Initial commit
This commit is contained in:
144
rmss/module/documents/actor.js
Normal file
144
rmss/module/documents/actor.js
Normal file
@ -0,0 +1,144 @@
|
||||
export class RMSSActor extends Actor {
|
||||
|
||||
/** @override */
|
||||
prepareData() {
|
||||
// Prepare data for the actor. Calling the super version of this executes
|
||||
// the following, in order: data reset (to clear active effects),
|
||||
// prepareBaseData(), prepareEmbeddedDocuments() (including active effects),
|
||||
// prepareDerivedData().
|
||||
super.prepareData();
|
||||
}
|
||||
|
||||
prepareDerivedData() {
|
||||
const actorData = this.data;
|
||||
const data = actorData.data;
|
||||
const flags = actorData.flags.rmss || {};
|
||||
|
||||
// Make separate methods for each Actor type (character, npc, etc.) to keep
|
||||
// things organized.
|
||||
this._prepareCharacterData(actorData);
|
||||
this._prepareNpcData(actorData);
|
||||
}
|
||||
|
||||
/**
|
||||
* Prepare Character type specific data
|
||||
*/
|
||||
_prepareCharacterData(actorData) {
|
||||
if (actorData.type !== 'character') return;
|
||||
|
||||
// Calculate Stat Bonuses in Actor
|
||||
this.prepareStatBonuses(actorData)
|
||||
|
||||
// Calculate Resistance Rolls in Actor
|
||||
this.prepareResistanceRolls(actorData);
|
||||
|
||||
// Iterate through and apply Stat bonuses for Skill Category Items
|
||||
this.prepareSkillCatStatBonuses();
|
||||
}
|
||||
|
||||
/**
|
||||
* Prepare NPC type specific data.
|
||||
*/
|
||||
_prepareNpcData(actorData) {
|
||||
if (actorData.type !== 'npc') return;
|
||||
|
||||
// Make modifications to data here. For example:
|
||||
const data = actorData.data;
|
||||
data.xp = (data.cr * data.cr) * 100;
|
||||
}
|
||||
|
||||
prepareStatBonuses(actorData) {
|
||||
|
||||
const data = actorData.data;
|
||||
|
||||
actorData.data.stats.agility.stat_bonus = Number(data.stats.agility.racial_bonus)+Number(data.stats.agility.special_bonus)+Number(data.stats.agility.basic_bonus);
|
||||
actorData.data.stats.constitution.stat_bonus = Number(data.stats.constitution.racial_bonus)+Number(data.stats.constitution.special_bonus)+Number(data.stats.constitution.basic_bonus);
|
||||
actorData.data.stats.memory.stat_bonus = Number(data.stats.memory.racial_bonus)+Number(data.stats.memory.special_bonus)+Number(data.stats.memory.basic_bonus);
|
||||
actorData.data.stats.reasoning.stat_bonus = Number(data.stats.reasoning.racial_bonus)+Number(data.stats.reasoning.special_bonus)+Number(data.stats.reasoning.basic_bonus);
|
||||
actorData.data.stats.self_discipline.stat_bonus = Number(data.stats.self_discipline.racial_bonus)+Number(data.stats.self_discipline.special_bonus)+Number(data.stats.self_discipline.basic_bonus);
|
||||
actorData.data.stats.empathy.stat_bonus = Number(data.stats.empathy.racial_bonus)+Number(data.stats.empathy.special_bonus)+Number(data.stats.empathy.basic_bonus);
|
||||
actorData.data.stats.intuition.stat_bonus = Number(data.stats.intuition.racial_bonus)+Number(data.stats.intuition.special_bonus)+Number(data.stats.intuition.basic_bonus);
|
||||
actorData.data.stats.presence.stat_bonus = Number(data.stats.presence.racial_bonus)+Number(data.stats.presence.special_bonus)+Number(data.stats.presence.basic_bonus);
|
||||
actorData.data.stats.quickness.stat_bonus = Number(data.stats.quickness.racial_bonus)+Number(data.stats.quickness.special_bonus)+Number(data.stats.quickness.basic_bonus);
|
||||
actorData.data.stats.strength.stat_bonus = Number(data.stats.strength.racial_bonus)+Number(data.stats.strength.special_bonus)+Number(data.stats.strength.basic_bonus);
|
||||
|
||||
}
|
||||
|
||||
prepareResistanceRolls(actorData) {
|
||||
|
||||
const data = actorData.data;
|
||||
|
||||
actorData.data.resistance_rolls.essence = Number(actorData.data.stats.empathy.stat_bonus * 3)
