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", "Intimidation", "Intuition", "Langue (Battle)", "Commandement" , "Savoir (Guerre)", "Perception"] let skillAdvancements = [25, 15, 25, 25, 15, 30, 20, 20] let talents = ["Vigilance", "Maîtrise du combat", "Combat Instinctif", "Inspiring", "Chance", "Déterminé", "Inébranlable", "Seigneur de guerre"] let trappings = ["Arme simple", "Bouclier", "Plastron d'acier", "Brassards", "Heaume", "Jambières d'acier"] 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, {text: "Choisissez une arme d'hast ou une arme à deux mains appropriée"})) let ride = await foundry.applications.api.DialogV2.confirm({window : {title : "Compétence"}, content : "Ajouter Chaos Steed et +20 Conduite (Cheval) ?"}) if (ride) { let skill = await game.wfrp4e.utility.findSkill("Chevaucher (Cheval)") 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.effet.name await this.actor.update(updateObj) console.log(">>>>>>><", items) this.actor.createEmbeddedDocuments("Item", items);