Foundry V10 Compatability and Skill Calculations
This commit is contained in:
@ -1,5 +1,5 @@
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export class RMSSActor extends Actor {
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/** @override */
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prepareData() {
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// Prepare data for the actor. Calling the super version of this executes
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@ -8,87 +8,92 @@ export class RMSSActor extends Actor {
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// prepareDerivedData().
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super.prepareData();
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}
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prepareDerivedData() {
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const actorData = this.data;
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const data = actorData.data;
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const actorData = this;
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const systemData = actorData.system;
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const flags = actorData.flags.rmss || {};
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// Make separate methods for each Actor type (character, npc, etc.) to keep
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// things organized.
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this._prepareCharacterData(actorData);
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this._prepareNpcData(actorData);
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}
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/**
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* Prepare Character type specific data
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*/
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* Prepare Character type specific data
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*/
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_prepareCharacterData(actorData) {
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if (actorData.type !== 'character') return;
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// Calculate Stat Bonuses in Actor
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this.prepareStatBonuses(actorData)
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// Calculate Resistance Rolls in Actor
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// Calculate Stat Bonuses for the Actor
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this.prepareStatBonuses(actorData);
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// Calculate Resistance Rolls for the Actor
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this.prepareResistanceRolls(actorData);
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// Iterate through and apply Stat bonuses for Skill Category Items
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this.prepareSkillCatStatBonuses();
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this.prepareSkillCategoryStatBonuses();
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}
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/**
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* Prepare NPC type specific data.
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*/
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* Prepare NPC type specific data.
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*/
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_prepareNpcData(actorData) {
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if (actorData.type !== 'npc') return;
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// Make modifications to data here. For example:
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const data = actorData.data;
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data.xp = (data.cr * data.cr) * 100;
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}
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// Tally each stat bonus and populate the total field.
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prepareStatBonuses(actorData) {
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const data = actorData.data;
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actorData.data.stats.agility.stat_bonus = Number(data.stats.agility.racial_bonus)+Number(data.stats.agility.special_bonus)+Number(data.stats.agility.basic_bonus);
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actorData.data.stats.constitution.stat_bonus = Number(data.stats.constitution.racial_bonus)+Number(data.stats.constitution.special_bonus)+Number(data.stats.constitution.basic_bonus);
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actorData.data.stats.memory.stat_bonus = Number(data.stats.memory.racial_bonus)+Number(data.stats.memory.special_bonus)+Number(data.stats.memory.basic_bonus);
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actorData.data.stats.reasoning.stat_bonus = Number(data.stats.reasoning.racial_bonus)+Number(data.stats.reasoning.special_bonus)+Number(data.stats.reasoning.basic_bonus);
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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);
