actor classes
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import { TotemActor } from "./actor.mjs";
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/**
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* Extend the base Actor document by defining a custom roll data structure which is ideal for the Simple system.
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* @extends {TotemActor}
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*/
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export class TotemCreature extends TotemActor {
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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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// the following, in order: data reset (to clear active effects),
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// prepareBaseData(), prepareEmbeddedDocuments() (including active effects),
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// prepareDerivedData().
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super.prepareData();
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}
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/** @override */
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prepareBaseData() {
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// Data modifications in this step occur before processing embedded
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// documents or derived data.
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}
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/**
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* @override
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* Augment the basic actor data with additional dynamic data. Typically,
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* you'll want to handle most of your calculated/derived data in this step.
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* Data calculated in this step should generally not exist in template.json
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* (such as ability modifiers rather than ability scores) and should be
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* available both inside and outside of character sheets (such as if an actor
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* is queried and has a roll executed directly from it).
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*/
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prepareDerivedData() {
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const actorData = this;
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const systemData = actorData.system;
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const flags = actorData.flags.totem || {};
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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._prepareNpcData(actorData);
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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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_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 systemData = actorData.system;
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systemData.xp = (systemData.cr * systemData.cr) * 100;
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}
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/**
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* Override getRollData() that's supplied to rolls.
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*/
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getRollData() {
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const data = super.getRollData();
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// Prepare character roll data.
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this._getNpcRollData(data);
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return data;
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}
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/**
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* Prepare NPC roll data.
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*/
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_getNpcRollData(data) {
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if (this.type !== 'creature') return;
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// Process additional NPC data here.
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}
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}
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