Add v12 support
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@@ -50,10 +50,10 @@ export class WastelandActor extends Actor {
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/* -------------------------------------------- */
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prepareArme(arme) {
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arme = duplicate(arme)
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arme = foundry.utils.duplicate(arme)
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let combat = this.getCombatValues()
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if (arme.system.typearme == "contact" || arme.system.typearme == "contactjet") {
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arme.system.competence = duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "mêlée"))
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arme.system.competence = foundry.utils.duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "mêlée"))
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arme.system.attrKey = "pui"
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arme.system.totalDegats = arme.system.degats + "+" + combat.bonusDegatsTotal
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arme.system.totalOffensif = this.system.attributs.pui.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff
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@@ -62,7 +62,7 @@ export class WastelandActor extends Actor {
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}
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}
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if (arme.system.typearme == "jet" || arme.system.typearme == "tir") {
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arme.system.competence = duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "armes à distance"))
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arme.system.competence = foundry.utils.duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "armes à distance"))
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arme.system.attrKey = "adr"
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arme.system.totalOffensif = this.system.attributs.adr.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff
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arme.system.totalDegats = arme.system.degats
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@@ -74,9 +74,9 @@ export class WastelandActor extends Actor {
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}
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/* -------------------------------------------- */
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prepareBouclier(bouclier) {
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bouclier = duplicate(bouclier)
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bouclier = foundry.utils.duplicate(bouclier)
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let combat = this.getCombatValues()
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bouclier.system.competence = duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "mêlée"))
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bouclier.system.competence = foundry.utils.duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "mêlée"))
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bouclier.system.attrKey = "pui"
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bouclier.system.totalDegats = bouclier.system.degats + "+" + combat.bonusDegatsTotal
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bouclier.system.totalOffensif = this.system.attributs.pui.value + bouclier.system.competence.system.niveau
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@@ -160,7 +160,7 @@ export class WastelandActor extends Actor {
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getSkills() {
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let comp = []
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for (let item of this.items) {
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item = duplicate(item)
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item = foundry.utils.duplicate(item)
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if (item.type == "competence") {
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item.system.attribut1total = item.system.niveau + (this.system.attributs[item.system.attribut1]?.value || 0)
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item.system.attribut2total = item.system.niveau + (this.system.attributs[item.system.attribut2]?.value || 0)
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@@ -238,7 +238,7 @@ export class WastelandActor extends Actor {
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}
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/* -------------------------------------------- */
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incDecSante(value) {
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let sante = duplicate(this.system.sante)
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let sante = foundry.utils.duplicate(this.system.sante)
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sante.letaux += value
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this.update({ 'system.sante': sante })
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}
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@@ -246,7 +246,7 @@ export class WastelandActor extends Actor {
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getItemById(id) {
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let item = this.items.find(item => item.id == id);
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if (item) {
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item = duplicate(item)
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item = foundry.utils.duplicate(item)
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}
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return item;
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}
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@@ -301,7 +301,7 @@ export class WastelandActor extends Actor {
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/* -------------------------------------------- */
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subPointsPsyche(value) {
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let psyche = duplicate(this.system.psyche)
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let psyche = foundry.utils.duplicate(this.system.psyche)
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psyche.currentmax -= value
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this.update( {'system.psyche': psyche})
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}
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@@ -340,13 +340,13 @@ export class WastelandActor extends Actor {
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getSubActors() {
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let subActors = [];
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for (let id of this.system.subactors) {
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subActors.push(duplicate(game.actors.get(id)));
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subActors.push(foundry.utils.duplicate(game.actors.get(id)));
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}
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return subActors;
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}
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/* -------------------------------------------- */
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async addSubActor(subActorId) {
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let subActors = duplicate(this.system.subactors);
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let subActors = foundry.utils.duplicate(this.system.subactors);
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subActors.push(subActorId);
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await this.update({ 'system.subactors': subActors });
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}
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@@ -377,7 +377,7 @@ export class WastelandActor extends Actor {
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/* -------------------------------------------- */
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async setPredilectionUsed(compId, predIdx) {
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let comp = this.items.get(compId)
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let pred = duplicate(comp.system.predilections)
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let pred = foundry.utils.duplicate(comp.system.predilections)
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pred[predIdx].used = true
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await this.updateEmbeddedDocuments('Item', [{ _id: compId, 'system.predilections': pred }])
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}
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@@ -400,7 +400,7 @@ export class WastelandActor extends Actor {
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}
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if ( arme.system.totalDefensif > maxDef) {
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maxDef = arme.system.totalDefensif
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bestArme = duplicate(arme)
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bestArme = foundry.utils.duplicate(arme)
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}
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}
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return bestArme
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@@ -417,21 +417,21 @@ export class WastelandActor extends Actor {
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rollData.canEclatDoubleD20 = true // Always true in Wastelan
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rollData.doubleD20 = false
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rollData.attributs = WastelandUtility.getAttributs()
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rollData.config = duplicate(game.system.wasteland.config)
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rollData.config = foundry.utils.duplicate(game.system.wasteland.config)
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if (attrKey) {
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rollData.attrKey = attrKey
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if (attrKey != "tochoose") {
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rollData.actionImg = "systems/fvtt-wasteland/assets/icons/" + this.system.attributs[attrKey].labelnorm + ".webp"
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rollData.attr = duplicate(this.system.attributs[attrKey])
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rollData.attr = foundry.utils.duplicate(this.system.attributs[attrKey])
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}
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}
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if (compId) {
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rollData.competence = duplicate(this.items.get(compId) || {})
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rollData.competence = foundry.utils.duplicate(this.items.get(compId) || {})
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rollData.actionImg = rollData.competence?.img
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}
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if (compName) {
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rollData.competence = duplicate(this.items.find( item => item.name.toLowerCase() == compName.toLowerCase()) || {})
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rollData.competence = foundry.utils.duplicate(this.items.find( item => item.name.toLowerCase() == compName.toLowerCase()) || {})
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rollData.actionImg = rollData.competence?.img
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}
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return rollData
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@@ -459,13 +459,13 @@ export class WastelandActor extends Actor {
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/* -------------------------------------------- */
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async rollCharme(charmeId) {
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let rollData = this.getCommonRollData("cla")
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rollData.charme = duplicate(this.items.get(charmeId) || {})
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rollData.charme = foundry.utils.duplicate(this.items.get(charmeId) || {})
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rollData.charmeDice = "1d4"
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this.launchRoll(rollData)
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}
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/* -------------------------------------------- */
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async rollPouvoir(pouvoirId) {
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let pouvoir = duplicate(this.items.get(pouvoirId) || {})
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let pouvoir = foundry.utils.duplicate(this.items.get(pouvoirId) || {})
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if (pouvoir?.system) {
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let rollData = this.getCommonRollData(pouvoir.system.attribut, undefined, pouvoir.system.competence)
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if (!rollData.competence) {
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