Merge pull request #3 from Cynicide/Calculate-Skill-Totals
Calculate skill total bonuses
This commit is contained in:
commit
08fd1f0fd6
10
rmss/TODO
10
rmss/TODO
@ -1,22 +1,26 @@
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Small
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Small
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1. Add Relationship between skills and skill categories
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1. DONE - Add Relationship between skills and skill categories
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2. Remove Tables and replace with CSS Grid
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2. Remove Tables and replace with CSS Grid
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3. Fix unaligned CSS
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3. Fix unaligned CSS
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4. Prevent Duplication on Drag and Drop for Skills and Skill Categories, possibly spells too.
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4. Prevent Duplication on Drag and Drop for Skills and Skill Categories, possibly spells too.
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DONE - Overriden _onDropItem on Player Sheet
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DONE - Overriden _onDropItem on Player Sheet
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DONE - Skill Categories cannot be renamed if they are owned.
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DONE - Skill Categories cannot be renamed if they are owned.
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DONE - Skills and Skill Categories are now seperate checks for Drag and Drop as some share names
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Spells ?
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5. Fix New Ranks Clickboxes - https://discord.com/channels/170995199584108546/670336275496042502/1018530650980102195
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6. Fix Favorites Clickboxes on Actor Page
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Medium
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Medium
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4. Inventory sorted by types
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4. Inventory sorted by types
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i. Drag and drop should add an item if it already exists.
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i. Drag and drop should increment an item if it already exists.
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ii. Equipables
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ii. Equipables
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iii. Favorites
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iii. Favorites
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5. Creature Sheet
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5. Creature Sheet
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6. Finish Character Sheet
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Large
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Large
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6. Dice Roller
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6. Dice Roller
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7. Initiative System
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7. Initiative System
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@ -27,14 +27,16 @@ export class RMSSActor extends Actor {
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if (actorData.type !== 'character') return;
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if (actorData.type !== 'character') return;
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// Calculate Stat Bonuses for the Actor
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// Calculate Stat Bonuses for the Actor
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this.prepareStatBonuses(actorData);
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this.calculateStatBonuses(actorData);
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// Calculate Resistance Rolls for the Actor
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// Calculate Resistance Rolls for the Actor
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this.prepareResistanceRolls(actorData);
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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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// Iterate through and apply Stat bonuses for Skill Category Items
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this.prepareSkillCategoryStatBonuses();
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this.calculateSkillCategoryStatBonuses();
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// Iterate through and apply Skill Category Bonuses for Skill items
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this.calculateSkillBonuses();
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}
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}
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/**
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/**
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@ -45,11 +47,10 @@ export class RMSSActor extends Actor {
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// Make modifications to data here. For example:
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// Make modifications to data here. For example:
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const data = actorData.data;
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const data = actorData.data;
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data.xp = (data.cr * data.cr) * 100;
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}
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}
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// Tally each stat bonus and populate the total field.
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// Tally each stat bonus and populate the total field.
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prepareStatBonuses(actorData) {
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calculateStatBonuses(actorData) {
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const systemData = actorData.system;
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const systemData = actorData.system;
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actorData.system.stats.agility.stat_bonus = Number(systemData.stats.agility.racial_bonus)+Number(systemData.stats.agility.special_bonus)+Number(systemData.stats.agility.basic_bonus);
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actorData.system.stats.agility.stat_bonus = Number(systemData.stats.agility.racial_bonus)+Number(systemData.stats.agility.special_bonus)+Number(systemData.stats.agility.basic_bonus);
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actorData.system.stats.constitution.stat_bonus = Number(systemData.stats.constitution.racial_bonus)+Number(systemData.stats.constitution.special_bonus)+Number(systemData.stats.constitution.basic_bonus);
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actorData.system.stats.constitution.stat_bonus = Number(systemData.stats.constitution.racial_bonus)+Number(systemData.stats.constitution.special_bonus)+Number(systemData.stats.constitution.basic_bonus);
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@ -64,7 +65,7 @@ export class RMSSActor extends Actor {
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}
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}
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// Calculate each Resistance Roll with the formula on the character sheet.
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// Calculate each Resistance Roll with the formula on the character sheet.
