forked from public/foundryvtt-wh4-lang-fr-fr
		
	
		
			
				
	
	
		
			84 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			84 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
   let characteristics = {
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            "ws" : 0,
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            "bs" : 0,
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            "s" : 0,
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            "t" : 0,
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            "i" : 10,
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            "ag" : 0,
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            "dex" : 0,
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            "int" : 10,
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            "wp" : 5,
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            "fel" : 5
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        }
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        let skills = ["Intuition", "Savoir (Local)", "Perception"]
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        let skillAdvancements = [10, 10, 10]
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        let talents = []
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        let trappings = ["Cotte de Mailles", "Chausses de Mailles", "Coiffe de Mailles", "Arme simple"]
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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 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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                equip(trappingItem)
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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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        await this.actor.update(updateObj)
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        this.actor.createEmbeddedDocuments("Item", items);
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        function equip(item)
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        {
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            if (item.type == "armour")
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                item.system.worn.value = true
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            else if (item.type == "weapon")
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                item.system.equipped = true
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            else if (item.type == "trapping" && item.system.trappingType.value == "clothingAccessories")
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                item.system.worn = true
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        } |