Movement stat
Changes: + make movement stat work and be moddable by effects
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@ -145,7 +145,7 @@ export interface M5CharacterCalculatedData {
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damageBonus: M5ModResult;
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attackBonus: M5ModResult;
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defenseBonus: M5ModResult;
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movementBonus: M5ModResult;
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movement: M5ModResult;
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resistanceMind: M5ModResult;
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resistanceBody: M5ModResult;
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spellCasting: M5ModResult;
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@ -58,7 +58,7 @@ export class M5Character extends Actor {
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damageBonus: { value: 0, mods: [] },
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attackBonus: { value: 0, mods: [] },
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defenseBonus: { value: 0, mods: [] },
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movementBonus: { value: 0, mods: [] },
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movement: { value: 0, mods: [] },
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resistanceMind: { value: 0, mods: [] },
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resistanceBody: { value: 0, mods: [] },
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spellCasting: { value: 0, mods: [] },
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@ -121,7 +121,7 @@ export class M5Character extends Actor {
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ret.stats.damageBonus = this.modResult(Math.floor(ret.attributes.st.value / 20) + Math.floor(ret.attributes.gs.value / 30) - 3);
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ret.stats.attackBonus = this.modResult(ret.attributes.gs.bonus);
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ret.stats.defenseBonus = this.modResult(ret.attributes.gw.bonus);
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ret.stats.movementBonus = this.modResult(0);
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ret.stats.movement = this.modResult(data.movement);
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ret.stats.resistanceMind = this.modResult(
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(data.info.magicUsing ? 2 : 0) + ret.stats.defense.value + (data.info.race === "Mensch" ? ret.attributes.in.bonus : this.raceBonus(data.info.race))
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);
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@ -31,7 +31,7 @@ export default class M5ModAggregate {
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this.push({ type: M5ModType.STAT, id: M5Stats.DEFENSE, operation: M5ModOperation.SET, value: calc.stats.defenseBonus.value }, characterString);
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this.push({ type: M5ModType.STAT, id: M5Stats.ATTACK, operation: M5ModOperation.SET, value: calc.stats.attackBonus.value }, characterString);
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this.push({ type: M5ModType.STAT, id: M5Stats.DAMAGE, operation: M5ModOperation.SET, value: calc.stats.damageBonus.value }, characterString);
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this.push({ type: M5ModType.STAT, id: M5Stats.MOVEMENT, operation: M5ModOperation.SET, value: calc.stats.movementBonus.value }, characterString);
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this.push({ type: M5ModType.STAT, id: M5Stats.MOVEMENT, operation: M5ModOperation.SET, value: calc.stats.movement.value }, characterString);
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this.push({ type: M5ModType.STAT, id: M5Stats.RESISTANCE_MIND, operation: M5ModOperation.SET, value: calc.stats.resistanceMind.value }, characterString);
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this.push({ type: M5ModType.STAT, id: M5Stats.RESISTANCE_BODY, operation: M5ModOperation.SET, value: calc.stats.resistanceBody.value }, characterString);
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this.push({ type: M5ModType.STAT, id: M5Stats.SPELL_CASTING, operation: M5ModOperation.SET, value: calc.stats.spellCasting.value }, characterString);
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@ -56,7 +56,7 @@
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<td>{{localize "midgard5.luckPoints"}}</td>
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<td><input name="data.gp" type="text" value="{{data.gp}}" data-dtype="Number" /></td>
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<td>{{localize "Bewegungsweite"}}</td>
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<td><input name="data.movement" type="text" value="{{data.movement}}" data-dtype="Number" /></td>
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<td><input name="data.movement" type="text" value="{{data.calc.stats.movement.value}}" data-dtype="Number" /></td>
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</tr>
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</tbody>
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</table>
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