#I see this adds Claws succesfully but

1 messages · Page 1 of 1 (latest)

rancid flare
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/* Add Size and Claws, Update Token
 * Ex. embedded item creation*/

const updates = {
  token: {
    name: "Bear",
    texture: {
      src: "link"
    }
  },
  actor: {
    name: "Bear",
    img: "link",
    system: {
      stats: {
        size: 2
      }
    }
  },
  embedded: {
    Item: {
      "Bear Claws": {
        "type": "weapon",
        "img": "icons/creatures/claws/claw-bear-paw-swipe-brown.webp",
        "system": {
          "description": "<article class=\"swade-core\"><strong>CLAWS:</strong> +2 to @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (climbing) rolls on any rough or soft surface (not sheer steel, glass, etc.).</article>",
          "isHeavyWeapon": true,
          "damage": "@str+2d6",
          "ap": 6,
          "favorite": true,
          "actions": {
            "skill": "Fighting",
            "skillMod": "",
            "dmgMod": "",
            "additional": {
              "lHK8mvj6": {
                "name": "Frenzy",
                "type": "skill",
                "skillOverride": "Fighting",
                "skillMod": "",
                "rof": 2,
                "shotsUsed": null
              }
            }
          }
        }
      }
    }
  }
};

/* Mutate the selected token */
await warpgate.mutate(token.document, updates);
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in your case you could embed armor, also directly modify parry etc and it would all revert when you push revert

mossy rock
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it would have been so easy if Override was working in AE's as expected

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also my current setup does not remove claws when 'off'.

rancid flare
mossy rock
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yeah, or maybe Gear bonuses are added later so those stay add to stats

rancid flare
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We use over ride for power armor, works okay

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But yeah gear needs to be "stored" otherwise bonuses always pass to the actor

mossy rock
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hmm.. maybe if I take away autocalc toughness&parry and add AE's to items...

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maybe AE's can be overriden with AE's

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(nah... too complex)

rancid flare
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Yeah one of the macro options is probably cleaner at that point

steady verge
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you could easily remove any items you want during the mutate

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Item: { [itemName]: warpgate.CONST.DELETE }

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or create AEs during this process 😎 . Then slap on a sequencer call and boom, fancy transformation that is solid as a rock

rancid flare
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@coarse phoenix

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In this case it adds a claws item but a skill would be the same idea