Consolidated all sub-documents into character document to improve granularity significantly
Because just the top-level field changing invalidates everything in the sub-document, a single attribute change would trigger a re-calculation on all attributes and their dependents. This change should significantly improve performance.
This commit is contained in:
@@ -2,17 +2,242 @@
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Characters = new Meteor.Collection("characters");
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Schemas.Character = new SimpleSchema({
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strings: { type: Schemas.Strings },
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attributes: { type: Schemas.Attributes },
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skills: { type: Schemas.Skills },
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proficiencies: { type: Schemas.Proficiencies },
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//strings
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name: { type: String, defaultValue: "", optional: true },
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alignment: { type: String, defaultValue: "", optional: true },
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gender: { type: String, defaultValue: "", optional: true },
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race: { type: String, defaultValue: "", optional: true },
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description:{ type: String, defaultValue: "", optional: true },
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personality:{ type: String, defaultValue: "", optional: true },
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ideals: { type: String, defaultValue: "", optional: true },
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bonds: { type: String, defaultValue: "", optional: true },
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flaws: { type: String, defaultValue: "", optional: true },
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backstory: { type: String, defaultValue: "", optional: true },
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notes: { type: String, defaultValue: "", optional: true },
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//attributes
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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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"hitPoints.add": {
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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"}
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]
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},
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experience: {type: Schemas.Attribute},
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proficiencyBonus: {type: Schemas.Attribute},
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speed: {type: Schemas.Attribute},
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weight: {type: Schemas.Attribute},
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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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level4SpellSlots: {type: Schemas.Attribute},
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level5SpellSlots: {type: Schemas.Attribute},
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level6SpellSlots: {type: Schemas.Attribute},
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level7SpellSlots: {type: Schemas.Attribute},
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level8SpellSlots: {type: Schemas.Attribute},
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level9SpellSlots: {type: Schemas.Attribute},
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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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//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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//skills
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//saves
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strengthSave: {type: Schemas.Skill},
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"strengthSave.ability": { type: String, defaultValue: "strength" },
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dexteritySave: {type: Schemas.Skill},
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"dexteritySave.ability": { type: String, defaultValue: "dexterity" },
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constitutionSave:{type: Schemas.Skill},
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"constitutionSave.ability": { type: String, defaultValue: "constitution" },
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intelligenceSave:{type: Schemas.Skill},
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"intelligenceSave.ability": { type: String, defaultValue: "intelligence" },
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wisdomSave: {type: Schemas.Skill},
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"wisdomSave.ability": { type: String, defaultValue: "wisdom" },
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charismaSave: {type: Schemas.Skill},
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"charismaSave.ability": { type: String, defaultValue: "charisma" },
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//skill skills
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acrobatics: {type: Schemas.Skill},
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"acrobatics.ability": { type: String, defaultValue: "dexterity" },
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animalHandling: {type: Schemas.Skill},
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"animalHandling.ability": { type: String, defaultValue: "wisdom" },
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arcana: {type: Schemas.Skill},
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"arcana.ability": { type: String, defaultValue: "intelligence" },
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athletics: {type: Schemas.Skill},
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"athletics.ability": { type: String, defaultValue: "strength" },
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deception: {type: Schemas.Skill},
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"deception.ability": { type: String, defaultValue: "charisma" },
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history: {type: Schemas.Skill},
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"history.ability": { type: String, defaultValue: "intelligence" },
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insight: {type: Schemas.Skill},
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"insight.ability": { type: String, defaultValue: "wisdom" },
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intimidation: {type: Schemas.Skill},
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"intimidation.ability": { type: String, defaultValue: "charisma" },
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investigation: {type: Schemas.Skill},
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"investigation.ability": { type: String, defaultValue: "intelligence" },
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medicine: {type: Schemas.Skill},
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"medicine.ability": { type: String, defaultValue: "wisdom" },
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nature: {type: Schemas.Skill},
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"nature.ability": { type: String, defaultValue: "intelligence" },
