Scripts englisch statt französisch

This commit is contained in:
alzer
2025-05-15 23:03:43 +02:00
parent 0bcbc29f0f
commit d80779f206
503 changed files with 10469 additions and 1616 deletions
+112
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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);
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if (args.actor.has("Démoniaque")) {
args.totalWoundLoss += 3;
args.modifiers.other.push({label: this.effect.name, value: 3});
}
let test = await args.actor.setupSkill("Endurance", {
appendTitle: ` ${this.effect.name}`,
skipTargets: true,
characteristic: 't',
context: {
failure: "Received 1 Blinded Condition"
}
});
await test.roll();
if (test.failed) {
args.actor.addCondition("blinded");
}
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let lore = await ValueDialog.create({text : "Choisissez Lore", title : "Lore"}, "", {"fire" : "Feu", "death" : "Mort", "metal" : "Métal", "shadow" : "Ombres"});
let filters = [
{
property : "type",
value : "spell"
},
{
property : "system.lore.value",
value : "petty"
}
]
let petty = await ItemDialog.createFromFilters(filters, 3, "Choisissez 3 Sorts de Magie Mineure")
filters = [
{
property : "type",
value : "spell"
},
{
property : "system.lore.value",
value : [""]
}
]
let arcane = await ItemDialog.createFromFilters(filters, 6, "Choisissez 6 Sorts de Magie d'Arcane")
let items = petty.map(i => i.toObject()).concat(arcane.map(i => {
let spell = i.toObject();
spell.img = `modules/wfrp4e-core/icons/spells/${lore}.png`
spell.system.lore.value = lore;
return spell;
}));
this.actor.createEmbeddedDocuments("Item", items);
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let characteristics = {
"ws" : 10,
"bs" : 20,
"s" : 0,
"t" : 10,
"i" : 15,
"ag" : 0,
"dex" : 0,
"int" : 40,
"wp" : 45,
"fel" : 10
}
let skills = ["Focalisation", "Calme", "Intimidate", "Langue (Magick)", "Langue (Nehekharan)", "Savoir (Magie)" , "Perception"]
let skillAdvancements = [10, 20, 15, 15, 10, 10, 10]
let talents = ["Magie des Arcanes", "Hardy", "Menaçant", "Magie Mineure", "Read/Write", "Seconde Vue"]
let trappings = ["Arme simple"]
let specialItems = [
{name: "Mouldering Robes", type: "trapping", trappingType: "clothingAccessories" },
{name: "Pouches containing ritual components", type: "trapping", trappingType: "clothingAccessories" },
{name: "Staff", type: "weapon", damage: "SB+2"},
{name: "Dark Magic (Necromancy)", type: "talent"},
]
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 : "spell"
},
{
property : "system.lore.value",
value : "petty"
}
]
let petty = (await ItemDialog.createFromFilters(filters, 3, "Choisissez 3 Sorts de Magie Mineure")).map(i => i.toObject());
filters = [
{
property : "type",
value : "spell"
},
{
property : "system.lore.value",
value : ""
}
]
let arcane = (await ItemDialog.createFromFilters(filters, 2, "Choisissez 2 Sorts de Magie d'Arcane")).map(i => i.toObject());
filters = [
{
property : "type",
value : "spell"
},
{
property : "name",
value: /^((?!\().)*$/gm, // Remove all spells with parentheses (all arcane spells spells)
regex: true
},
{
property : "system.lore.value",
value : "necromancy"
}
]
let necromancy = (await ItemDialog.createFromFilters(filters, 1, "Choisissez 1 Necromancy Spell")).map(i => i.toObject());
arcane.forEach(i => {
i.img = "modules/wfrp4e-core/icons/spells/necromancy.png";
i.system.lore.value = "necromancy";
})
let spells = [...petty, ...necromancy, ...arcane];
updateObj.name = updateObj.name += " " + this.effect.name
await this.actor.update(updateObj)
this.actor.createEmbeddedDocuments("Item", items.concat(spells));
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let lore = await ValueDialog.create({text : "Choisissez un Domaine", title: "Savoir"}, "", {"fire" : "Feu", "death" : "Mort", "metal" : "Métal", "shadow" : "Ombres"});
let filters = [
{
property : "type",
value : "spell"
},
{
property : "system.lore.value",
value : "petty"
}
]
let petty = await ItemDialog.createFromFilters(filters, 6, "Choisissez 3 Sorts de Magie Mineure")
filters = [
{
property : "type",
value : "spell"
},
{
property : "system.lore.value",
value : [""]
}
]
