[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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GPG key ID: B5690EEEBB952194
277 changed files with 34221 additions and 431 deletions

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@ -71,13 +71,14 @@ export default class DHArmor extends AttachableItem {
for (var feature of added) {
const featureData = armorFeatures[feature.value];
if (featureData.effects?.length > 0) {
const embeddedItems = await this.parent.createEmbeddedDocuments('ActiveEffect', [
{
name: game.i18n.localize(featureData.label),
description: game.i18n.localize(featureData.description),
changes: featureData.effects.flatMap(x => x.changes)
}
]);
const embeddedItems = await this.parent.createEmbeddedDocuments(
'ActiveEffect',
featureData.effects.map(effect => ({
...effect,
name: game.i18n.localize(effect.name),
description: game.i18n.localize(effect.description)
}))
);
feature.effectIds = embeddedItems.map(x => x.id);
}
@ -93,6 +94,7 @@ export default class DHArmor extends AttachableItem {
description: game.i18n.localize(effect.description)
}))
);
feature.effectIds = [...(feature.effectIds ?? []), ...embeddedEffects.map(x => x.id)];
const cls = game.system.api.models.actions.actionsTypes[action.type];
const actionId = foundry.utils.randomID();