add race boni and default resistance rolls
Changes: + add Race Selection Dropdown + change resistance/defense value calculation, based on race, stats and class + add default rolls for defense and resistances
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@@ -108,8 +108,12 @@ export class M5Character extends Actor {
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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.resistanceMind = this.modResult(ret.stats.defense.value);
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ret.stats.resistanceBody = this.modResult(ret.stats.defense.value + 1);
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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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ret.stats.resistanceBody = this.modResult(
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(data.info.magicUsing ? 2 : 1) + ret.stats.defense.value + (data.info.race === "Mensch" ? ret.attributes.ko.bonus : this.raceBonus(data.info.race))
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);
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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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ret.stats.brawl = this.modResult(Math.floor((ret.attributes.st.value + ret.attributes.gw.value) / 20));
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ret.stats.brawlEw = ret.stats.brawl.value + ret.stats.attackBonus.value;
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@@ -251,6 +255,21 @@ export class M5Character extends Actor {
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return ret;
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}
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raceBonus(race: string) {
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switch (race) {
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case "Elf":
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return 2;
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case "Gnom":
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return 4;
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case "Halbling":
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return 4;
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case "Zwerg":
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return 3;
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default:
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return 0;
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}
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}
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prepareDerivedData() {
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console.log("M5Character", "prepareDerivedData");
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const data = (this as any).system;
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