HotFix nicht öffenbare Charaktere
Changes: + Currency hat bei (fast) allen Items gefehlt weswegen das Charakterblatt nicht mehr öffenbar war, nachdem man Wert und Currency eingetragen hat. + Beachte Menge für Vermögensrechnung + Hort rechnung beachtet jetzt Currency
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@ -178,10 +178,10 @@ export class M5Character extends Actor {
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label += "*";
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label += "*";
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}
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}
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if (item.system.valuable) {
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if (item.system.valuable) {
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ret.stats.wealth += this.calculateValue(item.system.value, item.system.currency);
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ret.stats.wealth += this.calculateValue(item.system.value * item.system.quantity, item.system.currency);
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}
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}
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if (item.system.hoarded) {
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if (item.system.hoarded) {
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ret.stats.hoard += item.system.value || 0;
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ret.stats.hoard += this.calculateValue(item.system.value * item.system.quantity, item.system.currency);
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}
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}
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let icon = item.img;
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let icon = item.img;
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@ -303,10 +303,10 @@ export class M5Character extends Actor {
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")";
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")";
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}
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}
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if (item.system.valuable) {
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if (item.system.valuable) {
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ret.stats.wealth += this.calculateValue(item.system.value, item.system.currency);
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ret.stats.wealth += this.calculateValue(item.system.value * item.system.quantity, item.system.currency);
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}
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}
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if (item.system.hoarded) {
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if (item.system.hoarded) {
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ret.stats.hoard += item.system.value || 0;
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ret.stats.hoard += this.calculateValue(item.system.value * item.system.quantity, item.system.currency);
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}
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}
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ret.gear.weapons[item.id] = {
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ret.gear.weapons[item.id] = {
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@ -316,6 +316,7 @@ export class M5Character extends Actor {
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valuable: item.system?.valuable,
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valuable: item.system?.valuable,
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hoarded: item.system?.hoarded,
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hoarded: item.system?.hoarded,
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value: item.system.value || 0,
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value: item.system.value || 0,
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currency: item.system.currency || "",
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calc: item.system.calc,
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calc: item.system.calc,
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special: item.system.special,
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special: item.system.special,
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damageBase: item.system.damageBase,
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damageBase: item.system.damageBase,
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@ -336,10 +337,10 @@ export class M5Character extends Actor {
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label += "*(" + (item.system.stats.defenseBonus < 0 ? "" : "+") + item.system.stats.defenseBonus + ")";
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label += "*(" + (item.system.stats.defenseBonus < 0 ? "" : "+") + item.system.stats.defenseBonus + ")";
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}
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}
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if (item.system.valuable) {
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if (item.system.valuable) {
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ret.stats.wealth += this.calculateValue(item.system.value, item.system.currency);
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ret.stats.wealth += this.calculateValue(item.system.value * item.system.quantity, item.system.currency);
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}
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}
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if (item.system.hoarded) {
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if (item.system.hoarded) {
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ret.stats.hoard += item.system.value || 0;
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ret.stats.hoard += this.calculateValue(item.system.value * item.system.quantity, item.system.currency);
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}
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}
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ret.gear.defensiveWeapons[item.id] = {
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ret.gear.defensiveWeapons[item.id] = {
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@ -349,6 +350,7 @@ export class M5Character extends Actor {
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valuable: item.system?.valuable,
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valuable: item.system?.valuable,
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hoarded: item.system?.hoarded,
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hoarded: item.system?.hoarded,
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value: item.system.value || 0,
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value: item.system.value || 0,
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currency: item.system.currency || "",
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defenseBonus: item.system.stats.defenseBonus,
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defenseBonus: item.system.stats.defenseBonus,
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calc: item.system.calc,
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calc: item.system.calc,
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equipped: item.system?.equipped,
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equipped: item.system?.equipped,
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@ -368,10 +370,10 @@ export class M5Character extends Actor {
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label += "*";
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label += "*";
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}
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}
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if (item.system.valuable) {
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if (item.system.valuable) {
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ret.stats.wealth += this.calculateValue(item.system.value, item.system.currency);
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ret.stats.wealth += this.calculateValue(item.system.value * item.system.quantity, item.system.currency);
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}
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}
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if (item.system.hoarded) {
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if (item.system.hoarded) {
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ret.stats.hoard += item.system.value || 0;
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ret.stats.hoard += this.calculateValue(item.system.value * item.system.quantity, item.system.currency);
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}
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}
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ret.gear.armor[item.id] = {
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ret.gear.armor[item.id] = {
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@ -380,6 +382,7 @@ export class M5Character extends Actor {
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valuable: item.system?.valuable,
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valuable: item.system?.valuable,
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hoarded: item.system?.hoarded,
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hoarded: item.system?.hoarded,
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value: item.system.value || 0,
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value: item.system.value || 0,
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currency: item.system.currency || "",
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lpProtection: item.system.lpProtection,
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lpProtection: item.system.lpProtection,
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calc: item.system.calc,
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calc: item.system.calc,
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equipped: item.system?.equipped,
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equipped: item.system?.equipped,
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