fvtt-rolemaster-frp/rmss/module/documents/actor.js

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export class RMSSActor extends Actor {
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/** @override */
prepareData() {
// Prepare data for the actor. Calling the super version of this executes
// the following, in order: data reset (to clear active effects),
// prepareBaseData(), prepareEmbeddedDocuments() (including active effects),
// prepareDerivedData().
super.prepareData();
}
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prepareDerivedData() {
const actorData = this;
const systemData = actorData.system;
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const flags = actorData.flags.rmss || {};
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// Make separate methods for each Actor type (character, npc, etc.) to keep
// things organized.
this._prepareCharacterData(actorData);
this._prepareNpcData(actorData);
}
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/**
* Prepare Character type specific data
*/
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_prepareCharacterData(actorData) {
if (actorData.type !== 'character') return;
// Calculate Stat Bonuses for the Actor
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this.calculateStatBonuses(actorData);
// Calculate Resistance Rolls for the Actor
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this.calculateResistanceRolls(actorData);
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// Iterate through and apply Stat bonuses for Skill Category Items
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this.calculateSkillCategoryStatBonuses();
// Iterate through and apply Skill Category Bonuses for Skill items
this.calculateSkillBonuses();
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}
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/**
* Prepare NPC type specific data.
*/
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_prepareNpcData(actorData) {
if (actorData.type !== 'npc') return;
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// Make modifications to data here. For example:
const data = actorData.data;
}
// Tally each stat bonus and populate the total field.
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calculateStatBonuses(actorData) {
const systemData = actorData.system;
actorData.system.stats.agility.stat_bonus = Number(systemData.stats.agility.racial_bonus)+Number(systemData.stats.agility.special_bonus)+Number(systemData.stats.agility.basic_bonus);
actorData.system.stats.constitution.stat_bonus = Number(systemData.stats.constitution.racial_bonus)+Number(systemData.stats.constitution.special_bonus)+Number(systemData.stats.constitution.basic_bonus);
actorData.system.stats.memory.stat_bonus = Number(systemData.stats.memory.racial_bonus)+Number(systemData.stats.memory.special_bonus)+Number(systemData.stats.memory.basic_bonus);
actorData.system.stats.reasoning.stat_bonus = Number(systemData.stats.reasoning.racial_bonus)+Number(systemData.stats.reasoning.special_bonus)+Number(systemData.stats.reasoning.basic_bonus);
actorData.system.stats.self_discipline.stat_bonus = Number(systemData.stats.self_discipline.racial_bonus)+Number(systemData.stats.self_discipline.special_bonus)+Number(systemData.stats.self_discipline.basic_bonus);
actorData.system.stats.empathy.stat_bonus = Number(systemData.stats.empathy.racial_bonus)+Number(systemData.stats.empathy.special_bonus)+Number(systemData.stats.empathy.basic_bonus);
actorData.system.stats.intuition.stat_bonus = Number(systemData.stats.intuition.racial_bonus)+Number(systemData.stats.intuition.special_bonus)+Number(systemData.stats.intuition.basic_bonus);
actorData.system.stats.presence.stat_bonus = Number(systemData.stats.presence.racial_bonus)+Number(systemData.stats.presence.special_bonus)+Number(systemData.stats.presence.basic_bonus);
actorData.system.stats.quickness.stat_bonus = Number(systemData.stats.quickness.racial_bonus)+Number(systemData.stats.quickness.special_bonus)+Number(systemData.stats.quickness.basic_bonus);
actorData.system.stats.strength.stat_bonus = Number(systemData.stats.strength.racial_bonus)+Number(systemData.stats.strength.special_bonus)+Number(systemData.stats.strength.basic_bonus);
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}
// Calculate each Resistance Roll with the formula on the character sheet.
