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