Encumbrance & Movement
+ Added encumbrance + Added movement decrease by encumbrance (only when sheet is reloaded) + Prepared load capacity
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@@ -184,7 +184,7 @@ 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.movement = this.modResult(data.movement);
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ret.stats.movement = this.modResult(data.info.encumbrance > data.info.heavyLoad ? data.movement / 2 : 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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@@ -209,8 +209,8 @@ export class M5Character extends Actor {
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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?.mods) {
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const aggregate = new M5ModAggregate(data, ret);
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@@ -243,6 +243,9 @@ export class M5Character extends Actor {
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};
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if (item.system.hoarded) {
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ret.stats.hoard += item.system.value || 0;
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};
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if (item.system.equipped) {
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ret.stats.encumbrance += item.system.weight || 0;
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}
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let icon = item.img;
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@@ -372,6 +375,9 @@ export class M5Character extends Actor {
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};
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if (item.system.hoarded) {
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ret.stats.hoard += item.system.value || 0;
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};
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if (item.system.equipped) {
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ret.stats.encumbrance += item.system.weight || 0;
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}
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ret.gear.weapons[item.id] = {
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@@ -401,6 +407,9 @@ export class M5Character extends Actor {
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};
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if (item.system.hoarded) {
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ret.stats.hoard += item.system.value || 0;
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};
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if (item.system.equipped) {
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ret.stats.encumbrance += item.system.weight || 0;
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}
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ret.gear.defensiveWeapons[item.id] = {
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