forked from public/bol
Foundry v10 version
This commit is contained in:
@ -9,15 +9,14 @@ export class BoLActor extends Actor {
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/** @override */
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prepareData() {
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const actorData = this.data;
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if (actorData.type === 'character') {
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actorData.type = 'player';
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actorData.villainy = false;
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if (this.type === 'character') {
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this.chartype = 'player';
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this.villainy = false;
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}
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if (actorData.type === 'encounter') {
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actorData.type = 'tough';
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actorData.villainy = true;
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if (this.type === 'encounter') {
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this.chartype = 'tough';
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this.villainy = true;
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}
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super.prepareData();
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}
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@ -25,13 +24,13 @@ export class BoLActor extends Actor {
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/* -------------------------------------------- */
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updateResourcesData() {
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if (this.type == 'character') {
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let newVitality = 10 + this.data.data.attributes.vigor.value + this.data.data.resources.hp.bonus
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if (this.data.data.resources.hp.max != newVitality) {
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this.update({ 'data.resources.hp.max': newVitality })
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let newVitality = 10 + this.system.attributes.vigor.value + this.system.resources.hp.bonus
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if (this.system.resources.hp.max != newVitality) {
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this.update({ 'system.resources.hp.max': newVitality })
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}
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let newPower = 10 + this.data.data.attributes.mind.value + this.data.data.resources.power.bonus
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if (this.data.data.resources.power.max != newPower) {
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this.update({ 'data.resources.power.max': newPower })
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let newPower = 10 + this.system.attributes.mind.value + this.system.resources.power.bonus
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if (this.system.resources.power.max != newPower) {
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this.update({ 'system.resources.power.max': newPower })
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}
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}
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}
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@ -44,25 +43,22 @@ export class BoLActor extends Actor {
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}
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/* -------------------------------------------- */
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get itemData() {
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return Array.from(this.data.items.values()).map(i => i.data)
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}
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get details() {
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return this.data.data.details
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return this.system.details
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}
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get attributes() {
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return Object.values(this.data.data.attributes)
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return Object.values(this.system.attributes)
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}
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get aptitudes() {
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return Object.values(this.data.data.aptitudes)
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return Object.values(this.system.aptitudes)
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}
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/* -------------------------------------------- */
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clearRoundModifiers() { // Process data/items that are finished at end of a round
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let foList = this.fightoptions
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for (let fo of foList) {
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if (fo.data.properties.used) {
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this.updateEmbeddedDocuments("Item", [{ _id: fo._id, 'data.properties.used': false }])
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if (fo.system.properties.used) {
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this.updateEmbeddedDocuments("Item", [{ _id: fo._id, 'system.properties.used': false }])
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}
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}
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}
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@ -71,28 +67,28 @@ export class BoLActor extends Actor {
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get defenseValue() {
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let defMod = 0
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let fo = this.getActiveFightOption()
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if (fo && fo.data.properties.fightoptiontype == "intrepid") {
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if (fo && fo.system.properties.fightoptiontype == "intrepid") {
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defMod += -2
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}
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if (fo && fo.data.properties.fightoptiontype == "fulldefense") {
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if (fo && fo.system.properties.fightoptiontype == "fulldefense") {
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defMod += 2
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}
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if (fo && fo.data.properties.fightoptiontype == "twoweaponsdef" && !fo.data.properties.used) {
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if (fo && fo.system.properties.fightoptiontype == "twoweaponsdef" && !fo.system.properties.used) {
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defMod += 1
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this.updateEmbeddedDocuments("Item", [{ _id: fo._id, 'data.properties.used': true }])
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this.updateEmbeddedDocuments("Item", [{ _id: fo._id, 'system.properties.used': true }])
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}
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if (fo && fo.data.properties.fightoptiontype == "defense") {
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if (fo && fo.system.properties.fightoptiontype == "defense") {
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defMod += 1
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}
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if (fo && fo.data.properties.fightoptiontype == "attack") {
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if (fo && fo.system.properties.fightoptiontype == "attack") {
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defMod += -1
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}
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return this.data.data.aptitudes.def.value + defMod
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return this.system.aptitudes.def.value + defMod
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}
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/* -------------------------------------------- */
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getActiveFightOption() {
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let it = this.itemData.find(i => i.type === "feature" && i.data.subtype === "fightoption" && i.data.properties.activated)
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let it = this.items.find(i => i.type === "feature" && i.system.subtype === "fightoption" && i.system.properties.activated)
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if (it) {
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return duplicate(it)
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}
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@ -101,14 +97,14 @@ export class BoLActor extends Actor {
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/* -------------------------------------------- */
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incAttributeXP(key) {
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let attr = duplicate(this.data.data.attributes[key])
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let attr = duplicate(this.system.attributes[key])
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if (attr) {
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let nextXP = (attr.value == -1) ? 2 : attr.value + (attr.value + 1)
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let xp = duplicate(this.data.data.xp)
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let xp = duplicate(this.system.xp)
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if (xp.total - xp.spent >= nextXP) {
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attr.value += 1
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xp.spent += nextXP
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this.update({ [`data.attributes.${key}`]: attr, [`data.xp`]: xp })
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this.update({ [`system.attributes.${key}`]: attr, [`system.xp`]: xp })
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} else {
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ui.notifications.warn("Pas assez de points d'expérience !")
