mirror of
https://github.com/Foundryborne/daggerheart.git
synced 2026-01-11 19:25:21 +01:00
Levelup Remake (#100)
* Set up DhLevelTier datamodel * Added Levelup data model and started at the render * Fixed data handling in the LevelUp view * Added back the save function * Finalised levelup selections and propagating to PC * Added level advancement selection data * Added DomainCard selection * Css merge commit * Added PC level/delevel benefits of leveling up * Fixed sticky previous selections on continous leveling * Fixed up Summary. Fixed multiclass/subclass blocking on selection * Removed unused level.hbs * Fixed attribute base for PC * Improved naming of attribute properties * Renamed/structured resources/evasion/proficiency * Improved trait marking * Rework to level up once at a time * Added markers * Removed tabs when in Summary * Fixed multilevel buttons * Improved multiclass/subclass recognition * Fixed tagify error on selection * Review fixes
This commit is contained in:
parent
47a6abddfb
commit
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41 changed files with 3279 additions and 1283 deletions
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@ -1,50 +1,29 @@
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import { getPathValue, getTier } from '../helpers/utils.mjs';
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import { getPathValue } from '../helpers/utils.mjs';
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import { LevelOptionType } from './levelTier.mjs';
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const fields = foundry.data.fields;
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const attributeField = () =>
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new fields.SchemaField({
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data: new fields.SchemaField({
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value: new fields.NumberField({ initial: 0, integer: true }),
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base: new fields.NumberField({ initial: 0, integer: true }),
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bonus: new fields.NumberField({ initial: 0, integer: true }),
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actualValue: new fields.NumberField({ initial: 0, integer: true }),
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overrideValue: new fields.NumberField({ initial: 0, integer: true })
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}),
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levelMarks: new fields.ArrayField(new fields.NumberField({ nullable: true, initial: null, integer: true })),
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levelMark: new fields.NumberField({ nullable: true, initial: null, integer: true })
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bonus: new fields.NumberField({ initial: 0, integer: true }),
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base: new fields.NumberField({ initial: 0, integer: true }),
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tierMarked: new fields.BooleanField({ required: true, initial: false })
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});
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const levelUpTier = () => ({
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attributes: new fields.TypedObjectField(new fields.BooleanField()),
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hitPointSlots: new fields.TypedObjectField(new fields.BooleanField()),
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stressSlots: new fields.TypedObjectField(new fields.BooleanField()),
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experiences: new fields.TypedObjectField(new fields.ArrayField(new fields.StringField({}))),
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proficiency: new fields.TypedObjectField(new fields.BooleanField()),
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armorOrEvasionSlot: new fields.TypedObjectField(new fields.StringField({})),
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subclass: new fields.TypedObjectField(
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new fields.SchemaField({
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multiclass: new fields.BooleanField(),
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feature: new fields.StringField({})
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})
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),
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multiclass: new fields.TypedObjectField(new fields.BooleanField())
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});
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const resourceField = max =>
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new fields.SchemaField({
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value: new fields.NumberField({ initial: 0, integer: true }),
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bonus: new fields.NumberField({ initial: 0, integer: true }),
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min: new fields.NumberField({ initial: 0, integer: true }),
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baseMax: new fields.NumberField({ initial: max, integer: true })
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});
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export default class DhpPC extends foundry.abstract.TypeDataModel {
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static defineSchema() {
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return {
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resources: new fields.SchemaField({
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health: new fields.SchemaField({
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value: new fields.NumberField({ initial: 0, integer: true }),
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min: new fields.NumberField({ initial: 0, integer: true }),
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max: new fields.NumberField({ initial: 6, integer: true })
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}),
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stress: new fields.SchemaField({
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value: new fields.NumberField({ initial: 0, integer: true }),
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min: new fields.NumberField({ initial: 0, integer: true }),
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max: new fields.NumberField({ initial: 6, integer: true })
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}),
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hitPoints: resourceField(6),
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stress: resourceField(6),
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hope: new fields.SchemaField({
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value: new fields.NumberField({ initial: -1, integer: true }), // FIXME. Logic is gte and needs -1 in PC/Hope. Change to 0
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min: new fields.NumberField({ initial: 0, integer: true })
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@ -61,7 +40,7 @@ export default class DhpPC extends foundry.abstract.TypeDataModel {
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})
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)
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}),
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attributes: new fields.SchemaField({
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traits: new fields.SchemaField({
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agility: attributeField(),
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strength: attributeField(),
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finesse: attributeField(),
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@ -70,22 +49,22 @@ export default class DhpPC extends foundry.abstract.TypeDataModel {
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knowledge: attributeField()
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}),
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proficiency: new fields.SchemaField({
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value: new fields.NumberField({ initial: 1, integer: true }),
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min: new fields.NumberField({ initial: 1, integer: true }),
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max: new fields.NumberField({ initial: 6, integer: true })
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base: new fields.NumberField({ required: true, initial: 1, integer: true }),
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bonus: new fields.NumberField({ required: true, initial: 0, integer: true })
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}),
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evasion: new fields.SchemaField({
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bonus: new fields.NumberField({ initial: 0, integer: true })
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}),