|
||||
actorData.data.resistance_rolls.channeling = Number(actorData.data.stats.intuition.stat_bonus * 3)
|
||||
actorData.data.resistance_rolls.mentalism = Number(actorData.data.stats.presence.stat_bonus * 3)
|
||||
actorData.data.resistance_rolls.fear = Number(actorData.data.stats.self_discipline.stat_bonus * 3)
|
||||
actorData.data.resistance_rolls.poison_disease = Number(actorData.data.stats.constitution.stat_bonus * 3)
|
||||
actorData.data.resistance_rolls.chann_ess = Number(actorData.data.stats.intuition.stat_bonus) + Number(actorData.data.stats.empathy.stat_bonus)
|
||||
actorData.data.resistance_rolls.chann_ment = Number(actorData.data.stats.intuition.stat_bonus) + Number(actorData.data.stats.presence.stat_bonus)
|
||||
actorData.data.resistance_rolls.ess_ment = Number(actorData.data.stats.empathy.stat_bonus) + Number(actorData.data.stats.presence.stat_bonus)
|
||||
actorData.data.resistance_rolls.arcane = Number(actorData.data.stats.empathy.stat_bonus) + Number(actorData.data.stats.intuition.stat_bonus) + Number(actorData.data.stats.presence.stat_bonus)
|
||||
}
|
||||
|
||||
prepareSkillCatStatBonuses() {
|
||||
console.log("Getting Items");
|
||||
for (const item of this.items) {
|
||||
if (item.type === "skill_category") {
|
||||
|
||||
// Get all the applicable stats for this skill category
|
||||
var app_stat_1 = item.data.data.app_stat_1;
|
||||
var app_stat_2 = item.data.data.app_stat_2;
|
||||
var app_stat_3 = item.data.data.app_stat_3;
|
||||
console.log(item.name + " " + app_stat_1 + " " + app_stat_2 + " " + app_stat_3);
|
||||
|
||||
// If the first one is None we don't need to do anything further
|
||||
if (app_stat_1 === "None") {
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
var applicable_stat_bonus = 0;
|
||||
|
||||
var app_stat_1_found = false;
|
||||
var app_stat_2_found = false;
|
||||
var app_stat_3_found = false;
|
||||
|
||||
// Iterate through the applicable stats and find their full names
|
||||
for (const stat in CONFIG.rmss.stats) {
|
||||
// If the configured App Stat matches the one of the stats in config
|
||||
if (app_stat_1 === CONFIG.rmss.stats[stat].shortname) {
|
||||
console.log("Found first stat: " + stat);
|
||||
app_stat_1_found = true;
|
||||
// Get the Stat Bonus
|
||||
console.log(this.data.data.stats[stat].stat_bonus);
|
||||
applicable_stat_bonus = applicable_stat_bonus + this.data.data.stats[stat].stat_bonus
|
||||
//console.log("New Applicable Stat Bonus: " + applicable_stat_bonus)
|
||||
}
|
||||
if (app_stat_2 === CONFIG.rmss.stats[stat].shortname) {
|
||||
console.log("Found second stat: " + stat);
|
||||
app_stat_2_found = true;
|
||||
console.log(this.data.data.stats[stat].stat_bonus);
|
||||
applicable_stat_bonus = applicable_stat_bonus + this.data.data.stats[stat].stat_bonus
|
||||
//console.log("New Applicable Stat Bonus: " + applicable_stat_bonus)
|
||||
}
|
||||
if (app_stat_3 === CONFIG.rmss.stats[stat].shortname) {
|
||||
console.log("Found third stat: " + stat);
|
||||
app_stat_3_found = true;
|
||||
console.log(this.data.data.stats[stat].stat_bonus);
|
||||
applicable_stat_bonus = applicable_stat_bonus + this.data.data.stats[stat].stat_bonus
|
||||
//console.log("New Applicable Stat Bonus: " + applicable_stat_bonus)
|
||||
}
|
||||
}
|
||||
console.log("Applicable Stat Bonus: " + applicable_stat_bonus)
|
||||
if (app_stat_1_found === true && app_stat_2_found === true && app_stat_3_found === true) {
|
||||
// Apply the update if we found stat bonuses for every applicable stat
|
||||
item.data.data.stat_bonus = applicable_stat_bonus;
|
||||
|
||||
// Update the total in the Item
|
||||
item.calculateSkillCatTotalBonus(item.data);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
Reference in New Issue
Block a user