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@@ -107,7 +107,20 @@ export class Avd12Actor extends Actor {
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}
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}
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}
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/* -------------------------------------------- */
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rebuildBonus() {
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for (let bonusKey in this.system.bonus) {
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let bonus = this.system.bonus[bonusKey]
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for (let content in bonus) {
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let dataPath = bonusKey + "." + content
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//console.log("Parsing", bonusKey, content, dataPath)
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let availableTraits = this.items.filter(t => t.type == "trait" && t.system.computebonus && t.system.bonusdata == dataPath)
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for (let trait of availableTraits) {
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bonus[content] += Number(trait.system.bonusvalue)
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}
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}
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}
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}
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/* -------------------------------------------- */
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prepareDerivedData() {
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@@ -118,6 +131,7 @@ export class Avd12Actor extends Actor {
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this.rebuildSkills()
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this.rebuildMitigations()
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this.rebuildBonus()
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}
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super.prepareDerivedData();
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@@ -146,10 +160,23 @@ export class Avd12Actor extends Actor {
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return comp;
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}
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getEquippedWeapons() {
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let comp = duplicate(this.items.filter(item => item.type == 'weapon' && item.system.equipped) || []);
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let comp = duplicate(this.items.filter(item => item.type == 'weapon' && item.system.equipped) || [])
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comp.forEach(item => {
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this.prepareWeapon(item)
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})
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Avd12Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getWeapons() {
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let comp = duplicate(this.items.filter(item => item.type == 'weapon') || [])
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comp.forEach(item => {
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this.prepareWeapon(item)
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})
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Avd12Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getArmors() {
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let comp = duplicate(this.items.filter(item => item.type == 'armor') || []);
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@@ -199,29 +226,29 @@ export class Avd12Actor extends Actor {
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return comp;
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}
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/* -------------------------------------------- */
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addDamages( damage) {
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addDamages(damage, bonusDamage) {
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//console.log(damage)
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if (damage.damagetype != "none" && damage.dice) {
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damage.normal = damage.dice + '+' + damage.bonus
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damage.critical = damage.dice + '+' + Number(damage.bonus)*2
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let fullBonus = Number(bonusDamage) + Number(damage.bonus)
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damage.normal = damage.dice + '+' + fullBonus
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damage.critical = damage.dice + '+' + Number(fullBonus) * 2
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let parser = damage.dice.match(/(\d+)(d\d+)/)
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let nbDice = 2
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if (parser && parser[1]) {
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nbDice = Number(parser[1]) * 2
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}
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damage.brutal = nbDice + parser[2] + "+" + Number(damage.bonus)*2
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damage.brutal = nbDice + parser[2] + "+" + Number(fullBonus) * 2
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}
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}
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/* -------------------------------------------- */
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getWeapons() {
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let comp = duplicate(this.items.filter(item => item.type == 'weapon') || [])
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comp.forEach(item => {
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this.addDamages(item.system.damages.primary)
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this.addDamages(item.system.damages.secondary)
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this.addDamages(item.system.damages.tertiary)
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})
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Avd12Utility.sortArrayObjectsByName(comp)
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return comp;
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prepareWeapon(weapon) {
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weapon.attackBonus = this.system.bonus.weapon.attack + this.system.bonus[weapon.system.weapontype].attack
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let bonusDamage = this.system.bonus.weapon.damage + this.system.bonus[weapon.system.weapontype].damage
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this.addDamages(weapon.system.damages.primary, bonusDamage)
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bonusDamage = this.system.bonus.weapon.damage + this.system.bonus[weapon.system.weapontype].crits
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this.addDamages(weapon.system.damages.secondary, bonusDamage)
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bonusDamage = this.system.bonus.weapon.damage + this.system.bonus[weapon.system.weapontype].brutals
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this.addDamages(weapon.system.damages.tertiary + bonusDamage)
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}
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/* -------------------------------------------- */
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getItemById(id) {
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@@ -683,6 +710,7 @@ export class Avd12Actor extends Actor {
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let weapon = this.items.get(weaponId)
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if (weapon) {
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weapon = duplicate(weapon)
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this.prepareWeapon(weapon)
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let rollData = this.getCommonRollData()
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rollData.modifier = this.system.bonus[weapon.system.weapontype]
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rollData.mode = "weapon"
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@@ -698,7 +726,7 @@ export class Avd12Actor extends Actor {
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let weapon = this.items.get(weaponId)
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if (weapon) {
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weapon = duplicate(weapon)
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this.addDamages(weapon.system.damages.primary)
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this.prepareWeapon(weapon)
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let rollData = this.getCommonRollData()
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rollData.damageFormula = weapon.system.damages.primary[damageType]
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rollData.mode = "weapon-damage"
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