fix AT and PA calculation for weapons
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parent
ef4539ee39
commit
dcbb9f6c9c
10
src/main.mjs
10
src/main.mjs
@ -337,8 +337,8 @@ class DSA41_CharacterData extends TypeDataModel {
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this.kampftalente = this.parent.items.filter((x) => x.type === "Kampftalent").sort((a, b) => a.name > b.name);
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this.kampftalente = this.parent.items.filter((x) => x.type === "Kampftalent").sort((a, b) => a.name > b.name);
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for(const talent of this.kampftalente) {
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for(const talent of this.kampftalente) {
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this.computed.kampf.talente[talent.name] = {};
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this.computed.kampf.talente[talent.name] = {};
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this.computed.kampf.talente[talent.name].attacke = this.computed.at_basiswert + talent.system.attacke;
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this.computed.kampf.talente[talent.name].attacke = this.computed.attacke.wert + talent.system.attacke;
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this.computed.kampf.talente[talent.name].parade = this.computed.pa_basiswert + talent.system.parade;
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this.computed.kampf.talente[talent.name].parade = this.computed.parade.wert + talent.system.parade;
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this.computed.kampf.talente[talent.name].talent_attacke = talent.system.attacke;
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this.computed.kampf.talente[talent.name].talent_attacke = talent.system.attacke;
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this.computed.kampf.talente[talent.name].talent_parade = talent.system.parade;
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this.computed.kampf.talente[talent.name].talent_parade = talent.system.parade;
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@ -377,8 +377,8 @@ class DSA41_CharacterData extends TypeDataModel {
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schild_parade: 0,
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schild_parade: 0,
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};
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};
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computed.basis_attacke = this.computed.at_basiswert;
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computed.basis_attacke = this.computed.attacke.wert;
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computed.basis_parade = this.computed.pa_basiswert;
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computed.basis_parade = this.computed.parade.wert;
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const talent = item.system.nahkampfwaffe.kampftalente;
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const talent = item.system.nahkampfwaffe.kampftalente;
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@ -425,7 +425,7 @@ class DSA41_CharacterData extends TypeDataModel {
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talent_attacke: 0,
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talent_attacke: 0,
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};
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};
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computed.basis_attacke = this.computed.fk_basiswert;
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computed.basis_attacke = this.computed.fernkampf.wert;
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const talent = item.system.nahkampfwaffe.kampftalente;
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const talent = item.system.nahkampfwaffe.kampftalente;
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computed.talent_attacke = this.computed.kampf.talente[talent]?.talent_attacke ?? 0;
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computed.talent_attacke = this.computed.kampf.talente[talent]?.talent_attacke ?? 0;
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