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evasion: new fields.NumberField({ initial: 0, integer: true }),
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experiences: new fields.ArrayField(
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new fields.SchemaField({
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id: new fields.StringField({ required: true }),
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level: new fields.NumberField({ required: true, integer: true }),
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description: new fields.StringField({}),
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value: new fields.NumberField({ integer: true, nullable: true, initial: null })
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}),
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{
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initial: [
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{ id: foundry.utils.randomID(), level: 1, description: '', value: 2 },
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{ id: foundry.utils.randomID(), level: 1, description: '', value: 2 }
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{ id: foundry.utils.randomID(), description: '', value: 2 },
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{ id: foundry.utils.randomID(), description: '', value: 2 }
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]
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}
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),
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@ -100,30 +79,6 @@ export default class DhpPC extends foundry.abstract.TypeDataModel {
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maxLoadout: new fields.NumberField({ initial: 2, integer: true }),
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maxCards: new fields.NumberField({ initial: 2, integer: true })
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}),
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levelData: new fields.SchemaField({
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currentLevel: new fields.NumberField({ initial: 1, integer: true }),
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changedLevel: new fields.NumberField({ initial: 1, integer: true }),
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levelups: new fields.TypedObjectField(
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new fields.SchemaField({
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level: new fields.NumberField({ required: true, integer: true }),
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tier1: new fields.SchemaField({
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...levelUpTier()
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}),
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tier2: new fields.SchemaField(
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{
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...levelUpTier()
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},
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{ nullable: true, initial: null }
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),
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tier3: new fields.SchemaField(
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{
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...levelUpTier()
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},
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{ nullable: true, initial: null }
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)
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})
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)
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}),
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story: new fields.SchemaField({
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background: new fields.HTMLField(),
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appearance: new fields.HTMLField(),
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@ -140,15 +95,11 @@ export default class DhpPC extends foundry.abstract.TypeDataModel {
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armorMarks: new fields.SchemaField({
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max: new fields.NumberField({ initial: 6, integer: true }),
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value: new fields.NumberField({ initial: 0, integer: true })
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})
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}),
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levelData: new fields.EmbeddedDataField(DhPCLevelData)
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};
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}
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get canLevelUp() {
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// return Object.values(this.levels.data).some(x => !x.completed);
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return this.levelData.currentLevel !== this.levelData.changedLevel;
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}
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get tier() {
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return this.#getTier(this.levelData.currentLevel);
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}
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@ -281,42 +232,6 @@ export default class DhpPC extends foundry.abstract.TypeDataModel {
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}
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}
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get inventoryWeapons() {
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const inventoryWeaponFirst = this.parent.items.find(x => x.type === 'weapon' && x.system.inventoryWeapon === 1);
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const inventoryWeaponSecond = this.parent.items.find(
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x => x.type === 'weapon' && x.system.inventoryWeapon === 2
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);
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return {
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first: this.#weaponData(inventoryWeaponFirst),
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second: this.#weaponData(inventoryWeaponSecond)
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};
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}
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get totalAttributeMarks() {
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return Object.keys(this.levelData.levelups).reduce((nr, level) => {
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const nrAttributeMarks = Object.keys(this.levelData.levelups[level]).reduce((nr, tier) => {
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nr += Object.keys(this.levelData.levelups[level][tier]?.attributes ?? {}).length * 2;
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return nr;
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}, 0);
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nr.push(...Array(nrAttributeMarks).fill(Number.parseInt(level)));
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return nr;
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}, []);
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}
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get availableAttributeMarks() {
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const attributeMarks = Object.keys(this.attributes).flatMap(y => this.attributes[y].levelMarks);
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return this.totalAttributeMarks.reduce((acc, attribute) => {
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if (!attributeMarks.findSplice(x => x === attribute)) {
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acc.push(attribute);
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}
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return acc;
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}, []);
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}
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get effects() {
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return this.parent.items.reduce((acc, item) => {
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const effects = item.system.effectData;
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@ -367,141 +282,37 @@ export default class DhpPC extends foundry.abstract.TypeDataModel {
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: null;
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}
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prepareBaseData() {
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this.resources.hitPoints.max = this.resources.hitPoints.baseMax + this.resources.hitPoints.bonus;
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this.resources.stress.max = this.resources.stress.baseMax + this.resources.stress.bonus;
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this.evasion.value = (this.class?.system?.evasion ?? 0) + this.evasion.bonus;
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this.proficiency.value = this.proficiency.base + this.proficiency.bonus;
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for (var attributeKey in this.traits) {
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const attribute = this.traits[attributeKey];
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attribute.value = attribute.base + attribute.bonus;
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}
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}
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prepareDerivedData() {
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this.resources.hope.max = 6 - this.story.scars.length;
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if (this.resources.hope.value >= this.resources.hope.max) {
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this.resources.hope.value = Math.max(this.resources.hope.max - 1, 0);
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}
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for (var attributeKey in this.attributes) {
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const attribute = this.attributes[attributeKey];
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const armor = this.armor;
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this.damageThresholds = {
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major: armor
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? armor.system.baseThresholds.major + this.levelData.level.current
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: this.levelData.level.current,
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severe: armor
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? armor.system.baseThresholds.severe + this.levelData.level.current
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: this.levelData.level.current * 2
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};
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attribute.levelMark = attribute.levelMarks.find(x => this.isSameTier(x)) ?? null;
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const actualValue = attribute.data.base + attribute.levelMarks.length + attribute.data.bonus;
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attribute.data.actualValue = actualValue;
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attribute.data.value = attribute.data.overrideValue
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? attribute.data.overrideValue
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: attribute.data.actualValue;
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}
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this.evasion = this.class?.system?.evasion ?? 0;
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// this.armor.value = this.activeArmor?.baseScore ?? 0;
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this.damageThresholds = this.computeDamageThresholds();
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this.applyLevels();
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this.applyEffects();
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}
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computeDamageThresholds() {
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// TODO: missing weapon features and domain cards calculation
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if (!this.armor) {
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return {
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major: this.levelData.currentLevel,
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severe: this.levelData.currentLevel * 2
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};
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}
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const {
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baseThresholds: { major = 0, severe = 0 }
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} = this.armor.system;
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return {
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major: major + this.levelData.currentLevel,
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severe: severe + this.levelData.currentLevel
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};
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}
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applyLevels() {
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let healthBonus = 0,
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stressBonus = 0,
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proficiencyBonus = 0,
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evasionBonus = 0,
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armorBonus = 0;
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let experienceBonuses = {};
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let advancementFirst = null,
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advancementSecond = null;
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for (var level in this.levelData.levelups) {
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var levelData = this.levelData.levelups[level];
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for (var tier in levelData) {
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var tierData = levelData[tier];
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if (tierData) {
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healthBonus += Object.keys(tierData.hitPointSlots).length;
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stressBonus += Object.keys(tierData.stressSlots).length;
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proficiencyBonus += Object.keys(tierData.proficiency).length;
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advancementFirst =
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Object.keys(tierData.subclass).length > 0 && level >= 5 && level <= 7
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? { ...tierData.subclass[0], tier: getTier(Number.parseInt(level), true) }
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: advancementFirst;
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advancementSecond =
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Object.keys(tierData.subclass).length > 0 && level >= 8 && level <= 10
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? { ...tierData.subclass[0], tier: getTier(Number.parseInt(level), true) }
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: advancementSecond;
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for (var index in Object.keys(tierData.experiences)) {
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for (var experienceKey in tierData.experiences[index]) {
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var experience = tierData.experiences[index][experienceKey];
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experienceBonuses[experience] = experienceBonuses[experience]
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? experienceBonuses[experience] + 1
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: 1;
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}
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}
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evasionBonus += Object.keys(tierData.armorOrEvasionSlot).filter(
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x => tierData.armorOrEvasionSlot[x] === 'evasion'
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).length;
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armorBonus += Object.keys(tierData.armorOrEvasionSlot).filter(
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x => tierData.armorOrEvasionSlot[x] === 'armor'
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).length;
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}
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}
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}
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this.resources.health.max += healthBonus;
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this.resources.stress.max += stressBonus;
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this.proficiency.value += proficiencyBonus;
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this.evasion += evasionBonus;
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this.armorMarks = {
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max: this.armor ? this.armor.system.marks.max + armorBonus : 0,
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value: this.armor ? this.armor.system.marks.value : 0
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};
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this.experiences = this.experiences.map(x => ({ ...x, value: x.value + (experienceBonuses[x.id] ?? 0) }));
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const subclassFeatures = this.subclassFeatures;
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if (advancementFirst) {