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calculateResistanceRolls(actorData) { // TODO: Add Racial modifiers to resistance
const systemData = actorData.system;
actorData.system.resistance_rolls.essence = Number(systemData.stats.empathy.stat_bonus * 3);
actorData.system.resistance_rolls.channeling = Number(systemData.stats.intuition.stat_bonus * 3);
actorData.system.resistance_rolls.mentalism = Number(systemData.stats.presence.stat_bonus * 3);
actorData.system.resistance_rolls.fear = Number(systemData.stats.self_discipline.stat_bonus * 3);
actorData.system.resistance_rolls.poison_disease = Number(systemData.stats.constitution.stat_bonus * 3);
actorData.system.resistance_rolls.chann_ess = Number(systemData.stats.intuition.stat_bonus) + Number(systemData.stats.empathy.stat_bonus);
actorData.system.resistance_rolls.chann_ment = Number(systemData.stats.intuition.stat_bonus) + Number(systemData.stats.presence.stat_bonus);
actorData.system.resistance_rolls.ess_ment = Number(systemData.stats.empathy.stat_bonus) + Number(systemData.stats.presence.stat_bonus);
actorData.system.resistance_rolls.arcane = Number(systemData.stats.empathy.stat_bonus) + Number(systemData.stats.intuition.stat_bonus) + Number(systemData.stats.presence.stat_bonus);
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}
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calculateSkillBonuses() {
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for (const item of this.items) {
if (item.type === "skill") {
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console.log("rmss | actor.js | Calculating skill bonus for Skill: " + item.name);
console.log("rmss | actor.js | Updating Skill Category Bonus for Skill: " + item.name);
item.calculateSelectedSkillCategoryBonus(item);
console.log("rmss | actor.js | Updating Skill Total Bonus for Skill: " + item.name);
item.calculateSkillTotalBonus(item);
}
}
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}
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// Tallys the bonus for each Stat that is applicable to the Skill Category and then updates the total
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calculateSkillCategoryStatBonuses() {
for (const item of this.items) {
if (item.type === "skill_category") {
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console.log("rmss | actor.js | Calculating Skill Category Stat Bonuses for: " + item.name);
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// Get all the applicable stats for this skill category
var app_stat_1 = item.system.app_stat_1;
var app_stat_2 = item.system.app_stat_2;
var app_stat_3 = item.system.app_stat_3;
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// If the first one is None we don't need to do anything further
if (app_stat_1 === "None") {
continue;
}
else
{
var applicable_stat_bonus = 0;
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var app_stat_1_found = false;
var app_stat_2_found = false;
var app_stat_3_found = false;
// Iterate through the applicable stats and find their full names
for (const stat in CONFIG.rmss.stats) {
// If the configured App Stat matches the one of the stats in config
if (app_stat_1 === CONFIG.rmss.stats[stat].shortname) {
app_stat_1_found = true;
// Get the Stat Bonus
applicable_stat_bonus = applicable_stat_bonus + this.system.stats[stat].stat_bonus;
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}
if (app_stat_2 === CONFIG.rmss.stats[stat].shortname) {
app_stat_2_found = true;
applicable_stat_bonus = applicable_stat_bonus + this.system.stats[stat].stat_bonus;
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}
if (app_stat_3 === CONFIG.rmss.stats[stat].shortname) {
app_stat_3_found = true;
applicable_stat_bonus = applicable_stat_bonus + this.system.stats[stat].stat_bonus;
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}
}
//console.log("Applicable Stat Bonus: " + applicable_stat_bonus)
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if (app_stat_1_found === true && app_stat_2_found === true && app_stat_3_found === true) {
// Apply the update if we found stat bonuses for every applicable stat
item.system.stat_bonus = applicable_stat_bonus;
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// Update the total in the Item
item.calculateSkillCategoryTotalBonus(item);
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}
}
}
}
}
// For each skill category return an object in this format.
// {{ _id: "skill category name"}}
// This is the format that the select helper on the skill sheet needs
getOwnedSkillCategories() {
var ownedSkillCategories = {None: "None"};
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console.log("rmss | actor.js | Getting owned skill categories for: " + this.name);
for (const item of this.items) {
if (item.type === "skill_category") {
ownedSkillCategories[item._id] = item.name;
}
}
return(ownedSkillCategories);
}
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getOwnedSkills() {
var ownedSkills = {None: "None"};
console.log("rmss | actor.js | Getting owned skills for: " + this.name);
for (const item of this.items) {
if (item.type === "skill") {
ownedSkills[item._id] = item.name;
}
}
return(ownedSkills);
}
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}