Automate project with gulp and transition to TypeScript.
Expand character data and sheet.
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export interface M5Skill {
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label: string
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skill: string
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attribute: string
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fw: number
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ew: number
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}
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export interface M5Attribute {
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value: number
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bonus: number
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}
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export interface M5CharacterCalculatedData {
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level: number,
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stats: {
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armor: number,
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defense: number,
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damageBonus: number,
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attackBonus: number,
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defenseBonus: number,
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movementBonus: number,
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resistanceMind: number,
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resistanceBody: number,
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spellCasting: number,
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brawl: number,
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poisonResistance: number,
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enduranceBonus: number
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},
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skills: {
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}
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}
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export default class M5Character extends Actor {
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// constructor(
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// data: ConstructorParameters<typeof foundry.documents.BaseActor>[0],
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// context?: ConstructorParameters<typeof foundry.documents.BaseActor>[1]
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// ) {
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// super(data, context)
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// this.prepareDerivedData()
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// }
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static attributeMinMax(attribute: M5Attribute) {
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return Math.min(100, Math.max(0, attribute.value + attribute.bonus))
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}
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static attributeBonus(attribute: M5Attribute) {
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const value = this.attributeMinMax(attribute)
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if (value > 95)
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return 2
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if (value > 80)
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return 1
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if (value > 20)
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return 0
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if (value > 5)
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return -1
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return -2
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}
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prepareDerivedData() {
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const context = (this as any).data;
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//console.log(context)
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context.data.calc = {
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level: 0,
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stats: {
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armor: 0,
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defense: 0,
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damageBonus: 0,
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attackBonus: 0,
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defenseBonus: 0,
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movementBonus: 0,
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resistanceMind: 0,
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resistanceBody: 0,
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spellCasting: 0,
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brawl: 0,
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poisonResistance: 0,
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enduranceBonus: 0
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},
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skills: {}
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} as M5CharacterCalculatedData
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const data = context.data
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const st = M5Character.attributeMinMax(data.attributes.st)
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const gs = M5Character.attributeMinMax(data.attributes.gs)
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const gw = M5Character.attributeMinMax(data.attributes.gw)
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const ko = M5Character.attributeMinMax(data.attributes.ko)
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const calc = context.data.calc as M5CharacterCalculatedData
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calc.level = M5Character.levelFromExp(data.es)
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calc.stats.armor = 0
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calc.stats.defense = M5Character.defenseFromLevel(calc.level)
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calc.stats.damageBonus = Math.floor(st/20) + Math.floor(gs/30) - 3
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calc.stats.attackBonus = M5Character.attributeBonus(data.attributes.gs)
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calc.stats.defenseBonus = M5Character.attributeBonus(data.attributes.gw)
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calc.stats.movementBonus = 0
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calc.stats.resistanceMind = calc.stats.defense
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calc.stats.resistanceBody = calc.stats.defense + 1
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calc.stats.spellCasting = M5Character.spellCastingFromLevel(calc.level) + M5Character.attributeBonus(data.attributes.zt)
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calc.stats.brawl = Math.floor((st + gw) / 20)
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calc.stats.poisonResistance = 30 + Math.floor(ko / 2)
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calc.stats.enduranceBonus = Math.floor(ko/10) + Math.floor(st/20)
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}
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static readonly levelThreshold: Array<number> = [0, 100, 250, 500, 750, 1000, 1250, 1500, 1750, 2000, 2500, 3000, 3500, 4000, 4500, 5000, 6000, 7000, 8000, 9000, 10000, 12500, 15000, 17500, 20000, 22500, 25000, 30000, 35000, 40000, 45000, 50000, 55000, 60000, 65000, 70000, 75000, 80000, 85000, 90000, 95000, 100000, 105000, 110000, 115000, 120000, 125000, 130000, 135000, 140000, 145000, 150000, 155000, 160000, 165000, 170000, 175000, 180000, 185000, 190000, 195000, 200000, 205000, 210000, 215000, 220000, 225000, 230000, 235000, 240000, 245000, 250000, 255000, 260000, 265000, 270000, 275000, 280000]
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static levelFromExp(exp: number): number {
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const ret = M5Character.levelThreshold.findIndex(val => val > exp)
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return ret === -1 ? M5Character.levelThreshold.length : ret
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}
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static readonly defenseThreshold: Array<[number, number]> = [
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[1, 11],
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[2, 12],
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[5, 13],
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[10, 14],
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[15, 15],
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[20, 16],
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[25, 17],
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[30, 18]
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]
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static defenseFromLevel(lvl: number): number {
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const ret = M5Character.defenseThreshold.find(val => val[0] >= lvl)
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return ret ? ret[1] : M5Character.defenseThreshold[M5Character.defenseThreshold.length - 1][1]
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}
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static readonly spellCastingThreshold: Array<[number, number]> = [
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[1, 11],
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[2, 12],
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[4, 13],
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[6, 14],
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[8, 15],
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[10, 16],
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[15, 17],
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[20, 18]
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]
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static spellCastingFromLevel(lvl: number): number {
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const ret = M5Character.spellCastingThreshold.find(val => val[0] >= lvl)
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return ret ? ret[1] : M5Character.spellCastingThreshold[M5Character.spellCastingThreshold.length - 1][1]
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}
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attributeStrength() {
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const data = (this as any).data.data
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return M5Character.attributeMinMax(data.data.attributes.st)
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}
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attributeDexterity() {
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const data = (this as any).data.data
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return M5Character.attributeMinMax(data.data.attributes.gs)
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}
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attributeAgility() {
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const data = (this as any).data.data
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return M5Character.attributeMinMax(data.data.attributes.gw)
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}
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attributeConstitution() {
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const data = (this as any).data.data
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return M5Character.attributeMinMax(data.data.attributes.ko)
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}
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attributeIntelligence() {
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const data = (this as any).data.data
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return M5Character.attributeMinMax(data.data.attributes.in)
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}
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attributeMagic() {
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const data = (this as any).data.data
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return M5Character.attributeMinMax(data.data.attributes.zt)
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}
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attributeBeauty() {
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const data = (this as any).data.data
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return M5Character.attributeMinMax(data.data.attributes.au)
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}
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attributeCharisma() {
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const data = (this as any).data.data
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return M5Character.attributeMinMax(data.data.attributes.pa)
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}
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attributeWillpower() {
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const data = (this as any).data.data
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return M5Character.attributeMinMax(data.data.attributes.wk)
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}
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}
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