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actorData.data.stats.empathy.stat_bonus = Number(data.stats.empathy.racial_bonus)+Number(data.stats.empathy.special_bonus)+Number(data.stats.empathy.basic_bonus);
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actorData.data.stats.intuition.stat_bonus = Number(data.stats.intuition.racial_bonus)+Number(data.stats.intuition.special_bonus)+Number(data.stats.intuition.basic_bonus);
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actorData.data.stats.presence.stat_bonus = Number(data.stats.presence.racial_bonus)+Number(data.stats.presence.special_bonus)+Number(data.stats.presence.basic_bonus);
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actorData.data.stats.quickness.stat_bonus = Number(data.stats.quickness.racial_bonus)+Number(data.stats.quickness.special_bonus)+Number(data.stats.quickness.basic_bonus);
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actorData.data.stats.strength.stat_bonus = Number(data.stats.strength.racial_bonus)+Number(data.stats.strength.special_bonus)+Number(data.stats.strength.basic_bonus);
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const systemData = actorData.system;
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actorData.system.stats.agility.stat_bonus = Number(systemData.stats.agility.racial_bonus)+Number(systemData.stats.agility.special_bonus)+Number(systemData.stats.agility.basic_bonus);
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actorData.system.stats.constitution.stat_bonus = Number(systemData.stats.constitution.racial_bonus)+Number(systemData.stats.constitution.special_bonus)+Number(systemData.stats.constitution.basic_bonus);
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actorData.system.stats.memory.stat_bonus = Number(systemData.stats.memory.racial_bonus)+Number(systemData.stats.memory.special_bonus)+Number(systemData.stats.memory.basic_bonus);
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actorData.system.stats.reasoning.stat_bonus = Number(systemData.stats.reasoning.racial_bonus)+Number(systemData.stats.reasoning.special_bonus)+Number(systemData.stats.reasoning.basic_bonus);
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actorData.system.stats.self_discipline.stat_bonus = Number(systemData.stats.self_discipline.racial_bonus)+Number(systemData.stats.self_discipline.special_bonus)+Number(systemData.stats.self_discipline.basic_bonus);
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actorData.system.stats.empathy.stat_bonus = Number(systemData.stats.empathy.racial_bonus)+Number(systemData.stats.empathy.special_bonus)+Number(systemData.stats.empathy.basic_bonus);
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actorData.system.stats.intuition.stat_bonus = Number(systemData.stats.intuition.racial_bonus)+Number(systemData.stats.intuition.special_bonus)+Number(systemData.stats.intuition.basic_bonus);
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actorData.system.stats.presence.stat_bonus = Number(systemData.stats.presence.racial_bonus)+Number(systemData.stats.presence.special_bonus)+Number(systemData.stats.presence.basic_bonus);
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actorData.system.stats.quickness.stat_bonus = Number(systemData.stats.quickness.racial_bonus)+Number(systemData.stats.quickness.special_bonus)+Number(systemData.stats.quickness.basic_bonus);
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actorData.system.stats.strength.stat_bonus = Number(systemData.stats.strength.racial_bonus)+Number(systemData.stats.strength.special_bonus)+Number(systemData.stats.strength.basic_bonus);
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}
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prepareResistanceRolls(actorData) {
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const data = actorData.data;
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actorData.data.resistance_rolls.essence = Number(actorData.data.stats.empathy.stat_bonus * 3)
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actorData.data.resistance_rolls.channeling = Number(actorData.data.stats.intuition.stat_bonus * 3)
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actorData.data.resistance_rolls.mentalism = Number(actorData.data.stats.presence.stat_bonus * 3)
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actorData.data.resistance_rolls.fear = Number(actorData.data.stats.self_discipline.stat_bonus * 3)
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actorData.data.resistance_rolls.poison_disease = Number(actorData.data.stats.constitution.stat_bonus * 3)
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actorData.data.resistance_rolls.chann_ess = Number(actorData.data.stats.intuition.stat_bonus) + Number(actorData.data.stats.empathy.stat_bonus)
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actorData.data.resistance_rolls.chann_ment = Number(actorData.data.stats.intuition.stat_bonus) + Number(actorData.data.stats.presence.stat_bonus)
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actorData.data.resistance_rolls.ess_ment = Number(actorData.data.stats.empathy.stat_bonus) + Number(actorData.data.stats.presence.stat_bonus)
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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)
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// Calculate each Resistance Roll with the formula on the character sheet.
