export class RMSSActor extends Actor { /** @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(); } prepareDerivedData() { const actorData = this; const systemData = actorData.system; const flags = actorData.flags.rmss || {}; // Make separate methods for each Actor type (character, npc, etc.) to keep // things organized. this._prepareCharacterData(actorData); this._prepareNpcData(actorData); } /** * Prepare Character specific data. * @param {Actor} actorData The NPC Object to prepare data for */ _prepareCharacterData(actorData) { if (actorData.type !== "character") return; // Calculate Stat Bonuses for the Actor this.calculateStatBonuses(actorData); // Calculate Resistance Rolls for the Actor this.calculateResistanceRolls(actorData); // Iterate through and apply Stat bonuses for Skill Category Items this.calculateSkillCategoryStatBonuses(); // Iterate through and apply Skill Category Bonuses for Skill items this.calculateSkillBonuses(); } /** * Prepare NPC specific data. * @param {Actor} actorData The NPC Object to prepare data for */ _prepareNpcData(actorData) { if (actorData.type !== "npc") return; // Make modifications to data here. For example: const data = actorData.data; } // Tally each stat bonus and populate the total field. 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); } // Calculate each Resistance Roll with the formula on the character sheet. calculateResistanceRolls(actorData) { const systemData = actorData.system; actorData.system.resistance_rolls.essence.value = Number(systemData.stats.empathy.stat_bonus * 3); actorData.system.resistance_rolls.channeling.value = Number(systemData.stats.intuition.stat_bonus * 3); actorData.system.resistance_rolls.mentalism.value = Number(systemData.stats.presence.stat_bonus * 3); actorData.system.resistance_rolls.fear.value = Number(systemData.stats.self_discipline.stat_bonus * 3); actorData.system.resistance_rolls.poison_disease.value = Number(systemData.stats.constitution.stat_bonus * 3); actorData.system.resistance_rolls.chann_ess.value = Number(systemData.stats.intuition.stat_bonus) + Number(systemData.stats.empathy.stat_bonus); actorData.system.resistance_rolls.chann_ment.value = Number(systemData.stats.intuition.stat_bonus) + Number(systemData.stats.presence.stat_bonus); actorData.system.resistance_rolls.ess_ment.value = Number(systemData.stats.empathy.stat_bonus) + Number(systemData.stats.presence.stat_bonus); actorData.system.resistance_rolls.arcane.value = Number(systemData.stats.empathy.stat_bonus) + Number(systemData.stats.intuition.stat_bonus) + Number(systemData.stats.presence.stat_bonus); actorData.system.resistance_rolls.essence.total = actorData.system.resistance_rolls.essence.value + actorData.system.resistance_rolls.essence.race_mod; actorData.system.resistance_rolls.channeling.total = actorData.system.resistance_rolls.channeling.value + actorData.system.resistance_rolls.channeling.race_mod; actorData.system.resistance_rolls.mentalism.total = actorData.system.resistance_rolls.mentalism.value + actorData.system.resistance_rolls.mentalism.race_mod; actorData.system.resistance_rolls.fear.total = actorData.system.resistance_rolls.fear.value + actorData.system.resistance_rolls.fear.race_mod; actorData.system.resistance_rolls.poison_disease.total = actorData.system.resistance_rolls.poison_disease.value + actorData.system.resistance_rolls.poison_disease.race_mod; actorData.system.resistance_rolls.chann_ess.total = actorData.system.resistance_rolls.chann_ess.value + actorData.system.resistance_rolls.chann_ess.race_mod; actorData.system.resistance_rolls.chann_ment.total = actorData.system.resistance_rolls.chann_ment.value + actorData.system.resistance_rolls.chann_ment.race_mod; actorData.system.resistance_rolls.ess_ment.total = actorData.system.resistance_rolls.ess_ment.value + actorData.system.resistance_rolls.ess_ment.race_mod; actorData.system.resistance_rolls.arcane.total = actorData.system.resistance_rolls.arcane.value + actorData.system.resistance_rolls.arcane.race_mod; } calculateSkillBonuses() { for (const item of this.items) { if (item.type === "skill") { 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); } } } // Tallys the bonus for each Stat that is applicable to the Skill Category and then updates the total calculateSkillCategoryStatBonuses() { for (const item of this.items) { if (item.type === "skill_category") { console.log(`rmss | actor.js | Calculating Skill Category Stat Bonuses for: ${item.name}`); // Get all the applicable stats for this skill category let app_stat_1 = item.system.app_stat_1; let app_stat_2 = item.system.app_stat_2; let app_stat_3 = item.system.app_stat_3; // If the first one is None we don't need to do anything further if (app_stat_1 === "None") { continue; } else { let applicable_stat_bonus = 0; let app_stat_1_found = false; let app_stat_2_found = false; let 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; } 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; } 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; } } 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; // Update the total in the Item item.calculateSkillCategoryTotalBonus(item); } else if (app_stat_1_found === true && app_stat_2_found === true && app_stat_3_found === false) { // Apply the update if we found stat bonuses for the first two applicable stats item.system.stat_bonus = applicable_stat_bonus; // Update the total in the Item item.calculateSkillCategoryTotalBonus(item); } else if (app_stat_1_found === true && app_stat_2_found === false && app_stat_3_found === false) { // Apply the update if we found stat bonuses for the first applicable stat item.system.stat_bonus = applicable_stat_bonus; // Update the total in the Item item.calculateSkillCategoryTotalBonus(item); } } } } } // 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 getOwnedItemsByType(item_type) { let ownedItems = {None: "None"}; console.log(`rmss | actor.js | Getting owned ${item_type} for: ${this.name}`); for (const item of this.items) { if (item.type === item_type) { ownedItems[item._id] = item.name; } } return (ownedItems); } }