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perception: {type: Schemas.Skill},
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"perception.ability": { type: String, defaultValue: "wisdom" },
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performance: {type: Schemas.Skill},
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"performance.ability": { type: String, defaultValue: "charisma" },
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persuasion: {type: Schemas.Skill},
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"persuasion.ability": { type: String, defaultValue: "charisma" },
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religion: {type: Schemas.Skill},
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"religion.ability": { type: String, defaultValue: "intelligence" },
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sleightOfHand: {type: Schemas.Skill},
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"sleightOfHand.ability": { type: String, defaultValue: "dexterity" },
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stealth: {type: Schemas.Skill},
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"stealth.ability": { type: String, defaultValue: "dexterity" },
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survival: {type: Schemas.Skill},
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"survival.ability": { type: String, defaultValue: "wisdom" },
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//Mechanical Skills
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initiative: {type: Schemas.Skill},
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"initiative.ability": { type: String, defaultValue: "dexterity" },
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strengthAttack: {type: Schemas.Skill},
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"strengthAttack.ability": {type: String,defaultValue: "strength"},
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"strengthAttack.proficiency": {
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type: [Schemas.Effect],
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defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
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},
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dexterityAttack: {type: Schemas.Skill},
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"dexterityAttack.ability": { type: String, defaultValue: "dexterity" },
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"dexterityAttack.proficiency": {
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type: [Schemas.Effect],
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defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
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},
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constitutionAttack: {type: Schemas.Skill},
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"constitutionAttack.ability":{ type: String, defaultValue: "constitution" },
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"constitutionAttack.proficiency": {
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type: [Schemas.Effect],
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defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
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},
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intelligenceAttack: {type: Schemas.Skill},
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"intelligenceAttack.ability":{ type: String, defaultValue: "intelligence" },
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"intelligenceAttack.proficiency": {
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type: [Schemas.Effect],
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defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
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},
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wisdomAttack: {type: Schemas.Skill},
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"wisdomAttack.ability": { type: String, defaultValue: "wisdom" },
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"wisdomAttack.proficiency": {
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type: [Schemas.Effect],
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defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
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},
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charismaAttack: {type: Schemas.Skill},
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"charismaAttack.ability": { type: String, defaultValue: "charisma" },
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"charismaAttack.proficiency": {
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type: [Schemas.Effect],
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defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
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},
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rangedAttack: {type: Schemas.Skill},
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"rangedAttack.ability": { type: String, defaultValue: "dexterity" },
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"rangedAttack.proficiency": {
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type: [Schemas.Effect],
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defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
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},
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dexterityArmor: {type: Schemas.Skill},
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"dexterityArmor.ability": { type: String, defaultValue: "dexterity" },
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//proficiencies
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weaponsProficiencies: {
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type: [Schemas.Proficiency],
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defaultValue: []
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},
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toolsProficiencies: {
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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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//mechanics
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features: { type: [Schemas.Feature], defaultValue: []},
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deathSave: { type: Schemas.DeathSave },
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time: { type: Number, min: 0, decimal: true, defaultValue: 0},
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initiativeOrder:{ type: Number, min: 0, max: 1, decimal: true, defaultValue: 0},
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expirations: { type: [Schemas.Expiration], defaultValue: []}
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//TODO add permission stuff for owner, readers and writers
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//TODO hit dice
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//TODO spells
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});
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@@ -32,32 +257,69 @@ Characters.find({},{fields: {time: 1, expirations: 1}}).observe({
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}
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});
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//functions and calculated values
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//functions and calculated values.
