Added rules/bonuses for all classes and subclasses

This commit is contained in:
WBHarry 2025-06-25 23:13:57 +02:00
parent 7ac3066f68
commit 958e4885b1
2 changed files with 38 additions and 5 deletions

View file

@ -68,7 +68,13 @@ export default class DhpAdversary extends BaseDataActor {
name: new fields.StringField(), name: new fields.StringField(),
value: new fields.NumberField({ required: true, integer: true, initial: 1 }) value: new fields.NumberField({ required: true, integer: true, initial: 1 })
}) })
) ),
bonuses: new fields.SchemaField({
difficulty: new fields.SchemaField({
all: new fields.NumberField({ integer: true, initial: 0 }),
reaction: new fields.NumberField({ integer: true, initial: 0 })
})
})
}; };
} }
} }

View file

@ -38,7 +38,14 @@ export default class DhCharacter extends BaseDataActor {
resources: new fields.SchemaField({ resources: new fields.SchemaField({
hitPoints: resourceField(6), hitPoints: resourceField(6),
stress: resourceField(6), stress: resourceField(6),
hope: resourceField(6) hope: resourceField(6),
rallyDice: new fields.SchemaField({
d6: new fields.NumberField({ integer: true, initial: 0 }),
d8: new fields.NumberField({ integer: true, initial: 0 }),
d10: new fields.NumberField({ integer: true, initial: 0 })
}),
slayerDice: new fields.NumberField({ integer: true, initial: 0 }),
tideTokens: new fields.NumberField({ integer: true, initial: 0 })
}), }),
traits: new fields.SchemaField({ traits: new fields.SchemaField({
agility: attributeField(), agility: attributeField(),
@ -93,9 +100,22 @@ export default class DhCharacter extends BaseDataActor {
}), }),
levelData: new fields.EmbeddedDataField(DhPCLevelData), levelData: new fields.EmbeddedDataField(DhPCLevelData),
bonuses: new fields.SchemaField({ bonuses: new fields.SchemaField({
attack: new fields.NumberField({ integer: true, initial: 0 }), armorScore: new fields.NumberField({ integer: true, initial: 0 }),
spellcast: new fields.NumberField({ integer: true, initial: 0 }), damageThresholds: new fields.SchemaField({
armorScore: new fields.NumberField({ integer: true, initial: 0 }) severe: new fields.NumberField({ integer: true, initial: 0 }),
major: new fields.NumberField({ integer: true, initial: 0 })
}),
roll: new fields.SchemaField({
attack: new fields.NumberField({ integer: true, initial: 0 }),
spellcast: new fields.NumberField({ integer: true, initial: 0 }),
action: new fields.NumberField({ integer: true, initial: 0 }),
hopeOrFear: new fields.NumberField({ integer: true, initial: 0 })
}),
damage: new fields.SchemaField({
all: new fields.NumberField({ integer: true, initial: 0 }),
physical: new fields.NumberField({ integer: true, initial: 0 }),
magic: new fields.NumberField({ integer: true, initial: 0 })
})
}), }),
rules: new fields.SchemaField({ rules: new fields.SchemaField({
maxArmorMarked: new fields.SchemaField({ maxArmorMarked: new fields.SchemaField({
@ -107,6 +127,13 @@ export default class DhCharacter extends BaseDataActor {
severe: stressDamageReductionRule(), severe: stressDamageReductionRule(),
major: stressDamageReductionRule(), major: stressDamageReductionRule(),
minor: stressDamageReductionRule() minor: stressDamageReductionRule()
}),
strangePatterns: new fields.NumberField({
integer: true,
min: 1,
max: 12,
nullable: true,
initial: null
}) })
}) })
}; };