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 type specific data */ _prepareCharacterData(actorData) { if (actorData.type !== 'character') return; // Calculate Stat Bonuses for the Actor this.prepareStatBonuses(actorData); // Calculate Resistance Rolls for the Actor this.prepareResistanceRolls(actorData); // Iterate through and apply Stat bonuses for Skill Category Items this.prepareSkillCategoryStatBonuses(); } /** * Prepare NPC type specific data. */ _prepareNpcData(actorData) { if (actorData.type !== 'npc') return; // Make modifications to data here. For example: const data = actorData.data; data.xp = (data.cr * data.cr) * 100; } // Tally each stat bonus and populate the total field. prepareStatBonuses(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. prepareResistanceRolls(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); } /*prepareSkillCategoryBonuses() { for (const item of this.items) { if (item.type === "skill") { } } }*/ // Tallys the bonus for each Stat that is applicable to the Skill Category and then updates the total prepareSkillCategoryStatBonuses() { for (const item of this.items) { if (item.type === "skill_category") { // 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; // 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; 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; } 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; } } //console.log("Applicable Stat Bonus: " + applicable_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); } } } } } // 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"}; for (const item of this.items) { if (item.type === "skill_category") { ownedSkillCategories[item._id] = item.name; } } return(ownedSkillCategories); } }