Merge dice-roller branch

This commit is contained in:
2024-07-26 14:15:51 +02:00
parent 193c097882
commit 803604c1fe
32 changed files with 1458 additions and 34 deletions

View File

@ -27,6 +27,8 @@ export class RMSSActor extends Actor {
_prepareCharacterData(actorData) {
if (actorData.type !== "character") return;
this.calculateBasicStatBonus(actorData);
// Calculate Stat Bonuses for the Actor
this.calculateStatBonuses(actorData);
@ -51,6 +53,56 @@ export class RMSSActor extends Actor {
const data = actorData.data;
}
// This checks to see if you have a Rollable Table called "Basic Stat Bonus Table" and uses it to calculate the basic stat bonuses.
calculateBasicStatBonus(actorData) {
const systemData = actorData.system;
for (const table of game.tables) {
if (table.name === "Basic Stat Bonus Table") {
for (const result of table.results) {
if (actorData.system.stats.agility.temp >= Number(result.range[0]) && actorData.system.stats.agility.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.agility.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.constitution.temp >= Number(result.range[0]) && actorData.system.stats.constitution.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.constitution.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.memory.temp >= Number(result.range[0]) && actorData.system.stats.memory.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.memory.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.reasoning.temp >= Number(result.range[0]) && actorData.system.stats.reasoning.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.reasoning.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.self_discipline.temp >= Number(result.range[0]) && actorData.system.stats.self_discipline.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.self_discipline.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.empathy.temp >= Number(result.range[0]) && actorData.system.stats.empathy.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.empathy.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.intuition.temp >= Number(result.range[0]) && actorData.system.stats.intuition.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.intuition.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.presence.temp >= Number(result.range[0]) && actorData.system.stats.presence.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.presence.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.quickness.temp >= Number(result.range[0]) && actorData.system.stats.quickness.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.quickness.basic_bonus = parseInt(result.text, 10);
}
if (actorData.system.stats.strength.temp >= Number(result.range[0]) && actorData.system.stats.strength.basic_bonus <= Number(result.range[1])) {
actorData.system.stats.strength.basic_bonus = parseInt(result.text, 10);
}
}
}
}
}
// Tally each stat bonus and populate the total field.
calculateStatBonuses(actorData) {
const systemData = actorData.system;

View File

@ -105,12 +105,14 @@ export class RMSSItem extends Item {
}
else
{
const items = this.parent.items;
const items = this.parent?.items;
console.log(`rmss | item.js | Skill ${this.name} has owner, calculating skill category bonus.`);
for (const item of items) {
if (item.type === "skill_category" && item._id === itemData.system.category) {
console.log(`rmss | item.js | Calculating Skill Category bonus for skill: ${this.name}`);
this.system.category_bonus = item.system.total_bonus;
if (items) {
for (const item of items) {
if (item.type === "skill_category" && item._id === itemData.system.category) {
console.log(`rmss | item.js | Calculating Skill Category bonus for skill: ${this.name}`);
this.system.category_bonus = item.system.total_bonus;
}
}
}
}