Entbehrungsupdate
+ Better organization
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@@ -127,10 +127,13 @@ export class M5Character extends Actor {
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poisonResistance: { value: 0, mods: [] },
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enduranceBonus: 0,
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deprivationCold: { value: 0, mods: [] },
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deprivationColdBonus: { value: 0, mods: [] },
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deprivationColdPw: 0,
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deprivationHeat: { value: 0, mods: [] },
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deprivationHeatBonus: { value: 0, mods: [] },
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deprivationHeatPw: 0,
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deprivationFood: { value: 0, mods: [] },
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deprivationFoodBonus: { 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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@@ -207,12 +210,15 @@ 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.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.deprivationCold = this.modResult(Math.floor(ret.attributes.ko.value / 2));
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ret.stats.deprivationColdBonus = this.modResult(0);
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ret.stats.deprivationColdPw = Math.min(100, (ret.stats.deprivationCold.value + ret.stats.deprivationColdBonus.value));
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ret.stats.deprivationHeat = this.modResult(Math.floor(ret.attributes.ko.value / 2));
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ret.stats.deprivationHeatBonus = this.modResult(0);
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ret.stats.deprivationHeatPw = Math.min(100, (ret.stats.deprivationHeat.value + ret.stats.deprivationHeatBonus.value));
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ret.stats.deprivationFood = this.modResult(Math.floor(40 + (ret.attributes.ko.value / 2)));
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ret.stats.deprivationFoodBonus = this.modResult(0);
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ret.stats.deprivationFoodPw = Math.min(100, (ret.stats.deprivationFood.value + ret.stats.deprivationFoodBonus.value));
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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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@@ -554,17 +560,17 @@ export class M5Character extends Actor {
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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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ret.stats.deprivationColdBonus.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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ret.stats.deprivationHeatBonus.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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ret.stats.deprivationFoodBonus.value += 10;
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}
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});
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}
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