43 lines
1.3 KiB
JavaScript
43 lines
1.3 KiB
JavaScript
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let caster = this.effect.sourceActor
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let targetedItem = this.actor.items.get(this.effect.flags.wfrp4e.itemTargets[0])
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let qualities = foundry.utils.deepClone(game.wfrp4e.config.itemQualities);
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let flaws = foundry.utils.deepClone(game.wfrp4e.config.itemFlaws);
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if (targetedItem.type == "weapon")
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{
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mergeObject(qualities, game.wfrp4e.config.weaponQualities)
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mergeObject(flaws, game.wfrp4e.config.weaponFlaws)
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}
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else if (targetedItem.type == "armour")
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{
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mergeObject(qualities, game.wfrp4e.config.armorQualities)
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mergeObject(flaws, game.wfrp4e.config.armorFlaws)
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}
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for(let q in qualities)
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{
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// If the weapon already has a flaw, don't put it in the dialog
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if (targetedItem.system.properties.qualities[q])
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{
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delete qualities[q]
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}
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}
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for(let f in flaws)
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{
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// If a weapon doesn't have a flaw, don't put it in the dialog
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if (!targetedItem.system.properties.flaws[f])
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{
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delete flaws[f]
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}
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}
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let added = await ItemDialog.create(ItemDialog.objectToArray(qualities), "unlimited", "Choose Qualities to add");
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let removed = []
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if (!foundry.utils.isEmpty(flaws))
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{
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removed = await ItemDialog.create(ItemDialog.objectToArray(flaws), "unlimited", "Choose Flaws to remove");
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}
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this.effect.updateSource({"flags.wfrp4e.propertiesChanged" : {added : added.map(i => i.id), removed : removed.map(i => i.id)}})
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