Take over project
Changes: + Update macros for crits + update lookup for Abwehr and Zaubern to display correct value
This commit is contained in:
+130
-135
@@ -1,39 +1,41 @@
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import { M5Character } from "../actors/M5Character"
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import M5ModAggregate from "../actors/M5ModAggregate"
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import { enumKeys, M5Attributes, M5ModOperation, M5ModPair, M5ModType, M5RollData, M5RollResult, M5Stats } from "../M5Base"
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import { M5Roll } from "../rolls/M5Roll"
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import { M5Character } from "../actors/M5Character";
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import M5ModAggregate from "../actors/M5ModAggregate";
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import { enumKeys, M5Attributes, M5ModOperation, M5ModPair, M5ModType, M5RollData, M5RollResult, M5Stats } from "../M5Base";
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import { M5Roll } from "../rolls/M5Roll";
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export class M5Item extends Item {
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static readonly SKILL = "skill"
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static readonly SKILL = "skill";
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prepareDerivedData() {
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const itemId: string = (this as any).id
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const itemType: string = (this as any).type
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const actor = (this.actor as any)
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const character = actor as M5Character
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const itemData = (this as any).system
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const calc = itemData.calc
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const itemId: string = (this as any).id;
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const itemType: string = (this as any).type;
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const actor = this.actor as any;
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const character = actor as M5Character;
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const itemData = (this as any).system;
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const calc = itemData.calc;
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if (itemType === "skill") {
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calc.fw = itemData.fw
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calc.bonus = 0
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calc.fw = itemData.fw;
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calc.bonus = 0;
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let pairs: Array<M5ModPair> = [{
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source: (this as any).name,
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mod: {
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type: M5ModType.SKILL,
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id: itemId,
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operation: M5ModOperation.SET,
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value: itemData.fw
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}
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}]
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let pairs: Array<M5ModPair> = [
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{
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source: (this as any).name,
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mod: {
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type: M5ModType.SKILL,
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id: itemId,
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operation: M5ModOperation.SET,
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value: itemData.fw,
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},
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},
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];
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if (character) {
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const actorCalc = character.derivedData({ skills: true, weapons: true, defensiveWeapons: true, armor: true, items: true, spells: true })
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const actorCalc = character.derivedData({ skills: true, weapons: true, defensiveWeapons: true, armor: true, items: true, spells: true });
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if (actorCalc?.skillMods && Object.keys(actorCalc.skillMods).indexOf(itemId) !== -1) {
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pairs = pairs.concat(actorCalc.skillMods[itemId])
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pairs = pairs.concat(actorCalc.skillMods[itemId]);
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}
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if (itemData?.attribute && itemData.attribute !== "") {
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pairs.push({
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source: (this as any).name,
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@@ -41,171 +43,165 @@ export class M5Item extends Item {
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type: M5ModType.SKILL,
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id: itemId,
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operation: M5ModOperation.ADD,
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value: actorCalc.attributes[itemData.attribute].bonus
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}
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})
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value: actorCalc.attributes[itemData.attribute].bonus,
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},
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});
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}
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}
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const res = M5ModAggregate.processPairs(pairs)
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res.mods.forEach(mod => {
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if ([M5ModOperation.SET, M5ModOperation.FIXED].includes(mod.operation))
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calc.fw = mod.value
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else
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calc.bonus += mod.value
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})
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const res = M5ModAggregate.processPairs(pairs);
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res.mods.forEach((mod) => {
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if ([M5ModOperation.SET, M5ModOperation.FIXED].includes(mod.operation)) calc.fw = mod.value;
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else calc.bonus += mod.value;
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});
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calc.ew = calc.fw + calc.bonus
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calc.sources = res.mods
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calc.ew = calc.fw + calc.bonus;
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calc.sources = res.mods;
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} else if (itemType === "weapon") {
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calc.fw = 0
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calc.bonus = 0
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calc.special = itemData.special ? 2 : 0
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calc.ew = calc.special + itemData.stats.attackBonus
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calc.combatSkills = null
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calc.fw = 0;
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calc.bonus = 0;
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calc.special = itemData.special ? 2 : 0;
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calc.ew = calc.special + itemData.stats.attackBonus;
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calc.combatSkills = null;
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if (actor) {
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const actorCalc = character.derivedData({ weapons: true, defensiveWeapons: true, armor: true, items: true, spells: true })
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const actorCalc = character.derivedData({ weapons: true, defensiveWeapons: true, armor: true, items: true, spells: true });
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if (actorCalc) {
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calc.ew += actorCalc.stats.attackBonus.value
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calc.combatSkills = actorCalc.skills.combat
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calc.ew += actorCalc.stats.attackBonus.value;
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calc.combatSkills = actorCalc.skills.combat;
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}
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const skill = character.getItem(itemData.skillId)
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const skill = character.getItem(itemData.skillId);
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//console.log("M5Item.prepareDerivedData:weapon", itemData, skill?.system)