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}
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@ -117,14 +113,14 @@ export class BoLActor extends Actor {
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/* -------------------------------------------- */
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incAptitudeXP(key) {
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let apt = duplicate(this.data.data.aptitudes[key])
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let apt = duplicate(this.system.aptitudes[key])
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if (apt) {
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let nextXP = (apt.value == -1) ? 1 : apt.value + 2
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let xp = duplicate(this.data.data.xp)
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let xp = duplicate(this.system.xp)
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if (xp.total - xp.spent >= nextXP) {
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apt.value += 1
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xp.spent += nextXP
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this.update({ [`data.aptitudes.${key}`]: apt, [`data.xp`]: xp })
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this.update({ [`system.aptitudes.${key}`]: apt, [`system.xp`]: xp })
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} else {
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ui.notifications.warn("Pas assez de points d'expérience !")
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}
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@ -132,15 +128,15 @@ export class BoLActor extends Actor {
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}
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/* -------------------------------------------- */
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incCareerXP(itemId) {
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let career = this.data.items.get(itemId)
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let career = this.items.get(itemId)
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if (career) {
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career = duplicate(career)
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let nextXP = career.data.rank + 1
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let xp = duplicate(this.data.data.xp)
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let nextXP = career.system.rank + 1
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let xp = duplicate(this.system.xp)
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if (xp.total - xp.spent >= nextXP) {
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xp.spent += nextXP
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this.update({ [`data.xp`]: xp })
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this.updateEmbeddedDocuments('Item', [{ _id: career._id, 'data.rank': career.data.rank + 1 }])
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this.update({ [`system.xp`]: xp })
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this.updateEmbeddedDocuments('Item', [{ _id: career._id, 'system.rank': career.system.rank + 1 }])
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} else {
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ui.notifications.warn("Pas assez de points d'expérience !")
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}
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@ -149,18 +145,18 @@ export class BoLActor extends Actor {
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/* -------------------------------------------- */
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async toggleFightOption(itemId) {
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let fightOption = this.data.items.get(itemId)
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let fightOption = this.items.get(itemId)
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let state
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let updates = []
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if (fightOption) {
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fightOption = duplicate(fightOption)
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if (fightOption.data.properties.activated) {
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if (fightOption.system.properties.activated) {
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state = false
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} else {
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state = true
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}
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updates.push({ _id: fightOption._id, 'data.properties.activated': state }) // Update the selected one
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updates.push({ _id: fightOption._id, 'system.properties.activated': state }) // Update the selected one
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await this.updateEmbeddedDocuments("Item", updates) // Apply all changes
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// Then notify
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ChatMessage.create({
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@ -175,13 +171,13 @@ export class BoLActor extends Actor {
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/*-------------------------------------------- */
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get armorMalusValue() { // used for Fight Options
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for (let armor of this.armors) {
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if (armor.data.properties.armorQuality.includes("light")) {
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if (armor.system.properties.armorQuality.includes("light")) {
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return 1
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}
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if (armor.data.properties.armorQuality.includes("medium")) {
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if (armor.system.properties.armorQuality.includes("medium")) {
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return 2
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}
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if (armor.data.properties.armorQuality.includes("heavy")) {
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if (armor.system.properties.armorQuality.includes("heavy")) {
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return 3
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}
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}
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@ -189,112 +185,112 @@ export class BoLActor extends Actor {
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}
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get resources() {
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return Object.values(this.data.data.resources)
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return Object.values(this.system.resources)
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}
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get boons() {
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return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "boon");
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return this.items.filter(i => i.type === "feature" && i.system.subtype === "boon");
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}
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get flaws() {
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return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "flaw");
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return this.items.filter(i => i.type === "feature" && i.system.subtype === "flaw");
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}
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get careers() {
