Don't save guts max to database since we don't need it, but make sure that it still shows up as a token bar that can be chosen rather than a single value
146 lines
2.7 KiB
JavaScript
146 lines
2.7 KiB
JavaScript
import { gameTerms } from "../../gameTerms.mjs";
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import { sumReduce } from "../../utils/sumReduce.mjs";
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const { fields } = foundry.data;
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export class HeroData extends foundry.abstract.TypeDataModel {
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static get trackableAttributes() {
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return {
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bar: [
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`guts`,
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],
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value: [
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`ability.grit`,
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`ability.gait`,
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`ability.grip`,
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`ability.glim`,
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`level.glory`,
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`level.step`,
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`level.rank`,
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],
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};
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};
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static defineSchema() {
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return {
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ability: new fields.SchemaField({
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grit: new fields.NumberField({
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min: 0,
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initial: 1,
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integer: true,
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required: true,
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nullable: false,
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}),
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gait: new fields.NumberField({
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min: 0,
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initial: 1,
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integer: true,
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required: true,
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nullable: false,
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}),
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grip: new fields.NumberField({
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min: 0,
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initial: 1,
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integer: true,
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required: true,
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nullable: false,
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}),
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glim: new fields.NumberField({
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min: 0,
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initial: 1,
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integer: true,
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required: true,
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nullable: false,
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}),
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}),
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guts: new fields.SchemaField({
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value: new fields.NumberField({
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min: 0,
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initial: 5,
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integer: true,
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nullable: false,
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}),
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}),
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coin: new fields.SchemaField({
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gold: new fields.NumberField({
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initial: 5,
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integer: true,
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required: true,
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nullable: false,
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}),
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silver: new fields.NumberField({
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initial: 0,
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integer: true,
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required: true,
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nullable: false,
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}),
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copper: new fields.NumberField({
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initial: 0,
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integer: true,
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required: true,
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nullable: false,
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}),
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}),
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fate: new fields.StringField({
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initial: ``,
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blank: true,
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trim: true,
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nullable: false,
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choices: () => {
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return gameTerms.FatePath.concat(``);
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},
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}),
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level: new fields.SchemaField({
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glory: new fields.NumberField({
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min: 0,
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initial: 0,
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integer: true,
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required: true,
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nullable: false,
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}),
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step: new fields.NumberField({
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min: 1,
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initial: 1,
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max: 3,
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integer: true,
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required: true,
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nullable: false,
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}),
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rank: new fields.NumberField({
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min: 0,
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initial: 0,
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max: 3,
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integer: true,
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required: true,
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nullable: false,
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}),
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}),
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};
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};
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prepareBaseData() {
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super.prepareBaseData();
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this.guts.max = 0;
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// The limitations imposed on things like inventory spaces and equipped
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// weapon count
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this.limit = {
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weapons: 4,
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equipment: 12,
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};
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};
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prepareDerivedData() {
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super.prepareDerivedData();
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this.guts.max += Object.values(this.ability).reduce(sumReduce);
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// Movement speeds
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this.speed = {
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move: this.ability.gait + 3,
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run: (this.ability.gait + 3) * 2,
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};
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};
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};
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