/** * Extend the base Actor document by defining a custom roll data structure which is ideal for the Simple system. * @extends {Actor} */ export class NeverStopBlowingUpActor extends Actor { /** * Override getRollData() that's supplied to rolls. */ getRollDataPC() { let data = { ...this.system }; // Wand bonuses data.wandBonus = { wood: this._getWandBonus(this.system.wand.wood), core: this._getWandBonus(this.system.wand.core) }; return data; } getRollDataNPC() { let data = { ...this.system}; return data; } _getWandBonus(type) { const bonuses = { "Wisteria": { stat: "brains", bonus: 1 }, "Hawthorn": { stat: "brains", bonus: 1 }, "Pine": { stat: "brawn", bonus: 1 }, "Oak": { stat: "brawn", bonus: 1 }, "Crabapple": { stat: "fight", bonus: 1 }, "Dogwood": { stat: "fight", bonus: 1 }, "Birch": { stat: "flight", bonus: 1 }, "Bamboo": { stat: "flight", bonus: 1 }, "Ironwood": { stat: "grit", bonus: 1 }, "Maple": { stat: "grit", bonus: 1 }, "Lilac": { stat: "charm", bonus: 1 }, "Cherry": { stat: "charm", bonus: 1 }, "Parchment": { stat: "brains", bonus: 1 }, "Phoenix Feather": { stat: "brains", bonus: 1 }, "Owl Feather": { stat: "brains", bonus: 1 }, "Gorilla Fur": { stat: "brawn", bonus: 1 }, "Ogre’s Fingernail": { stat: "brawn", bonus: 1 }, "Hippo’s Tooth": { stat: "brawn", bonus: 1 }, "Dragon’s Heartstring": { stat: "fight", bonus: 1 }, "Wolf’s Tooth": { stat: "fight", bonus: 1 }, "Elk’s Antler": { stat: "fight", bonus: 1 }, "Hawk’s Feather": { stat: "flight", bonus: 1 }, "Bat’s Bone": { stat: "flight", bonus: 1 }, "Changeling’s Hair": { stat: "charm", bonus: 1 }, "Gold": { stat: "charm", bonus: 1 }, "Mirror": { stat: "charm", bonus: 1 }, "Steel": { stat: "grit", bonus: 1 }, "Diamond": { stat: "grit", bonus: 1 }, "Lion’s Mane": { stat: "grit", bonus: 1 } }; return bonuses[type] || { stat: "", bonus: 0 }; } }