let characteristics = { "ws" : -15, "bs" : -30, "s" : 0, "t" : 0, "i" : -10, "ag" : -10, "dex" : 0, "int" : -20, "wp" : 15, "fel" : -20 } let skills = ["Melee (Brawling)"] let skillAdvancements = [10] let talents = ["Fearless (Everything)", "Frenzy", "Implacable"] let trappings = ["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}) } } updateObj.name = updateObj.name += " " + this.effect.name await this.actor.update(updateObj) console.log(">>>>>>><", items) this.actor.createEmbeddedDocuments("Item", items);