use of min/max for fatigue/strife/void point for use on token bars
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@@ -61,20 +61,22 @@ export class ActorL5r5e extends Actor {
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prepareData() {
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super.prepareData();
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const actorData = this.data;
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const data = actorData.data;
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const isCharacter = ["character", "npc"].includes(actorData.type);
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if (["character", "npc"].includes(this.data.type)) {
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const data = this.data.data;
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if (isCharacter) {
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data.endurance = (Number(data.rings.earth) + Number(data.rings.fire)) * 2;
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data.composure = (Number(data.rings.earth) + Number(data.rings.water)) * 2;
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data.focus = Number(data.rings.air) + Number(data.rings.fire);
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data.vigilante = Math.floor((Number(data.rings.air) + Number(data.rings.water)) / 2);
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// Attributes bars
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data.void_points.max = data.rings.void;
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data.fatigue.max = data.endurance;
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data.strife.max = data.composure;
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// Make sure void points are never greater than max
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if (data.void_points.current > data.void_points.max) {
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data.void_points.current = data.void_points.max;
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if (data.void_points.value > data.void_points.max) {
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data.void_points.value = data.void_points.max;
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}
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}
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}
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