Finished colourful ability score cards
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@@ -314,15 +314,14 @@ Characters.helpers({
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var field = char[fieldName];
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if(!field){
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throw new Meteor.Error("getField failed",
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"getField could not find field" + fieldName + " in character "+ char._id);
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"getField could not find field " + fieldName + " in character "+ char._id);
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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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throw new Meteor.Error("Field not found", "Character's schema does not contain a field called: " + fieldName);
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}
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//duck typing to get the right value function
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//.proficiency implies skill
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@@ -353,14 +352,16 @@ Characters.helpers({
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//we can't visit it again unless it returns first
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visitedAttributes.push(attributeName);
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var charId = this._id;
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var attribute = this.getField(attributeName);
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//base value
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var value = attributeBase(charId, attribute);
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value += attribute.adjustment;
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//this attribute returns, pull it from the array, we may visit it again safely
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visitedAttributes = _.without(visitedAttributes, attributeName);
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try{
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var charId = this._id;
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var attribute = this.getField(attributeName);
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//base value
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var value = attributeBase(charId, attribute);
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value += attribute.adjustment;
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}finally{
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//this attribute returns or fails, pull it from the array, we may visit it again safely
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visitedAttributes = _.without(visitedAttributes, attributeName);
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}
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return value;
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}
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})(),
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@@ -380,14 +381,15 @@ Characters.helpers({
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//push this attribute to the list of visited attributes
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//we can't visit it again unless it returns first
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visitedAttributes.push(attributeName);
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var charId = this._id;
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var attribute = this.getField(attributeName);
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//base value
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var value = attributeBase(charId, attribute);
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//this attribute returns, pull it from the array, we may visit it again safely
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visitedAttributes = _.without(visitedAttributes, attributeName);
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try{
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var charId = this._id;
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var attribute = this.getField(attributeName);
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//base value
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var value = attributeBase(charId, attribute);
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}finally{
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//this attribute returns or fails, pull it from the array, we may visit it again safely
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visitedAttributes = _.without(visitedAttributes, attributeName);
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}
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return value;
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}
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})(),
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@@ -407,45 +409,46 @@ Characters.helpers({
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//push this skill to the list of visited skills
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//we can't visit it again unless it returns first
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visitedSkills.push(skillName);
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try{
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var charId = this._id;
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skill = this.getField(skillName);
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//get the final value of the ability score
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var ability = this.attributeValue(skill.ability);
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var charId = this._id;
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skill = this.getField(skillName);
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//get the final value of the ability score
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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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//base modifier
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var mod = +getMod(ability)
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//multiply proficiency bonus by largest value in proficiency array
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var prof = this.proficiency(skill);
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//multiply proficiency bonus by largest value in proficiency array
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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("proficiencyBonus");
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//add multiplied proficiency bonus to modifier
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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(charId, effect);
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});
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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(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(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(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(charId, effect);
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mod = mod > min? mod : min;
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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(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(charId, effect);
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mod = mod < max? mod : max;
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});
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//done traversing the tree, this skill returns, pull it from the array
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visitedSkills = _.without(visitedSkills, skillName);
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//smallest max
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_.each(skill.max, function(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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} finally{
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//this skill returns or fails, pull it from the array
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visitedSkills = _.without(visitedSkills, skillName);
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}
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return signedString(mod);
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}
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})(),
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