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if (advancementFirst.multiclass) {
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this.multiclassSubclass.system[`${advancementFirst.feature}Feature`].unlocked = true;
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this.multiclassSubclass.system[`${advancementFirst.feature}Feature`].tier = advancementFirst.tier;
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subclassFeatures.multiclassSubclass[advancementFirst.feature].forEach(x => (x.system.disabled = false));
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} else {
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this.subclass.system[`${advancementFirst.feature}Feature`].unlocked = true;
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this.subclass.system[`${advancementFirst.feature}Feature`].tier = advancementFirst.tier;
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subclassFeatures.subclass[advancementFirst.feature].forEach(x => (x.system.disabled = false));
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}
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}
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if (advancementSecond) {
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if (advancementSecond.multiclass) {
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this.multiclassSubclass.system[`${advancementSecond.feature}Feature`].unlocked = true;
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this.multiclassSubclass.system[`${advancementSecond.feature}Feature`].tier = advancementSecond.tier;
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subclassFeatures.multiclassSubclass[advancementSecond.feature].forEach(
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x => (x.system.disabled = false)
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);
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} else {
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this.subclass.system[`${advancementSecond.feature}Feature`].unlocked = true;
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this.subclass.system[`${advancementSecond.feature}Feature`].tier = advancementSecond.tier;
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subclassFeatures.subclass[advancementSecond.feature].forEach(x => (x.system.disabled = false));
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}
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}
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//General progression
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for (var i = 0; i < this.levelData.currentLevel; i++) {
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const tier = getTier(i + 1);
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if (tier !== 'tier0') {
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this.domainData.maxLoadout = Math.min(this.domainData.maxLoadout + 1, 5);
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this.domainData.maxCards += 1;
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}
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}
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}
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applyEffects() {
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const effects = this.effects;
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for (var key in effects) {
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@ -509,10 +320,10 @@ export default class DhpPC extends foundry.abstract.TypeDataModel {
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for (var effect of effectType) {
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switch (key) {
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case SYSTEM.EFFECTS.effectTypes.health.id:
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this.resources.health.max += effect.value.valueData.value;
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this.resources.hitPoints.bonus += effect.value.valueData.value;
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break;
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case SYSTEM.EFFECTS.effectTypes.stress.id:
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this.resources.stress.max += effect.value.valueData.value;
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this.resources.stress.bonus += effect.value.valueData.value;
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break;
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case SYSTEM.EFFECTS.effectTypes.damage.id:
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this.bonuses.damage.push({
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|
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@ -539,10 +350,6 @@ export default class DhpPC extends foundry.abstract.TypeDataModel {
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return twoHanded ? 'twoHanded' : oneHanded ? 'oneHanded' : null;
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}
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isSameTier(level) {
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return this.#getTier(this.levelData.currentLevel) === this.#getTier(level);
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}
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#getTier(level) {
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if (level >= 8) return 3;
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else if (level >= 5) return 2;
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@ -550,3 +357,55 @@ export default class DhpPC extends foundry.abstract.TypeDataModel {
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else return 0;
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}
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}
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class DhPCLevelData extends foundry.abstract.DataModel {
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static defineSchema() {
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return {
|
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level: new fields.SchemaField({
|
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current: new fields.NumberField({ required: true, integer: true, initial: 1 }),
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changed: new fields.NumberField({ required: true, integer: true, initial: 1 })
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}),
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levelups: new fields.TypedObjectField(
|
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new fields.SchemaField({
|
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achievements: new fields.SchemaField(
|
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{
|
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experiences: new fields.TypedObjectField(
|
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new fields.SchemaField({
|
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name: new fields.StringField({ required: true }),
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modifier: new fields.NumberField({ required: true, integer: true })
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})
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),
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domainCards: new fields.ArrayField(
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new fields.SchemaField({
|
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uuid: new fields.StringField({ required: true }),
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itemUuid: new fields.StringField({ required: true })
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})
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),
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proficiency: new fields.NumberField({ integer: true })
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},
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{ nullable: true, initial: null }
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),
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selections: new fields.ArrayField(
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new fields.SchemaField({
|
||||
tier: new fields.NumberField({ required: true, integer: true }),
|
||||
level: new fields.NumberField({ required: true, integer: true }),
|
||||
optionKey: new fields.StringField({ required: true }),
|
||||
type: new fields.StringField({ required: true, choices: LevelOptionType }),
|
||||
checkboxNr: new fields.NumberField({ required: true, integer: true }),
|
||||
value: new fields.NumberField({ integer: true }),
|
||||
minCost: new fields.NumberField({ integer: true }),
|
||||
amount: new fields.NumberField({ integer: true }),
|
||||
data: new fields.ArrayField(new fields.StringField({ required: true })),
|
||||
secondaryData: new fields.StringField(),
|
||||
itemUuid: new fields.StringField({ required: true })
|
||||
})
|
||||
)
|
||||
})
|
||||
)
|
||||
};
|
||||
}
|
||||
|
||||
get canLevelUp() {
|
||||
return this.level.current < this.level.changed;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue