Adds skills and how to add them to the sheet
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@@ -1,21 +1,33 @@
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import { M5Attribute, M5Skill, M5SkillLearned } from "../M5Base"
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import { M5Item } from "../items/M5Item"
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import { M5Attribute, M5RollData, M5Skill, M5SkillLearned } from "../M5Base"
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export interface M5CharacterCalculatedData {
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level: number,
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level: number
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attributes: {
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st: { value: number, bonus: number }
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gs: { value: number, bonus: number }
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gw: { value: number, bonus: number }
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ko: { value: number, bonus: number }
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in: { value: number, bonus: number }
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zt: { value: number, bonus: number }
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au: { value: number, bonus: number }
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pa: { value: number, bonus: number }
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wk: { value: number, bonus: number }
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}
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stats: {
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armor: number,
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defense: number,
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damageBonus: number,
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attackBonus: number,
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defenseBonus: number,
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movementBonus: number,
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resistanceMind: number,
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resistanceBody: number,
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spellCasting: number,
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brawl: number,
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poisonResistance: number,
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armor: number
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defense: number
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damageBonus: number
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attackBonus: number
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defenseBonus: number
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movementBonus: number
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resistanceMind: number
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resistanceBody: number
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spellCasting: number
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brawl: number
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poisonResistance: number
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enduranceBonus: number
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},
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}
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skills: {
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general: {}
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}
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@@ -49,10 +61,21 @@ export class M5Character extends Actor {
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}
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prepareDerivedData() {
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const context = (this as any).data;
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const context = (this as any).data
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context.data.calc = {
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level: 0,
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attributes: {
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st: { value: 0, bonus: 0 },
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gs: { value: 0, bonus: 0 },
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gw: { value: 0, bonus: 0 },
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ko: { value: 0, bonus: 0 },
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in: { value: 0, bonus: 0 },
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zt: { value: 0, bonus: 0 },
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au: { value: 0, bonus: 0 },
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pa: { value: 0, bonus: 0 },
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wk: { value: 0, bonus: 0 }
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},
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stats: {
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armor: 0,
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defense: 0,
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@@ -68,41 +91,71 @@ export class M5Character extends Actor {
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enduranceBonus: 0
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},
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skills: {
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general: {}
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general: {},
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combat: {},
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language: {},
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custom: {}
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}
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} as M5CharacterCalculatedData
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const data = context.data
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const st = M5Character.attributeMinMax(data.attributes.st)
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const gs = M5Character.attributeMinMax(data.attributes.gs)
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const gw = M5Character.attributeMinMax(data.attributes.gw)
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const ko = M5Character.attributeMinMax(data.attributes.ko)
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const calc = context.data.calc as M5CharacterCalculatedData
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calc.level = M5Character.levelFromExp(data.es)
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calc.attributes.st.value = M5Character.attributeMinMax(data.attributes.st) // TODO item effects
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calc.attributes.gs.value = M5Character.attributeMinMax(data.attributes.gs)
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calc.attributes.gw.value = M5Character.attributeMinMax(data.attributes.gw)
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calc.attributes.ko.value = M5Character.attributeMinMax(data.attributes.ko)
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calc.attributes.in.value = M5Character.attributeMinMax(data.attributes.in)
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calc.attributes.zt.value = M5Character.attributeMinMax(data.attributes.zt)
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calc.attributes.au.value = M5Character.attributeMinMax(data.attributes.au)
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calc.attributes.pa.value = M5Character.attributeMinMax(data.attributes.pa)
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calc.attributes.wk.value = M5Character.attributeMinMax(data.attributes.wk)
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calc.attributes.st.bonus = M5Character.attributeBonus(data.attributes.st)
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calc.attributes.gs.bonus = M5Character.attributeBonus(data.attributes.gs)
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calc.attributes.gw.bonus = M5Character.attributeBonus(data.attributes.gw)
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calc.attributes.ko.bonus = M5Character.attributeBonus(data.attributes.ko)
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calc.attributes.in.bonus = M5Character.attributeBonus(data.attributes.in)
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calc.attributes.zt.bonus = M5Character.attributeBonus(data.attributes.zt)
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calc.attributes.au.bonus = M5Character.attributeBonus(data.attributes.au)
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calc.attributes.pa.bonus = M5Character.attributeBonus(data.attributes.pa)
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calc.attributes.wk.bonus = M5Character.attributeBonus(data.attributes.wk)
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calc.stats.armor = 0
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calc.stats.defense = M5Character.defenseFromLevel(calc.level)
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calc.stats.damageBonus = Math.floor(st/20) + Math.floor(gs/30) - 3
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calc.stats.attackBonus = M5Character.attributeBonus(data.attributes.gs)
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calc.stats.defenseBonus = M5Character.attributeBonus(data.attributes.gw)
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calc.stats.damageBonus = Math.floor(calc.attributes.st.value/20) + Math.floor(calc.attributes.gs.value/30) - 3
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calc.stats.attackBonus = calc.attributes.gs.bonus
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calc.stats.defenseBonus = calc.attributes.gw.bonus
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calc.stats.movementBonus = 0
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calc.stats.resistanceMind = calc.stats.defense
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calc.stats.resistanceBody = calc.stats.defense + 1
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calc.stats.spellCasting = (data.info.magicUsing ? M5Character.spellCastingFromLevel(calc.level) : 3) + M5Character.attributeBonus(data.attributes.zt)
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calc.stats.brawl = Math.floor((st + gw) / 20)
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calc.stats.poisonResistance = 30 + Math.floor(ko / 2)
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calc.stats.enduranceBonus = Math.floor(ko/10) + Math.floor(st/20)
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calc.stats.spellCasting = (data.info.magicUsing ? M5Character.spellCastingFromLevel(calc.level) : 3) + calc.attributes.zt.bonus
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calc.stats.brawl = Math.floor((calc.attributes.st.value + calc.attributes.gw.value) / 20)
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calc.stats.poisonResistance = 30 + Math.floor(calc.attributes.ko.value / 2)
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calc.stats.enduranceBonus = Math.floor(calc.attributes.ko.value/10) + Math.floor(calc.attributes.st.value/20)
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//console.log("prepareDerivedData", context)
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context.items?.filter(item => item.data.type === "skill").forEach(item => {
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calc.skills.general[item.data.name] = {
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item.prepareDerivedData()
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const skillMap = calc.skills[item.data.data.type]
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skillMap[item.data._id] = {
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label: item.data.name,
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fw: item.data.data.fw,
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attribute: item.data.data.attribute,
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id: item.data._id
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calc: item.data.data.calc
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}
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})
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}
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override getRollData(): any {
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return {
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c: (this as any).data.data,
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i: null,
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rolls: {},
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res: {}
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} as M5RollData
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}
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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]
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static levelFromExp(exp: number): number {
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const ret = M5Character.levelThreshold.findIndex(val => val > exp)
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@@ -155,4 +208,16 @@ export class M5Character extends Actor {
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return context.data.attributes[name]
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}
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createSkill(skillName: string): Promise<M5Item> {
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const itemData = {
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name: skillName,
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type: "skill"
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};
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return (this as any).createEmbeddedDocuments("Item", [itemData]).then(docs => {
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const item = docs[0]
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return item as M5Item
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})
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}
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}
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