Made character arrays of objects into their own collections
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@@ -1,29 +0,0 @@
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/*
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* Actions are given to a character by items and features
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*/
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Schemas.Action = new SimpleSchema({
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_id: {
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type: String,
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regEx: SimpleSchema.RegEx.Id,
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autoValue: function(){
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if(!this.isSet) return Random.id();
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}
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},
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name: {
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type: String
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},
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description: {
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type: String
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},
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type: {
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type: String,
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allowedValues: ["action, bonus, reaction, free"],
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defaultValue: "action"
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},
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selfBuffs: {
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type: [Schemas.Buff], defaultValue: []
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},
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selfAdjustments: {
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type: [Schemas.Adjustment], defaultValue: []
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}
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});
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@@ -22,4 +22,4 @@ Schemas.Adjustment = new SimpleSchema({
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type: String,
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optional: true
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}
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});
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});
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@@ -1,31 +0,0 @@
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/*
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* Attacks are given to a character by items and features
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*/
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Schemas.Attack = new SimpleSchema({
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_id: {
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type: String,
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regEx: SimpleSchema.RegEx.Id,
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autoValue: function(){
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if(!this.isSet) return Random.id();
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}
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},
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name: {
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type: String
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},
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range: {
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type: String,
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optional: true
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},
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attackBonus: {
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type: String,
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optional: true
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},
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damage: {
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type: String
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},
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damageType: {
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type: String,
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allowedValues: ["acid", "bludgeoning", "cold", "fire", "force", "lightning", "necrotic",
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"piercing", "poison", "psychic", "radiant", "slashing", "thunder"]
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}
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});
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@@ -1,14 +0,0 @@
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//buffs are temporary once applied and store things which expire and their expiry time
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Schemas.Buff = new SimpleSchema({
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//buff id
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_id: {
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type: String,
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regEx: SimpleSchema.RegEx.Id,
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autoValue: function(){
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if(!this.isSet) return Random.id();
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}},
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//expiry time
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expiry: { type: Number, optional: true},
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duration: { type: Number }
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});
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@@ -1,4 +0,0 @@
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Schemas.Proficiency = new SimpleSchema({
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name: {type: String},
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source: {type: String}
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})
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@@ -1,22 +0,0 @@
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Schemas.Spell = new SimpleSchema({
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_id: {
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type: String,
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regEx: SimpleSchema.RegEx.Id,
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autoValue: function(){
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if(!isSet) return Random.id();
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}
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},
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name: {type: String},
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description:{type: String},
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castingTime:{type: String},
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range: {type: String},
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duration: {type: Number},
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"components.verbal": {type: Boolean},
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"components.somatic": {type: Boolean},
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"components.material": {type: String, optional: true},
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"components.concentration": {type: Boolean},
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ritual: {type: Boolean},
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selfBuffs: {type: [Schemas.Buff], defaultValue: []},
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level: {type: Number},
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class: {type: String}
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});
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