removed old default docs
This commit is contained in:
@@ -1,146 +0,0 @@
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// Don't just export a constant, because deep nested objects could be changed
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// by code that requires it. Exporting a function that returns the newly created
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// object is a little safer.
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export default () => ({
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"attributes": [
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{"name": "Strength", "variableName": "strength", "baseValue": 10, "type": "ability"},
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{"name": "Dexterity", "variableName": "dexterity", "baseValue": 10, "type": "ability"},
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{"name": "Constitution", "variableName": "constitution", "baseValue": 10, "type": "ability"},
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{"name": "Intelligence", "variableName": "intelligence", "baseValue": 10, "type": "ability"},
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{"name": "Wisdom", "variableName": "wisdom", "baseValue": 10, "type": "ability"},
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{"name": "Charisma", "variableName": "charisma", "baseValue": 10, "type": "ability"},
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{"name": "Speed", "variableName": "speed", "baseValue": 30, "type": "stat"},
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{"name": "Armor Class", "variableName": "armor", "baseValue": 10, "type": "stat"},
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{"name": "d6 Hit Dice", "variableName": "d6HitDice", "type": "hitDice"},
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{"name": "d8 Hit Dice", "variableName": "d8HitDice", "type": "hitDice"},
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{"name": "d10 Hit Dice", "variableName": "d10HitDice", "type": "hitDice"},
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{"name": "d12 Hit Dice", "variableName": "d12HitDice", "type": "hitDice"},
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{"name": "Hit Points", "variableName": "hitPoints", "type": "healthBar"},
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{"name": "Temporary Hit Points", "variableName": "tempHitPoints", "type": "healthBar"},
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{"name": "Ki", "variableName": "ki", "type": "resource"},
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{"name": "Rages", "variableName": "rages", "type": "resource"},
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{"name": "Sourcery Points", "variableName": "sorceryPoints", "type": "resource"},
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{"name": "Superiority Dice", "variableName": "superiorityDice", "type": "resource"},
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{"name": "Expertise Dice", "variableName": "expertiseDice", "type": "resource"},
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{"name": "Level 1 Spell Slots", "variableName": "level1SpellSlots", "type": "spellSlot"},
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{"name": "Level 2 Spell Slots", "variableName": "level2SpellSlots", "type": "spellSlot"},
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{"name": "Level 3 Spell Slots", "variableName": "level3SpellSlots", "type": "spellSlot"},
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{"name": "Level 4 Spell Slots", "variableName": "level4SpellSlots", "type": "spellSlot"},
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{"name": "Level 5 Spell Slots", "variableName": "level5SpellSlots", "type": "spellSlot"},
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{"name": "Level 6 Spell Slots", "variableName": "level6SpellSlots", "type": "spellSlot"},
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{"name": "Level 7 Spell Slots", "variableName": "level7SpellSlots", "type": "spellSlot"},
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{"name": "Level 8 Spell Slots", "variableName": "level8SpellSlots", "type": "spellSlot"},
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{"name": "Level 9 Spell Slots", "variableName": "level9SpellSlots", "type": "spellSlot"},
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{"name": "Proficiency Bonus", "variableName": "proficiencyBonus", "type": "modifier"},
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{"name": "Carry Capacity Multiplier", "variableName": "carryMultiplier", "type": "utility", "baseValue": 1},
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{"name": "Rage Damage", "variableName": "rageDamage", "type": "utility"},
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],
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"skills": [
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{"name": "Acrobatics", "variableName": "acrobatics", "ability": "dexterity", "type":"skill"},
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{"name": "Animal Handling", "variableName": "animalHandling", "ability": "wisdom", "type":"skill"},
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{"name": "Arcana", "variableName": "arcana", "ability": "intelligence", "type":"skill"},
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{"name": "Athletics", "variableName": "athletics", "ability": "strength", "type":"skill"},
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{"name": "Deception", "variableName": "deception", "ability": "charisma", "type":"skill"},
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{"name": "History", "variableName": "history", "ability": "intelligence", "type":"skill"},
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{"name": "Insight", "variableName": "insight", "ability": "wisdom", "type":"skill"},
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{"name": "Intimidation", "variableName": "intimidation", "ability": "charisma", "type":"skill"},
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{"name": "Investigation", "variableName": "investigation", "ability": "intelligence", "type":"skill"},
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{"name": "Medicine", "variableName": "medicine", "ability": "wisdom", "type":"skill"},
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{"name": "Nature", "variableName": "nature", "ability": "intelligence", "type":"skill"},
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{"name": "Perception", "variableName": "perception", "ability": "wisdom", "type":"skill"},
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{"name": "Performance", "variableName": "performance", "ability": "charisma", "type":"skill"},
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{"name": "Persuasion", "variableName": "persuasion", "ability": "charisma", "type":"skill"},
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{"name": "Religion", "variableName": "religion", "ability": "intelligence", "type":"skill"},
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{"name": "Sleight of Hand", "variableName": "sleightOfHand", "ability": "dexterity", "type":"skill"},
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{"name": "Stealth", "variableName": "stealth", "ability": "dexterity", "type":"skill"},
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{"name": "Survival", "variableName": "survival", "ability": "wisdom", "type":"skill"},
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{"name": "Strength Save", "variableName": "strengthSave", "ability": "strength", "type":"save"},
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{"name": "Dexterity Save", "variableName": "dexteritySave", "ability": "dexterity", "type":"save"},
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{"name": "Constitution Save", "variableName": "constitutionSave", "ability": "constitution", "type":"save"},
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{"name": "Intelligence Save", "variableName": "intelligenceSave", "ability": "intelligence", "type":"save"},
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{"name": "Wisdom Save", "variableName": "wisdomSave", "ability": "wisdom", "type":"save"},
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{"name": "Charisma Save", "variableName": "charismaSave", "ability": "charisma", "type":"save"},
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{"name": "Initiative", "variableName": "initiative", "ability": "dexterity", "type":"check"},
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],
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"damageMultipliers": [
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{"name": "Acid Multiplier", "variableName":"acidMultiplier"},