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prepareResistanceRolls(actorData) { // TODO: Add Racial modifiers to resistance
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const systemData = actorData.system;
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actorData.system.resistance_rolls.essence = Number(systemData.stats.empathy.stat_bonus * 3);
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actorData.system.resistance_rolls.channeling = Number(systemData.stats.intuition.stat_bonus * 3);
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actorData.system.resistance_rolls.mentalism = Number(systemData.stats.presence.stat_bonus * 3);
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actorData.system.resistance_rolls.fear = Number(systemData.stats.self_discipline.stat_bonus * 3);
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actorData.system.resistance_rolls.poison_disease = Number(systemData.stats.constitution.stat_bonus * 3);
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actorData.system.resistance_rolls.chann_ess = Number(systemData.stats.intuition.stat_bonus) + Number(systemData.stats.empathy.stat_bonus);
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actorData.system.resistance_rolls.chann_ment = Number(systemData.stats.intuition.stat_bonus) + Number(systemData.stats.presence.stat_bonus);
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actorData.system.resistance_rolls.ess_ment = Number(systemData.stats.empathy.stat_bonus) + Number(systemData.stats.presence.stat_bonus);
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actorData.system.resistance_rolls.arcane = Number(systemData.stats.empathy.stat_bonus) + Number(systemData.stats.intuition.stat_bonus) + Number(systemData.stats.presence.stat_bonus);
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}
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prepareSkillCatStatBonuses() {
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console.log("Getting Items");
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/*prepareSkillCategoryBonuses() {
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for (const item of this.items) {
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if (item.type === "skill") {
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}
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}
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}*/
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// Tallys the bonus for each Stat that is applicable to the Skill Category and then updates the total
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prepareSkillCategoryStatBonuses() {
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for (const item of this.items) {
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if (item.type === "skill_category") {
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// Get all the applicable stats for this skill category
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var app_stat_1 = item.data.data.app_stat_1;
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var app_stat_2 = item.data.data.app_stat_2;
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var app_stat_3 = item.data.data.app_stat_3;
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console.log(item.name + " " + app_stat_1 + " " + app_stat_2 + " " + app_stat_3);
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var app_stat_1 = item.system.app_stat_1;
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var app_stat_2 = item.system.app_stat_2;
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var app_stat_3 = item.system.app_stat_3;
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// If the first one is None we don't need to do anything further
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if (app_stat_1 === "None") {
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@ -97,7 +102,7 @@ export class RMSSActor extends Actor {
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else
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{
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var applicable_stat_bonus = 0;
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var app_stat_1_found = false;
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var app_stat_2_found = false;
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var app_stat_3_found = false;
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@ -106,39 +111,42 @@ export class RMSSActor extends Actor {
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for (const stat in CONFIG.rmss.stats) {
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// If the configured App Stat matches the one of the stats in config
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if (app_stat_1 === CONFIG.rmss.stats[stat].shortname) {
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console.log("Found first stat: " + stat);
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app_stat_1_found = true;
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// Get the Stat Bonus
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console.log(this.data.data.stats[stat].stat_bonus);
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applicable_stat_bonus = applicable_stat_bonus + this.data.data.stats[stat].stat_bonus
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//console.log("New Applicable Stat Bonus: " + applicable_stat_bonus)
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applicable_stat_bonus = applicable_stat_bonus + this.system.stats[stat].stat_bonus;
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}
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if (app_stat_2 === CONFIG.rmss.stats[stat].shortname) {
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console.log("Found second stat: " + stat);
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app_stat_2_found = true;
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console.log(this.data.data.stats[stat].stat_bonus);
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applicable_stat_bonus = applicable_stat_bonus + this.data.data.stats[stat].stat_bonus
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//console.log("New Applicable Stat Bonus: " + applicable_stat_bonus)
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applicable_stat_bonus = applicable_stat_bonus + this.system.stats[stat].stat_bonus;
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}
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if (app_stat_3 === CONFIG.rmss.stats[stat].shortname) {
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console.log("Found third stat: " + stat);
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app_stat_3_found = true;
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console.log(this.data.data.stats[stat].stat_bonus);
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applicable_stat_bonus = applicable_stat_bonus + this.data.data.stats[stat].stat_bonus
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//console.log("New Applicable Stat Bonus: " + applicable_stat_bonus)
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applicable_stat_bonus = applicable_stat_bonus + this.system.stats[stat].stat_bonus;
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}
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}
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console.log("Applicable Stat Bonus: " + applicable_stat_bonus)
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//console.log("Applicable Stat Bonus: " + applicable_stat_bonus)
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if (app_stat_1_found === true && app_stat_2_found === true && app_stat_3_found === true) {
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// Apply the update if we found stat bonuses for every applicable stat
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item.data.data.stat_bonus = applicable_stat_bonus;
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item.system.stat_bonus = applicable_stat_bonus;
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// Update the total in the Item
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item.calculateSkillCatTotalBonus(item.data);
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item.calculateSkillCategoryTotalBonus(item);
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}
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}
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}
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}
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}
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// For each skill category return an object in this format.
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// {{ _id: "skill category name"}}
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// This is the format that the select helper on the skill sheet needs
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getOwnedSkillCategories() {
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var ownedSkillCategories = {None: "None"};
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for (const item of this.items) {
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if (item.type === "skill_category") {
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ownedSkillCategories[item._id] = item.name;
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}
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}
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return(ownedSkillCategories);
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}
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}
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@ -9,45 +9,47 @@ export class RMSSItem extends Item {
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super.prepareData();
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}
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// Set the images for newly created images (need to fix for copied images).
