Entbehrungen #89
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@ -241,11 +241,12 @@
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"midgard5.enduranceBonus": "Ausdauerbonus",
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"midgard5.enduranceBonus": "Ausdauerbonus",
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"midgard5.lpProtection": "Rüstungsschutz (LP)",
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"midgard5.lpProtection": "Rüstungsschutz (LP)",
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"midgard5.apProtection": "Rüstungsschutz (AP)",
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"midgard5.apProtection": "Rüstungsschutz (AP)",
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"midgard5.deprivation": "Entbehrung",
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"midgard5.deprivation": "Zähigkeit",
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"midgard5.deprivations": "Entbehrungen",
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"midgard5.deprivations": "Entbehrungen",
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"midgard5.deprivationCold": "Zähigkeit Kälte",
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"midgard5.deprivationCold": "Zähigkeit Kälte",
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"midgard5.deprivationHeat": "Zähigkeit Hitze",
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"midgard5.deprivationHeat": "Zähigkeit Hitze",
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"midgard5.deprivationFood": "Zähigkeit Hunger & Durst",
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"midgard5.deprivationFood": "Zähigkeit Hunger",
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"midgard5.deprivationThirst": "Zähigkeit Durst",
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"midgard5.new-skill": "Neue Fertigkeit",
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"midgard5.new-skill": "Neue Fertigkeit",
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"midgard5.special": "Spezial",
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"midgard5.special": "Spezial",
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@ -106,6 +106,7 @@ export enum M5Stats {
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DEPRIVATION_COLD = "cold",
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DEPRIVATION_COLD = "cold",
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DEPRIVATION_HEAT = "heat",
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DEPRIVATION_HEAT = "heat",
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DEPRIVATION_FOOD = "food",
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DEPRIVATION_FOOD = "food",
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DEPRIVATION_THIRST = "thirst",
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HOARD = "hoard",
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HOARD = "hoard",
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HOARD_NEXT = "hoardNext",
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HOARD_NEXT = "hoardNext",
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HOARD_MIN = "hoardMin",
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HOARD_MIN = "hoardMin",
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@ -198,15 +199,9 @@ export interface M5CharacterCalculatedData {
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brawlFw: number;
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brawlFw: number;
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poisonResistance: M5ModResult;
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poisonResistance: M5ModResult;
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enduranceBonus: number;
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enduranceBonus: number;
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deprivationCold: M5ModResult;
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deprivationCold: number;
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deprivationColdBonus: M5ModResult;
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deprivationHeat: number;
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deprivationColdPw: number;
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deprivationFood: number;
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deprivationHeat: M5ModResult;
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deprivationHeatBonus: M5ModResult;
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deprivationHeatPw: number;
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deprivationFood: M5ModResult;
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deprivationFoodBonus: M5ModResult;
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deprivationFoodPw: number;
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hoard: number;
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hoard: number;
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hoardNext: number;
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hoardNext: number;
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hoardMin: number;
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hoardMin: number;
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@ -126,15 +126,9 @@ export class M5Character extends Actor {
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brawlFw: 0,
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brawlFw: 0,
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poisonResistance: { value: 0, mods: [] },
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poisonResistance: { value: 0, mods: [] },
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enduranceBonus: 0,
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enduranceBonus: 0,
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deprivationCold: { value: 0, mods: [] },
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deprivationCold: 0,
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deprivationColdBonus: { value: 0, mods: [] },
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deprivationHeat: 0,
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deprivationColdPw: 0,
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deprivationFood: 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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hoard: 0,
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encumbrance: 0,
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encumbrance: 0,
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load: 0,
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load: 0,
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@ -210,15 +204,9 @@ 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.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.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.enduranceBonus = Math.floor(ret.attributes.ko.value / 10) + Math.floor(ret.attributes.st.value / 20);
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ret.stats.deprivationCold = this.modResult(Math.floor(ret.attributes.ko.value / 2));
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ret.stats.deprivationCold = (Math.floor(ret.attributes.ko.value / 2));
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ret.stats.deprivationColdBonus = this.modResult(0);
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ret.stats.deprivationHeat = (Math.floor(ret.attributes.ko.value / 2));
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ret.stats.deprivationColdPw = Math.min(100, (ret.stats.deprivationCold.value + ret.stats.deprivationColdBonus.value));
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ret.stats.deprivationFood = (Math.floor(40 + (ret.attributes.ko.value / 2)));
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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.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.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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ret.stats.wealth = parseFloat((data.info.gold + data.info.silver / 10 + data.info.copper / 100).toPrecision(3));
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@ -561,17 +549,17 @@ export class M5Character extends Actor {