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{"name": "Bludgeoning Multiplier", "variableName":"bludgeoningMultiplier"},
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{"name": "Cold Multiplier", "variableName":"coldMultiplier"},
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{"name": "Fire Multiplier", "variableName":"fireMultiplier"},
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{"name": "Force Multiplier", "variableName":"forceMultiplier"},
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{"name": "Lightning Multiplier", "variableName":"lightningMultiplier"},
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{"name": "Necrotic Multiplier", "variableName":"necroticMultiplier"},
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{"name": "Piercing Multiplier", "variableName":"piercingMultiplier"},
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{"name": "Poison Multiplier", "variableName":"poisonMultiplier"},
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{"name": "Psychic Multiplier", "variableName":"psychicMultiplier"},
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{"name": "Radiant Multiplier", "variableName":"radiantMultiplier"},
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{"name": "Slashing Multiplier", "variableName":"slashingMultiplier"},
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{"name": "Thunder Multiplier", "variableName":"thunderMultiplier"},
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],
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"effects": [
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{
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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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"enabled": true,
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},{
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"name": "Constitution modifier per level",
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"stat": "hitPoints",
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"operation": "add",
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"calculation": "constitutionMod * level",
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"enabled": true,
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},
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],
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"containers": [
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{
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"name": "Coin Pouch",
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"isCarried": true,
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"description": "A sturdy pouch for coins",
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"items": [
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{
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"name": "Gold piece",
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"plural": "Gold pieces",
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"quantity": 0,
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"weight": 0.02,
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"value": 1,
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"settings": {
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"showIncrement": true,
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},
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}, {
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"name": "Silver piece",
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"plural": "Silver pieces",
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"quantity": 0,
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"weight": 0.02,
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"value": 0.1,
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"settings": {
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"showIncrement": true,
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},
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}, {
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"name": "Copper piece",
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"plural": "Copper pieces",
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"quantity": 0,
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"weight": 0.02,
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"value": 0.01,
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"settings": {
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"showIncrement": true,
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},
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},
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],
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},
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],
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});
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@@ -1,181 +0,0 @@
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import DEFAULT_CHARACTER_DOCS from '/imports/api/creature/DEFAULT_CHARACTER_DOCS.js';
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import { Random } from 'meteor/random';
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const setParent = function(charId){
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let parent = {
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collection: "Creatures",
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id: charId,
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group: "default",
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};
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return doc => {
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doc.parent = doc.parent || parent;
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doc.charId = charId;
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};
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};
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const getRacialBonusEffect = function(charId, attribute, bonus){
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return {
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name: "Race Bonus",
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stat: attribute,
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operation: "add",
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calculation: bonus.toString(),
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enabled: true,
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parent: {
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collection: "Creatures",
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id: charId,
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group: "race",
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},
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charId: charId,
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};
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};
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const giveDocsOrderAndIds = function(docArray){
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for (i in docArray){
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docArray[i].order = +i;
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if (!docArray[i]._id){
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docArray[i]._id = Random.id();
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}
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}
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};
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const getDefaultCharacterDocs = function(charId, {
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// Character form data
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baseStrength = 10,
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baseDexterity = 10,
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baseConstitution = 10,
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baseIntelligence = 10,
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baseWisdom = 10,
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baseCharisma = 10,
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strengthBonus = 0,
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dexterityBonus = 0,
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constitutionBonus = 0,
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intelligenceBonus = 0,
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wisdomBonus = 0,
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charismaBonus = 0,
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hitDice = "d8",
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cls = "Class",
