Scripts englisch statt französisch
This commit is contained in:
@@ -0,0 +1,112 @@
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let characteristics = {
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"ws" : 25,
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"bs" : 10,
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"s" : 15,
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"t" : 15,
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"i" : 25,
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"ag" : 20,
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"dex" : 0,
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"int" : 10,
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"wp" : 25,
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"fel" : 10
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}
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let skills = ["Calme", "Esquive", "Intimidate", "Intuition", "Langue (Battle)", "Commandement" , "Lore (Warfare)", "Perception"]
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let skillAdvancements = [15, 15, 15, 15, 10, 15, 10, 10]
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let talents = ["Combat Aware", "Combat Master", "Combat Reflexes", "Inspiring", "Resolute", "War Leader"]
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let trappings = ["Arme simple", "Shield", "Plate Breastplate", "Plate Bracers", "Plate Helm", "Plate Leggings"]
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let specialItems = []
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let items = [];
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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 item of specialItems) {
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let newItem
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if (item.type == "weapon") {
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newItem = new ItemWfrp4e({ name: item.name, type: item.type, system: { equipped: true, damage: {value: item.damage}} })
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} else if (item.type == "trapping") {
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newItem = new ItemWfrp4e({ img: "systems/wfrp4e/icons/blank.png", name: item.name, type: item.type, system: { worn: true, trappingType: { value: item.trappingType} } } )
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} else {
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newItem = new ItemWfrp4e({ img: "systems/wfrp4e/icons/blank.png", name: item.name, type: item.type })
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}
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items.push(newItem.toObject())
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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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ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})
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}
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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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trappingItem.system.equipped.value = true;
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items.push(trappingItem);
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}
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else
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{
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ui.notifications.warn(`Impossible de trouver ${trapping}`, {permanent : true})
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}
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}
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let filters = [
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{
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property : "type",
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value : "weapon"
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},
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{
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property : "system.weaponGroup.value",
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value : ["twohanded", "polearm"]
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}
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]
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items = items.concat(await ItemDialog.createFromFilters(filters, 1, "Choisissez an appropriate Polearm or Two-Handed Weapon"))
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let ride = await Dialog.confirm({title : "Skill", content : "Add Chaos Steed and +20 Ride (Horse)?"})
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if (ride)
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{
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let skill = await game.wfrp4e.utility.findSkill("Ride (Horse)")
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skill = skill.toObject();
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skill.system.advances.value = 20;
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items = items.concat({name : "Chaos Steed", type: "trapping", "system.trappingType.value" : "misc"}, skill)
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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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this.actor.createEmbeddedDocuments("Item", items);
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@@ -0,0 +1,18 @@
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if (args.actor.has("Démoniaque")) {
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args.totalWoundLoss += 3;
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args.modifiers.other.push({label: this.effect.name, value: 3});
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}
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let test = await args.actor.setupSkill("Endurance", {
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appendTitle: ` – ${this.effect.name}`,
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skipTargets: true,
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characteristic: 't',
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context: {
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failure: "Received 1 Blinded Condition"
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}
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});
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await test.roll();
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if (test.failed) {
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args.actor.addCondition("blinded");
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}
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@@ -0,0 +1,37 @@
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let lore = await ValueDialog.create({text : "Choisissez Lore", title : "Lore"}, "", {"fire" : "Feu", "death" : "Mort", "metal" : "Métal", "shadow" : "Ombres"});
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let filters = [
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{
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property : "type",
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value : "spell"
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},
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{
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property : "system.lore.value",
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value : "petty"
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}
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]
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let petty = await ItemDialog.createFromFilters(filters, 3, "Choisissez 3 Sorts de Magie Mineure")
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filters = [
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{
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property : "type",
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value : "spell"
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},
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{
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property : "system.lore.value",
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value : [""]
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}
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]
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let arcane = await ItemDialog.createFromFilters(filters, 6, "Choisissez 6 Sorts de Magie d'Arcane")
