Take over project
Changes: + Update macros for crits + update lookup for Abwehr and Zaubern to display correct value
This commit is contained in:
+218
-205
@@ -1,9 +1,8 @@
|
||||
import { M5Item } from "../items/M5Item"
|
||||
import { M5Attribute, M5CharacterCalculatedData, M5ItemMod, M5ModOperation, M5ModResult, M5RollData, M5Skill, M5SkillCalculated, M5SkillLearned } from "../M5Base"
|
||||
import M5ModAggregate from "./M5ModAggregate"
|
||||
import { M5Item } from "../items/M5Item";
|
||||
import { M5Attribute, M5CharacterCalculatedData, M5ItemMod, M5ModOperation, M5ModResult, M5RollData, M5Skill, M5SkillCalculated, M5SkillLearned } from "../M5Base";
|
||||
import M5ModAggregate from "./M5ModAggregate";
|
||||
|
||||
export class M5Character extends Actor {
|
||||
|
||||
// constructor(
|
||||
// data: ConstructorParameters<typeof foundry.documents.BaseActor>[0],
|
||||
// context?: ConstructorParameters<typeof foundry.documents.BaseActor>[1]
|
||||
@@ -13,23 +12,19 @@ export class M5Character extends Actor {
|
||||
// }
|
||||
|
||||
static attributeMinMax(attribute: M5Attribute) {
|
||||
return Math.min(100, Math.max(0, attribute.value + attribute.bonus))
|
||||
return Math.min(100, Math.max(0, attribute.value + attribute.bonus));
|
||||
}
|
||||
|
||||
static attributeBonus(attribute: M5Attribute) {
|
||||
const value = this.attributeMinMax(attribute)
|
||||
if (value > 95)
|
||||
return 2
|
||||
if (value > 80)
|
||||
return 1
|
||||
if (value > 20)
|
||||
return 0
|
||||
if (value > 5)
|
||||
return -1
|
||||
return -2
|
||||
const value = this.attributeMinMax(attribute);
|
||||
if (value > 95) return 2;
|
||||
if (value > 80) return 1;
|
||||
if (value > 20) return 0;
|
||||
if (value > 5) return -1;
|
||||
return -2;
|
||||
}
|
||||
|
||||
derivedData(skip: { mods?: boolean, skills?: boolean, weapons?: boolean, defensiveWeapons?: boolean, armor?: boolean, items?: boolean, spells?: boolean } = {} ): M5CharacterCalculatedData {
|
||||
derivedData(skip: { mods?: boolean; skills?: boolean; weapons?: boolean; defensiveWeapons?: boolean; armor?: boolean; items?: boolean; spells?: boolean } = {}): M5CharacterCalculatedData {
|
||||
let ret: M5CharacterCalculatedData = {
|
||||
level: 0,
|
||||
attributes: {
|
||||
@@ -41,7 +36,7 @@ export class M5Character extends Actor {
|
||||
zt: { value: 0, bonus: 0, mods: [] },
|
||||
au: { value: 0, bonus: 0, mods: [] },
|
||||
pa: { value: 0, bonus: 0, mods: [] },
|
||||
wk: { value: 0, bonus: 0, mods: [] }
|
||||
wk: { value: 0, bonus: 0, mods: [] },
|
||||
},
|
||||
stats: {
|
||||
lp: { value: 0, mods: [] },
|
||||
@@ -58,7 +53,7 @@ export class M5Character extends Actor {
|
||||
brawl: { value: 0, mods: [] },
|
||||
brawlEw: 0,
|
||||
poisonResistance: { value: 0, mods: [] },
|
||||
enduranceBonus: 0
|
||||
enduranceBonus: 0,
|
||||
},
|
||||
skillMods: {},
|
||||
skills: {
|
||||
@@ -66,187 +61,200 @@ export class M5Character extends Actor {
|
||||
general: {},
|
||||
combat: {},
|
||||
language: {},
|
||||
custom: {}
|
||||
custom: {},
|
||||
},
|
||||
gear: {
|
||||
weapons: {},
|
||||
defensiveWeapons: {},
|
||||
armor: {},
|
||||
items: {}
|
||||
items: {},
|
||||
},
|
||||
spells: {}
|
||||
} as M5CharacterCalculatedData
|
||||
spells: {},
|
||||
} as M5CharacterCalculatedData;
|
||||
|
||||
const context = (this as any)
|
||||
if (!context)
|
||||
return null
|
||||
const context = this as any;
|
||||
if (!context) return null;
|
||||
|
||||
const data = (this as any).system
|
||||
if (!data)
|
||||
return null
|
||||
|
||||
ret.level = M5Character.levelFromExp(data.es)
|
||||
const data = (this as any).system;
|
||||
if (!data) return null;
|
||||
|
||||
ret.attributes.st.value = M5Character.attributeMinMax(data.attributes.st) // TODO item effects
|
||||
ret.attributes.gs.value = M5Character.attributeMinMax(data.attributes.gs)
|
||||
ret.attributes.gw.value = M5Character.attributeMinMax(data.attributes.gw)
|
||||
ret.attributes.ko.value = M5Character.attributeMinMax(data.attributes.ko)
|
||||
ret.attributes.in.value = M5Character.attributeMinMax(data.attributes.in)
|
||||
ret.attributes.zt.value = M5Character.attributeMinMax(data.attributes.zt)
|
||||
ret.attributes.au.value = M5Character.attributeMinMax(data.attributes.au)
|
||||
ret.attributes.pa.value = M5Character.attributeMinMax(data.attributes.pa)
|
||||
ret.attributes.wk.value = M5Character.attributeMinMax(data.attributes.wk)
|
||||
ret.level = M5Character.levelFromExp(data.es);
|
||||
|
||||
ret.attributes.st.bonus = M5Character.attributeBonus(data.attributes.st)
|
||||
ret.attributes.gs.bonus = M5Character.attributeBonus(data.attributes.gs)
|
||||
ret.attributes.gw.bonus = M5Character.attributeBonus(data.attributes.gw)
|
||||
ret.attributes.ko.bonus = M5Character.attributeBonus(data.attributes.ko)
|
||||
ret.attributes.in.bonus = M5Character.attributeBonus(data.attributes.in)
|
||||
ret.attributes.zt.bonus = M5Character.attributeBonus(data.attributes.zt)
|
||||
ret.attributes.au.bonus = M5Character.attributeBonus(data.attributes.au)
|
||||
ret.attributes.pa.bonus = M5Character.attributeBonus(data.attributes.pa)
|
||||
ret.attributes.wk.bonus = M5Character.attributeBonus(data.attributes.wk)
|
||||
ret.attributes.st.value = M5Character.attributeMinMax(data.attributes.st); // TODO item effects
|
||||
ret.attributes.gs.value = M5Character.attributeMinMax(data.attributes.gs);
|
||||
ret.attributes.gw.value = M5Character.attributeMinMax(data.attributes.gw);
|
||||
ret.attributes.ko.value = M5Character.attributeMinMax(data.attributes.ko);
|
||||
ret.attributes.in.value = M5Character.attributeMinMax(data.attributes.in);
|
||||
ret.attributes.zt.value = M5Character.attributeMinMax(data.attributes.zt);
|
||||
ret.attributes.au.value = M5Character.attributeMinMax(data.attributes.au);
|
||||
ret.attributes.pa.value = M5Character.attributeMinMax(data.attributes.pa);
|
||||
ret.attributes.wk.value = M5Character.attributeMinMax(data.attributes.wk);
|
||||
|
||||
ret.attributes.st.bonus = M5Character.attributeBonus(data.attributes.st);
|
||||
ret.attributes.gs.bonus = M5Character.attributeBonus(data.attributes.gs);