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level = 1,
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}){
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let docs = DEFAULT_CHARACTER_DOCS();
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// Setup the base ability scores
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docs.attributes[0].baseValue = baseStrength;
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docs.attributes[1].baseValue = baseDexterity;
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docs.attributes[2].baseValue = baseConstitution;
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docs.attributes[3].baseValue = baseIntelligence;
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docs.attributes[4].baseValue = baseWisdom;
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docs.attributes[5].baseValue = baseCharisma;
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// Set up racial bonuses
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if (strengthBonus) {
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docs.effects.push(
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getRacialBonusEffect(charId, 'strength', strengthBonus)
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);
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}
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if (dexterityBonus) {
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docs.effects.push(
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getRacialBonusEffect(charId, 'dexterity', dexterityBonus)
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);
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}
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if (constitutionBonus) {
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docs.effects.push(
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getRacialBonusEffect(charId, 'constitution', constitutionBonus)
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);
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}
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if (intelligenceBonus) {
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docs.effects.push(
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getRacialBonusEffect(charId, 'intelligence', intelligenceBonus)
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);
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}
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if (wisdomBonus) {
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docs.effects.push(
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getRacialBonusEffect(charId, 'wisdom', wisdomBonus)
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);
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}
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if (charismaBonus) {
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docs.effects.push(
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getRacialBonusEffect(charId, 'charisma', charismaBonus)
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);
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}
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// Set up Class
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const strippedCls = cls.replace(/\s+/g, '')
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const classId = Random.id();
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docs.classes = [{
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_id: classId,
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charId,
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level,
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name: cls,
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}];
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// Setup hit dice
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docs.effects.push({
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name: cls,
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stat: `${hitDice}HitDice`,
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operation: "add",
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calculation: `${strippedCls}Level`,
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enabled: true,
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parent: {
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collection: "Classes",
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id: classId,
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},
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charId: charId,
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});
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// Setup health for all class levels
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let healthPerLevel = 4;
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if (hitDice == "d6"){
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healthPerLevel = 4;
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} else if (hitDice == "d8"){
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healthPerLevel = 5;
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} else if (hitDice == "d10"){
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healthPerLevel = 6;
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} else if (hitDice == "d12"){
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healthPerLevel = 7;
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}
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docs.effects.push({
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name: cls,
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stat: `hitPoints`,
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operation: "add",
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calculation: `${healthPerLevel - 2} + ${healthPerLevel} * ${strippedCls}Level`,
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enabled: true,
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parent: {
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collection: "Classes",
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id: classId,
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},
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charId: charId,
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});
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// Set the parents for base items
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docs.attributes.forEach(setParent(charId));
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docs.skills.forEach(setParent(charId));
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docs.damageMultipliers.forEach(setParent(charId));
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docs.effects.forEach(setParent(charId));
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docs.containers.forEach(setParent(charId));
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// Set up parenting on items and move them to the top level items object
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docs.items = [];
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docs.containers.forEach(container => {
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container._id = Random.id();
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const parent = {
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collection: "Containers",
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id: container._id,
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};
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container.items.forEach(item => {
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item.parent = parent;
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item.charId = charId;
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});
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// Move the items to the top level array
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docs.items.push(...container.items);
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delete container.items;
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});
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// Order the docs
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for (collection in docs){
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giveDocsOrderAndIds(docs[collection]);
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}
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return docs
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};
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export default getDefaultCharacterDocs;
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