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prepareResistanceRolls(actorData) { // TODO: Add Racial modifiers to resistance
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calculateResistanceRolls(actorData) { // TODO: Add Racial modifiers to resistance
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const systemData = actorData.system;
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const systemData = actorData.system;
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actorData.system.resistance_rolls.essence = Number(systemData.stats.empathy.stat_bonus * 3);
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actorData.system.resistance_rolls.essence = Number(systemData.stats.empathy.stat_bonus * 3);
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actorData.system.resistance_rolls.channeling = Number(systemData.stats.intuition.stat_bonus * 3);
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actorData.system.resistance_rolls.channeling = Number(systemData.stats.intuition.stat_bonus * 3);
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@ -77,19 +78,24 @@ export class RMSSActor extends Actor {
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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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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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}
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/*prepareSkillCategoryBonuses() {
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calculateSkillBonuses() {
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for (const item of this.items) {
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for (const item of this.items) {
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if (item.type === "skill") {
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if (item.type === "skill") {
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console.log("rmss | actor.js | Calculating skill bonus for Skill: " + item.name);
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console.log("rmss | actor.js | Updating Skill Category Bonus for Skill: " + item.name);
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item.calculateSelectedSkillCategoryBonus(item);
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console.log("rmss | actor.js | Updating Skill Total Bonus for Skill: " + item.name);
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item.calculateSkillTotalBonus(item);
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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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// Tallys the bonus for each Stat that is applicable to the Skill Category and then updates the total
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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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prepareSkillCategoryStatBonuses() {
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calculateSkillCategoryStatBonuses() {
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for (const item of this.items) {
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for (const item of this.items) {
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if (item.type === "skill_category") {
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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
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// Get all the applicable stats for this skill category
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var app_stat_1 = item.system.app_stat_1;
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var app_stat_1 = item.system.app_stat_1;
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var app_stat_2 = item.system.app_stat_2;
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var app_stat_2 = item.system.app_stat_2;
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@ -142,6 +148,7 @@ export class RMSSActor extends Actor {
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// This is the format that the select helper on the skill sheet needs
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// This is the format that the select helper on the skill sheet needs
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getOwnedSkillCategories() {
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getOwnedSkillCategories() {
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var ownedSkillCategories = {None: "None"};
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var ownedSkillCategories = {None: "None"};
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console.log("rmss | actor.js | Getting owned skill categories for: " + this.name);
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for (const item of this.items) {
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for (const item of this.items) {
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if (item.type === "skill_category") {
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if (item.type === "skill_category") {
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ownedSkillCategories[item._id] = item.name;
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ownedSkillCategories[item._id] = item.name;
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@ -149,4 +156,16 @@ export class RMSSActor extends Actor {
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}
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}
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return(ownedSkillCategories);
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return(ownedSkillCategories);
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}
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}
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getOwnedSkills() {
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var ownedSkills = {None: "None"};
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console.log("rmss | actor.js | Getting owned skills for: " + this.name);
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for (const item of this.items) {
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if (item.type === "skill") {
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ownedSkills[item._id] = item.name;
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}
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}
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return(ownedSkills);
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}
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}
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}
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@ -6,6 +6,7 @@ export class RMSSItem extends Item {
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// the following, in order: data reset (to clear active effects),
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// the following, in order: data reset (to clear active effects),
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// prepareBaseData(), prepareEmbeddedDocuments() (including active effects),
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// prepareBaseData(), prepareEmbeddedDocuments() (including active effects),
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// prepareDerivedData().
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// prepareDerivedData().
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console.log("rmss | item.js | prepareData for:" + this.name);
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super.prepareData();
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super.prepareData();
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}
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}
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@ -40,40 +41,77 @@ export class RMSSItem extends Item {
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}
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}
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}
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}
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calculateSkillCategoryTotalBonus(itemData) {
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if (this.type === "skill_category") {
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const systemData = itemData.system;
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itemData.system.total_bonus = Number(systemData.rank_bonus)+Number(systemData.stat_bonus)+Number(systemData.prof_bonus)+Number(systemData.special_bonus_1)+Number(systemData.special_bonus_2);
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}
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}
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prepareDerivedData() {
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prepareDerivedData() {
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const itemData = this;
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const itemData = this;
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const systemData = itemData.system;
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const systemData = itemData.system;
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const flags = itemData.flags.rmss || {};
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const flags = itemData.flags.rmss || {};
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// Make separate methods for each item type to keep things organized.
