2024-05-16 17:57:51 +02:00
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let characteristics = {
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"ws" : -10,
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"bs" : -10,
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"s" : 0,
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"t" : 15,
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"i" : 15,
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"ag" : -20,
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"dex" : 0,
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"int" : 20,
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"wp" : 10,
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"fel" : 10
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}
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2024-10-08 20:52:09 +02:00
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let skills = ["Charm", "Focalisation", "Entertain (Prophecy)", "Intuition"]
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2024-05-16 17:57:51 +02:00
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let skillAdvancements = [0, 0, 20, 10]
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2024-10-08 20:52:09 +02:00
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let talents = ["Detect Artefact", "Menaçant", "Sixième Sens"]
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let traits = ["Dooming", "Spellcaster (Lore of Life)", "Ward"]
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2024-05-16 17:57:51 +02:00
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let trappings = []
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let items = [];
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2024-10-08 20:52:09 +02:00
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let spells = ["Forest of Thorns"];
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2024-05-16 17:57:51 +02:00
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let updateObj = this.actor.toObject();
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for (let ch in characteristics)
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{
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updateObj.system.characteristics[ch].modifier += characteristics[ch];
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}
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for (let index = 0; index < skills.length; index++)
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{
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let skill = skills[index]
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let skillItem;
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skillItem = updateObj.items.find(i => i.name == skill && i.type == "skill")
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if (skillItem)
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skillItem.system.advances.value += skillAdvancements[index]
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else
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{
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skillItem = await game.wfrp4e.utility.findSkill(skill)
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skillItem = skillItem.toObject();
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skillItem.system.advances.value = skillAdvancements[index];
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items.push(skillItem);
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}
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}
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for (let talent of talents)
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{
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let talentItem = await game.wfrp4e.utility.findTalent(talent)
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if (talentItem)
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{
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items.push(talentItem.toObject());
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}
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else
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{
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2024-05-17 12:46:44 +02:00
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ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})
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2024-05-16 17:57:51 +02:00
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}
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}
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const traitRegex = /(?:,?(.+?)(\+?\d{1,2}\+?)?\s*?(?:\((.+?)\)\s*(\+?\d{1,2})?|,|$))/gm
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for (let trait of traits)
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{
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let traitMatches = trait.matchAll(traitRegex).next().value
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let traitName = traitMatches[1]
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let traitVal = traitMatches[2] || traitMatches[4] // could be match 2 or 4 depending on if there's a specialization
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let traitSpec = traitMatches[3]
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let traitItem;
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try {
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traitItem = await WFRP_Utility.findItem(traitName, "trait")
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}
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catch { }
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if (!traitItem) {
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2024-05-17 12:46:44 +02:00
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ui.notifications.warn(`Impossible de trouver ${trait}`, {permanent : true})
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2024-05-16 17:57:51 +02:00
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}
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traitItem = traitItem.toObject()
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if (Number.isNumeric(traitVal))
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{
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2024-10-08 20:52:09 +02:00
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traitItem.system.specification.value = traitName.includes('Weapon','Horns','Tail','Tentacles','Bite') ? traitVal - parseInt(characteristicValues[3]/10) : traitVal;
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2024-05-16 17:57:51 +02:00
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traitItem.name = (traitItem.name + ` ${traitSpec ? "("+ traitSpec + ")" : ""}`).trim()
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}
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else
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traitItem.system.specification.value = traitSpec
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items.push(traitItem)
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}
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for (let trapping of trappings)
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{
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let trappingItem = await game.wfrp4e.utility.findItem(trapping)
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if (trappingItem)
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{
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trappingItem = trappingItem.toObject()
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2024-10-08 20:52:09 +02:00
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trappingItem.system.equipped.value = true;
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2024-05-16 17:57:51 +02:00
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items.push(trappingItem);
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}
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else
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{
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2024-10-08 20:52:09 +02:00
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ui.notifications.warn(`Impossible de trouver ${trapping}`, {permanent : true})
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2024-05-16 17:57:51 +02:00
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}
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}
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for (let spell of spells)
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{
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let spellItem = await game.wfrp4e.utility.findItem(spell)
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if (spellItem)
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{
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spellItem = spellItem.toObject()
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items.push(spellItem);
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}
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else
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{
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2024-10-08 20:52:09 +02:00
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ui.notifications.warn(`Impossible de trouver ${spell}`, {permanent : true})
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2024-05-16 17:57:51 +02:00
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}
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}
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updateObj.name = updateObj.name += " " + this.effect.name
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await this.actor.update(updateObj)
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2024-10-08 20:52:09 +02:00
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this.actor.createEmbeddedDocuments("Item", items);
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