#I see this adds Claws succesfully but
1 messages · Page 1 of 1 (latest)
/* 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);
in your case you could embed armor, also directly modify parry etc and it would all revert when you push revert
it would have been so easy if Override was working in AE's as expected
also my current setup does not remove claws when 'off'.
it doesn't? too bad
yeah, or maybe Gear bonuses are added later so those stay add to stats
We use over ride for power armor, works okay
But yeah gear needs to be "stored" otherwise bonuses always pass to the actor
hmm.. maybe if I take away autocalc toughness&parry and add AE's to items...
maybe AE's can be overriden with AE's
(nah... too complex)
Yeah one of the macro options is probably cleaner at that point
you could easily remove any items you want during the mutate
Item: { [itemName]: warpgate.CONST.DELETE }
or create AEs during this process 😎 . Then slap on a sequencer call and boom, fancy transformation that is solid as a rock