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//These functions can only rely on this._id since no other
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//field is likely to be attached to all returned characters
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Characters.helpers({
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//returns the value stored in the field requested
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//will set up dependencies on just that field
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getField : function(fieldName){
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var fieldSelector = {};
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fieldSelector[fieldName] = 1;
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var char = Characters.findOne(this._id, {fields: fieldSelector});
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var field = char[fieldName];
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if(field === undefined){
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throw "no such field "+fieldName+" exists";
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}
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return field;
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},
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//returns the value of a field
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fieldValue : function(fieldName){
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if(!Schemas.Character.schema(fieldName)){
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console.log("Character's schema does not contain a field called: " + fieldName);
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return;
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}
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var field = this.getField(fieldName);
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//duck typing to get the right value function
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//.proficiency implies skill
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if (Schemas.Character.schema(fieldName + ".proficiency")){
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return this.skillMod(field);
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}
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//base without proficiency implies attribute
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if (Schemas.Character.schema(fieldName + ".base")){
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return this.attributeValue(field);
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}
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//fall back to just returning the field itself
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return field;
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},
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attributeValue: function(attribute){
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if (attribute === undefined) return;
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var charId = this._id;
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if (_.isString(attribute)){
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attribute = this.getField(attribute);
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}
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//base value
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var value = attribute.base;
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var char = this;
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//add all values in add array
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_.each(attribute.add, function(effect){
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value += evaluateEffect(char, effect);
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value += evaluateEffect(charId, effect);
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});
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//multiply all values in mul array
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_.each(attribute.mul, function(effect){
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value *= evaluateEffect(char, effect);
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value *= evaluateEffect(charId, effect);
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});
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//largest min
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_.each(attribute.min, function(effect){
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var min = evaluateEffect(char, 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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//smallest max
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_.each(attribute.max, function(effect){
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var max = evaluateEffect(char, 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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@@ -65,11 +327,14 @@ Characters.helpers({
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},
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proficiency: function(skill){
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if (_.isString(skill)){
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skill = this.getField(skill);
