Added standard effects
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@@ -197,31 +197,6 @@ Schemas.Character = new SimpleSchema({
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Characters.attachSchema(Schemas.Character);
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//TODO on creating a new character, these effects need to be set up
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/*
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"hitPoints.effects": {
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type: [Schemas.Effect],
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defaultValue: [
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{name: "Constitution modifier for each level", calculation: "level * constitutionMod", operation: "add", type: "inate"}
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]
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},
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"proficiencyBonus.effects": {
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type: [Schemas.Effect],
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defaultValue: [
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{name: "Proficiency bonus by level", calculation: "floor(level / 4 + 1.75)", operation: "add", type: "inate"}
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]
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},
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"armor.effects": {
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type: [Schemas.Effect],
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defaultValue: [
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{name: "Dexterity Modifier", calculation: "dexterityArmor", operation: "add", type: "inate"}
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]
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},
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{type: "inate", name: "Resistance doesn't stack", operation: "min", value: 0.5},
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{type: "inate", name: "Vulnerability doesn't stack", operation: "max", value: 2}
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{stat: "armor", name: "Natural Armor", value: 10, operation: "base", type: "inate"}}
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*/
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var attributeBase = function(charId, statName){
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check(statName, String);
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var effects = Effects.find({charId: charId, stat: statName, enabled: true}).fetch();
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@@ -473,7 +448,7 @@ Characters.before.remove(function (userId, character) {
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Buffs .remove({charId: character._id});
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Classes .remove({charId: character._id});
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Effects .remove({charId: character._id});
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Experience .remove({charId: character._id});
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Experiences .remove({charId: character._id});
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Features .remove({charId: character._id});
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Notes .remove({charId: character._id});
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Proficiencies .remove({charId: character._id});
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@@ -53,3 +53,40 @@ Schemas.Effect = new SimpleSchema({
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});
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Effects.attachSchema(Schemas.Effect);
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Characters.after.insert(function (userId, char) {
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if(Meteor.isServer){
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Effects.insert({
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charId: char._id,
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type: "inate",
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name: "Constitution modifier for each level",
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stat: "hitPoints",
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operation: "add",
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calculation: "level * constitutionMod"
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});
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Effects.insert({
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charId: char._id,
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type: "inate",
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name: "Proficiency bonus by level",
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stat: "proficiencyBonus",
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operation: "add",
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calculation: "floor(level / 4 + 1.75)"
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});
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Effects.insert({
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charId: char._id,
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type: "inate",
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name: "Dexterity Armor Bonus",
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stat: "armor",
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operation: "add",
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calculation: "dexterityArmor"
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});
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Effects.insert({
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charId: char._id,
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type: "inate",
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name: "Natural Armor",
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stat: "armor",
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operation: "base",
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value: 10
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});
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}
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});
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