Added encumbrance effects, conditions and encumbrance buffs
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@@ -168,26 +168,26 @@ Schemas.Character = new SimpleSchema({
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defaultValue: "q",
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},
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//TODO add per-character settings
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"settings.experiencesInc": {type: Number, defaultValue: 20}, //how many experiences to load at a time in XP table
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//how many experiences to load at a time in XP table
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"settings.experiencesInc": {type: Number, defaultValue: 20},
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//slowed down by carrying too much?
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"settings.useVariantEncumbrance": {type: Boolean, defaultValue: false},
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"settings.useStandardEncumbrance": {type: Boolean, defaultValue: true},
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});
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Characters.attachSchema(Schemas.Character);
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var attributeBase = function(charId, statName){
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check(statName, String);
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var effects = Effects.find(
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{charId: charId, stat: statName, enabled: true}
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).fetch();
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effects = _.groupBy(effects, "operation");
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var isMultiplier = _.contains(DAMAGE_MULTIPLIERS, statName);
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var value = 0;
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//if it's a damage multiplier, we treat it specially
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if (isMultiplier){
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if (_.contains(DAMAGE_MULTIPLIERS, statName)){
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var effects = Effects.find(
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{charId: charId, stat: statName, enabled: true, operation: "mul"}
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).fetch();
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var resistCount = 0;
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var vulnCount = 0;
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var multiplierEvaluationFail = false;
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_.each(effects.mul, function(effect){
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_.each(effects, function(effect){
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var val = evaluateEffect(charId, effect);
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if (val === 0.5){ //resistance
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resistCount += 1;
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@@ -212,8 +212,12 @@ var attributeBase = function(charId, statName){
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}
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}
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var value = 0;
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//start with the highest base value
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_.each(effects.base, function(effect){
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Effects.find(
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{charId: charId, stat: statName, enabled: true, operation: "base"}
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).forEach(function(effect){
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var efv = evaluateEffect(charId, effect);
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if (efv > value){
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value = efv;
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@@ -221,23 +225,31 @@ var attributeBase = function(charId, statName){
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});
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//add all the add values
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_.each(effects.add, function(effect){
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Effects.find(
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{charId: charId, stat: statName, enabled: true, operation: "add"}
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).forEach(function(effect){
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value += evaluateEffect(charId, effect);
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});
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//multiply all the mul values
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_.each(effects.mul, function(effect){
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Effects.find(
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{charId: charId, stat: statName, enabled: true, operation: "mul"}
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).forEach(function(effect){
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value *= evaluateEffect(charId, effect);
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});
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//ensure value is >= all mins
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_.each(effects.min, function(effect){
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Effects.find(
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{charId: charId, stat: statName, enabled: true, operation: "min"}
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).forEach(function(effect){
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var min = evaluateEffect(charId, effect);
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value = value > min ? value : min;
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});
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//ensure value is <= all maxes
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_.each(effects.max, function(effect){
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Effects.find(
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{charId: charId, stat: statName, enabled: true, operation: "max"}
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).forEach(function(effect){
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var max = evaluateEffect(charId, effect);
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value = value < max ? value : max;
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});
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