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// Adjust stat Kälte based on Überleben (Gebirge) skill
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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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if (item.name === "Überleben (Gebirge)") {
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ret.stats.deprivationColdBonus.value += Math.floor(item.system.fw * 5);
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ret.stats.deprivationCold += Math.floor(item.system.fw * 5);
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}
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}
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// Adjust stat Kälte based on Überleben (Steppe) skill
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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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if (item.name === "Überleben (Steppe)") {
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ret.stats.deprivationHeatBonus.value += Math.floor(item.system.fw * 5);
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ret.stats.deprivationHeat += Math.floor(item.system.fw * 5);
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}
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}
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// Adjust stat Durst & Hunger based on Robustheit skill
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// Adjust stat Durst & Hunger based on Robustheit skill
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if (item.name === "Robustheit") {
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if (item.name === "Robustheit") {
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ret.stats.deprivationFoodBonus.value += 10;
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ret.stats.deprivationFood += 10;
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}
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}
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});
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});
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}
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}
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@ -41,9 +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.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_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.PROTECTION_AP, operation: M5ModOperation.SET, value: calc.stats.apProtection.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_COLD, operation: M5ModOperation.SET, value: calc.stats.deprivationCold }, 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_HEAT, operation: M5ModOperation.SET, value: calc.stats.deprivationHeat }, 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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this.push({ type: M5ModType.STAT, id: M5Stats.DEPRIVATION_FOOD, operation: M5ModOperation.SET, value: calc.stats.deprivationFood }, characterString);
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}
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}
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push(mod: M5ItemMod, source: string) {
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push(mod: M5ItemMod, source: string) {
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@ -199,7 +199,7 @@ export class M5Roll {
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const rollData = actor.getRollData() as M5RollData;
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const rollData = actor.getRollData() as M5RollData;
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rollData.rolls["0"] = {
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rollData.rolls["0"] = {
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formula: "@c.calc.stats.deprivationCold.value + @c.calc.stats.deprivationColdBonus.value -1D100",
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formula: "@c.calc.stats.deprivationCold -1D100",
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enabled: true,
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enabled: true,
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label: (game as Game).i18n.localize("midgard5.deprivationCold"),
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label: (game as Game).i18n.localize("midgard5.deprivationCold"),
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result: "",
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result: "",
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@ -216,7 +216,7 @@ export class M5Roll {
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const rollData = actor.getRollData() as M5RollData;
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const rollData = actor.getRollData() as M5RollData;
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rollData.rolls["0"] = {
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rollData.rolls["0"] = {
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formula: "@c.calc.stats.deprivationHeat.value + @c.calc.stats.deprivationHeatBonus.value -1D100",
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formula: "@c.calc.stats.deprivationHeat -1D100",
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enabled: true,
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enabled: true,
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label: (game as Game).i18n.localize("midgard5.deprivationHeat"),
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label: (game as Game).i18n.localize("midgard5.deprivationHeat"),
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result: "",
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result: "",
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@ -233,7 +233,7 @@ export class M5Roll {
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const rollData = actor.getRollData() as M5RollData;
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const rollData = actor.getRollData() as M5RollData;
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rollData.rolls["0"] = {
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rollData.rolls["0"] = {
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formula: "@c.calc.stats.deprivationFood.value + @c.calc.stats.deprivationFoodBonus.value -1D100",
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formula: "@c.calc.stats.deprivationFood -1D100",
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enabled: true,
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enabled: true,
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label: (game as Game).i18n.localize("midgard5.deprivationFood"),
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label: (game as Game).i18n.localize("midgard5.deprivationFood"),
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result: "",
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result: "",
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@ -55,50 +55,6 @@
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</div>
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</div>
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</div>
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</div>
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<div class="flexcolumn-2">
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<div class="flexpart">
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<div class="flexpart-header"><img src="icons/skills/wounds/injury-body-pain-gray.webp" class="flexpart-icon">{{localize "midgard5.deprivations"}}</div>
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<table>
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<thead>
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<tr>
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<th class="title"><img src="/icons/svg/eye.svg" class="table-icon"></th>
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<th class="title">{{localize "midgard5.deprivation"}}</th>
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<th class="title">{{localize "midgard5.ew"}}</th>
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<th class="title">{{localize "midgard5.bonus"}}</th>
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<th class="title">{{localize "midgard5.pw"}}</th>