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// Set the icon images for newly created images.
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async _preCreate(data, options, userId) {
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await super._preCreate(data, options, userId);
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if (!data.img) {
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if (this.data.type == "armor") {
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await this.data.update({img: "systems/rmss/assets/default/armor.svg"});
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// Do not set on copied items if they have a custom Icon.
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if (!data.name.includes("(Copy)"))
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{
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if (this.type == "armor") {
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await this.updateSource({img: "systems/rmss/assets/default/armor.svg"});
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}
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else if (this.data.type == "weapon") {
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await this.data.update({img: "systems/rmss/assets/default/weapon.svg"});
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else if (this.type == "weapon") {
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await this.updateSource({img: "systems/rmss/assets/default/weapon.svg"});
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}
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else if (this.data.type == "skill") {
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await this.data.update({img: "systems/rmss/assets/default/skill.svg"});
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else if (this.type == "skill") {
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await this.updateSource({img: "systems/rmss/assets/default/skill.svg"});
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}
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else if (this.data.type == "skill_category") {
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await this.data.update({img: "systems/rmss/assets/default/skill_category.svg"});
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else if (this.type == "skill_category") {
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await this.updateSource({img: "systems/rmss/assets/default/skill_category.svg"});
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}
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else if (this.data.type == "spell") {
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await this.data.update({img: "systems/rmss/assets/default/spell.svg"});
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else if (this.type == "spell") {
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await this.updateSource({img: "systems/rmss/assets/default/spell.svg"});
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}
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else if (this.data.type == "herb_or_poison") {
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await this.data.update({img: "systems/rmss/assets/default/herb_or_poison.svg"});
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else if (this.type == "herb_or_poison") {
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await this.updateSource({img: "systems/rmss/assets/default/herb_or_poison.svg"});
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}
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else if (this.data.type == "transport") {
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await this.data.update({img: "systems/rmss/assets/default/transport.svg"});
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else if (this.type == "transport") {
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await this.updateSource({img: "systems/rmss/assets/default/transport.svg"});
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}
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}
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}
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calculateSkillCatTotalBonus(itemData) {
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// Calculate Stat Bonuses
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const data = itemData.data;
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itemData.data.total_bonus = Number(data.rank_bonus)+Number(data.stat_bonus)+Number(data.prof_bonus)+Number(data.special_bonus_1)+Number(data.special_bonus_2);
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calculateSkillCategoryTotalBonus(itemData) {
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if (this.type === "skill_category") {
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const systemData = itemData.system;
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itemData.system.total_bonus = Number(systemData.rank_bonus)+Number(systemData.stat_bonus)+Number(systemData.prof_bonus)+Number(systemData.special_bonus_1)+Number(systemData.special_bonus_2);
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}
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}
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prepareDerivedData() {
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const itemData = this.data;
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const data = itemData.data;
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const itemData = this;
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const systemData = itemData.system;
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const flags = itemData.flags.rmss || {};
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// Make separate methods for each item type to keep things organized.
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@ -62,16 +64,16 @@ export class RMSSItem extends Item {
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//const data = itemData.data;
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// Calculate Stat Bonuses
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this.calculateSkillCatTotalBonus(itemData);
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this.calculateSkillCategoryTotalBonus(itemData);
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}
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_prepareSkillData(itemData) {
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if (itemData.type !== 'skill') return;
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// Make modifications to data here. For example:
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const data = itemData.data;
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const systemData = itemData.system;
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// Calculate Stat Bonuses
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itemData.data.total_bonus = Number(data.rank_bonus)+Number(data.category_bonus)+Number(data.item_bonus)+Number(data.special_bonus_1)+Number(data.special_bonus_2);
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itemData.system.total_bonus = Number(systemData.rank_bonus)+Number(systemData.category_bonus)+Number(systemData.item_bonus)+Number(systemData.special_bonus_1)+Number(systemData.special_bonus_2);
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}
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}
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