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return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "career");
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return duplicate( this.items.filter(i => i.type === "feature" && i.system.subtype === "career") || [])
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}
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get origins() {
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return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "origin");
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return this.items.filter(i => i.type === "feature" && i.system.subtype === "origin");
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}
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get races() {
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return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "race");
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return this.items.filter(i => i.type === "feature" && i.system.subtype === "race");
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}
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get languages() {
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return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "language")
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return this.items.filter(i => i.type === "feature" && i.system.subtype === "language")
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}
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get fightoptions() {
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return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "fightoption")
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return this.items.filter(i => i.type === "feature" && i.system.subtype === "fightoption")
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}
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get godsfaith() {
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return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "godsfaith")
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return this.items.filter(i => i.type === "feature" && i.system.subtype === "godsfaith")
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}
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get features() {
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return this.itemData.filter(i => i.type === "feature")
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return this.items.filter(i => i.type === "feature")
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}
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get equipment() {
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return this.itemData.filter(i => i.type === "item")
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return this.items.filter(i => i.type === "item")
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}
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get equipmentCreature() {
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return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && (( i.data.subtype === "weapon" && i.data.properties.natural === true) || (i.data.subtype === "armor")) )
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return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && (( i.system.subtype === "weapon" && i.system.properties.natural === true) || (i.system.subtype === "armor")) )
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}
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get armors() {
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return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "armor");
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return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "armor");
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}
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get helms() {
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return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "helm");
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return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "helm");
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}
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get shields() {
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return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "shield");
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return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "shield");
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}
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get weapons() {
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return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "weapon");
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return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "weapon");
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}
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get protections() {
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return this.armors.concat(this.helms).concat(this.shields)
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}
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get spells() {
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return this.itemData.filter(i => i.type === "item" && i.data.category === "spell");
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return this.items.filter(i => i.type === "item" && i.system.category === "spell");
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}
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get alchemy() {
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return this.itemData.filter(i => i.type === "item" && i.data.category === "alchemy");
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return this.items.filter(i => i.type === "item" && i.system.category === "alchemy");
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}
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get melee() {
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return this.weapons.filter(i => i.data.properties.melee === true);
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return this.weapons.filter(i => i.system.properties.melee === true);
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}
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get natural() {
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return this.weapons.filter(i => i.data.properties.natural === true);
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return this.weapons.filter(i => i.system.properties.natural === true);
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}
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get ranged() {
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return this.weapons.filter(i => i.data.properties.ranged === true);
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return this.weapons.filter(i => i.system.properties.ranged === true);
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}
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get containers() {
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return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "container");
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return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "container");
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}
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get treasure() {
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return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "currency");
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return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "currency");
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}
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get vehicles() {
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return this.itemData.filter(i => i.type === "item" && i.data.category === "vehicle");
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return this.items.filter(i => i.type === "item" && i.system.category === "vehicle");
