Fix v12 warnings
This commit is contained in:
parent
2c5ff15830
commit
8a5c62fafd
@ -73,7 +73,7 @@ for (let c of choice)
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{
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{
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item = item.toObject()
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item = item.toObject()
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equip(item);
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equip(item);
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items.push(mergeObject(item, (c.diff || {})))
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items.push(foundry.utils.mergeObject(item, (c.diff || {})))
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}
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}
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else
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else
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ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})
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ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})
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@ -13,7 +13,7 @@ let choices = await ItemDialog.create(ItemDialog.objectToArray(symptoms), roll.t
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if (choices.length)
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if (choices.length)
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{
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{
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let symptomEffects = duplicate(game.wfrp4e.config.symptomEffects)
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let symptomEffects = foundry.utils.duplicate(game.wfrp4e.config.symptomEffects)
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let added = []
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let added = []
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for(let choice of choices)
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for(let choice of choices)
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{
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{
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@ -1,7 +1,7 @@
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let chatData = { whisper: ChatMessage.getWhisperRecipients("GM") }
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let chatData = { whisper: ChatMessage.getWhisperRecipients("GM") }
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let message = ""
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let message = ""
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let wounds = duplicate(this.actor.status.wounds)
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let wounds = foundry.utils.duplicate(this.actor.status.wounds)
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let regenRoll = await new Roll("1d10").roll();
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let regenRoll = await new Roll("1d10").roll();
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let regen = regenRoll.total;
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let regen = regenRoll.total;
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@ -2,7 +2,7 @@ fromUuid(this.effect.origin).then(caster => {
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if (caster) {
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if (caster) {
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if (actor.items.find(it => it.name == game.i18n.localize("Bestial"))) {
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if (actor.items.find(it => it.name == game.i18n.localize("Bestial"))) {
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let healed = caster.characteristics.wp.bonus
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let healed = caster.characteristics.wp.bonus
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let wounds = duplicate(args.actor.status.wounds)
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let wounds = foundry.utils.duplicate(args.actor.status.wounds)
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wounds.value += healed
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wounds.value += healed
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if (wounds.value > wounds.max)
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if (wounds.value > wounds.max)
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@ -30,7 +30,7 @@ else if (roll = 10)
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message = `Résultat de ${roll}, gagnez ${item.name}, ${modifier} en Force`
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message = `Résultat de ${roll}, gagnez ${item.name}, ${modifier} en Force`
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dice.toMessage(this.script.getChatData())
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dice.toMessage(this.script.getChatData())
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let changes = duplicate(this.effect.changes)
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let changes = foundry.utils.duplicate(this.effect.changes)
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changes[0].value = modifier
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changes[0].value = modifier
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this.effect.updateSource({changes})
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this.effect.updateSource({changes})
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@ -109,7 +109,7 @@ for (let c of choice) {
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if (item) {
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if (item) {
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item = item.toObject()
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item = item.toObject()
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equip(item);
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equip(item);
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items.push(mergeObject(item, (c.diff || {})))
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items.push(foundry.utils.mergeObject(item, (c.diff || {})))
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}
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}
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else
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else
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ui.notifications.warn(`Impossible de trouver ${c.name}`, { permanent: true })
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ui.notifications.warn(`Impossible de trouver ${c.name}`, { permanent: true })
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@ -112,7 +112,7 @@ for (let c of choice)
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{
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{
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item = item.toObject()
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item = item.toObject()
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equip(item);
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equip(item);
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items.push(mergeObject(item, (c.diff || {})))
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items.push(foundry.utils.mergeObject(item, (c.diff || {})))
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}
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}
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else
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else
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ui.notifications.warn(`Impossible de trouver ${c.name}`, {permanent : true})
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ui.notifications.warn(`Impossible de trouver ${c.name}`, {permanent : true})
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@ -1,7 +1,7 @@
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let chatData = { whisper: ChatMessage.getWhisperRecipients("GM") }
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let chatData = { whisper: ChatMessage.getWhisperRecipients("GM") }
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let message = ""
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let message = ""
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let wounds = duplicate(this.actor.status.wounds)
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let wounds = foundry.utils.duplicate(this.actor.status.wounds)
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let regenRoll = await new Roll("1d10").roll();
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let regenRoll = await new Roll("1d10").roll();
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let regen = regenRoll.total;
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let regen = regenRoll.total;
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@ -4,39 +4,32 @@ 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 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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let flaws = foundry.utils.deepClone(game.wfrp4e.config.itemFlaws);
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if (targetedItem.type == "weapon")
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if (targetedItem.type == "weapon") {
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{
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foundry.utils.mergeObject(qualities, game.wfrp4e.config.weaponQualities)
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mergeObject(qualities, game.wfrp4e.config.weaponQualities)
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foundry.utils.mergeObject(flaws, game.wfrp4e.config.weaponFlaws)
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mergeObject(flaws, game.wfrp4e.config.weaponFlaws)
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}
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}
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else if (targetedItem.type == "armour")
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else if (targetedItem.type == "armour") {
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{
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foundry.utils.mergeObject(qualities, game.wfrp4e.config.armorQualities)
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mergeObject(qualities, game.wfrp4e.config.armorQualities)
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foundry.utils.mergeObject(flaws, game.wfrp4e.config.armorFlaws)
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mergeObject(flaws, game.wfrp4e.config.armorFlaws)
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}
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}
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for(let q in qualities)
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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 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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if (targetedItem.system.properties.qualities[q]) {
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{
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delete qualities[q]
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delete qualities[q]
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}
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}
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}
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}
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for(let f in flaws)
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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 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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if (!targetedItem.system.properties.flaws[f]) {
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{
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delete flaws[f]
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delete flaws[f]
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}
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}
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}
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}
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let added = await ItemDialog.create(ItemDialog.objectToArray(qualities), "unlimited", "Choisissez la Qualité à ajouter");
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let added = await ItemDialog.create(ItemDialog.objectToArray(qualities), "unlimited", "Choisissez la Qualité à ajouter");
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let removed = []
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let removed = []
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if (!foundry.utils.isEmpty(flaws))
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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", "Choisissez le Défaut à enlever");
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removed = await ItemDialog.create(ItemDialog.objectToArray(flaws), "unlimited", "Choisissez le Défaut à enlever");
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}
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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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this.effect.updateSource({ "flags.wfrp4e.propertiesChanged": { added: added.map(i => i.id), removed: removed.map(i => i.id) } })
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@ -1,11 +1,13 @@
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let injury = this.effect.itemTargets[0]
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let injury = this.effect.itemTargets[0]
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if (injury && this.effect.sourceTest.result.outcome == "success") {
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if (injury && this.effect.sourceTest.result.outcome == "success") {
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let days = new Roll(injury.system.duration.value).roll( {async: false} ).total
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let roll1 = new Roll(injury.system.duration.value)
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await roll1.roll()
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let days = roll1.total
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let num = 1 + Number(this.effect.sourceTest.result.SL);
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let num = 1 + Number(this.effect.sourceTest.result.SL);
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let roll = await new Roll(num+'d10').roll({async: false})
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let roll = await new Roll(num + 'd10').roll()
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await roll.toMessage(this.script.getChatData())
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await roll.toMessage(this.script.getChatData())
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let newDays = Math.max(days - roll.total, 1)
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let newDays = Math.max(days - roll.total, 1)
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this.actor.updateEmbeddedDocuments("Item", [{_id: injury.id, 'system.duration.value': newDays} ])
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this.actor.updateEmbeddedDocuments("Item", [{ _id: injury.id, 'system.duration.value': newDays }])
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let message = "Blessures réduites à "+newDays+" (-" + roll.total + ") au lieu de "+days
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let message = "Blessures réduites à " + newDays + " (-" + roll.total + ") au lieu de " + days
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this.script.scriptMessage(message)
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this.script.scriptMessage(message)
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}
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}
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@ -69,7 +69,7 @@ for (let c of choice)
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{
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{
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item = item.toObject()
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item = item.toObject()
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equip(item);
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equip(item);
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items.push(mergeObject(item, (c.diff || {})))
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items.push(foundry.utils.mergeObject(item, (c.diff || {})))
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}
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}
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else
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else
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ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})
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ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})
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@ -94,7 +94,7 @@ for (let c of choice)
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{
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{
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item = item.toObject()
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item = item.toObject()
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equip(item);
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equip(item);
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items.push(mergeObject(item, (c.diff || {})))
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items.push(foundry.utils.mergeObject(item, (c.diff || {})))
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}
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}
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else
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else
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ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})
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ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})
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@ -25,7 +25,7 @@ if (test.failed)
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`
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`
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this.script.scriptMessage(msg);
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this.script.scriptMessage(msg);
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let characteristics = duplicate(this.actor.system.characteristics)
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let characteristics = foundry.utils.duplicate(this.actor.system.characteristics)
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characteristics.ws.initial -= ws
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characteristics.ws.initial -= ws
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characteristics.bs.initial -= bs
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characteristics.bs.initial -= bs
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@ -1,30 +1,30 @@
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let choice1 = [
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let choice1 = [
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{
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{
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type : "skill",
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type: "skill",
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name : "Projectiles (Arc)",
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name: "Projectiles (Arc)",
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diff : {
