init
This commit is contained in:
9
rpg-docs/Model/Character/Armor.js
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9
rpg-docs/Model/Character/Armor.js
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@@ -0,0 +1,9 @@
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Armor = function(name, value){
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this.name = name;
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this.value = value;
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this.equipped = true;
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this.dexModMax = 20;
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this.dexModMin = -20;
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this.strengthNeeded = 0;
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this.stealthDisadvantage = false;
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}
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324
rpg-docs/Model/Character/Characters.js
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324
rpg-docs/Model/Character/Characters.js
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@@ -0,0 +1,324 @@
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//set up the collection for characters
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Characters = new Meteor.Collection("characters", {
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//transform function alters the object returned by the database
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transform: function (doc) {
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//extend character with its protoypal functions
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var newInstance = Object.create(protoCharacter);
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doc = _.extend(newInstance, doc);
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return doc;
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}
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});
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//Attributes are numerical values
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Attribute = function(base){
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this.base = base; //the unmodified value of the attribute
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//effects of the form {name: "Ring of Protection", value: 1}
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this.add = []; //bonuses added to the attribute
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this.mul = []; //multipliers to the attribute (after adding bonuses)
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this.min = []; //effects setting the minimum value of the attribute
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this.max = []; //effects setting the maximum value of the attribute
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this.conditional = []; //conditional modifiers
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}
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var attributes = [
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"strength",
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"dexterity",
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"constitution",
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"intelligence",
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"wisdom",
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"charisma",
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"hitPoints",
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"proficiencyBonus",
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"speed",
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"armor",
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"weight",
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"weightCarried",
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"age",
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"ageRate",
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"level1SpellSlots",
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"level2SpellSlots",
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"level3SpellSlots",
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"level4SpellSlots",
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"level5SpellSlots",
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"level6SpellSlots",
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"level7SpellSlots",
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"level8SpellSlots",
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"level9SpellSlots",
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"ki",
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"sorceryPoints",
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"rages"
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];
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//Skills are bonuses to rolls: "+2" etc.
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//They are based off of some ability
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Skill = function(ability){
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//proficiencies of the form {name: "Jack of all Trades", value: 0.5}
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//only the highest is used
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this.proficiency = [];
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//ability name that this skill uses as base for roll
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this.ability = ability;
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this.add = [];
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this.mul = [];
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this.min = [];
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this.max = [];
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this.advantage = []; //effects granting advantage
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this.disadvantage = [];
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this.passiveAdd = []; //only added to passive checks
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this.fail = []; //all checks are failed
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this.conditional = []; //conditional modifiers
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}
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var skills = [
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{skill: "strengthSave", ability: "strength"},
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{skill: "dexteritySave", ability: "dexterity"},
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{skill: "constitutionSave", ability: "constitution"},
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{skill: "intelligenceSave", ability: "intelligence"},
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{skill: "wisdomSave", ability: "wisdom"},
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{skill: "charismaSave", ability: "charisma"},
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{skill: "acrobatics", ability: "dexterity"},
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{skill: "animalHandling", ability: "wisdom"},
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{skill: "arcana",ability: "intelligence"},
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{skill: "athletics", ability: "strength"},
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{skill: "deception", ability: "charisma"},
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{skill: "history", ability: "intelligence"},
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{skill: "insight", ability: "wisdom"},
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{skill: "intimidation", ability: "charisma"},
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{skill: "investigation", ability: "intelligence"},
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{skill: "medicine", ability: "wisdom"},
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{skill: "nature", ability: "intelligence"},
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{skill: "perception", ability: "wisdom"},
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{skill: "performance", ability: "charisma"},
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{skill: "persuasion", ability: "charisma"},
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{skill: "religion", ability: "intelligence"},
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{skill: "sleightOfHand", ability: "dexterity"},
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{skill: "stealth", ability: "dexterity"},
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{skill: "survival", ability: "wisdom"},
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{skill: "initiative", ability: "dexterity"},
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{skill: "strengthAttack", ability: "strength"},
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{skill: "dexterityAttack", ability: "dexterity"},
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{skill: "rangedAttack", ability: "dexterity"},
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{skill: "dexterityArmor", ability: "dexterity"}
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];
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//Plain text fields for the character