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}
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get ammos() {
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return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && i.data.subtype === "ammunition");
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return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && i.system.subtype === "ammunition");
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}
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get misc() {
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return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && (i.data.subtype === "other" || i.data.subtype === "container" || i.data.subtype === "scroll" || i.data.subtype === "jewel"));
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return this.items.filter(i => i.type === "item" && i.system.category === "equipment" && (i.system.subtype === "other" || i.system.subtype === "container" || i.system.subtype === "scroll" || i.system.subtype === "jewel"));
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}
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get bonusBoons() {
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return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "boon" && i.data.properties.isbonusdice);
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return this.items.filter(i => i.type === "feature" && i.system.subtype === "boon" && i.system.properties.isbonusdice);
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}
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get malusFlaws() {
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return this.itemData.filter(i => i.type === "feature" && i.data.subtype === "flaw" && i.data.properties.ismalusdice);
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return this.items.filter(i => i.type === "feature" && i.system.subtype === "flaw" && i.system.properties.ismalusdice);
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}
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isSorcerer() {
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if (this.careers.find(item => item.data.properties.sorcerer == true))
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if (this.careers.find(item => item.system.properties.sorcerer == true))
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return true
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return false
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}
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isAlchemist() {
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if (this.careers.find(item => item.data.properties.alchemist == true))
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if (this.careers.find(item => item.system.properties.alchemist == true))
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return true
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return false
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}
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isPriest() {
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if (this.careers.find(item => item.data.properties.priest == true))
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if (this.careers.find(item => item.system.properties.priest == true))
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return true
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return false
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}
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@ -304,8 +300,8 @@ export class BoLActor extends Actor {
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let armors = this.armors
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let ppCostArmor = 0
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for (let armor of armors) {
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if (armor.data.worn) {
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ppCostArmor += Number(armor.data.properties.modifiers.powercost) || 0
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if (armor.system.worn) {
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ppCostArmor += Number(armor.system.properties.modifiers.powercost) || 0
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}
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}
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return ppCostArmor
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@ -314,8 +310,8 @@ export class BoLActor extends Actor {
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getArmorAgiMalus() {
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let malusAgi = 0
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for (let armor of this.protections) {
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if (armor.data.worn) {
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malusAgi += Number(armor.data.properties.modifiers.agility) || 0
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if (armor.system.worn) {
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malusAgi += Number(armor.system.properties.modifiers.agility) || 0
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}
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}
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return malusAgi
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@ -324,8 +320,8 @@ export class BoLActor extends Actor {
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getArmorInitMalus() {
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let malusInit = 0
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for (let armor of this.protections) {
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if (armor.data.worn) {
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malusInit += Number(armor.data.properties.modifiers.init) || 0
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if (armor.system.worn) {
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malusInit += Number(armor.system.properties.modifiers.init) || 0
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}
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}
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return malusInit
|
||||
@ -333,7 +329,7 @@ export class BoLActor extends Actor {
|
||||
|
||||
/*-------------------------------------------- */
|
||||
spendPowerPoint(ppCost) {
|
||||
let newPP = this.data.data.resources.power.value - ppCost
|
||||
let newPP = this.system.resources.power.value - ppCost
|
||||
newPP = (newPP < 0) ? 0 : newPP
|
||||
this.update({ 'data.resources.power.value': newPP })
|
||||
return newPP
|
||||
@ -341,7 +337,7 @@ export class BoLActor extends Actor {
|
||||
|
||||
/*-------------------------------------------- */
|
||||
resetAlchemyStatus(alchemyId) {
|
||||
let alchemy = this.data.items.get(alchemyId)
|
||||
let alchemy = this.items.get(alchemyId)
|
||||
if (alchemy) {
|
||||
this.updateEmbeddedDocuments('Item', [{ _id: alchemy.id, 'data.properties.pccurrent': 0 }])
|
||||
}
|
||||
@ -349,14 +345,14 @@ export class BoLActor extends Actor {
|
||||
|
||||
/*-------------------------------------------- */
|
||||
async spendAlchemyPoint(alchemyId, pcCost) {
|
||||
let alchemy = this.data.items.get(alchemyId)
|
||||
let alchemy = this.items.get(alchemyId)
|
||||
if (alchemy) {
|
||||
pcCost = Number(pcCost) ?? 0
|
||||
if (this.data.data.resources.alchemypoints.value >= pcCost) {
|
||||
let newPC = this.data.data.resources.alchemypoints.value - pcCost
|
||||
if (this.system.resources.alchemypoints.value >= pcCost) {
|
||||
let newPC = this.system.resources.alchemypoints.value - pcCost
|
||||
newPC = (newPC < 0) ? 0 : newPC
|
||||
this.update({ 'data.resources.alchemypoints.value': newPC })
|
||||
newPC = alchemy.data.data.properties.pccurrent + pcCost
|
||||
newPC = alchemy.system.properties.pccurrent + pcCost
|
||||
await this.updateEmbeddedDocuments('Item', [{ _id: alchemy.id, 'data.properties.pccurrent': newPC }])
|
||||
} else {
|
||||
ui.notifications.warn("Plus assez de Points de Création !")
