[Feature] Armor/Weapon Compendiums (#459)

* Fixed localization

* .

* Added all Secondary Weapons

* Added all armors

* Added Tier1 weapons

* Tier2 Physical

* Tier 2 magical

* Tier 3 Physical

* Tier 3 Magical

* Tier 4 Physical

* Tier 4 Magical

* Added wheelchairs
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WBHarry 2025-07-30 15:33:00 +02:00 committed by GitHub
parent 8e516df7cb
commit 2c4d3bd4a3
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277 changed files with 34221 additions and 431 deletions

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@ -26,19 +26,20 @@ export default class CostField extends fields.ArrayField {
}
static calcCosts(costs) {
console.log(costs, CostField.getResources.call(this, costs))
console.log(costs, CostField.getResources.call(this, costs));
const resources = CostField.getResources.call(this, costs);
return costs.map(c => {
c.scale = c.scale ?? 1;
c.step = c.step ?? 1;
c.total = c.value + ((c.scale - 1) * c.step);
c.total = c.value + (c.scale - 1) * c.step;
c.enabled = c.hasOwnProperty('enabled') ? c.enabled : true;
c.max = c.key === 'fear'
? game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Resources.Fear)
: resources[c.key].isReversed
? resources[c.key].max
: resources[c.key].value
if(c.scalable) c.maxStep = Math.floor(c.max / c.step);
c.max =
c.key === 'fear'
? game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Resources.Fear)
: resources[c.key].isReversed
? resources[c.key].max
: resources[c.key].value;
if (c.scalable) c.maxStep = Math.floor(c.max / c.step);
return c;
});
}