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// Make separate methods for each item type to keep things organized.
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if (itemData.type === 'skill') {
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this._prepareSkillCategoryData(itemData);
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this._prepareSkillCategoryData(itemData);
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}
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if (itemData.type === 'skill') {
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this._prepareSkillData(itemData);
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this._prepareSkillData(itemData);
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}
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}
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}
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_prepareSkillCategoryData(itemData) {
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_prepareSkillCategoryData(itemData) {
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if (itemData.type !== 'skill_category') return;
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if (itemData.type !== 'skill_category') return;
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console.log("rmss | item.js | Preparing Skill Category Data for: " + itemData.name);
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// Make modifications to data here. For example:
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// Calculate Skill Category Total Bonus
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//const data = itemData.data;
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// Calculate Stat Bonuses
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this.calculateSkillCategoryTotalBonus(itemData);
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this.calculateSkillCategoryTotalBonus(itemData);
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}
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}
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_prepareSkillData(itemData) {
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_prepareSkillData(itemData) {
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if (itemData.type !== 'skill') return;
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if (itemData.type !== 'skill') return;
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console.log("rmss | item.js | Preparing Skill Data for: " + itemData.name);
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// Make modifications to data here. For example:
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// Make modifications to data here. For example:
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const systemData = itemData.system;
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const systemData = itemData.system;
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// Calculate Stat Bonuses
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// Calculate Skill Category Bonus
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this.calculateSelectedSkillCategoryBonus(itemData);
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// Calculate Skill Total Bonus
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this.calculateSkillTotalBonus(itemData);
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}
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calculateSkillCategoryTotalBonus(itemData) {
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if (this.type === "skill_category") {
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console.log("rmss | item.js | Calculating Skill Category Total Bonus for: " + itemData.name);
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const systemData = itemData.system;
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itemData.system.total_bonus = Number(systemData.rank_bonus)+Number(systemData.stat_bonus)+Number(systemData.prof_bonus)+Number(systemData.special_bonus_1)+Number(systemData.special_bonus_2);
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}
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}
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calculateSkillTotalBonus(itemData) {
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if (this.type === "skill") {
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const systemData = itemData.system;
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console.log("rmss | item.js | Calculating Skill Total Bonus for: " + itemData.name)
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itemData.system.total_bonus = Number(systemData.rank_bonus)+Number(systemData.category_bonus)+Number(systemData.item_bonus)+Number(systemData.special_bonus_1)+Number(systemData.special_bonus_2);
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itemData.system.total_bonus = Number(systemData.rank_bonus)+Number(systemData.category_bonus)+Number(systemData.item_bonus)+Number(systemData.special_bonus_1)+Number(systemData.special_bonus_2);
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}
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}
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}
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calculateSelectedSkillCategoryBonus(itemData) {
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if (this.isEmbedded === null) {
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console.log("rmss | item.js | Skill " + this.name + " has no owner. Not calculating Skill Category bonus");
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}
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else
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{
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const items = this.parent.items;
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console.log("rmss | item.js | Skill " + this.name + " has owner, calculating skill category bonus.");
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for (const item of items) {
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if (item.type === "skill_category" && item._id === itemData.system.category) {
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console.log("rmss | item.js | Calculating Skill Category bonus for skill: " + this.name);
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this.system.category_bonus = item.system.total_bonus;
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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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@ -41,7 +41,8 @@ export default class RMSSPlayerSheet extends ActorSheet {
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const newitem = await Item.implementation.fromDropData(data);
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const newitem = await Item.implementation.fromDropData(data);
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const itemData = newitem.toObject();
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const itemData = newitem.toObject();
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if (itemData.type === "skill_category" || itemData.type === "skill"){
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// To Do: Seperate Skills and Skill Categories. Increment Counts for items
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if (itemData.type === "skill_category"){
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// Get the already owned Items from the actor and push into an array
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// Get the already owned Items from the actor and push into an array
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const owneditems = this.object.getOwnedSkillCategories();
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const owneditems = this.object.getOwnedSkillCategories();
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@ -50,6 +51,19 @@ export default class RMSSPlayerSheet extends ActorSheet {
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var owneditemslist = Object.values(owneditems);
