/** * Extends the actor to process special things from L5R. */ export class ActorL5r5e extends Actor { /** * Create a new entity using provided input data * @override */ static async create(data, options = {}) { if (!Object.keys(data).includes("type")) { data.type = "character"; } await super.create(data, options); } /** @override */ prepareData() { super.prepareData(); const actorData = this.data; const data = actorData.data; const isCharacter = ["character", "npc"].includes(actorData.type); if (isCharacter) { data.endurance = (Number(data.rings.earth) + Number(data.rings.fire)) * 2; data.composure = (Number(data.rings.earth) + Number(data.rings.water)) * 2; data.focus = Number(data.rings.air) + Number(data.rings.fire); data.vigilante = Math.floor((Number(data.rings.air) + Number(data.rings.water)) / 2); data.void_points.max = data.rings.void; // Make sure void points are never greater than max if (data.void_points.current > data.void_points.max) { data.void_points.current = data.void_points.max; } } } }