let arcane = await ItemDialog.createFromFilters(filters, 12, "Choisissez 12 Sorts de Magie d'Arcane")
let items = petty.map(i => i.toObject()).concat(arcane.map(i => {
let spell = i.toObject();
spell.img = `modules/wfrp4e-core/icons/spells/${lore}.png`
spell.system.lore.value = lore;
return spell;
}));
this.actor.createEmbeddedDocuments("Item", items);
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let characteristics = {
"ws" : 10,
"bs" : 0,
"s" : 5,
"t" : 15,
"i" : 20,
"ag" : 15,
"dex" : 20,
"int" : 35,
"wp" : 30,
"fel" : 10
}
let skills = ["Focalisation", "Calme", "Esquive", "Divertissement (Narration)", "Intuition", "Langue (Magick)", "Commandement" , "Savoir (Magie)" , "Savoir (Théologie)", "Perception"]
let skillAdvancements = [20, 25, 20, 25, 30, 25, 15, 20, 10, 30]
let talents = ["Harmonisation Aethyrique", "Diction Instinctive", "Diction Instinctive", "Chance", "Sens de la Magie", "Menaçant", "Magie des Arcanes", "Magie Mineure", "Seconde Vue", "Sixième Sens"]
let trappings = ["Arme simple", "Robes", "(2M) Bâton de combat"]
let specialItems = [
{name: "Objet magique", type: "trapping", trappingType: "misc" },
]
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 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);
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let characteristics = {
"ws" : 10,
"bs" : 0,
"s" : 5,
"t" : 5,
"i" : 10,
"ag" : 0,
"dex" : 0,
"int" : 0,
"wp" : 0,
"fel" : 0
}
let skills = ["Calme", "Equive", "Langue (Bataile)"]
let skillAdvancements = [10, 10, 10]
let talents = ["Combat Instinctif", "Déterminé"]
let trappings = ["Plastron d'acier", "Brassards", "Heaume", "Jambières d'acier"]
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(`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 weapons = await warhammer.utility.findAllItems("weapon", "Chargement des armes");
items = items.concat((await game.wfrp4e.apps.ItemDialog.create([await fromUuid("Compendium.wfrp4e-core.items.Item.1zaqojk0Oq1m8vYv"), await fromUuid("Compendium.wfrp4e-core.items.Item.bBX8MP6QfcyU6Fy3")], 1, "Choisissez a Weapon")) || [])
let choices = weapons.filter(i => i.system.properties.qualities.shield || i.system.weaponGroup.value == "polearm" || i.system.weaponGroup.value == "twohanded");
items = items.concat(await game.wfrp4e.apps.ItemDialog.create(choices, 1, "Choisissez un bouclier ou une Arme d'Hast ou une Arme à deux-mains"));
updateObj.name = updateObj.name += " " + this.effect.name
await this.actor.update(updateObj)
this.actor.createEmbeddedDocuments("Item", items);
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let characteristics = {
"ws" : 30,
"bs" : 20,
"s" : 20,
"t" : 25,
"i" : 20,
"ag" : 0,
"dex" : 0,
"int" : 30,
"wp" : 40,
"fel" : 30
}
let skills = ["Intimidate", "Langue (Classical)", "Commandement" , "Lore (Warfare)", "Lore (History)", "Perception"]
let skillAdvancements = [20, 30, 20, 30, 20, 20]
let talents = ["Combat Aware", "Combat Reflexes", "Drilled", "Menaçant", "Robust", "Strike Mighty Blow", "Strike Mighty Blow", "War Leader"]
let trappings = ["Arme simple", "Plate Breastplate", "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);
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let characteristics = {
"ws" : 35,
"bs" : 10,
"s" : 25,
"t" : 30,
"i" : 30,
"ag" : 25,
"dex" : 0,
"int" : 15,
"wp" : 35,
"fel" : 15
}
let skills = ["Calme", "Esquive", "Intimidate", "Intuition", "Langue (Battle)", "Commandement" , "Lore (Warfare)", "Perception"]
let skillAdvancements = [25, 15, 25, 25, 15, 30, 20, 20]
let talents = ["Combat Aware", "Combat Master", "Combat Reflexes", "Inspiring", "Chance", "Resolute", "Unshakable", "War Leader"]
let trappings = ["Arme simple", "Shield", "Plate Breastplate", "Plate Bracers", "Plate Helm", "Plate Leggings"]
let specialItems = [
{name: "Two Handed Weapon", type: "trapping", trappingType: "clothingAccessories" },
]
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)
console.log(">>>>>>><", items)
this.actor.createEmbeddedDocuments("Item", items);
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let characteristics = {
"ws" : 0,
"bs" : 0,
"s" : 0,
"t" : 10,
"i" : 15,
"ag" : 0,
"dex" : 10,
"int" : 20,
"wp" : 20,
"fel" : 10
}