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}
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var charId = this._id;
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//return largest value in proficiency array
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var char = this;
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var prof = 0;
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_.each(skill.proficiency, function(effect){
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var newProf = evaluateEffect(char, effect);
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var newProf = evaluateEffect(charId, effect);
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if (newProf > prof){
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prof = newProf;
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}
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@@ -82,9 +347,12 @@ Characters.helpers({
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console.log("Cannot get skillMod of undefined");
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return;
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}
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var char = this;
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var charId = this._id;
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if (_.isString(skill)){
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skill = this.getField(skill);
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}
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//get the final value of the ability score
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var ability = this.attributeValue(this.attributes[skill.ability]);
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var ability = this.attributeValue(skill.ability);
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//base modifier
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var mod = +getMod(ability)
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@@ -93,27 +361,27 @@ Characters.helpers({
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var prof = this.proficiency(skill);
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//add multiplied proficiency bonus to modifier
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mod += prof * this.attributeValue(this.attributes.proficiencyBonus);
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mod += prof * this.attributeValue("proficiencyBonus");
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//add all values in add array
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_.each(skill.add, function(effect){
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mod += evaluateEffect(char, effect);
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mod += evaluateEffect(charId, effect);
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});
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//multiply all values in mul array
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_.each(skill.mul, function(effect){
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mod *= evaluateEffect(char, effect);
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mod *= evaluateEffect(charId, effect);
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});
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//largest min
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_.each(skill.min, function(effect){
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var min = evaluateEffect(char, effect);
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var min = evaluateEffect(charId, effect);
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mod = mod > min? mod : min;
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});
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//smallest max
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_.each(skill.max, function(effect){
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var max = evaluateEffect(char, effect);
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var max = evaluateEffect(charId, effect);
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mod = mod < max? mod : max;
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});
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@@ -121,11 +389,14 @@ Characters.helpers({
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},
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passiveSkill: function(skill){
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if (_.isString(skill)){
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skill = this.getField(skill);
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}
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var charId = this._id
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var mod = +this.skillMod(skill);
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var char = this;
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var value = 10 + mod;
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_.each(skill.passiveAdd, function(effect){
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value += evaluateEffect(char, effect);
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value += evaluateEffect(charId, effect);
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});
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return value;