|
||||
ret.attributes.gw.bonus = M5Character.attributeBonus(data.attributes.gw);
|
||||
ret.attributes.ko.bonus = M5Character.attributeBonus(data.attributes.ko);
|
||||
ret.attributes.in.bonus = M5Character.attributeBonus(data.attributes.in);
|
||||
ret.attributes.zt.bonus = M5Character.attributeBonus(data.attributes.zt);
|
||||
ret.attributes.au.bonus = M5Character.attributeBonus(data.attributes.au);
|
||||
ret.attributes.pa.bonus = M5Character.attributeBonus(data.attributes.pa);
|
||||
ret.attributes.wk.bonus = M5Character.attributeBonus(data.attributes.wk);
|
||||
|
||||
ret.stats.lp = this.modResult(data.lp);
|
||||
ret.stats.ap = this.modResult(data.ap);
|
||||
ret.stats.armor = 0;
|
||||
ret.stats.defense = this.modResult(M5Character.defenseFromLevel(ret.level));
|
||||
ret.stats.damageBonus = this.modResult(Math.floor(ret.attributes.st.value / 20) + Math.floor(ret.attributes.gs.value / 30) - 3);
|
||||
ret.stats.attackBonus = this.modResult(ret.attributes.gs.bonus);
|
||||
ret.stats.defenseBonus = this.modResult(ret.attributes.gw.bonus);
|
||||
ret.stats.movementBonus = this.modResult(0);
|
||||
ret.stats.resistanceMind = this.modResult(ret.stats.defense.value);
|
||||
ret.stats.resistanceBody = this.modResult(ret.stats.defense.value + 1);
|
||||
ret.stats.spellCasting = this.modResult((data.info.magicUsing ? M5Character.spellCastingFromLevel(ret.level) : 3) + ret.attributes.zt.bonus);
|
||||
ret.stats.brawl = this.modResult(Math.floor((ret.attributes.st.value + ret.attributes.gw.value) / 20));
|
||||
ret.stats.brawlEw = ret.stats.brawl.value + ret.stats.attackBonus.value;
|
||||
ret.stats.poisonResistance = this.modResult(30 + Math.floor(ret.attributes.ko.value / 2));
|
||||
ret.stats.enduranceBonus = Math.floor(ret.attributes.ko.value / 10) + Math.floor(ret.attributes.st.value / 20);
|
||||
|
||||
ret.stats.lp = this.modResult(data.lp)
|
||||
ret.stats.ap = this.modResult(data.ap)
|
||||
ret.stats.armor = 0
|
||||
ret.stats.defense = this.modResult(M5Character.defenseFromLevel(ret.level))
|
||||
ret.stats.damageBonus = this.modResult(Math.floor(ret.attributes.st.value/20) + Math.floor(ret.attributes.gs.value/30) - 3)
|
||||
ret.stats.attackBonus = this.modResult(ret.attributes.gs.bonus)
|
||||
ret.stats.defenseBonus = this.modResult(ret.attributes.gw.bonus)
|
||||
ret.stats.movementBonus = this.modResult(0)
|
||||
ret.stats.resistanceMind = this.modResult(ret.stats.defense.value)
|
||||
ret.stats.resistanceBody = this.modResult(ret.stats.defense.value + 1)
|
||||
ret.stats.spellCasting = this.modResult((data.info.magicUsing ? M5Character.spellCastingFromLevel(ret.level) : 3) + ret.attributes.zt.bonus)
|
||||
ret.stats.brawl = this.modResult(Math.floor((ret.attributes.st.value + ret.attributes.gw.value) / 20))
|
||||
ret.stats.brawlEw = ret.stats.brawl.value + ret.stats.attackBonus.value
|
||||
ret.stats.poisonResistance = this.modResult(30 + Math.floor(ret.attributes.ko.value / 2))
|
||||
ret.stats.enduranceBonus = Math.floor(ret.attributes.ko.value/10) + Math.floor(ret.attributes.st.value/20)
|
||||
|
||||
if (!skip?.mods) {
|
||||
const aggregate = new M5ModAggregate(data, ret)
|
||||
const aggregate = new M5ModAggregate(data, ret);
|
||||
|
||||
context.items?.filter(item => item.type === "item").forEach(item => {
|
||||
const mods = item.system.mods
|
||||
//console.log("Actor item mods", mods)
|
||||
Object.keys(mods).forEach(modIndex => {
|
||||
const mod = mods[modIndex] as M5ItemMod
|
||||
aggregate.push(mod, item.name)
|
||||
})
|
||||
})
|
||||
|
||||
ret.skillMods = aggregate.calculate()
|
||||
context.items
|
||||
?.filter((item) => item.type === "item")
|
||||
.forEach((item) => {
|
||||
const mods = item.system.mods;
|
||||
//console.log("Actor item mods", mods)
|
||||
Object.keys(mods).forEach((modIndex) => {
|
||||
const mod = mods[modIndex] as M5ItemMod;
|
||||
aggregate.push(mod, item.name);
|
||||
});
|
||||
});
|
||||
|
||||
ret.skillMods = aggregate.calculate();
|
||||
}
|
||||
|
||||
if (!skip?.items) {
|
||||
context.items?.filter(item => item.type === "item").forEach(item => {
|
||||
item.prepareDerivedData()
|
||||
if (!skip?.items) {
|
||||
context.items
|
||||
?.filter((item) => item.type === "item")
|
||||
.forEach((item) => {
|
||||
item.prepareDerivedData();
|
||||
|
||||
let label = item.name
|
||||
if (item.system.magic) {
|
||||
label += "*"
|
||||
}
|
||||
let label = item.name;
|
||||
if (item.system.magic) {
|
||||
label += "*";
|
||||
}
|
||||
|
||||
ret.gear.items[item.id] = {
|
||||
label: label,
|
||||
magic: item.system.magic,
|
||||
calc: item.system.calc
|
||||
}
|
||||
})
|
||||
ret.gear.items[item.id] = {
|
||||
label: label,
|
||||
magic: item.system.magic,
|
||||
calc: item.system.calc,
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
if (!skip?.skills) {
|
||||
context.items?.filter(item => item.type === "skill").forEach(item => {
|
||||
item.prepareDerivedData()
|
||||
const skillMap = ret.skills[item.system.type]
|
||||
skillMap[item.id] = {
|
||||
label: item.name,
|
||||
fw: item.system.fw,
|
||||
attribute: item.system.attribute,
|
||||
pp: item.system.pp,
|
||||
calc: item.system.calc
|
||||
} as M5SkillCalculated
|
||||
})
|
||||
context.items
|
||||
?.filter((item) => item.type === "skill")
|
||||
.forEach((item) => {
|
||||
item.prepareDerivedData();
|
||||
const skillMap = ret.skills[item.system.type];
|
||||
skillMap[item.id] = {
|
||||
label: item.name,
|
||||
fw: item.system.fw,
|
||||
attribute: item.system.attribute,
|
||||
pp: item.system.pp,
|
||||
calc: item.system.calc,
|
||||
} as M5SkillCalculated;
|
||||
});
|
||||
}
|
||||
|
||||
if (!skip?.weapons) {
|
||||
context.items?.filter(item => item.type === "weapon").forEach(item => {
|
||||
item.prepareDerivedData()
|
||||
if (!skip?.weapons) {
|
||||
context.items
|
||||
?.filter((item) => item.type === "weapon")
|
||||
.forEach((item) => {
|
||||
item.prepareDerivedData();
|
||||
|
||||
let label = item.name
|
||||
if (item.system.magic) {
|
||||
label += "*("
|
||||
+ (item.system.stats.attackBonus < 0 ? "" : "+")
|
||||
+ item.system.stats.attackBonus + "/"
|
||||