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<th class="title"><img src="/icons/svg/d20.svg" class="table-icon"></th>
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</tr>
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</thead>
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<tbody class="items-list">
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<tr data-item-id="{{itemId}}">
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<td class="flexpart-img"><img src="/icons/magic/water/snowflake-ice-blue.webp" class="flexpart-icon"></td>
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<td class="padding edit-item">{{localize "midgard5.deprivationCold"}}</td>
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<td class="fixed-value">{{data.calc.stats.deprivationCold.value}}</td>
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<td class="fixed-value">{{data.calc.stats.deprivationColdBonus.value}}</td>
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<td class="fixed-value">{{add data.calc.stats.deprivationCold.value data.calc.stats.deprivationColdBonus.value}}</td>
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<td><button class="roll-button roll-deprivationCold-button"></button></td>
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</tr>
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<tr data-item-id="{{itemId}}">
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<td class="flexpart-img"><img src="/icons/magic/fire/orb-lightning-sun.webp" class="flexpart-icon"></td>
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<td class="padding edit-item">{{localize "midgard5.deprivationHeat"}}</td>
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<td class="fixed-value">{{data.calc.stats.deprivationHeat.value}}</td>
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<td class="fixed-value">{{data.calc.stats.deprivationHeatBonus.value}}</td>
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<td class="fixed-value">{{add data.calc.stats.deprivationHeat.value data.calc.stats.deprivationHeatBonus.value}}</td>
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<td><button class="roll-button roll-deprivationHeat-button"></button></td>
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</tr>
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<tr data-item-id="{{itemId}}">
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<td class="flexpart-img"><img src="/icons/consumables/food/plate-fish-bowl-bones-brown.webp" class="flexpart-icon"></td>
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<td class="padding edit-item">{{localize "midgard5.deprivationFood"}}</td>
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<td class="fixed-value">{{data.calc.stats.deprivationFood.value}}</td>
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<td class="fixed-value">{{data.calc.stats.deprivationFoodBonus.value}}</td>
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<td class="fixed-value">{{add data.calc.stats.deprivationFood.value data.calc.stats.deprivationFoodBonus.value}}</td>
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<td><button class="roll-button roll-deprivationFood-button"></button></td>
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</tr>
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</tbody>
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</table>
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</div>
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</div>
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<div class="flexcolumn-2">
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<div class="flexcolumn-2">
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<div class="flexpart">
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<div class="flexpart">
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<div class="flexpart-header"><img src="icons/magic/time/arrows-circling-pink.webp" class="flexpart-icon">{{localize "midgard5.calculated-values"}}</div>
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<div class="flexpart-header"><img src="icons/magic/time/arrows-circling-pink.webp" class="flexpart-icon">{{localize "midgard5.calculated-values"}}</div>
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@ -166,4 +122,31 @@
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</table>
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</table>
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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<div class="flexcolumn-1">
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<div class="flexpart">
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<div class="flexpart-header"><img src="icons/skills/wounds/injury-body-pain-gray.webp" class="flexpart-icon">{{localize "midgard5.deprivations"}} & {{localize "midgard5.deprivation"}}</div>
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<table>
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<tr height = 10px></tr>
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<tr>
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<td class="flexpart-img"><img src="/icons/sundries/survival/waterskin-leather-brown.webp" class="flexpart-icon"></td>
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<td bgcolor="#eaead7" class="padding edit-item highlight" >{{localize "midgard5.deprivationThirst"}}</td>
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<td bgcolor="#eaead7" class="center">{{data.calc.stats.deprivationFood.value}}</td>
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<td bgcolor="#eaead7" class="fixed-value" style="border-right: 1px solid black;"><button class="roll-button roll-deprivationFood-button" /></td>
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<td class="flexpart-img"><img src="/icons/magic/fire/orb-lightning-sun.webp" class="flexpart-icon"></td>
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<td class="padding edit-item highlight">{{localize "midgard5.deprivationHeat"}}</td>
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<td class="center">{{ data.calc.stats.deprivationHeat.value}}</td>
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<td class="fixed-value" style="border-right: 1px solid black;"><button class="roll-button roll-deprivationHeat-button"></button></td>
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<td class="flexpart-img"><img src="/icons/consumables/food/plate-fish-bowl-bones-brown.webp" class="flexpart-icon"></td>
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<td bgcolor="#eaead7" class="padding edit-item highlight">{{localize "midgard5.deprivationFood"}}</td>
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<td bgcolor="#eaead7" class="center">{{data.calc.stats.deprivationFood.value}}</td>
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<td bgcolor="#eaead7" class="fixed-value" style="border-right: 1px solid black;"><button class="roll-button roll-deprivationFood-button"></button></td>
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<td class="flexpart-img"><img src="/icons/magic/water/snowflake-ice-blue.webp" class="flexpart-icon"></td>
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<td class="padding edit-item highlight">{{localize "midgard5.deprivationCold"}}</td>
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<td class="center">{{data.calc.stats.deprivationCold.value}}</td>
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<td class="fixed-value"><button class="roll-button roll-deprivationCold-button"></button></td>
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</tr>
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</table>
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||||||
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</div>
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</div>
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||||||
Loading…
Reference in New Issue
Muss das in 3 geteilt sein? Das mod Array von ColdBonus wird zb. garnicht verwendet sondern nur die Value beschrieben, der PW wert ist auch einfach nur die Summe von beiden werten.
Bitte das einmal zusammenfassen, am besten wird bei Skills dann ein Versteckter Aktiver Effekt hinzugefügt der den Mod beinhaltet.