mirror of
https://github.com/Foundryborne/daggerheart.git
synced 2026-01-12 11:41:08 +01:00
Finalised levelup selections and propagating to PC
This commit is contained in:
parent
7a12783a8c
commit
d7ebeb3b2a
12 changed files with 282 additions and 234 deletions
|
|
@ -1,4 +1,4 @@
|
|||
import { getPathValue, getTier } from '../helpers/utils.mjs';
|
||||
import { getPathValue } from '../helpers/utils.mjs';
|
||||
import { LevelOptionType } from './levelTier.mjs';
|
||||
|
||||
const fields = foundry.data.fields;
|
||||
|
|
@ -349,7 +349,7 @@ export default class DhpPC extends foundry.abstract.TypeDataModel {
|
|||
// this.armor.value = this.activeArmor?.baseScore ?? 0;
|
||||
// this.damageThresholds = this.computeDamageThresholds();
|
||||
|
||||
// this.applyLevels();
|
||||
this.applyLevels();
|
||||
this.applyEffects();
|
||||
}
|
||||
|
||||
|
|
@ -370,97 +370,7 @@ export default class DhpPC extends foundry.abstract.TypeDataModel {
|
|||
};
|
||||
}
|
||||
|
||||
applyLevels() {
|
||||
let healthBonus = 0,
|
||||
stressBonus = 0,
|
||||
proficiencyBonus = 0,
|
||||
evasionBonus = 0,
|
||||
armorBonus = 0;
|
||||
let experienceBonuses = {};
|
||||
let advancementFirst = null,
|
||||
advancementSecond = null;
|
||||
for (var level in this.levelData.levelups) {
|
||||
var levelData = this.levelData.levelups[level];
|
||||
for (var tier in levelData) {
|
||||
var tierData = levelData[tier];
|
||||
if (tierData) {
|
||||
healthBonus += Object.keys(tierData.hitPointSlots).length;
|
||||
stressBonus += Object.keys(tierData.stressSlots).length;
|
||||
proficiencyBonus += Object.keys(tierData.proficiency).length;
|
||||
advancementFirst =
|
||||
Object.keys(tierData.subclass).length > 0 && level >= 5 && level <= 7
|
||||
? { ...tierData.subclass[0], tier: getTier(Number.parseInt(level), true) }
|
||||
: advancementFirst;
|
||||
advancementSecond =
|
||||
Object.keys(tierData.subclass).length > 0 && level >= 8 && level <= 10
|
||||
? { ...tierData.subclass[0], tier: getTier(Number.parseInt(level), true) }
|
||||
: advancementSecond;
|
||||
|
||||
for (var index in Object.keys(tierData.experiences)) {
|
||||
for (var experienceKey in tierData.experiences[index]) {
|
||||
var experience = tierData.experiences[index][experienceKey];
|
||||
experienceBonuses[experience] = experienceBonuses[experience]
|
||||
? experienceBonuses[experience] + 1
|
||||
: 1;
|
||||
}
|
||||
}
|
||||
|
||||
evasionBonus += Object.keys(tierData.armorOrEvasionSlot).filter(
|
||||
x => tierData.armorOrEvasionSlot[x] === 'evasion'
|
||||
).length;
|
||||
armorBonus += Object.keys(tierData.armorOrEvasionSlot).filter(
|
||||
x => tierData.armorOrEvasionSlot[x] === 'armor'
|
||||
).length;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.resources.health.max += healthBonus;
|
||||
this.resources.stress.max += stressBonus;
|
||||
this.proficiency.value += proficiencyBonus;
|
||||
this.evasion += evasionBonus;
|
||||
this.armorMarks = {
|
||||
max: this.armor ? this.armor.system.marks.max + armorBonus : 0,
|
||||
value: this.armor ? this.armor.system.marks.value : 0
|
||||
};
|
||||
|
||||
this.experiences = this.experiences.map(x => ({ ...x, value: x.value + (experienceBonuses[x.id] ?? 0) }));
|
||||
|
||||
const subclassFeatures = this.subclassFeatures;
|
||||
if (advancementFirst) {
|
||||
if (advancementFirst.multiclass) {
|
||||
this.multiclassSubclass.system[`${advancementFirst.feature}Feature`].unlocked = true;
|
||||
this.multiclassSubclass.system[`${advancementFirst.feature}Feature`].tier = advancementFirst.tier;
|
||||
subclassFeatures.multiclassSubclass[advancementFirst.feature].forEach(x => (x.system.disabled = false));
|
||||
} else {
|
||||
this.subclass.system[`${advancementFirst.feature}Feature`].unlocked = true;
|
||||
this.subclass.system[`${advancementFirst.feature}Feature`].tier = advancementFirst.tier;
|
||||
subclassFeatures.subclass[advancementFirst.feature].forEach(x => (x.system.disabled = false));
|
||||
}
|
||||
}
|
||||
if (advancementSecond) {
|
||||
if (advancementSecond.multiclass) {
|
||||
this.multiclassSubclass.system[`${advancementSecond.feature}Feature`].unlocked = true;
|
||||
this.multiclassSubclass.system[`${advancementSecond.feature}Feature`].tier = advancementSecond.tier;
|
||||
subclassFeatures.multiclassSubclass[advancementSecond.feature].forEach(
|
||||
x => (x.system.disabled = false)
|
||||
);
|
||||
} else {
|
||||
this.subclass.system[`${advancementSecond.feature}Feature`].unlocked = true;
|
||||
this.subclass.system[`${advancementSecond.feature}Feature`].tier = advancementSecond.tier;
|
||||
subclassFeatures.subclass[advancementSecond.feature].forEach(x => (x.system.disabled = false));
|
||||
}
|
||||
}
|
||||
|
||||
//General progression
|
||||
for (var i = 0; i < this.levelData.currentLevel; i++) {
|
||||
const tier = getTier(i + 1);
|
||||
if (tier !== 'tier0') {
|
||||
this.domainData.maxLoadout = Math.min(this.domainData.maxLoadout + 1, 5);
|
||||
this.domainData.maxCards += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
applyLevels() {}
|
||||
|
||||
applyEffects() {
|
||||
const effects = this.effects;
|
||||
|
|
@ -533,6 +443,6 @@ class DhPCLevelData extends foundry.abstract.DataModel {
|
|||
}
|
||||
|
||||
get canLevelUp() {
|
||||
return this.level.current < this.level.updated;
|
||||
return this.level.current < this.level.changed;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue