foundryvtt-wh4-lang-fr-fr/scripts/N8hA6ysHCTlLd8Kj.js

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2024-05-16 17:57:51 +02:00
let characteristics = {
"ws" : 0,
"bs" : 0,
"s" : 0,
"t" : 5,
"i" : 15,
"ag" : 0,
"dex" : 10,
"int" : 15,
"wp" : 15,
"fel" : 0
}
let skills = ["Channelling", "Cool", "Dodge", "Entertain (Storytelling)", "Intuition", "Language (Magick)", "Lore (Magic)", "Perception"]
let skillAdvancements = [5, 15, 10, 10, 15, 10, 10, 20]
let talents = ["Arcane Magic", "Petty Magic", "Second Sight"]
let trappings = ["Hand Weapon", "Quarterstaff", "Ritual Dress incorporating many ingredients and fetishes"]
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(`Could not find ${talent}`, {permanent : true})
}
}
for (let trapping of trappings)
{
let trappingItem = await game.wfrp4e.utility.findItem(trapping)
if (trappingItem)
{
trappingItem = trappingItem.toObject()
equip(trappingItem)
items.push(trappingItem);
}
else
{
items.push({name : trapping, type : "trapping", "system.trappingType.value" : "clothingAccessories"})
//ui.notifications.warn(`Could not find ${trapping}`, {permanent : true})
}
}
updateObj.name = updateObj.name += " " + this.effect.name
await this.actor.update(updateObj)
this.actor.createEmbeddedDocuments("Item", items);
function equip(item)
{
if (item.type == "armour")
item.system.worn.value = true
else if (item.type == "weapon")
item.system.equipped = true
else if (item.type == "trapping" && item.system.trappingType.value == "clothingAccessories")
item.system.worn = true
}