|
||||
@ -366,17 +362,17 @@ export class BoLActor extends Actor {
|
||||
|
||||
/*-------------------------------------------- */
|
||||
getAlchemistBonus() {
|
||||
let sorcerer = this.careers.find(item => item.data.properties.alchemist == true)
|
||||
let sorcerer = this.careers.find(item => item.system.properties.alchemist == true)
|
||||
if (sorcerer) {
|
||||
return sorcerer.data.rank
|
||||
return sorcerer.system.rank
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
/*-------------------------------------------- */
|
||||
getSorcererBonus() {
|
||||
let sorcerer = this.careers.find(item => item.data.properties.sorcerer == true)
|
||||
let sorcerer = this.careers.find(item => item.system.properties.sorcerer == true)
|
||||
if (sorcerer) {
|
||||
return sorcerer.data.rank
|
||||
return sorcerer.system.rank
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
@ -384,10 +380,10 @@ export class BoLActor extends Actor {
|
||||
/*-------------------------------------------- */
|
||||
heroReroll() {
|
||||
if (this.type == 'character') {
|
||||
return this.data.data.resources.hero.value > 0;
|
||||
return this.system.resources.hero.value > 0;
|
||||
} else {
|
||||
if (this.data.data.type == 'adversary') {
|
||||
return this.data.data.resources.hero.value > 0;
|
||||
if (this.system.type == 'adversary') {
|
||||
return this.system.resources.hero.value > 0;
|
||||
}
|
||||
}
|
||||
return false
|
||||
@ -396,17 +392,17 @@ export class BoLActor extends Actor {
|
||||
getResourcesFromType() {
|
||||
let resources = {};
|
||||
if (this.type == 'encounter') {
|
||||
resources['hp'] = this.data.data.resources.hp;
|
||||
if (this.data.data.type != 'base') {
|
||||
resources['faith'] = this.data.data.resources.faith
|
||||
resources['power'] = this.data.data.resources.power
|
||||
resources['hp'] = this.system.resources.hp;
|
||||
if (this.system.type != 'base') {
|
||||
resources['faith'] = this.system.resources.faith
|
||||
resources['power'] = this.system.resources.power
|
||||
}
|
||||
if (this.data.data.type == 'adversary') {
|
||||
resources['hero'] = duplicate(this.data.data.resources.hero)
|
||||
if (this.system.type == 'adversary') {
|
||||
resources['hero'] = duplicate(this.system.resources.hero)
|
||||
resources['hero'].label = "BOL.resources.villainy"
|
||||
}
|
||||
} else {
|
||||
resources = this.data.data.resources;
|
||||
resources = this.system.resources;
|
||||
}
|
||||
return resources
|
||||
}
|
||||
@ -532,13 +528,13 @@ export class BoLActor extends Actor {
|
||||
/*-------------------------------------------- */
|
||||
buildRollList() {
|
||||
let rolls = []
|
||||
for (let key in this.data.data.attributes) {
|
||||
let attr = this.data.data.attributes[key]
|
||||
for (let key in this.system.attributes) {
|
||||
let attr = this.system.attributes[key]
|
||||
rolls.push({ key: key, value: attr.value, name: attr.label, type: "attribute" })
|
||||
}
|
||||
for (let key in this.data.data.aptitudes) {
|
||||
for (let key in this.system.aptitudes) {
|
||||
if (key != "def") {
|
||||
let apt = this.data.data.aptitudes[key]
|
||||
let apt = this.system.aptitudes[key]
|
||||
rolls.push({ key: key, value: apt.value, name: apt.label, type: "aptitude" })
|
||||
}
|
||||
}
|
||||
@ -554,13 +550,13 @@ export class BoLActor extends Actor {
|
||||
async manageHealthState() {
|
||||
let hpID = "lastHP" + this.id
|
||||
let lastHP = await this.getFlag("world", hpID)
|
||||
if (lastHP != this.data.data.resources.hp.value && game.user.isGM ) { // Only GM sends this
|
||||
await this.setFlag("world", hpID, this.data.data.resources.hp.value)
|
||||
if (this.data.data.resources.hp.value <= 0) {
|
||||
if (lastHP != this.system.resources.hp.value && game.user.isGM ) { // Only GM sends this
|
||||
await this.setFlag("world", hpID, this.system.resources.hp.value)
|
||||
if (this.system.resources.hp.value <= 0) {
|
||||
ChatMessage.create({
|
||||
alias: this.name,
|
||||
whisper: BoLUtility.getWhisperRecipientsAndGMs(this.name),
|
||||
content: await renderTemplate('systems/bol/templates/chat/chat-vitality-zero.hbs', { name: this.name, img: this.img, hp: this.data.data.resources.hp.value })
|
||||
content: await renderTemplate('systems/bol/templates/chat/chat-vitality-zero.hbs', { name: this.name, img: this.img, hp: this.system.resources.hp.value })
|
||||
})
|
||||
}
|
||||
}
|
||||
@ -568,46 +564,46 @@ export class BoLActor extends Actor {
