foundryvtt-wh4-lang-fr-fr/scripts/4MQ7u4INxp51oyyR.js

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let characteristics = {
"ws" : 25,
"bs" : 10,
"s" : 15,
"t" : 15,
"i" : 25,
"ag" : 20,
"dex" : 0,
"int" : 10,
"wp" : 25,
"fel" : 10
}
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let skills = ["Calme", "Esquive", "Intimidate", "Intuition", "Commandement" , "Lore (Warfare)", "Perception"]
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let skillAdvancements = [15, 15, 15, 15, 15, 10, 10]
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let talents = ["Combat Aware", "Combat Reflexes", "Feint", "Inspiring", "Resolute", "War Leader"]
let trappings = ["Arme simple", "Shield"]
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let items = [];
let updateObj = this.actor.toObject();
for (let ch in characteristics)
{
updateObj.system.characteristics[ch].modifier += characteristics[ch];
}
for (let index = 0; index < skills.length; index++)
{
let skill = skills[index]
let skillItem;
skillItem = updateObj.items.find(i => i.name == skill && i.type == "skill")
if (skillItem)
skillItem.system.advances.value += skillAdvancements[index]
else
{
skillItem = await game.wfrp4e.utility.findSkill(skill)
skillItem = skillItem.toObject();
skillItem.system.advances.value = skillAdvancements[index];
items.push(skillItem);
}
}
for (let talent of talents)
{
let talentItem = await game.wfrp4e.utility.findTalent(talent)
if (talentItem)
{
items.push(talentItem.toObject());
}
else
{
ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})
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}
}
for (let trapping of trappings)
{
let trappingItem = await game.wfrp4e.utility.findItem(trapping)
if (trappingItem)
{
trappingItem = trappingItem.toObject()
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trappingItem.system.equipped.value = true;
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items.push(trappingItem);
}
else
{
ui.notifications.warn(`Impossible de trouver ${trapping}`, {permanent : true})
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}
}
updateObj.name = updateObj.name += " " + this.effect.name
await this.actor.update(updateObj)
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this.actor.createEmbeddedDocuments("Item", items);