Adds skills and how to add them to the sheet

This commit is contained in:
mstein
2022-06-09 23:50:19 +02:00
parent 403109921c
commit 0f06d4020b
16 changed files with 478 additions and 162 deletions
+96 -31
View File
@@ -1,21 +1,33 @@
import { M5Attribute, M5Skill, M5SkillLearned } from "../M5Base"
import { M5Item } from "../items/M5Item"
import { M5Attribute, M5RollData, M5Skill, M5SkillLearned } from "../M5Base"
export interface M5CharacterCalculatedData {
level: number,
level: number
attributes: {
st: { value: number, bonus: number }
gs: { value: number, bonus: number }
gw: { value: number, bonus: number }
ko: { value: number, bonus: number }
in: { value: number, bonus: number }
zt: { value: number, bonus: number }
au: { value: number, bonus: number }
pa: { value: number, bonus: number }
wk: { value: number, bonus: number }
}
stats: {
armor: number,
defense: number,
damageBonus: number,
attackBonus: number,
defenseBonus: number,
movementBonus: number,
resistanceMind: number,
resistanceBody: number,
spellCasting: number,
brawl: number,
poisonResistance: number,
armor: number
defense: number
damageBonus: number
attackBonus: number
defenseBonus: number
movementBonus: number
resistanceMind: number
resistanceBody: number
spellCasting: number
brawl: number
poisonResistance: number
enduranceBonus: number
},
}
skills: {
general: {}
}
@@ -49,10 +61,21 @@ export class M5Character extends Actor {
}
prepareDerivedData() {
const context = (this as any).data;
const context = (this as any).data
context.data.calc = {
level: 0,
attributes: {
st: { value: 0, bonus: 0 },
gs: { value: 0, bonus: 0 },
gw: { value: 0, bonus: 0 },
ko: { value: 0, bonus: 0 },
in: { value: 0, bonus: 0 },
zt: { value: 0, bonus: 0 },
au: { value: 0, bonus: 0 },
pa: { value: 0, bonus: 0 },
wk: { value: 0, bonus: 0 }
},
stats: {
armor: 0,
defense: 0,
@@ -68,41 +91,71 @@ export class M5Character extends Actor {
enduranceBonus: 0
},
skills: {
general: {}
general: {},
combat: {},
language: {},
custom: {}
}
} as M5CharacterCalculatedData
const data = context.data
const st = M5Character.attributeMinMax(data.attributes.st)
const gs = M5Character.attributeMinMax(data.attributes.gs)
const gw = M5Character.attributeMinMax(data.attributes.gw)
const ko = M5Character.attributeMinMax(data.attributes.ko)
const calc = context.data.calc as M5CharacterCalculatedData
calc.level = M5Character.levelFromExp(data.es)
calc.attributes.st.value = M5Character.attributeMinMax(data.attributes.st) // TODO item effects
calc.attributes.gs.value = M5Character.attributeMinMax(data.attributes.gs)
calc.attributes.gw.value = M5Character.attributeMinMax(data.attributes.gw)
calc.attributes.ko.value = M5Character.attributeMinMax(data.attributes.ko)
calc.attributes.in.value = M5Character.attributeMinMax(data.attributes.in)
calc.attributes.zt.value = M5Character.attributeMinMax(data.attributes.zt)
calc.attributes.au.value = M5Character.attributeMinMax(data.attributes.au)
calc.attributes.pa.value = M5Character.attributeMinMax(data.attributes.pa)
calc.attributes.wk.value = M5Character.attributeMinMax(data.attributes.wk)
calc.attributes.st.bonus = M5Character.attributeBonus(data.attributes.st)
calc.attributes.gs.bonus = M5Character.attributeBonus(data.attributes.gs)
calc.attributes.gw.bonus = M5Character.attributeBonus(data.attributes.gw)
calc.attributes.ko.bonus = M5Character.attributeBonus(data.attributes.ko)
calc.attributes.in.bonus = M5Character.attributeBonus(data.attributes.in)
calc.attributes.zt.bonus = M5Character.attributeBonus(data.attributes.zt)
calc.attributes.au.bonus = M5Character.attributeBonus(data.attributes.au)
calc.attributes.pa.bonus = M5Character.attributeBonus(data.attributes.pa)
calc.attributes.wk.bonus = M5Character.attributeBonus(data.attributes.wk)
calc.stats.armor = 0
calc.stats.defense = M5Character.defenseFromLevel(calc.level)
calc.stats.damageBonus = Math.floor(st/20) + Math.floor(gs/30) - 3
calc.stats.attackBonus = M5Character.attributeBonus(data.attributes.gs)
calc.stats.defenseBonus = M5Character.attributeBonus(data.attributes.gw)
calc.stats.damageBonus = Math.floor(calc.attributes.st.value/20) + Math.floor(calc.attributes.gs.value/30) - 3
calc.stats.attackBonus = calc.attributes.gs.bonus
calc.stats.defenseBonus = calc.attributes.gw.bonus
calc.stats.movementBonus = 0
calc.stats.resistanceMind = calc.stats.defense
calc.stats.resistanceBody = calc.stats.defense + 1
calc.stats.spellCasting = (data.info.magicUsing ? M5Character.spellCastingFromLevel(calc.level) : 3) + M5Character.attributeBonus(data.attributes.zt)
calc.stats.brawl = Math.floor((st + gw) / 20)
calc.stats.poisonResistance = 30 + Math.floor(ko / 2)
calc.stats.enduranceBonus = Math.floor(ko/10) + Math.floor(st/20)
calc.stats.spellCasting = (data.info.magicUsing ? M5Character.spellCastingFromLevel(calc.level) : 3) + calc.attributes.zt.bonus
calc.stats.brawl = Math.floor((calc.attributes.st.value + calc.attributes.gw.value) / 20)
calc.stats.poisonResistance = 30 + Math.floor(calc.attributes.ko.value / 2)
calc.stats.enduranceBonus = Math.floor(calc.attributes.ko.value/10) + Math.floor(calc.attributes.st.value/20)
//console.log("prepareDerivedData", context)
context.items?.filter(item => item.data.type === "skill").forEach(item => {
calc.skills.general[item.data.name] = {
item.prepareDerivedData()
const skillMap = calc.skills[item.data.data.type]
skillMap[item.data._id] = {
label: item.data.name,
fw: item.data.data.fw,
attribute: item.data.data.attribute,
id: item.data._id
calc: item.data.data.calc
}
})
}
override getRollData(): any {
return {
c: (this as any).data.data,
i: null,
rolls: {},
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 levelFromExp(exp: number): number {
const ret = M5Character.levelThreshold.findIndex(val => val > exp)
@@ -155,4 +208,16 @@ export class M5Character extends Actor {
return context.data.attributes[name]
}
createSkill(skillName: string): Promise<M5Item> {
const itemData = {
name: skillName,
type: "skill"
};
return (this as any).createEmbeddedDocuments("Item", [itemData]).then(docs => {
const item = docs[0]
return item as M5Item
})
}
}