let type = this.item.getFlag("wfrp4e", "breath"); if (type == "cold") { let stunned = Math.max(1, Math.trunc(args.totalWoundLoss / 5)) await args.actor.addCondition("stunned", stunned); } if (type == "corrosion") { let damageItems = await Dialog.confirm({title : this.item.name, content : `

Endommager tout les objets portés?

`}) if (damageItems) { let msg = `` let weapons = args.actor.itemTypes.weapon.filter(i => i.isEquipped); let armour = args.actor.itemTypes.armour.filter(i => i.isEquipped); let trappings = args.actor.itemTypes.trapping.filter(i => i.isEquipped); for(let item of weapons) { if (item.system.properties.qualities.shield) { await item.system.damageItem(1, "shield"); } else { await item.system.damageItem(1); } msg += `

${item.name} endommagé de 1

` } for(let item of armour) { await item.system.damageItem(1); msg += `

${item.name} endommagé de 1

` } for(let item of trappings) { await item.system.damageItem(1); msg += `

${item.name} endommagé de 1

` } if (msg) { this.script.scriptMessage(msg, {speaker : {alias : args.actor.name}}); } } } if (type == "fire") { await args.actor.addCondition("ablaze"); } if (type == "electricity") { await args.actor.addCondition("stunned"); } if (type == "poison") { await args.actor.addCondition("poisoned"); }