async generateLoot() {
        this.loot.actorName = this.actorName();
        const currencyString = this.table.getFlag(BRTCONFIG.NAMESPACE, BRTCONFIG.LOOT_CURRENCY_KEY);
        const currenciesToAdd = this.generateCurrency(currencyString);
        this.loot.addCurrency(currenciesToAdd);

        await this.rollManyOnTable(BRTHelper.rollsAmount(this.table), this.table);
        return this.loot;
    }
/**
     * Generate loot based on the table definition
     * @returns {LootData} containing all the rolled item selected
     */
Generate loot based on the table definition
@returns {LootData} containing all the rolled item selected
Generate loot based on the table definition @returns { LootData } containing all the rolled item selected
async generateLoot() {
        this.loot.actorName = this.actorName();
        const currencyString = this.table.getFlag(BRTCONFIG.NAMESPACE, BRTCONFIG.LOOT_CURRENCY_KEY);
        const currenciesToAdd = this.generateCurrency(currencyString);
        this.loot.addCurrency(currenciesToAdd);
        await this.rollManyOnTable(BRTHelper.rollsAmount(this.table), this.table);
        return this.loot;
    }
async generateLoot ( ) { this . loot . actorName = this . actorName ( ) ; const currencyString = this . table . getFlag ( BRTCONFIG . NAMESPACE , BRTCONFIG . LOOT_CURRENCY_KEY ) ; const currenciesToAdd = this . generateCurrency ( currencyString ) ; this . loot . addCurrency ( currenciesToAdd ) ; await this . rollManyOnTable ( BRTHelper . rollsAmount ( this . table ) , this . table ) ; return this . loot ; }
Generate loot based on the table definition
 @returns {LootData} containing all the rolled item selected
Generate loot based on the table definition @returns { LootData } containing all the rolled item selected