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//TODO decide whether (dis)advantage gives (-)+5 to passive checks
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@@ -141,15 +412,16 @@ Characters.helpers({
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},
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level: function(){
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var xp = this.attributeValue(this.attributes.experience);
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var xp = this.attributeValue("experience");
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var xpTable = [0, 300, 900, 2700, 6500, 14000, 23000, 34000, 48000, 64000,
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85000, 100000, 120000, 140000, 165000, 195000, 225000, 265000,
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305000, 355000];
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_.each(xpTable, function(value, i){
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if(xp < value){
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for(var i = 0; i < 19; i++){
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if(xp < xpTable[i]){
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return i;
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}
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});
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return 20;
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};
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if(xp > 355000) return 20;
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return 0;
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}
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});
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27
rpg-docs/Model/Character/SubSchemas/Attribute.js
Normal file
27
rpg-docs/Model/Character/SubSchemas/Attribute.js
Normal file
@@ -0,0 +1,27 @@
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Schemas.Attribute = new SimpleSchema({
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//the unmodified value of the attribute
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//should be zero for most attributes after a long rest
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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: [] },
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max: { type: [Schemas.Effect], defaultValue: [] },
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conditional:{ type: [Schemas.Effect], defaultValue: [] }
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});
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//note that 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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||||
mul: { type: [Schemas.Effect], defaultValue: [] },
|
||||
min: { type: [Schemas.Effect], defaultValue: [{name: "Resistance doesn't stack", value: 0.5}] },
|
||||
max: { type: [Schemas.Effect], defaultValue: [{name: "Vulnerability doesn't stack", value: 2}] },
|
||||
});
|
||||
@@ -1,92 +0,0 @@
|
||||
Schemas.Attribute = new SimpleSchema({
|
||||
//the unmodified value of the attribute
|
||||
//should be zero for most attributes after a long rest
|
||||
base: {
|
||||
type: Number,
|
||||
defaultValue: 0
|
||||
},
|
||||
//effect arrays
|
||||
add: { type: [Schemas.Effect], defaultValue: [] },
|
||||
mul: { type: [Schemas.Effect], defaultValue: [] },
|
||||
min: { type: [Schemas.Effect], defaultValue: [] },
|
||||
max: { type: [Schemas.Effect], defaultValue: [] },
|
||||
conditional:{ type: [Schemas.Effect], defaultValue: [] }
|
||||
});
|
||||
|
||||
//note to make an invulnerability add a new max of zero value
|
||||
Schemas.Vulnerability = new SimpleSchema({
|
||||
//same as attribute
|
||||
base: {
|
||||
type: Number,
|
||||
defaultValue: 0
|
||||
},
|
||||
//effect arrays
|
||||
add: { type: [Schemas.Effect], defaultValue: [] },
|
||||
mul: { type: [Schemas.Effect], defaultValue: [] },
|
||||
min: { type: [Schemas.Effect], defaultValue: [{name: "Resistance doesn't stack", value: 0.5}] },
|
||||
max: { type: [Schemas.Effect], defaultValue: [{name: "Vulnerability doesn't stack", value: 2}] },
|
||||
conditional:{ type: [Schemas.Effect], defaultValue: [] },
|
||||
});
|
||||
|
||||
Schemas.Attributes = new SimpleSchema({
|
||||
//ability scores
|
||||
strength: {type: Schemas.Attribute},
|
||||
dexterity: {type: Schemas.Attribute},
|
||||
constitution: {type: Schemas.Attribute},
|
||||
intelligence: {type: Schemas.Attribute},
|
||||
wisdom: {type: Schemas.Attribute},
|
||||
charisma: {type: Schemas.Attribute},
|
||||
|
||||
//stats
|
||||
hitPoints: {type: Schemas.Attribute},
|
||||
experience: {type: Schemas.Attribute},
|
||||
proficiencyBonus: {type: Schemas.Attribute},
|
||||
speed: {type: Schemas.Attribute},
|
||||
weight: {type: Schemas.Attribute},
|
||||
weightCarried: {type: Schemas.Attribute},
|
||||
age: {type: Schemas.Attribute},
|
||||
ageRate: {type: Schemas.Attribute},
|
||||
armor: {type: Schemas.Attribute},
|
||||
"armor.add": {
|
||||
type: [Schemas.Effect],
|
||||
defaultValue: [
|
||||
{name: "Dexterity Modifier", calculation: "dexterityArmor"}
|
||||
]
|
||||
},
|
||||
|
||||
//resources
|
||||
level1SpellSlots: {type: Schemas.Attribute},
|
||||
level2SpellSlots: {type: Schemas.Attribute},
|
||||
level3SpellSlots: {type: Schemas.Attribute},
|
||||