let skills = ["Focalisation", "Calme", "Esquive", "Divertissement (Narration)", "Intuition", "Langue (Magick)", "Savoir (Magie)" , "Perception"]
let skillAdvancements = [5, 15, 10, 10, 15, 10, 10, 20]
let talents = ["Magie des Arcanes", "Magie Mineure", "Seconde Vue"]
let trappings = ["Arme simple", "Robes", "(2M) Bâton de combat"]
let specialItems = [
{name: "Objet magique", type: "trapping", trappingType: "misc" },
]
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 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);
+90
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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);
+92
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let characteristics = {
"ws" : 10,
"bs" : 0,
"s" : 5,
"t" : 0,
"i" : 5,
"ag" : 10,
"dex" : 0,
"int" : 0,
"wp" : 0,
"fel" : 0
}
let skills = ["Athletics", "Animal Care", "Langue (Battle)", "Melee (Basic)", "Melee (Cavalry)", "Ride"]
let skillAdvancements = [10,10, 10, 10, 10, 20]
let talents = ["Roughrider", "Strike Mighty Blow"]
let trappings = ["Arme simple", "Shield", "Lance", "Plate Breastplate", "Plate Bracers", "Plate Helm", "Plate Leggings"]
let specialItems = [
{name: "Chaos Steed", type: "trapping", trappingType: "misc" },
]
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);
+95
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let characteristics = {
"ws" : 20,
"bs" : 20,
"s" : 0,
"t" : 20,
"i" : 30,
"ag" : 0,
"dex" : 10,
"int" : 65,
"wp" : 70,
"fel" : 20
}
let skills = ["Focalisation", "Calme", "Intimidation", "Langue (Magick)", "Langue (Nehekharan)", "Commandement", "Savoir (Magie)", "Perception"]
let skillAdvancements = [20, 30, 25, 30, 20, 20, 30, 20]
let talents = ["Harmonisation Aethyrique", "Magie des Arcanes", "Dur à cuire", "Diction Instinctive", "Sens de la Magie", "Menaçant", "Menaçant", "Magie Mineure", "Lire/Ecrire", "Seconde Vue", "Mage de Guerre"]
let trappings = ["Arme Simple"]
let specialItems = [
{name: "Robes", type: "trapping", trappingType: "clothingAccessories" },
{name: "Bourse contenant des composants de Rituels", type: "trapping", trappingType: "clothingAccessories" },
{name: "Bâton", type: "weapon", damage: "SB+2"},
{name: "Magie sombre (Necromancie)", type: "talent"},
]
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);
+48
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let filters = [
{
property : "type",
value : "spell"
},
{
property : "system.lore.value",
value : "petty"
}
]
let petty = (await ItemDialog.createFromFilters(filters, 4, "Choisissez 4 sorts de Magie Mineure")).map(i => i.toObject());
filters = [
{
property : "type",
value : "spell"
},
{
property : "system.lore.value",
value : ["death"]
}
]
let arcane = (await ItemDialog.createFromFilters(filters, 8, "Choisissez 8 Sorts d'Arcane & du Domaine de la Mort")).map(i => i.toObject());
filters = [
{
property : "type",
value : "spell"
},
{
property : "name",
value: /^((?!\().)*$/gm, // Remove all spells with parentheses (all arcane spells spells)
regex: true
},
{
property : "system.lore.value",
value : "necromancy"
}
]
let necromancy = (await ItemDialog.createFromFilters(filters, 3, "Choisissez 3 sorts du Domaine de la Nécromancie")).map(i => i.toObject());
let items = [...necromancy, ...petty, ...arcane]
this.actor.createEmbeddedDocuments("Item", items);
+16
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@@ -0,0 +1,16 @@
const hasTraits = args.actor.has("Démoniaque") || args.actor.has("Mort-vivant") || args.actor.has("Lanceur de Sorts");
const hasSinOrCorruption = args.actor.status.sin.value > 0 || args.actor.status.corruption.value > 0;
const isSpellcaster = args.actor.itemTags.talent.some(i =>
i.name.includes(game.i18n.localize("NAME.ArcaneMagic")) ||
i.name.includes(game.i18n.localize("NAME.ChaosMagic")) ||
i.name.includes(game.i18n.localize("NAME.PettyMagic"))
);
const shouldDamage = hasTraits || hasSinOrCorruption || isSpellcaster;
if (shouldDamage) {
const roll = new Roll("1d10");
await roll.evaluate();
let damage = roll.total;
await roll.toMessage();
await this.script.message(await this.actor.applyBasicDamage(damage, {damageType: game.wfrp4e.config.DAMAGE_TYPE.IGNORE_ALL, suppressMsg: true}));
}