Implemented very basic value-auditing for skills/abilities
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@@ -13,13 +13,31 @@ Schemas.Attribute = new SimpleSchema({
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conditional:{ type: [Schemas.Effect], defaultValue: [] }
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});
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//note to make an invulnerability add a new max of zero value
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Schemas.Vulnerability = new SimpleSchema({
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//same as attribute
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base: {
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type: Number,
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defaultValue: 0
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},
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//effect arrays
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add: { type: [Schemas.Effect], defaultValue: [] },
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mul: { type: [Schemas.Effect], defaultValue: [] },
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min: { type: [Schemas.Effect], defaultValue: [{name: "Resistance doesn't stack", value: 0.5}] },
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max: { type: [Schemas.Effect], defaultValue: [{name: "Vulnerability doesn't stack", value: 2}] },
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conditional:{ type: [Schemas.Effect], defaultValue: [] },
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});
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Schemas.Attributes = new SimpleSchema({
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//ability scores
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strength: {type: Schemas.Attribute},
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dexterity: {type: Schemas.Attribute},
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constitution: {type: Schemas.Attribute},
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intelligence: {type: Schemas.Attribute},
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wisdom: {type: Schemas.Attribute},
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charisma: {type: Schemas.Attribute},
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//stats
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hitPoints: {type: Schemas.Attribute},
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experience: {type: Schemas.Attribute},
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proficiencyBonus: {type: Schemas.Attribute},
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@@ -28,6 +46,15 @@ Schemas.Attributes = new SimpleSchema({
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weightCarried: {type: Schemas.Attribute},
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age: {type: Schemas.Attribute},
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ageRate: {type: Schemas.Attribute},
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armor: {type: Schemas.Attribute},
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"armor.add": {
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type: [Schemas.Effect],
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defaultValue: [
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{name: "Dexterity Modifier", calculation: "dexterityArmor"}
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]
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},
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//resources
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level1SpellSlots: {type: Schemas.Attribute},
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level2SpellSlots: {type: Schemas.Attribute},
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level3SpellSlots: {type: Schemas.Attribute},
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@@ -40,11 +67,26 @@ Schemas.Attributes = new SimpleSchema({
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ki: {type: Schemas.Attribute},
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sorceryPoints: {type: Schemas.Attribute},
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rages: {type: Schemas.Attribute},
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armor: {type: Schemas.Attribute},
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"armor.add": {
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type: [Schemas.Effect],
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defaultValue: [
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{name: "Dexterity Modifier", value: "skillMod skills.dexterityArmor"}
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]
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}
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//hit dice
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d6HitDice: {type: Schemas.Attribute},
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d8HitDice: {type: Schemas.Attribute},
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d10HitDice: {type: Schemas.Attribute},
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d12HitDice: {type: Schemas.Attribute},
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//vulnerabilities
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acidMultiplier: {type: Schemas.Vulnerability},
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bludgeoningMultiplier: {type: Schemas.Vulnerability},
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coldMultiplier: {type: Schemas.Vulnerability},
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fireMultiplier: {type: Schemas.Vulnerability},
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forceMultiplier: {type: Schemas.Vulnerability},
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lightningMultiplier: {type: Schemas.Vulnerability},
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necroticMultiplier: {type: Schemas.Vulnerability},
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piercingMultiplier: {type: Schemas.Vulnerability},
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poisonMultiplier: {type: Schemas.Vulnerability},
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psychicMultiplier: {type: Schemas.Vulnerability},
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radiantMultiplier: {type: Schemas.Vulnerability},
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slashingMultiplier: {type: Schemas.Vulnerability},
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thunderMultiplier: {type: Schemas.Vulnerability},
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});
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@@ -21,5 +21,11 @@ Schemas.Effect = new SimpleSchema({
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calculation: {
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type: String,
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optional: true
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},
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//indicates what the effect originated from
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type: {
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type: String,
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defaultValue: "default",
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allowedValues: ["default", "class", "race", "feat", "equippedMagic", "equippedMundane", "external"]
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}
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});
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@@ -1,10 +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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Schemas.Proficiencies = new SimpleSchema({
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weapons: {type: [Schemas.Proficiency]},
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tools: {type: [Schemas.Proficiency]},
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languages: {type: [Schemas.Proficiency]}
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});
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19
rpg-docs/Model/Character/SubSchemas/Proficiencies.js
Normal file
19
rpg-docs/Model/Character/SubSchemas/Proficiencies.js
Normal file
@@ -0,0 +1,19 @@
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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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Schemas.Proficiencies = new SimpleSchema({
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weapons: {
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type: [Schemas.Proficiency],
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defaultValue: []
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},
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tools: {
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type: [Schemas.Proficiency],
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defaultValue: []
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},
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languages: {
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type: [Schemas.Proficiency],
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defaultValue: []
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}
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});
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@@ -1,24 +0,0 @@
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Schemas.Vulnerability = _.extend({
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"min.defaultValue": [
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{name: "Resistance doesn't stack", value: 0.5}
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],
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"max.defaultValue": [
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{name: "Vulnerability doesn't stack", value: 2}
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]
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}, Schemas.Attribute);
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Schemas.Vulnerabilities = new SimpleSchema({
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acid: {type: Schemas.Vulnerability},
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bludgeoning:{type: Schemas.Vulnerability},
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cold: {type: Schemas.Vulnerability},
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fire: {type: Schemas.Vulnerability},
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force: {type: Schemas.Vulnerability},
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lightning: {type: Schemas.Vulnerability},
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necrotic: {type: Schemas.Vulnerability},
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piercing: {type: Schemas.Vulnerability},
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poison: {type: Schemas.Vulnerability},
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psychic: {type: Schemas.Vulnerability},
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radiant: {type: Schemas.Vulnerability},
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slashing: {type: Schemas.Vulnerability},
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thunder: {type: Schemas.Vulnerability}
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});
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