Refactoring of Character class to add effect appliers and removers
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@@ -1,118 +0,0 @@
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DamageTypes = [
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"acid", "bludgeoning", "cold", "fire", "force",
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"lightning", "necrotic", "piercing", "poison", "psychic",
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"radiant", "slashing", "thunder"
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]
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Conditions = {};
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Conditions.Blinded = {
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description: ["a blinded creature can't see and automatically fails any ability check that requires sight.",
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"Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage."]
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}
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Conditions.Charmed = {
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description: ["A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects",
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"The charmer has advantage on any ability check to interact socially with the creature."]
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}
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Conditions.Deafened = {
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description: ["A deafened creature can't hear and automatically fails any ability check that requires hearing"]
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}
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Conditions.Frightened = {
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description: []
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}
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Conditions.Grappled = {
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description: [
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"A grappled creature's speed becomes 0, and it can't benefit from any bonuses to its speed",
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"The condition ends if the grappler is incapacitated",
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"The conditions also ends if if an effect removes the\
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grappled creature from the reach of the grappler or grappling\
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effect, such as when a creature is hurled\
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away by the thunderwave spell."
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],
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effects: [
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{stat: "attributes.speed.maximum", value: 0}
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]
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}
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Conditions.Incapacitated = {
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effects: [
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{stat: "attributes.actions.maximum", value: 0},
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{stat: "attributes.reactions.maximum", value: 0},
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{stat: "attributes.bonusActions.maximum", value: 0}
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]
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}
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Conditions.Invisible = {
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}
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Conditions.Paralyzed = {
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//implies incapacitated
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effects: [
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{stat: "skills.strengthSave.fail", value: 1},
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{stat: "skills.dexteritySave.fail", value: 1},
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{stat: "attributes.speed.maximum", value: 0}
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]
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}
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_.extend(Conditions.Paralyzed, Conditions.Incapacitated);
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Conditions.Petrified = {
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effects: [
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{stat: "attributes.weight.mul", value: 10},
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{stat: "attributes.ageRate.max", value: 0},
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{stat: "attributes.ageRate.min", value: 0},
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{stat: "skills.strengthSave.fail", value: 1},
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{stat: "skills.dexteritySave.fail", value: 1},
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{stat: "attributes.speed.maximum", value: 0}
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]
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}
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for(var i = 0, l = DamageTypes.length; i < l; i++){
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var str = "vulnerability." + DamageTypes[i] + ".mul"
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Conditions.Petrified.effects.push({stat: str, value: 0.5});
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}
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_.extend(Conditions.Petrified, Conditions.Incapacitated);
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Conditions.Poisoned = {
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description: []
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}
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Conditions.Prone = {
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description: [],
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effects: [
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{stat: "skills.strengthAttack.disadvantage", value: 1},
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{stat: "skills.dexterityAttack.disadvantage", value: 1},
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{stat: "skills.rangedAttack.disadvantage", value: 1}
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]
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}
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Conditions.Restrained = {
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effects: [
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{stat: "attributes.speed.maximum", value: 0}
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]
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}
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Conditions.Stunned = {
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//implies incapacitated
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effects: [
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{stat: "attributes.speed.maximum", value: 0},
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{stat: "skills.strengthSave.fail", value: 1},
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{stat: "skills.dexteritySave.fail", value: 1}
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]
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}
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_.extend(Conditions.Stunned, Conditions.Incapacitated);
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Conditions.Unconscious = {
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//implies incapacitated
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//implies prone
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effects: [
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{stat: "attributes.speed.maximum", value: 0},
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{stat: "skills.strengthSave.fail", value: 1},
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{stat: "skills.dexteritySave.fail", value: 1}
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]
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}
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_.extend(Conditions.Unconscious, Conditions.Incapacitated);
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_.extend(Conditions.Unconscious, Conditions.Prone);
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