+ (item.system.stats.damageBonus < 0 ? "" : "+")
|
||||
+ item.system.stats.damageBonus + ")"
|
||||
}
|
||||
let label = item.name;
|
||||
if (item.system.magic) {
|
||||
label +=
|
||||
"*(" +
|
||||
(item.system.stats.attackBonus < 0 ? "" : "+") +
|
||||
item.system.stats.attackBonus +
|
||||
"/" +
|
||||
(item.system.stats.damageBonus < 0 ? "" : "+") +
|
||||
item.system.stats.damageBonus +
|
||||
")";
|
||||
}
|
||||
|
||||
ret.gear.weapons[item.id] = {
|
||||
label: label,
|
||||
skillId: item.system.skillId,
|
||||
magic: item.system.magic,
|
||||
calc: item.system.calc
|
||||
}
|
||||
})
|
||||
ret.gear.weapons[item.id] = {
|
||||
label: label,
|
||||
skillId: item.system.skillId,
|
||||
magic: item.system.magic,
|
||||
calc: item.system.calc,
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
if (!skip?.defensiveWeapons) {
|
||||
context.items?.filter(item => item.type === "defensiveWeapon").forEach(item => {
|
||||
item.prepareDerivedData()
|
||||
if (!skip?.defensiveWeapons) {
|
||||
context.items
|
||||
?.filter((item) => item.type === "defensiveWeapon")
|
||||
.forEach((item) => {
|
||||
item.prepareDerivedData();
|
||||
|
||||
let label = item.name
|
||||
if (item.system.magic) {
|
||||
label += "*("
|
||||
+ (item.system.stats.defenseBonus < 0 ? "" : "+")
|
||||
+ item.system.stats.defenseBonus + ")"
|
||||
}
|
||||
let label = item.name;
|
||||
if (item.system.magic) {
|
||||
label += "*(" + (item.system.stats.defenseBonus < 0 ? "" : "+") + item.system.stats.defenseBonus + ")";
|
||||
}
|
||||
|
||||
ret.gear.defensiveWeapons[item.id] = {
|
||||
label: label,
|
||||
skillId: item.system.skillId,
|
||||
magic: item.system.magic,
|
||||
calc: item.system.calc
|
||||
}
|
||||
})
|
||||
ret.gear.defensiveWeapons[item.id] = {
|
||||
label: label,
|
||||
skillId: item.system.skillId,
|
||||
magic: item.system.magic,
|
||||
calc: item.system.calc,
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
if (!skip?.armor) {
|
||||
context.items?.filter(item => item.type === "armor").forEach(item => {
|
||||
item.prepareDerivedData()
|
||||
if (!skip?.armor) {
|
||||
context.items
|
||||
?.filter((item) => item.type === "armor")
|
||||
.forEach((item) => {
|
||||
item.prepareDerivedData();
|
||||
|
||||
let label = item.name
|
||||
if (item.system.magic) {
|
||||
label += "*"
|
||||
}
|
||||
let label = item.name;
|
||||
if (item.system.magic) {
|
||||
label += "*";
|
||||
}
|
||||
|
||||
ret.gear.armor[item.id] = {
|
||||
label: label,
|
||||
magic: item.system.magic,
|
||||
calc: item.system.calc
|
||||
}
|
||||
})
|
||||
ret.gear.armor[item.id] = {
|
||||
label: label,
|
||||
magic: item.system.magic,
|
||||
calc: item.system.calc,
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
if (!skip?.spells) {
|
||||
context.items?.filter(item => item.type === "spell").forEach(item => {
|
||||
item.prepareDerivedData()
|
||||
if (!skip?.spells) {
|
||||
context.items
|
||||
?.filter((item) => item.type === "spell")
|
||||
.forEach((item) => {
|
||||
item.prepareDerivedData();
|
||||
|
||||
ret.spells[item.id] = {
|
||||
