Sneak Fixes
Changes: + EP Input vergrößert + Verstecke Ungelernte Fähigkeiten auf Spieler Bogen wie bei NPC Bogen + Fix Mods (again) + nutze richtige movement wert bei NPC Bogen
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@ -152,6 +152,7 @@ export class M5Character extends Actor {
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ret.level = M5Character.levelFromExp(data.info.race === "Zwerg" ? Math.min(data.calc.stats?.hoard * 2 || 0, data.es) : data.es);
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//Set all values that are not dependent on another Value
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ret.attributes.st.value = M5Character.attributeMinMax(data.attributes.st); // TODO item effects
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ret.attributes.gs.value = M5Character.attributeMinMax(data.attributes.gs);
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ret.attributes.gw.value = M5Character.attributeMinMax(data.attributes.gw);
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@ -172,6 +173,17 @@ export class M5Character extends Actor {
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ret.attributes.pa.bonus = M5Character.attributeBonus(data.attributes.pa);
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ret.attributes.wk.bonus = M5Character.attributeBonus(data.attributes.wk);
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ret.stats.lp = this.modResult(data.lp);
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ret.stats.ap = this.modResult(data.ap);
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ret.stats.lpProtection = this.modResult(0);
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ret.stats.apProtection = this.modResult(0);
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ret.stats.movement = this.modResult(data.movement);
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ret.stats.hoardMin = M5Character.levelThreshold.at(ret.level - 1) / 2;
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ret.stats.hoardNext = M5Character.levelThreshold.at(ret.level) / 2;
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ret.stats.wealth = parseFloat((data.info.gold + data.info.silver / 10 + data.info.copper / 100).toPrecision(3));
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ret.stats.hoard = 0;
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ret.stats.encumbrance = 0;
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if (!skip?.mods) {
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const aggregate = new M5ModAggregate(data, ret);
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@ -192,15 +204,10 @@ export class M5Character extends Actor {
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ret.skillMods = aggregate.calculate();
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}
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ret.stats.lp = this.modResult(data.lp);
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ret.stats.ap = this.modResult(data.ap);
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ret.stats.lpProtection = this.modResult(0);
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ret.stats.apProtection = this.modResult(0);
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ret.stats.defense = this.modResult(M5Character.defenseFromLevel(ret.level));
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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.movement = this.modResult(data.movement);
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ret.stats.resistanceMind = this.modResult(ret.stats.defense.value + (data.info.race === "Mensch" ? ret.attributes.in.bonus : this.raceBonus(data.info.race)));
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ret.stats.resistanceBody = this.modResult(ret.stats.defense.value + (data.info.race === "Mensch" ? ret.attributes.ko.bonus : this.raceBonus(data.info.race)));
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ret.stats.spellCasting = this.modResult((data.info.magicUsing ? M5Character.spellCastingFromLevel(ret.level) : 3) + ret.attributes.zt.bonus);
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@ -211,15 +218,10 @@ export class M5Character extends Actor {
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ret.stats.deprivationCold = this.modResult(Math.floor(ret.attributes.ko.value / 2));
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ret.stats.deprivationHeat = this.modResult(Math.floor(ret.attributes.ko.value / 2));
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ret.stats.deprivationFood = this.modResult(Math.floor(40 + ret.attributes.ko.value / 2));
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ret.stats.hoardMin = M5Character.levelThreshold.at(ret.level - 1) / 2;
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ret.stats.hoardNext = M5Character.levelThreshold.at(ret.level) / 2;
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ret.stats.wealth = parseFloat((data.info.gold + data.info.silver / 10 + data.info.copper / 100).toPrecision(3));
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ret.stats.hoard = 0;
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ret.stats.load = M5Character.loadValue(data.attributes.st);
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ret.stats.heavyLoad = M5Character.heavyLoadValue(data.attributes.st);
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ret.stats.loadMax = M5Character.maxLoadValue(data.attributes.st);
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ret.stats.thrustLoad = M5Character.thrustLoadValue(data.attributes.st);
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ret.stats.encumbrance = 0;
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if (!skip?.containers) {
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context.items
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@ -35,7 +35,7 @@
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<td>{{localize "midgard5.grace"}}</td>
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<td><input name="data.gg" type="text" value="{{data.gg}}" data-dtype="Number" /></td>
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<td>{{localize "midgard5.exp-overall"}}</td>
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<td><input name="data.es" type="text" value="{{data.es}}" data-dtype="Number" /></td>
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<td width="40%"><input name="data.es" type="text" value="{{data.es}}" data-dtype="Number" /></td>
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</tr>
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<tr>
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<td>{{localize "midgard5.destiny"}}</td>
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@ -142,6 +142,8 @@
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<div class="flexpart">
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<div class="flexpart-header"><img src="icons/sundries/gaming/dice-pair-white-green.webp" class="flexpart-icon">{{localize "midgard5.unlearned-skills"}}</div>
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<input id="data.info.showUnlearned" class="checkbox" type="checkbox" name="data.info.showUnlearned" {{checked data.info.showUnlearned}} style="float: right;">
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<label for="data.info.showUnlearned" style="font-size: small; font-weight: normal; font-style: italic; float: right;">{{localize "midgard5.showUnlearned"}} </label>
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<table>
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<thead>
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<tr>
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@ -154,6 +156,7 @@
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</tr>
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</thead>
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<tbody>
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{{#unless (not data.info.showUnlearned)}}
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{{#each data.skills.general as |skill key|}}
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{{#unless (isSkillInList (localizeMidgard key) ../actor.system.calc.skills.general) }}
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<tr data-skill="{{key}}">
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@ -166,6 +169,7 @@
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</tr>
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{{/unless}}
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{{/each}}
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{{/unless}}
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</tbody>
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</table>
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</div>
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@ -15,7 +15,7 @@
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{{> "systems/midgard5/templates/sheets/npc/attribute.hbs" attributeId="git" attribute=data.attributes.git}}
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<div class="sheet-npc">
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<div class="attribute-header">{{localize "midgard5.movementRange"}}</div>
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<div class="attribute-value"><input name="data.movement" type="text" value="{{data.calc.stats.movement.mods.0.value}}" data-dtype="Number" /></div>
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<div class="attribute-value"><input name="data.movement" type="text" value="{{data.movement}}" data-dtype="Number" /></div>
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</div>
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<div class="sheet-npc">
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<div class="attribute-header">{{localize "midgard5.exp-overall"}}</div>
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