[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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@ -69,34 +69,34 @@ export class DHActionRollData extends foundry.abstract.DataModel {
getModifier() {
const modifiers = [];
if(!this.parent?.actor) return modifiers;
if (!this.parent?.actor) return modifiers;
switch (this.parent.actor.type) {
case 'character':
const trait = this.useDefault || !this.trait ? (this.parent.item.system.attack.roll.trait ?? 'agility') : this.trait;
if(this.type === CONFIG.DH.GENERAL.rollTypes.attack.id || this.type === CONFIG.DH.GENERAL.rollTypes.trait.id)
modifiers.push(
{
label: `DAGGERHEART.CONFIG.Traits.${trait}.name`,
value: this.parent.actor.system.traits[trait].value
}
)
else if(this.type === CONFIG.DH.GENERAL.rollTypes.spellcast.id)
modifiers.push(
{
label: `DAGGERHEART.CONFIG.RollTypes.spellcast.name`,
value: this.parent.actor.system.spellcastModifier
}
)
const trait =
this.useDefault || !this.trait
? (this.parent.item.system.attack.roll.trait ?? 'agility')
: this.trait;
if (
this.type === CONFIG.DH.GENERAL.rollTypes.attack.id ||
this.type === CONFIG.DH.GENERAL.rollTypes.trait.id
)
modifiers.push({
label: `DAGGERHEART.CONFIG.Traits.${trait}.name`,
value: this.parent.actor.system.traits[trait].value
});
else if (this.type === CONFIG.DH.GENERAL.rollTypes.spellcast.id)
modifiers.push({
label: `DAGGERHEART.CONFIG.RollTypes.spellcast.name`,
value: this.parent.actor.system.spellcastModifier
});
break;
case 'companion':
case 'adversary':
if(this.type === CONFIG.DH.GENERAL.rollTypes.attack.id)
modifiers.push(
{
label: 'Bonus to Hit',
value: this.bonus ?? this.parent.actor.system.attack.roll.bonus
}
)
if (this.type === CONFIG.DH.GENERAL.rollTypes.attack.id)
modifiers.push({
label: 'Bonus to Hit',
value: this.bonus ?? this.parent.actor.system.attack.roll.bonus
});
break;
default:
break;