let characteristics = { "ws" : 25, "bs" : 10, "s" : 15, "t" : 15, "i" : 25, "ag" : 20, "dex" : 0, "int" : 10, "wp" : 25, "fel" : 10 } let skills = ["Calme", "Esquive", "Intimidate", "Intuition", "Langue (Battle)", "Commandement" , "Lore (Warfare)", "Perception"] let skillAdvancements = [15, 15, 15, 15, 10, 15, 10, 10] let talents = ["Combat Aware", "Combat Master", "Combat Reflexes", "Inspiring", "Resolute", "War Leader"] let trappings = ["Arme simple", "Shield", "Plate Breastplate", "Plate Bracers", "Plate Helm", "Plate Leggings"] let specialItems = [] let items = []; let updateObj = this.actor.toObject(); for (let ch in characteristics) { updateObj.system.characteristics[ch].modifier += characteristics[ch]; } for (let item of specialItems) { let newItem if (item.type == "weapon") { newItem = new ItemWfrp4e({ name: item.name, type: item.type, system: { equipped: true, damage: {value: item.damage}} }) } else if (item.type == "trapping") { newItem = new ItemWfrp4e({ img: "systems/wfrp4e/icons/blank.png", name: item.name, type: item.type, system: { worn: true, trappingType: { value: item.trappingType} } } ) } else { newItem = new ItemWfrp4e({ img: "systems/wfrp4e/icons/blank.png", name: item.name, type: item.type }) } items.push(newItem.toObject()) } 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}) } } for (let trapping of trappings) { let trappingItem = await game.wfrp4e.utility.findItem(trapping) if (trappingItem) { trappingItem = trappingItem.toObject() trappingItem.system.equipped.value = true; items.push(trappingItem); } else { ui.notifications.warn(`Impossible de trouver ${trapping}`, {permanent : true}) } } let filters = [ { property : "type", value : "weapon" }, { property : "system.weaponGroup.value", value : ["twohanded", "polearm"] } ] items = items.concat(await ItemDialog.createFromFilters(filters, 1, "Choisissez an appropriate Polearm or Two-Handed Weapon")) let ride = await Dialog.confirm({title : "Skill", content : "Add Chaos Steed and +20 Ride (Horse)?"}) if (ride) { let skill = await game.wfrp4e.utility.findSkill("Ride (Horse)") skill = skill.toObject(); skill.system.advances.value = 20; items = items.concat({name : "Chaos Steed", type: "trapping", "system.trappingType.value" : "misc"}, skill) } updateObj.name = updateObj.name += " " + this.effect.name await this.actor.update(updateObj) this.actor.createEmbeddedDocuments("Item", items);