Fix apv2, WIP

This commit is contained in:
2026-06-06 10:21:24 +02:00
parent 6cec1da910
commit 9b77a0c552
130 changed files with 12850 additions and 2830 deletions
+1 -38
View File
@@ -3,44 +3,7 @@
* Extend the base Actor document by defining a custom roll data structure which is ideal for the Simple system.
* @extends {Actor}
*/
export class VermineActor extends Actor {
/** @override */
prepareBaseData() {
// Data modifications in this step occur before processing embedded
// documents or derived data.
// Initialize wound data to prevent undefined errors with active effects
if (!this.system.minorWound) this.system.minorWound = { value: 0, min: 0, max: 5, threshold: 1 };
if (!this.system.majorWound) this.system.majorWound = { value: 0, min: 0, max: 4, threshold: 4 };
if (!this.system.deadlyWound) this.system.deadlyWound = { value: 0, min: 0, max: 2, threshold: 8 };
// Initialize combatStatus to prevent errors
if (!this.system.combatStatus) {
this.system.combatStatus = { difficulty: "9", label: "Passif" };
}
if (this.type == 'character') {
}
}
/** @override */
prepareEmbeddedDocuments() {
// Check if effects are already being applied in this preparation cycle
// In Foundry V11+, the parent prepareEmbeddedDocuments() calls applyActiveEffects()
// If this is called multiple times in the same cycle, we get the "phase already completed" error
const phase = this.effects?.applicationPhase;
// If we're already in the middle of applying effects (initial or final phase),
// don't call super as it would try to apply effects again
if (phase === "initial" || phase === "final") {
return;
}
// If effects haven't been applied yet, proceed normally
super.prepareEmbeddedDocuments();
}
export default class VermineActor extends Actor {
/**
* @override