level4SpellSlots: {type: Schemas.Attribute},
|
||||
level5SpellSlots: {type: Schemas.Attribute},
|
||||
level6SpellSlots: {type: Schemas.Attribute},
|
||||
level7SpellSlots: {type: Schemas.Attribute},
|
||||
level8SpellSlots: {type: Schemas.Attribute},
|
||||
level9SpellSlots: {type: Schemas.Attribute},
|
||||
ki: {type: Schemas.Attribute},
|
||||
sorceryPoints: {type: Schemas.Attribute},
|
||||
rages: {type: Schemas.Attribute},
|
||||
|
||||
|
||||
//hit dice
|
||||
d6HitDice: {type: Schemas.Attribute},
|
||||
d8HitDice: {type: Schemas.Attribute},
|
||||
d10HitDice: {type: Schemas.Attribute},
|
||||
d12HitDice: {type: Schemas.Attribute},
|
||||
|
||||
//vulnerabilities
|
||||
acidMultiplier: {type: Schemas.Vulnerability},
|
||||
bludgeoningMultiplier: {type: Schemas.Vulnerability},
|
||||
coldMultiplier: {type: Schemas.Vulnerability},
|
||||
fireMultiplier: {type: Schemas.Vulnerability},
|
||||
forceMultiplier: {type: Schemas.Vulnerability},
|
||||
lightningMultiplier: {type: Schemas.Vulnerability},
|
||||
necroticMultiplier: {type: Schemas.Vulnerability},
|
||||
piercingMultiplier: {type: Schemas.Vulnerability},
|
||||
poisonMultiplier: {type: Schemas.Vulnerability},
|
||||
psychicMultiplier: {type: Schemas.Vulnerability},
|
||||
radiantMultiplier: {type: Schemas.Vulnerability},
|
||||
slashingMultiplier: {type: Schemas.Vulnerability},
|
||||
thunderMultiplier: {type: Schemas.Vulnerability},
|
||||
});
|
||||
@@ -1,19 +0,0 @@
|
||||
Schemas.Proficiency = new SimpleSchema({
|
||||
name: {type: String},
|
||||
source: {type: String}
|
||||
})
|
||||
|
||||
Schemas.Proficiencies = new SimpleSchema({
|
||||
weapons: {
|
||||
type: [Schemas.Proficiency],
|
||||
defaultValue: []
|
||||
},
|
||||
tools: {
|
||||
type: [Schemas.Proficiency],
|
||||
defaultValue: []
|
||||
},
|
||||
languages: {
|
||||
type: [Schemas.Proficiency],
|
||||
defaultValue: []
|
||||
}
|
||||
});
|
||||
4
rpg-docs/Model/Character/SubSchemas/Proficiency.js
Normal file
4
rpg-docs/Model/Character/SubSchemas/Proficiency.js
Normal file
@@ -0,0 +1,4 @@
|
||||
Schemas.Proficiency = new SimpleSchema({
|
||||
name: {type: String},
|
||||
source: {type: String}
|
||||
})
|
||||
25
rpg-docs/Model/Character/SubSchemas/Skill.js
Normal file
25
rpg-docs/Model/Character/SubSchemas/Skill.js
Normal file
@@ -0,0 +1,25 @@
|
||||
Schemas.Skill = new SimpleSchema({
|
||||
//attribute name that this skill used as base mod for roll
|
||||
ability: { type: String, defaultValue: "" },
|
||||
//multiplied by profBonus and added to base mod
|
||||
//only highest value proficiency is used
|
||||
proficiency: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//added to base mod
|
||||
add: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//multiplied by base + adds
|
||||
mul: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//lower bounds, highest used
|
||||
min: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//upper bounds, lowest used
|
||||
max: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//things giving advantage
|
||||
advantage: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//things giving disadvantage
|
||||
disadvantage: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//added to passive checks only
|
||||
passiveAdd: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//things causing all rolls to fail
|
||||
fail: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//things that only apply sometimes
|
||||
conditional: { type: [Schemas.Effect], defaultValue: [] }
|
||||
});
|
||||
@@ -1,159 +0,0 @@
|
||||
Schemas.Skill = new SimpleSchema({
|
||||
//attribute name that this skill used as base mod for roll
|
||||
ability: { type: String, defaultValue: "" },
|
||||
//multiplied by profBonus and added to base mod
|
||||
//only highest value proficiency is used
|
||||
proficiency: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//added to base mod
|
||||
add: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//multiplied by base + adds
|
||||
mul: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//lower bounds, highest used
|
||||
min: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//upper bounds, lowest used
|
||||
max: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//things giving advantage
|
||||
advantage: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//things giving disadvantage
|
||||
disadvantage: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//added to passive checks only
|
||||
passiveAdd: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//things causing all rolls to fail
|
||||
fail: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//things that only apply sometimes
|
||||
conditional: { type: [Schemas.Effect], defaultValue: [] }
|
||||
});
|
||||
|
||||
Schemas.Skills = new SimpleSchema({
|
||||
//saves
|
||||
strengthSave: {type: Schemas.Skill},
|
||||
"strengthSave.ability": { type: String, defaultValue: "strength" },
|
||||
|
||||
dexteritySave: {type: Schemas.Skill},
|
||||
"dexteritySave.ability": { type: String, defaultValue: "dexterity" },
|
||||
|
||||
constitutionSave:{type: Schemas.Skill},
|
||||
"constitutionSave.ability": { type: String, defaultValue: "constitution" },
|
||||
|
||||
intelligenceSave:{type: Schemas.Skill},
|
||||
"intelligenceSave.ability": { type: String, defaultValue: "intelligence" },
|
||||
|
||||
wisdomSave: {type: Schemas.Skill},
|
||||
"wisdomSave.ability": { type: String, defaultValue: "wisdom" },