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diff: {
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system : {
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system: {
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advances : {
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advances: {
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value : 10
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value: 10
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}
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}
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}
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}
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}
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}
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},
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},
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{
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{
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type : "weapon",
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type: "weapon",
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name : "Arc long",
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name: "Arc long",
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},
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},
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{
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{
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type : "ammunition",
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type: "ammunition",
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name : "Flèche",
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name: "Flèche",
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}
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}
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]
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]
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let choice2 = [
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let choice2 = [
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]
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]
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let choice = await Dialog.wait({
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let choice = await Dialog.wait({
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title : "Option",
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title: "Option",
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content :
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content:
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`<p>
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`<p>
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Ajouter l'ption?
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Ajouter l'ption?
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</p>
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</p>
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@ -32,16 +32,16 @@ let choice = await Dialog.wait({
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<li>Ranged (Bow) +10 and a Longbow with 12 Arrows</li>
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<li>Ranged (Bow) +10 and a Longbow with 12 Arrows</li>
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</ol>
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</ol>
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`,
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`,
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buttons : {
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buttons: {
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1 : {
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1: {
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label : "Oui",
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label: "Oui",
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callback : () => {
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callback: () => {
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return choice1;
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return choice1;
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}
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}
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},
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},
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2 : {
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2: {
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label : "Non",
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label: "Non",
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callback : () => {
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callback: () => {
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return choice2;
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return choice2;
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}
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}
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}
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}
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@ -50,37 +50,31 @@ let choice = await Dialog.wait({
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let updateObj = this.actor.toObject();
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let updateObj = this.actor.toObject();
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let items = []
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let items = []
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for (let c of choice)
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for (let c of choice) {
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{
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let existing
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let existing
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if (c.type == "skill")
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if (c.type == "skill") {
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{
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existing = updateObj.items.find(i => i.name == c.name && i.type == c.type)
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existing = updateObj.items.find(i => i.name == c.name && i.type == c.type)
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if (existing && c.diff?.system?.advances?.value)
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if (existing && c.diff?.system?.advances?.value) {
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{
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existing.system.advances.value += c.diff.system.advances.value
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existing.system.advances.value += c.diff.system.advances.value
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}
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}
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}
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}
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if (!existing)
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if (!existing) {
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{
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let item = await game.wfrp4e.utility.find(c.name, c.type)
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let item = await game.wfrp4e.utility.find(c.name, c.type)
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if (item)
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if (item) {
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{
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item = item.toObject()
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item = item.toObject()
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equip(item);
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equip(item);
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items.push(mergeObject(item, (c.diff || {})))
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items.push(foundry.utils.mergeObject(item, (c.diff || {})))
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}
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}
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else
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else
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ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})
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ui.notifications.warn(`Impossible de trouver ${talent}`, { permanent: true })
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}
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}
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}
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}
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await this.actor.update(updateObj)
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await this.actor.update(updateObj)
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this.actor.createEmbeddedDocuments("Item", items);
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this.actor.createEmbeddedDocuments("Item", items);
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function equip(item)
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function equip(item) {
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{
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if (item.type == "armour")
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if (item.type == "armour")
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item.system.worn.value = true
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item.system.worn.value = true
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else if (item.type == "weapon")
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else if (item.type == "weapon")
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Block a user