label: item.name,
|
||||
process: "midgard5.spell-process-" + item.system.process,
|
||||
calc: item.system.calc
|
||||
}
|
||||
})
|
||||
ret.spells[item.id] = {
|
||||
label: item.name,
|
||||
process: "midgard5.spell-process-" + item.system.process,
|
||||
calc: item.system.calc,
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
return ret
|
||||
return ret;
|
||||
}
|
||||
|
||||
prepareDerivedData() {
|
||||
console.log("M5Character", "prepareDerivedData")
|
||||
const data = (this as any).system
|
||||
data.calc = this.derivedData({})
|
||||
console.log("M5Character", "prepareDerivedData");
|
||||
const data = (this as any).system;
|
||||
data.calc = this.derivedData({});
|
||||
}
|
||||
|
||||
override getRollData(): any {
|
||||
@@ -255,88 +263,93 @@ export class M5Character extends Actor {
|
||||
i: null,
|
||||
iType: null,
|
||||
rolls: {},
|
||||
res: {}
|
||||
} as M5RollData
|
||||
res: {},
|
||||
} as M5RollData;
|
||||
}
|
||||
|
||||
static readonly levelThreshold: Array<number> = [0, 100, 250, 500, 750, 1000, 1250, 1500, 1750, 2000, 2500, 3000, 3500, 4000, 4500, 5000, 6000, 7000, 8000, 9000, 10000, 12500, 15000, 17500, 20000, 22500, 25000, 30000, 35000, 40000, 45000, 50000, 55000, 60000, 65000, 70000, 75000, 80000, 85000, 90000, 95000, 100000, 105000, 110000, 115000, 120000, 125000, 130000, 135000, 140000, 145000, 150000, 155000, 160000, 165000, 170000, 175000, 180000, 185000, 190000, 195000, 200000, 205000, 210000, 215000, 220000, 225000, 230000, 235000, 240000, 245000, 250000, 255000, 260000, 265000, 270000, 275000, 280000]
|
||||
static readonly levelThreshold: Array<number> = [
|
||||
0, 100, 250, 500, 750, 1000, 1250, 1500, 1750, 2000, 2500, 3000, 3500, 4000, 4500, 5000, 6000, 7000, 8000, 9000, 10000, 12500, 15000, 17500, 20000, 22500, 25000, 30000, 35000, 40000,
|
||||
45000, 50000, 55000, 60000, 65000, 70000, 75000, 80000, 85000, 90000, 95000, 100000, 105000, 110000, 115000, 120000, 125000, 130000, 135000, 140000, 145000, 150000, 155000, 160000,
|
||||
165000, 170000, 175000, 180000, 185000, 190000, 195000, 200000, 205000, 210000, 215000, 220000, 225000, 230000, 235000, 240000, 245000, 250000, 255000, 260000, 265000, 270000, 275000,
|
||||
280000,
|
||||
];
|
||||
static levelFromExp(exp: number): number {
|
||||
const ret = M5Character.levelThreshold.findIndex(val => val > exp)
|
||||
return ret === -1 ? M5Character.levelThreshold.length : ret
|
||||
const ret = M5Character.levelThreshold.findIndex((val) => val > exp);
|
||||
return ret === -1 ? M5Character.levelThreshold.length : ret;
|
||||
}
|
||||
|
||||
static readonly defenseThreshold: Array<[number, number]> = [
|
||||
[1, 11],
|
||||
[2, 12],
|
||||
[5, 13],
|
||||
[10, 14],
|
||||
[15, 15],
|
||||
[20, 16],
|
||||
[30, 18],
|
||||
[25, 17],
|
||||
[30, 18]
|
||||
]
|
||||
[20, 16],
|
||||
[15, 15],
|
||||
[10, 14],
|
||||
[5, 13],
|
||||
[2, 12],
|
||||
[1, 11],
|
||||
];
|
||||
static defenseFromLevel(lvl: number): number {
|
||||
const ret = M5Character.defenseThreshold.find(val => val[0] >= lvl)
|
||||
return ret ? ret[1] : M5Character.defenseThreshold[M5Character.defenseThreshold.length - 1][1]
|
||||
const ret = M5Character.defenseThreshold.find((val) => val[0] <= lvl);
|
||||
return ret ? ret[1] : M5Character.defenseThreshold[M5Character.defenseThreshold.length - 1][1];
|
||||
}
|
||||
|
||||
static readonly spellCastingThreshold: Array<[number, number]> = [
|
||||
[1, 11],
|
||||
[2, 12],
|
||||
[4, 13],
|
||||
[6, 14],
|
||||
[8, 15],
|
||||
[10, 16],
|
||||
[20, 18],
|
||||
[15, 17],
|
||||
[20, 18]
|
||||
]
|
||||
[10, 16],
|
||||
[8, 15],
|
||||
[6, 14],
|
||||
[4, 13],
|
||||
[2, 12],
|
||||
[1, 11],
|
||||
];
|
||||
static spellCastingFromLevel(lvl: number): number {
|
||||
const ret = M5Character.spellCastingThreshold.find(val => val[0] >= lvl)
|
||||
return ret ? ret[1] : M5Character.spellCastingThreshold[M5Character.spellCastingThreshold.length - 1][1]
|
||||
const ret = M5Character.spellCastingThreshold.find((val) => val[0] <= lvl);
|
||||
return ret ? ret[1] : M5Character.spellCastingThreshold[M5Character.spellCastingThreshold.length - 1][1];
|
||||
}
|
||||
|
||||
skillBonus(skill: M5Skill, skillName?: string) {
|
||||
const data = (this as any).system
|
||||
return data.calc?.attributes[skill.attribute]?.bonus ?? 0
|
||||
const data = (this as any).system;
|
||||
return data.calc?.attributes[skill.attribute]?.bonus ?? 0;
|
||||
}
|
||||
|
||||
skillEw(skill: M5Skill, skillName?: string) {
|
||||
const bonus = this.skillBonus(skill, skillName)
|
||||
return skill.fw + bonus
|
||||
const bonus = this.skillBonus(skill, skillName);
|
||||
return skill.fw + bonus;
|
||||
}
|
||||
|
||||
attribute(name: string): M5Attribute {
|
||||
const data = (this as any).system
|
||||
return data?.attributes[name]
|
||||
const data = (this as any).system;
|
||||
return data?.attributes[name];
|
||||
}
|
||||
|
||||
createSkill(skillName: string): Promise<M5Item> {
|
||||
const itemData = {
|
||||
name: skillName,
|
||||
type: "skill"
|
||||
type: "skill",
|
||||
};
|
||||
|
||||
return (this as any).createEmbeddedDocuments("Item", [itemData]).then(docs => {
|
||||
const item = docs[0]
|
||||
return item
|
||||
})
|
||||
return (this as any).createEmbeddedDocuments("Item", [itemData]).then((docs) => {
|
||||
const item = docs[0];
|
||||
return item;
|
||||
});
|
||||
}
|
||||
|
||||
getItem(itemId: string): any {
|
||||
if (!(this as any).items)
|
||||
return null
|
||||
return (this as any).getEmbeddedDocument("Item", itemId)
|
||||
if (!(this as any).items) return null;
|
||||
return (this as any).getEmbeddedDocument("Item", itemId);
|
||||
}
|
||||
|
||||
private modResult(value: number): M5ModResult {
|
||||
return {
|
||||
value: value,
|
||||
mods: [{
|
||||
item: (game as Game).i18n.localize("ACTOR.TypeCharacter"),
|
||||
operation: M5ModOperation.SET,
|
||||
value: value
|
||||
}]
|
||||
}
|
||||
mods: [
|
||||
{
|
||||
item: (game as Game).i18n.localize("ACTOR.TypeCharacter"),
|
||||
operation: M5ModOperation.SET,
|
||||
value: value,
|
||||
},
|
||||
],
|
||||
};
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user