|
||||
|
||||
charismaSave: {type: Schemas.Skill},
|
||||
"charismaSave.ability": { type: String, defaultValue: "charisma" },
|
||||
|
||||
|
||||
//skill skills
|
||||
acrobatics: {type: Schemas.Skill},
|
||||
"acrobatics.ability": { type: String, defaultValue: "dexterity" },
|
||||
|
||||
animalHandling: {type: Schemas.Skill},
|
||||
"animalHandling.ability": { type: String, defaultValue: "wisdom" },
|
||||
|
||||
arcana: {type: Schemas.Skill},
|
||||
"arcana.ability": { type: String, defaultValue: "intelligence" },
|
||||
|
||||
athletics: {type: Schemas.Skill},
|
||||
"athletics.ability": { type: String, defaultValue: "strength" },
|
||||
|
||||
deception: {type: Schemas.Skill},
|
||||
"deception.ability": { type: String, defaultValue: "charisma" },
|
||||
|
||||
history: {type: Schemas.Skill},
|
||||
"history.ability": { type: String, defaultValue: "intelligence" },
|
||||
|
||||
insight: {type: Schemas.Skill},
|
||||
"insight.ability": { type: String, defaultValue: "wisdom" },
|
||||
|
||||
intimidation: {type: Schemas.Skill},
|
||||
"intimidation.ability": { type: String, defaultValue: "charisma" },
|
||||
|
||||
investigation: {type: Schemas.Skill},
|
||||
"investigation.ability": { type: String, defaultValue: "intelligence" },
|
||||
|
||||
medicine: {type: Schemas.Skill},
|
||||
"medicine.ability": { type: String, defaultValue: "wisdom" },
|
||||
|
||||
nature: {type: Schemas.Skill},
|
||||
"nature.ability": { type: String, defaultValue: "intelligence" },
|
||||
|
||||
perception: {type: Schemas.Skill},
|
||||
"perception.ability": { type: String, defaultValue: "wisdom" },
|
||||
|
||||
performance: {type: Schemas.Skill},
|
||||
"performance.ability": { type: String, defaultValue: "charisma" },
|
||||
|
||||
persuasion: {type: Schemas.Skill},
|
||||
"persuasion.ability": { type: String, defaultValue: "charisma" },
|
||||
|
||||
religion: {type: Schemas.Skill},
|
||||
"religion.ability": { type: String, defaultValue: "intelligence" },
|
||||
|
||||
sleightOfHand: {type: Schemas.Skill},
|
||||
"sleightOfHand.ability": { type: String, defaultValue: "dexterity" },
|
||||
|
||||
stealth: {type: Schemas.Skill},
|
||||
"stealth.ability": { type: String, defaultValue: "dexterity" },
|
||||
|
||||
survival: {type: Schemas.Skill},
|
||||
"survival.ability": { type: String, defaultValue: "wisdom" },
|
||||
|
||||
|
||||
//Mechanical Skills
|
||||
initiative: {type: Schemas.Skill},
|
||||
"initiative.ability": { type: String, defaultValue: "dexterity" },
|
||||
|
||||
strengthAttack: {type: Schemas.Skill},
|
||||
"strengthAttack.ability": {type: String,defaultValue: "strength"},
|
||||
"strengthAttack.proficiency": {
|
||||
type: [Schemas.Effect],
|
||||
defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
|
||||
},
|
||||
|
||||
dexterityAttack: {type: Schemas.Skill},
|
||||
"dexterityAttack.ability": { type: String, defaultValue: "dexterity" },
|
||||
"dexterityAttack.proficiency": {
|
||||
type: [Schemas.Effect],
|
||||
defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
|
||||
},
|
||||
|
||||
constitutionAttack: {type: Schemas.Skill},
|
||||
"constitutionAttack.ability":{ type: String, defaultValue: "constitution" },
|
||||
"constitutionAttack.proficiency": {
|
||||
type: [Schemas.Effect],
|
||||
defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
|
||||
},
|
||||
|
||||
intelligenceAttack: {type: Schemas.Skill},
|
||||
"intelligenceAttack.ability":{ type: String, defaultValue: "intelligence" },
|
||||
"intelligenceAttack.proficiency": {
|
||||
type: [Schemas.Effect],
|
||||
defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
|
||||
},
|
||||
|
||||
wisdomAttack: {type: Schemas.Skill},
|
||||
"wisdomAttack.ability": { type: String, defaultValue: "wisdom" },
|
||||
"wisdomAttack.proficiency": {
|
||||
type: [Schemas.Effect],
|
||||
defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
|
||||
},
|
||||
|
||||
charismaAttack: {type: Schemas.Skill},
|
||||
"charismaAttack.ability": { type: String, defaultValue: "charisma" },
|
||||
"charismaAttack.proficiency": {
|
||||
type: [Schemas.Effect],
|
||||
defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
|
||||
},
|
||||
|
||||
rangedAttack: {type: Schemas.Skill},
|
||||
"rangedAttack.ability": { type: String, defaultValue: "dexterity" },
|
||||
"rangedAttack.proficiency": {
|
||||
type: [Schemas.Effect],
|
||||
defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
|
||||
},
|
||||
|
||||
dexterityArmor: {type: Schemas.Skill},
|
||||
"dexterityArmor.ability": { type: String, defaultValue: "dexterity" }
|
||||
});
|
||||
@@ -1,13 +0,0 @@
|
||||
Schemas.Strings = new SimpleSchema({
|
||||
name: { type: String, defaultValue: "", optional: true },
|
||||
alignment: { type: String, defaultValue: "", optional: true },
|
||||
gender: { type: String, defaultValue: "", optional: true },
|
||||
race: { type: String, defaultValue: "", optional: true },
|
||||
description:{ type: String, defaultValue: "", optional: true },
|
||||
personality:{ type: String, defaultValue: "", optional: true },
|
||||
ideals: { type: String, defaultValue: "", optional: true },
|
||||
bonds: { type: String, defaultValue: "", optional: true },
|
||||
flaws: { type: String, defaultValue: "", optional: true },
|
||||
backstory: { type: String, defaultValue: "", optional: true },
|
||||
notes: { type: String, defaultValue: "", optional: true },
|
||||
});
|
||||
Reference in New Issue
Block a user