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if (skill) {
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skill.prepareDerivedData()
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const skillData = skill.system
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calc.ew += skillData.calc.ew
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calc.bonus += skillData.calc.bonus
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calc.fw += skillData.fw
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skill.prepareDerivedData();
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const skillData = skill.system;
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calc.ew += skillData.calc.ew;
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calc.bonus += skillData.calc.bonus;
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calc.fw += skillData.fw;
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}
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}
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} else if (itemType === "defensiveWeapon") {
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calc.fw = 0
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calc.bonus = 0
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calc.special = itemData.special ? 2 : 0
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calc.ew = calc.special + itemData.stats.defenseBonus
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calc.combatSkills = null
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calc.fw = 0;
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calc.bonus = 0;
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calc.special = itemData.special ? 2 : 0;
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calc.ew = calc.special + itemData.stats.defenseBonus;
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calc.combatSkills = null;
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if (actor) {
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const actorCalc = character.derivedData({ weapons: true, defensiveWeapons: true, armor: true, items: true, spells: true })
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const actorCalc = character.derivedData({ weapons: true, defensiveWeapons: true, armor: true, items: true, spells: true });
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if (actorCalc) {
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calc.ew += actorCalc.stats.defense.value + actorCalc.stats.defenseBonus.value
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calc.combatSkills = actorCalc.skills.combat
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calc.ew += actorCalc.stats.defense.value + actorCalc.stats.defenseBonus.value;
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calc.combatSkills = actorCalc.skills.combat;
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}
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const skill = character.getItem(itemData.skillId)
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const skill = character.getItem(itemData.skillId);
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//console.log("M5Item.prepareDerivedData:weapon", itemData, skill?.system)
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if (skill) {
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skill.prepareDerivedData()
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const skillData = skill.system
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calc.ew += skillData.calc.ew
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calc.bonus += skillData.calc.bonus
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calc.fw += skillData.fw
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skill.prepareDerivedData();
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const skillData = skill.system;
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calc.ew += skillData.calc.ew;
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calc.bonus += skillData.calc.bonus;
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calc.fw += skillData.fw;
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}
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}
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} else if (itemType === "spell") {
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calc.ew = itemData.bonus
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calc.fw = 0;
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if (actor) {
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const actorCalc = character.derivedData({ weapons: true, defensiveWeapons: true, armor: true, items: true, spells: true })
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const actorCalc = character.derivedData({ weapons: true, defensiveWeapons: true, armor: true, items: true, spells: true });
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if (actorCalc) {
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calc.ew += actorCalc.stats.spellCasting.value
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calc.ew += actorCalc.stats.spellCasting.value;
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}
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}
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} else if (itemType === "item") {
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calc.mods = {}
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Object.keys(itemData?.mods).forEach(key => {
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const mod = itemData.mods[key]
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const modCalc = {}
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calc.mods = {};
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Object.keys(itemData?.mods).forEach((key) => {
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const mod = itemData.mods[key];
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const modCalc = {};
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switch (mod.type) {
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case M5ModType.ATTRIBUTE: {
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for (const key of enumKeys(M5Attributes)) {
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const val: string = M5Attributes[key]
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modCalc[val] = (game as Game).i18n.localize(`midgard5.actor-${val}-long`)
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const val: string = M5Attributes[key];
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modCalc[val] = (game as Game).i18n.localize(`midgard5.actor-${val}-long`);
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}
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break
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break;
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}
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case M5ModType.STAT: {
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for (const key of enumKeys(M5Stats)) {
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const val: string = M5Stats[key]
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modCalc[val] = (game as Game).i18n.localize(`midgard5.mod-stat-${val}`)
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const val: string = M5Stats[key];
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modCalc[val] = (game as Game).i18n.localize(`midgard5.mod-stat-${val}`);
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}
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break
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break;
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}
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case M5ModType.SKILL: {
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if (character) {
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const actorCalc = character.derivedData({ weapons: true, defensiveWeapons: true, armor: true, items: true, spells: true })
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const actorCalc = character.derivedData({ weapons: true, defensiveWeapons: true, armor: true, items: true, spells: true });
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if (actorCalc) {
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let category = (game as Game).i18n.localize("midgard5.skill")
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Object.keys(actorCalc.skills.general).forEach(skillId => {
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const skill = character.getItem(skillId)
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if (skill)
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modCalc[skillId] = `${category}: ${skill.name}`
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})
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category = (game as Game).i18n.localize("midgard5.language")
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Object.keys(actorCalc.skills.language).forEach(skillId => {
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const skill = character.getItem(skillId)
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if (skill)
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modCalc[skillId] = `${category}: ${skill.name}`
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})
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category = (game as Game).i18n.localize("midgard5.weapon-skill")
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Object.keys(actorCalc.skills.combat).forEach(skillId => {
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const skill = character.getItem(skillId)
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if (skill)
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modCalc[skillId] = `${category}: ${skill.name}`
