Entbehrungen
+ Added Deprivation for Cold, Heat and Food (Thirst & Hunger) on Base Values Page - Removed Drinking & Perception from Skills Page + Fixed Encumbrance Color Switch only above load
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@@ -126,10 +126,12 @@ export class M5Character extends Actor {
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brawlFw: 0,
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poisonResistance: { value: 0, mods: [] },
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enduranceBonus: 0,
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perception: { value: 0, mods: [] },
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perceptionFW: 0,
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drinking: { value: 0, mods: [] },
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drinkingFW: 0,
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deprivationCold: { value: 0, mods: [] },
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deprivationColdPw: 0,
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deprivationHeat: { value: 0, mods: [] },
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deprivationHeatPw: 0,
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deprivationFood: { value: 0, mods: [] },
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deprivationFoodPw: 0,
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hoard: 0,
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encumbrance: 0,
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load: 0,
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@@ -205,10 +207,12 @@ export class M5Character extends Actor {
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ret.stats.brawlFw = ret.stats.brawl.value + ret.stats.attackBonus.value + (data.info.race === "Zwerg" ? 1 : 0);
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ret.stats.poisonResistance = this.modResult(30 + Math.floor(ret.attributes.ko.value / 2));
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ret.stats.enduranceBonus = Math.floor(ret.attributes.ko.value / 10) + Math.floor(ret.attributes.st.value / 20);
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ret.stats.perception = this.modResult(0);
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ret.stats.perceptionFW = 6;
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ret.stats.drinking = this.modResult(0);
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ret.stats.drinkingFW = Math.floor(ret.attributes.ko.value / 10);
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ret.stats.deprivationCold = this.modResult(0);
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ret.stats.deprivationColdPw = Math.min(100, Math.max(0, Math.floor(ret.attributes.ko.value / 2)));
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ret.stats.deprivationHeat = this.modResult(0);
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ret.stats.deprivationHeatPw = Math.min(100, Math.max(0, Math.floor(ret.attributes.ko.value / 2)));
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ret.stats.deprivationFood = this.modResult(0);
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ret.stats.deprivationFoodPw = Math.min(100, Math.max(0, 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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@@ -558,6 +562,21 @@ export class M5Character extends Actor {
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if (item.name === "Laufen") {
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ret.stats.movement.value += Math.floor(item.system.fw / 3);
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}
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// Adjust stat Kälte based on Überleben (Gebirge) skill
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if (item.name === "Überleben (Gebirge)") {
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ret.stats.deprivationCold.value += Math.floor(item.system.fw * 5);
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}
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// Adjust stat Kälte based on Überleben (Steppe) skill
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if (item.name === "Überleben (Steppe)") {
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ret.stats.deprivationHeat.value += Math.floor(item.system.fw * 5);
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}
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// Adjust stat Durst & Hunger based on Robustheit skill
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if (item.name === "Robustheit") {
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ret.stats.deprivationFood.value += Math.floor(item.system.fw + 10);
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}
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});
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}
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@@ -41,8 +41,9 @@ export default class M5ModAggregate {
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this.push({ type: M5ModType.STAT, id: M5Stats.AP, operation: M5ModOperation.SET, value: calc.stats.ap.value }, characterString);
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this.push({ type: M5ModType.STAT, id: M5Stats.PROTECTION_LP, operation: M5ModOperation.SET, value: calc.stats.lpProtection.value }, characterString);
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this.push({ type: M5ModType.STAT, id: M5Stats.PROTECTION_AP, operation: M5ModOperation.SET, value: calc.stats.apProtection.value }, characterString);
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this.push({ type: M5ModType.STAT, id: M5Stats.PERCEPTION, operation: M5ModOperation.SET, value: calc.stats.perception.value }, characterString);
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this.push({ type: M5ModType.STAT, id: M5Stats.DRINKING, operation: M5ModOperation.SET, value: calc.stats.drinking.value }, characterString);
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this.push({ type: M5ModType.STAT, id: M5Stats.DEPRIVATION_COLD, operation: M5ModOperation.SET, value: calc.stats.deprivationCold.value }, characterString);
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this.push({ type: M5ModType.STAT, id: M5Stats.DEPRIVATION_HEAT, operation: M5ModOperation.SET, value: calc.stats.deprivationHeat.value }, characterString);
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this.push({ type: M5ModType.STAT, id: M5Stats.DEPRIVATION_FOOD, operation: M5ModOperation.SET, value: calc.stats.deprivationFood.value }, characterString);
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}
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push(mod: M5ItemMod, source: string) {
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