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var strings = [
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"name",
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"alignment",
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"gender",
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"race",
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"description",
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"personality",
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"ideals",
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"bonds",
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"flaws"
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];
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//Data structure for the character
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//no functions can be added to this constructor
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Character = function(owner){
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//attributes
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this.attributes = {};
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for(var i = 0, l = attributes.length; i < l; i++){
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this.attributes[attributes[i]] = new Attribute(0);
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}
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//add 10 and dex bonus to armor
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this.attributes.armor.add.push({name: "Base Armor Class", value: 10});
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this.attributes.armor.add.push({name: "Dexterity Modifier", value: "skillMod skills.dexterityArmor"});
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//skills
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this.skills = {};
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for(var i = 0, l = skills.length; i < l; i++){
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this.skills[skills[i].skill] = new Skill(skills[i].ability);
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}
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this.deathSave = {
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success : 0,
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fail: 0
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};
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this.hitDice = [];
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this.weaponProficiencies = [];
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this.toolProficiencies = [];
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this.languages = [];
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this.features = [];
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this.spells = [];
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this.classes = [];
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this.experience = new Experience();
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this.vulnerability = {};
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for(var i = 0, l = DamageTypes.length; i < l; i++){
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this.vulnerability[DamageTypes[i]] = new Attribute(1);
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this.vulnerability[DamageTypes[i]].min.push({name: "Resistance doesn't stack", value: 0.5});
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this.vulnerability[DamageTypes[i]].max.push({name: "Vulnerability doesn't stack", value: 2});
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}
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//admin
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this.owner = owner;
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this.readers = [];
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this.writers = [];
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}
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//functions and calculated values go here
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var protoCharacter = {
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attributeValue: function(attribute){
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if (attribute === undefined) return;
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//base value
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var value = attribute.base;
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//add all values in add array
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for(var i = 0, l = attribute.add.length; i < l; i++){
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var add = pop(attribute.add[i].value, this);
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value += add ;
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}
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//multiply all values in mul array
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for(var i = 0, l = attribute.mul.length; i < l; i++){
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var mul = pop(attribute.mul[i], this);
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value *= mul;
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}
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//largest min
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for(var i = 0, l = attribute.min.length; i < l; i++){
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var min = pop(attribute.min[i], this);
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value = value > min? value : min;
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}
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//smallest max
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for(var i = 0, l = attribute.max.length; i < l; i++){
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var max = pop(attribute.max[i], this);
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value = value < max? value : max;
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}
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return value;
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},
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skillMod: function(skill){
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//get the final value of the ability score
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var ability = this.attributeValue(this.attributes[skill.ability]);
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//base modifier
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var mod = +getMod(ability)
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//multiply proficiency bonus by largest value in proficiency array
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var prof = 0;
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for(var i = 0, l = skill.proficiency.length; i < l; i++){
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var newProf = pop(skill.proficiency[i].value, this);
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if (newProf > prof){
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prof = newProf;
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}
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}
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//add multiplied proficiency bonus to modifier
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mod += prof * this.attributeValue(this.attributes.proficiencyBonus);
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//add all values in add array
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for(var i = 0, l = skill.add.length; i < l; i++){
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mod += pop(skill.add[i].value, this);
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}
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//multiply all values in mul array
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for(var i = 0, l = skill.mul.length; i < l; i++){
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mod *= pop(skill.mul[i].value, this);
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}
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//largest min
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for(var i = 0, l = skill.min.length; i < l; i++){
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var min = pop(skill.min[i], this);
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mod = mod > min? mod : min;
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}
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//smallest max
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for(var i = 0, l = skill.max.length; i < l; i++){
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var max = pop(skill.max[i], this);
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mod = mod < max? mod : max;
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}
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return signedString(mod);
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},
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passiveSkill: function(skill){
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var mod = +this.skillMod(skill);
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var value = 10 + mod;