|
||||
|
||||
/*-------------------------------------------- */
|
||||
registerInit(initScore, isCritical, isFumble) {
|
||||
this.update({ 'data.combat.lastinit': initScore, 'data.combat.iscritical': isCritical, 'data.combat.isfumble': isFumble })
|
||||
this.update({ 'system.combat.lastinit': initScore, 'system.combat.iscritical': isCritical, 'system.combat.isfumble': isFumble })
|
||||
}
|
||||
|
||||
/*-------------------------------------------- */
|
||||
getLastInitData() {
|
||||
return this.data.data.combat
|
||||
return this.system.combat
|
||||
}
|
||||
|
||||
/*-------------------------------------------- */
|
||||
async subHeroPoints(nb) {
|
||||
let newHeroP = this.data.data.resources.hero.value - nb;
|
||||
let newHeroP = this.system.resources.hero.value - nb;
|
||||
newHeroP = (newHeroP < 0) ? 0 : newHeroP;
|
||||
await this.update({ 'data.resources.hero.value': newHeroP });
|
||||
await this.update({ 'system.resources.hero.value': newHeroP });
|
||||
}
|
||||
|
||||
/*-------------------------------------------- */
|
||||
async sufferDamage(damage) {
|
||||
let newHP = this.data.data.resources.hp.value - damage
|
||||
await this.update({ 'data.resources.hp.value': newHP })
|
||||
let newHP = this.system.resources.hp.value - damage
|
||||
await this.update({ 'system.resources.hp.value': newHP })
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
getArmorFormula() {
|
||||
let protectWorn = this.protections.filter(item => item.data.worn)
|
||||
let protectWorn = this.protections.filter(item => item.system.worn)
|
||||
let formula = ""
|
||||
for (let protect of protectWorn) {
|
||||
if (protect.data.subtype == 'helm') {
|
||||
if (protect.system.subtype == 'helm') {
|
||||
formula += "+1"
|
||||
} else if (protect.data.subtype == 'armor') {
|
||||
} else if (protect.system.subtype == 'armor') {
|
||||
if (BoLUtility.getRollArmor()) {
|
||||
if (!protect.data.properties.soak.formula || protect.data.properties.soak.formula == "") {
|
||||
if (!protect.system.properties.soak.formula || protect.system.properties.soak.formula == "") {
|
||||
ui.notifications.warn(`L'armure ${protect.name} n'a pas de formule pour la protection !`)
|
||||
} else {
|
||||
formula += "+" + " max(" + protect.data.properties.soak.formula +",0)"
|
||||
formula += "+" + " max(" + protect.system.properties.soak.formula +",0)"
|
||||
}
|
||||
} else {
|
||||
if (protect.data.properties.soak.value == undefined) {
|
||||
if (protect.system.properties.soak.value == undefined) {
|
||||
ui.notifications.warn(`L'armure ${protect.name} n'a pas de valeur fixe pour la protection !`)
|
||||
} else {
|
||||
formula += "+ " + protect.data.properties.soak.value
|
||||
formula += "+ " + protect.system.properties.soak.value
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -618,9 +614,9 @@ export class BoLActor extends Actor {
|
||||
|
||||
/* -------------------------------------------- */
|
||||
rollProtection(itemId) {
|
||||
let armor = duplicate(this.data.items.get(itemId))
|
||||
let armor = duplicate(this.items.get(itemId))
|
||||
if (armor) {
|
||||
let armorFormula = "max("+armor.data.properties.soak.formula + ", 0)"
|
||||
let armorFormula = "max("+armor.system.properties.soak.formula + ", 0)"
|
||||
let rollArmor = new Roll(armorFormula)
|
||||
rollArmor.roll({ async: false }).toMessage()
|
||||
}
|
||||
@ -628,7 +624,7 @@ export class BoLActor extends Actor {
|
||||
|
||||
/* -------------------------------------------- */
|
||||
rollWeaponDamage(itemId) {
|
||||
let weapon = duplicate(this.data.items.get(itemId))
|
||||
let weapon = duplicate(this.system.items.get(itemId))
|
||||
if (weapon) {
|
||||
let r = new BoLDefaultRoll({ id: randomID(16), isSuccess: true, mode: "weapon", weapon: weapon, actorId: this.id, actor: this })
|
||||
r.setSuccess(true)
|
||||
@ -638,10 +634,10 @@ export class BoLActor extends Actor {
|
||||
|
||||
/* -------------------------------------------- */
|
||||
toggleEquipItem(item) {
|
||||
const equipable = item.data.data.properties.equipable;
|
||||
const equipable = item.system.properties.equipable;
|
||||
if (equipable) {
|
||||
let itemData = duplicate(item.data);
|
||||
itemData.data.worn = !itemData.data.worn;
|
||||
let itemData = duplicate(item);
|
||||
itemData.system.worn = !itemData.system.worn;
|
||||
return item.update(itemData);
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user