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let items = petty.map(i => i.toObject()).concat(arcane.map(i => {
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let spell = i.toObject();
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spell.img = `modules/wfrp4e-core/icons/spells/${lore}.png`
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spell.system.lore.value = lore;
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return spell;
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}));
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this.actor.createEmbeddedDocuments("Item", items);
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@@ -0,0 +1,143 @@
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let characteristics = {
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"ws" : 10,
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"bs" : 20,
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"s" : 0,
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"t" : 10,
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"i" : 15,
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"ag" : 0,
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"dex" : 0,
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"int" : 40,
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"wp" : 45,
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"fel" : 10
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}
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let skills = ["Focalisation", "Calme", "Intimidate", "Langue (Magick)", "Langue (Nehekharan)", "Savoir (Magie)" , "Perception"]
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let skillAdvancements = [10, 20, 15, 15, 10, 10, 10]
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let talents = ["Magie des Arcanes", "Hardy", "Menaçant", "Magie Mineure", "Read/Write", "Seconde Vue"]
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let trappings = ["Arme simple"]
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let specialItems = [
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{name: "Mouldering Robes", type: "trapping", trappingType: "clothingAccessories" },
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{name: "Pouches containing ritual components", type: "trapping", trappingType: "clothingAccessories" },
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{name: "Staff", type: "weapon", damage: "SB+2"},
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{name: "Dark Magic (Necromancy)", type: "talent"},
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]
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let items = [];
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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 item of specialItems) {
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let newItem
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if (item.type == "weapon") {
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newItem = new ItemWfrp4e({ name: item.name, type: item.type, system: { equipped: true, damage: {value: item.damage}} })
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} else if (item.type == "trapping") {
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newItem = new ItemWfrp4e({ img: "systems/wfrp4e/icons/blank.png", name: item.name, type: item.type, system: { worn: true, trappingType: { value: item.trappingType} } } )
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} else {
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newItem = new ItemWfrp4e({ img: "systems/wfrp4e/icons/blank.png", name: item.name, type: item.type })
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}
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items.push(newItem.toObject())
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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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ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})
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}
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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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trappingItem.system.equipped.value = true;
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items.push(trappingItem);
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}
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else
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{
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ui.notifications.warn(`Impossible de trouver ${trapping}`, {permanent : true})
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}
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}
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let filters = [
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{
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property : "type",
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value : "spell"
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},
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{
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property : "system.lore.value",
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value : "petty"
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}
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]
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let petty = (await ItemDialog.createFromFilters(filters, 3, "Choisissez 3 Sorts de Magie Mineure")).map(i => i.toObject());
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filters = [
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{
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property : "type",
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value : "spell"
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},
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{
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property : "system.lore.value",
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value : ""
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}
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]
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let arcane = (await ItemDialog.createFromFilters(filters, 2, "Choisissez 2 Sorts de Magie d'Arcane")).map(i => i.toObject());
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filters = [
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{
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property : "type",
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value : "spell"
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},
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{
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property : "name",
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value: /^((?!\().)*$/gm, // Remove all spells with parentheses (all arcane spells spells)
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regex: true
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},
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{
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property : "system.lore.value",
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value : "necromancy"
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}
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]
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let necromancy = (await ItemDialog.createFromFilters(filters, 1, "Choisissez 1 Necromancy Spell")).map(i => i.toObject());
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arcane.forEach(i => {
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i.img = "modules/wfrp4e-core/icons/spells/necromancy.png";
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i.system.lore.value = "necromancy";
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})
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let spells = [...petty, ...necromancy, ...arcane];
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updateObj.name = updateObj.name += " " + this.effect.name
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await this.actor.update(updateObj)
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this.actor.createEmbeddedDocuments("Item", items.concat(spells));
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@@ -0,0 +1,38 @@
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let lore = await ValueDialog.create({text : "Choisissez un Domaine", title: "Savoir"}, "", {"fire" : "Feu", "death" : "Mort", "metal" : "Métal", "shadow" : "Ombres"});
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let filters = [
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{
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property : "type",
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value : "spell"
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},
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{
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property : "system.lore.value",
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value : "petty"
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}
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]
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let petty = await ItemDialog.createFromFilters(filters, 6, "Choisissez 3 Sorts de Magie Mineure")
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filters = [
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{
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property : "type",
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value : "spell"
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},
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{
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property : "system.lore.value",
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value : [""]
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}
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]
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let arcane = await ItemDialog.createFromFilters(filters, 12, "Choisissez 12 Sorts de Magie d'Arcane")
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let items = petty.map(i => i.toObject()).concat(arcane.map(i => {
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let spell = i.toObject();
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spell.img = `modules/wfrp4e-core/icons/spells/${lore}.png`
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spell.system.lore.value = lore;
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return spell;
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}));
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this.actor.createEmbeddedDocuments("Item", items);
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@@ -0,0 +1,102 @@
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let characteristics = {
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"ws" : 10,
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"bs" : 0,
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"s" : 5,
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"t" : 15,
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"i" : 20,
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"ag" : 15,
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"dex" : 20,
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"int" : 35,
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"wp" : 30,
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"fel" : 10
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}
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let skills = ["Focalisation", "Calme", "Esquive", "Divertissement (Narration)", "Intuition", "Langue (Magick)", "Commandement" , "Savoir (Magie)" , "Savoir (Théologie)", "Perception"]
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let skillAdvancements = [20, 25, 20, 25, 30, 25, 15, 20, 10, 30]
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let talents = ["Harmonisation Aethyrique", "Diction Instinctive", "Diction Instinctive", "Chance", "Sens de la Magie", "Menaçant", "Magie des Arcanes", "Magie Mineure", "Seconde Vue", "Sixième Sens"]
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let trappings = ["Arme simple", "Robes", "(2M) Bâton de combat"]
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let specialItems = [
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{name: "Objet magique", type: "trapping", trappingType: "misc" },
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]
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let items = [];
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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 item of specialItems) {
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let newItem
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if (item.type == "weapon") {
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newItem = new ItemWfrp4e({ name: item.name, type: item.type, system: { equipped: true, damage: {value: item.damage}} })
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} else if (item.type == "trapping") {
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newItem = new ItemWfrp4e({ img: "systems/wfrp4e/icons/blank.png", name: item.name, type: item.type, system: { worn: true, trappingType: { value: item.trappingType} } } )
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} else {
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newItem = new ItemWfrp4e({ img: "systems/wfrp4e/icons/blank.png", name: item.name, type: item.type })
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}
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items.push(newItem.toObject())
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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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ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})
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}
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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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trappingItem.system.equipped.value = true;
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items.push(trappingItem);
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}
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else
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{
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ui.notifications.warn(`Impossible de trouver ${trapping}`, {permanent : true})
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}
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}
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let ride = await Dialog.confirm({title : "Skill", content : "Add Chaos Steed and +20 Ride (Horse)?"})
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if (ride)
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{
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let skill = await game.wfrp4e.utility.findSkill("Ride (Horse)")
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skill = skill.toObject();
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skill.system.advances.value = 20;
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items = items.concat({name : "Chaos Steed", type: "trapping", "system.trappingType.value" : "misc"}, skill)
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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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this.actor.createEmbeddedDocuments("Item", items);
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@@ -0,0 +1,85 @@
|
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let characteristics = {
|
||||
"ws" : 10,
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||||
"bs" : 0,
|
||||
"s" : 5,
|
||||
"t" : 5,
|
||||
"i" : 10,
|
||||
"ag" : 0,
|
||||
"dex" : 0,
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||||
"int" : 0,
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"wp" : 0,
|
||||
"fel" : 0
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||||
}
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let skills = ["Calme", "Equive", "Langue (Bataile)"]
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||||
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);
|
||||
@@ -0,0 +1,90 @@
|
||||
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);
|
||||
@@ -0,0 +1,115 @@
|
||||
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);
|
||||
@@ -0,0 +1,102 @@
|
||||
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);
|
||||
@@ -0,0 +1,90 @@
|
||||
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);
|
||||
@@ -0,0 +1,92 @@
|
||||
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);
|
||||
@@ -0,0 +1,95 @@
|
||||
|
||||
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);
|
||||
@@ -0,0 +1,48 @@
|
||||
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);
|
||||
@@ -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}));
|
||||
}
|
||||
Reference in New Issue
Block a user