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for(var i = 0, l = skill.passiveAdd.length; i < l; i++){
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value += pop(skill.passiveAdd[i].value, this);
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}
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return value;
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//TODO decide whether (dis)advantage gives (-)+5 to passive checks
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},
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abilityMod: function(attribute){
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return signedString(getMod(this.attributeValue(attribute)));
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},
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passiveAbility: function(attribute){
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var mod = +getMod(this.attributeValue(attribute));
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return 10 + mod;
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}
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}
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getMod = function(score){
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return Math.floor((score-10)/2);
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}
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signedString = function(number){
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return number > 0? "+" + number : "" + number;
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}
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// turns dot notation strings into keys of root
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// argument formats:
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// 157, anything -> 157
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// "some.number", object -> object.some.number
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// "some.function", object -> object.some.function()
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// "some.function arg1 arg2", object -> object.some.function(arg1, arg2)
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pop = function(input, root){
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if(typeof(input) === "string"){
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//we need root for this part
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if(root === undefined) return;
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//this is a likely to fail if the string is malformed
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try{
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//split over spaces
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var parts = input.split(" ");
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//for each word
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for (var i = 0; i < parts.length; i++){
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//split over dots
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var str = parts[i].split(".");
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//start at root
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parts[i] = root;
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//for each word between dots
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for (var j = 0; j < str.length; j++){
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parts[i] = parts[i][str[j]];
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}
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}
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//pull the first word out, might be a function
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var func = parts.splice(0, 1)[0];
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//if it's a function, apply the arguments to it
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if(_.isFunction(func)) return +func.apply(root, parts);
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//if it's a number, return it
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if(!isNaN(func)) return +func;
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} catch (err) {
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//TODO pokemon catch statement is bad
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//"gotta catch em all"
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console.log(err);
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return;
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}
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}
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return +input;
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}
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118
rpg-docs/Model/Character/Conditions.js
Normal file
118
rpg-docs/Model/Character/Conditions.js
Normal file
@@ -0,0 +1,118 @@
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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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||||
}
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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},
|
||||
{stat: "attributes.speed.maximum", value: 0}
|
||||
]
|
||||
}
|
||||
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);
|
||||
|
||||
Conditions.Poisoned = {
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||||
description: []
|
||||
}
|
||||
|
||||
Conditions.Prone = {
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||||
description: [],
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||||
effects: [
|
||||
{stat: "skills.strengthAttack.disadvantage", value: 1},
|
||||
{stat: "skills.dexterityAttack.disadvantage", value: 1},
|
||||
{stat: "skills.rangedAttack.disadvantage", value: 1}
|
||||
]
|
||||
}
|
||||
|
||||
Conditions.Restrained = {
|
||||
effects: [
|
||||
{stat: "attributes.speed.maximum", value: 0}
|
||||
]
|
||||
}
|
||||
|
||||
Conditions.Stunned = {
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||||
//implies incapacitated
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||||
effects: [
|
||||
{stat: "attributes.speed.maximum", value: 0},
|
||||
{stat: "skills.strengthSave.fail", value: 1},
|
||||
{stat: "skills.dexteritySave.fail", value: 1}
|
||||
]
|
||||
}
|
||||
_.extend(Conditions.Stunned, Conditions.Incapacitated);
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||||
|
||||
Conditions.Unconscious = {
|
||||
//implies incapacitated
|
||||
//implies prone
|
||||
effects: [
|
||||
{stat: "attributes.speed.maximum", value: 0},
|
||||
{stat: "skills.strengthSave.fail", value: 1},
|
||||
{stat: "skills.dexteritySave.fail", value: 1}
|
||||
]
|
||||
}
|
||||
_.extend(Conditions.Unconscious, Conditions.Incapacitated);
|
||||
_.extend(Conditions.Unconscious, Conditions.Prone);
|
||||
52
rpg-docs/Model/Character/Experience.js
Normal file
52
rpg-docs/Model/Character/Experience.js
Normal file
@@ -0,0 +1,52 @@
|
||||
Experience = function(){
|
||||
this.total = 0;
|
||||
this.events = [];
|
||||
this.level = 0;
|
||||
}
|
||||
|
||||
Experience.prototype.addEvent = function(description, value){
|
||||
this.events.push({
|
||||
"description": description,
|
||||
"value": value
|
||||
})
|
||||
this.total += value;
|
||||
this.level = this.getLevel();
|
||||
}
|
||||
|
||||
Experience.prototype.removeEvent = function(index){
|
||||
this.total -= this.events[index].value;
|
||||
this.events.splice(index,1);
|
||||
this.level = this.getLevel();
|
||||
}
|
||||
|
||||
Experience.prototype.refreshTotal = function(){
|
||||
this.total = 0;
|
||||
for(var i = 0, length = this.events.length; i < length; i++){
|
||||
this.total += this.events[i].value;
|
||||
}
|
||||
this.level = this.getLevel();
|
||||
}
|
||||
|
||||
Experience.prototype.getLevel = function(){
|
||||
var xp = this.total;
|
||||
if(xp > 355000) return 20;
|
||||
if(xp > 305000) return 19;
|
||||
if(xp > 265000) return 18;
|
||||
if(xp > 225000) return 17;
|
||||
if(xp > 195000) return 16;
|
||||
if(xp > 165000) return 15;
|
||||
if(xp > 140000) return 14;
|
||||
if(xp > 120000) return 13;
|
||||
if(xp > 100000) return 12;
|
||||
if(xp > 85000) return 11;
|
||||
if(xp > 64000) return 10;
|
||||
if(xp > 48000) return 9;
|
||||
if(xp > 34000) return 8;
|
||||
if(xp > 23000) return 7;
|
||||
if(xp > 14000) return 6;
|
||||
if(xp > 6500) return 5;
|
||||
if(xp > 2700) return 4;
|
||||
if(xp > 900) return 3;
|
||||
if(xp > 300) return 2;
|
||||
return 1;
|
||||
}
|
||||
4
rpg-docs/Model/Character/Feature.js
Normal file
4
rpg-docs/Model/Character/Feature.js
Normal file
@@ -0,0 +1,4 @@
|
||||
Feature = function(name){
|
||||
this.name = name;
|
||||
this.description = description;
|
||||
}
|
||||
6
rpg-docs/Model/Character/HitDice.js
Normal file
6
rpg-docs/Model/Character/HitDice.js
Normal file
@@ -0,0 +1,6 @@
|
||||
HitDice = function(sides){
|
||||
this.sides = sides;
|
||||
this.bonus = 0;
|
||||
this.number = 0;
|
||||
this.max = 0;
|
||||
}
|
||||
11
rpg-docs/Model/Character/Spell.js
Normal file
11
rpg-docs/Model/Character/Spell.js
Normal file
@@ -0,0 +1,11 @@
|
||||
Spell = function(name){
|
||||
this.name = name;
|
||||
this.level = 0;
|
||||
this.school = "";
|
||||
this.range = "";
|
||||
this.verbal = false;
|
||||
this.somatic = false;
|
||||
this.material = false;
|
||||
this.duration = "";
|
||||
this.description = "";
|
||||
}
|
||||
Reference in New Issue
Block a user