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})
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category = (game as Game).i18n.localize("midgard5.innate-ability")
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Object.keys(actorCalc.skills.innate).forEach(skillId => {
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const skill = character.getItem(skillId)
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if (skill)
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modCalc[skillId] = `${category}: ${skill.name}`
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})
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let category = (game as Game).i18n.localize("midgard5.skill");
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Object.keys(actorCalc.skills.general).forEach((skillId) => {
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const skill = character.getItem(skillId);
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if (skill) modCalc[skillId] = `${category}: ${skill.name}`;
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});
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category = (game as Game).i18n.localize("midgard5.language");
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Object.keys(actorCalc.skills.language).forEach((skillId) => {
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const skill = character.getItem(skillId);
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if (skill) modCalc[skillId] = `${category}: ${skill.name}`;
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});
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category = (game as Game).i18n.localize("midgard5.weapon-skill");
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Object.keys(actorCalc.skills.combat).forEach((skillId) => {
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const skill = character.getItem(skillId);
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if (skill) modCalc[skillId] = `${category}: ${skill.name}`;
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});
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category = (game as Game).i18n.localize("midgard5.innate-ability");
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Object.keys(actorCalc.skills.innate).forEach((skillId) => {
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const skill = character.getItem(skillId);
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if (skill) modCalc[skillId] = `${category}: ${skill.name}`;
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});
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}
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}
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break
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break;
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}
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}
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calc.mods[key] = modCalc
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})
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calc.mods[key] = modCalc;
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});
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}
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}
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getRollData() {
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const actor = this.actor as any
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const item = this as any
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const actor = this.actor as any;
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const item = this as any;
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let ret: M5RollData = actor?.getRollData() ?? {
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c: null,
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i: null,
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iType: null,
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rolls: {},
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res: {}
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}
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res: {},
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};
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ret.i = item.system
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ret.iType = item.type
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return ret
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ret.i = item.system;
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ret.iType = item.type;
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return ret;
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}
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async roll() {
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const item = (this as any)
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const item = this as any;
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// Initialize chat data.
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const speaker = ChatMessage.getSpeaker({ actor: this.actor })
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const rollMode = (game as Game).settings.get('core', 'rollMode')
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const label = `[${item.type}] ${item.name}`
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const speaker = ChatMessage.getSpeaker({ actor: this.actor });
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const rollMode = (game as Game).settings.get("core", "rollMode");
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const label = `[${item.type}] ${item.name}`;
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// If there's no roll data, send a chat message.
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const formulaNames = item.system.rolls?.formulas ? Object.keys(item.system.rolls.formulas) : []
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const formulaNames = item.system.rolls?.formulas ? Object.keys(item.system.rolls.formulas) : [];
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if (formulaNames.length > 0) {
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const rollData = this.getRollData()
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formulaNames.forEach(formulaName => {
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const formula = item.system.rolls.formulas[formulaName]
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const rollData = this.getRollData();
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formulaNames.forEach((formulaName) => {
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const formula = item.system.rolls.formulas[formulaName];
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if (formula) {
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rollData.rolls[formulaName] = {
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formula: formula.formula,
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@@ -214,26 +210,26 @@ export class M5Item extends Item {
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result: "",
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total: 0,
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totalStr: "",
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dice: {}
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} as M5RollResult
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dice: {},
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} as M5RollResult;
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}
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})
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const roll = new M5Roll(rollData, this.actor, item.name)
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return roll.toMessage()
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});
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const roll = new M5Roll(rollData, this.actor, item.name);
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return roll.toMessage();
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} else {
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ChatMessage.create({
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speaker: speaker,
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rollMode: rollMode,
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flavor: label,
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content: item.system.description ?? ''
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})
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return null
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content: item.system.description ?? "",
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});
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return null;
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}
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}
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getItem(itemId: string): any {
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return (this as any).getEmbeddedDocument("Item", itemId)
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return (this as any).getEmbeddedDocument("Item", itemId);
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}
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// migrateSystemData(): any {
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@@ -248,5 +244,4 @@ export class M5Item extends Item {
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// return super.migrateSystemData()
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// }
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}
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