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var owneditemslist = Object.values(owneditems);
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// Check if the dragged item is not in the array and not owned
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if (!owneditemslist.includes(itemData.name)) {
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console.log("Not Owned!");
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super._onDropItem(event, data);
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}
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} else if ( itemData.type === "skill") {
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// Get the already owned Items from the actor and push into an array
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const owneditems = this.object.getOwnedSkills();
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console.log(owneditems);
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var owneditemslist = Object.values(owneditems);
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// Check if the dragged item is not in the array and not owned
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// Check if the dragged item is not in the array and not owned
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if (!owneditemslist.includes(itemData.name)) {
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if (!owneditemslist.includes(itemData.name)) {
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console.log("Not Owned!");
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console.log("Not Owned!");
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@ -65,6 +79,7 @@ export default class RMSSPlayerSheet extends ActorSheet {
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}
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}
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_prepareItems(context) {
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_prepareItems(context) {
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console.log("rmss | rmss_player_sheet.js | Preparing items for: "+ this.name);
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// Initialize containers.
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// Initialize containers.
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const gear = [];
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const gear = [];
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const playerskill= [];
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const playerskill= [];
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@ -145,12 +160,16 @@ export default class RMSSPlayerSheet extends ActorSheet {
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async _onItemCreate(event) {
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async _onItemCreate(event) {
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event.preventDefault();
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event.preventDefault();
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const header = event.currentTarget;
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const header = event.currentTarget;
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// Get the type of item to create.
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// Get the type of item to create.
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const type = header.dataset.type;
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const type = header.dataset.type;
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// Grab any data associated with this control.
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// Grab any data associated with this control.
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const data = duplicate(header.dataset);
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const data = duplicate(header.dataset);
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// Initialize a default name.
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// Initialize a default name.
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const name = `New ${type.capitalize()}`;
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const name = `New ${type.capitalize()}`;
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// Prepare the item object.
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// Prepare the item object.
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const itemData = {
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const itemData = {
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name: name,
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name: name,
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@ -158,7 +177,6 @@ export default class RMSSPlayerSheet extends ActorSheet {
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data: data
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data: data
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};
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};
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// Remove the type from the dataset since it's in the itemData.type prop.
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// Remove the type from the dataset since it's in the itemData.type prop.
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//delete itemData.data["type"];
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delete itemData.data.type;
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delete itemData.data.type;
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// Finally, create the item!
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// Finally, create the item!
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return await Item.create(itemData, {parent: this.actor});
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return await Item.create(itemData, {parent: this.actor});
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@ -28,7 +28,7 @@ export default class RMSSSkillSheet extends ItemSheet {
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// Figure out if a valid Skill Category is already selected
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// Figure out if a valid Skill Category is already selected
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var selected_skillcat = this.prepareSelectedSkillCategory(owned_skillcats, this.object.system.category);
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var selected_skillcat = this.prepareSelectedSkillCategory(owned_skillcats, this.object.system.category);
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this.prepareSelectedSkillCategoryBonus(selected_skillcat);
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//this.prepareSelectedSkillCategoryBonus(selected_skillcat);
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let sheetData = {
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let sheetData = {
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owner: this.item.isOwner,
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owner: this.item.isOwner,
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@ -82,6 +82,7 @@ export default class RMSSSkillSheet extends ItemSheet {
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for (const item of items) {
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for (const item of items) {
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if (item.type === "skill_category" && item._id === selected_skillcat) {
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if (item.type === "skill_category" && item._id === selected_skillcat) {
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||||||
|
console.log("rmss | rmss_skill_sheet | Calculating Skill Category bonus for skill: " + this.object.name);
|
||||||
this.object.system.category_bonus = item.system.total_bonus;
|
this.object.system.category_bonus = item.system.total_bonus;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user