data.leveling).length > 0) tx.insert(characterLevelingTable).values(Object.entries(body.data.leveling).map(e => ({ character: id, level: parseInt(e[0], 10), choice: e[1]! }))).run();
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if(Object.keys(body.data.leveling).length > 0) tx.insert(characterLevelingTable).values(Object.entries(body.data.leveling).filter(e => e[1] !== undefined).map(e => ({ character: id, level: parseInt(e[0], 10), choice: e[1]! }))).run();
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const training = Object.entries(body.data.training).flatMap(e => Object.entries(e[1]).map(_e => ({ character: id, stat: e[0] as MainStat, level: parseInt(_e[0], 10), choice: _e[1]! })));
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const training = Object.entries(body.data.training).flatMap(e => Object.entries(e[1]).filter(e => e[1] !== undefined).map(_e => ({ character: id, stat: e[0] as MainStat, level: parseInt(_e[0], 10), choice: _e[1]! })));
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if(training.length > 0) tx.insert(characterTrainingTable).values(training).run();
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const abilities = Object.entries(body.data.abilities).map(e => ({ character: id, ability: e[0] as Ability, value: e[1] }));
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const abilities = Object.entries(body.data.abilities).filter(e => e[1] !== undefined).map(e => ({ character: id, ability: e[0] as Ability, value: e[1] }));
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if(abilities.length > 0) tx.insert(characterAbilitiesTable).values(abilities).run();
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return id;
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