Compare commits

...

10 Commits
0.4.1 ... 0.5.0

Author SHA1 Message Date
Stefan Zermatten
2f729070b2 Updated change log 2015-05-22 14:24:22 +02:00
Stefan Zermatten
7aedb9451c Base values now don't look like added values 2015-05-22 14:17:38 +02:00
Stefan Zermatten
c6886dd49e Floaty menus now close when clicking on a sub-button 2015-05-22 14:14:20 +02:00
Stefan Zermatten
038ce490e4 Added subsmanager to stop characters getting forgotten between page changes 2015-05-22 14:11:22 +02:00
Stefan Zermatten
52bef57637 Added encumbrance effects, conditions and encumbrance buffs 2015-05-22 14:04:09 +02:00
Stefan Zermatten
29e9f8c8dc Added quality-of-life UI to determining a character's encumbrance 2015-05-20 16:14:01 +02:00
Stefan Zermatten
fea02811ff Added buffs and standard conditions, no UI yet though 2015-05-20 16:13:25 +02:00
Stefan Zermatten
73cee52fff Fixed a bug in combining multiple resistances/vulnerabilities 2015-05-20 16:11:59 +02:00
Stefan Zermatten
b58c006ed4 Updated change log 2015-05-19 11:45:38 +02:00
Stefan Zermatten
ef44f6c1a5 Fixed migration of attack data 2015-05-19 11:44:06 +02:00
26 changed files with 907 additions and 83 deletions

View File

@@ -25,3 +25,4 @@ splendido:accounts-meld
email
fourseven:scss@2.1.1
wolves:bourbon
meteorhacks:subs-manager

View File

@@ -50,6 +50,7 @@ logging@1.0.7
matb33:collection-hooks@0.7.13
meteor@1.1.6
meteor-platform@1.2.2
meteorhacks:subs-manager@1.3.0
minifiers@1.1.5
minimongo@1.0.8
mobile-status-bar@1.0.3

View File

@@ -1,28 +1,51 @@
Buffs = new Mongo.Collection("buffs");
//buffs are temporary once applied and store things which expire and their expiry time
Schemas.Buff = new SimpleSchema({
//buff id
_id: {
type: String,
regEx: SimpleSchema.RegEx.Id,
autoValue: function(){
if (!this.isSet) return Random.id();
},
},
charId: {
type: String,
regEx: SimpleSchema.RegEx.Id,
},
//expiry time
expiry: {type: Number, optional: true},
duration: {type: Number},
name: {
type: String,
trim: false,
},
description: {
type: String,
optional: true,
trim: false,
},
enabled: {
type: Boolean,
defaultValue: true,
},
type: {
type: String,
allowedValues: [
"inate",
"custom",
],
},
"lifeTime.total": {
type: Number,
defaultValue: 0, //0 is infinite
min: 0,
},
"lifeTime.spent": {
type: Number,
defaultValue: 0,
min: 0,
},
color: {
type: String,
allowedValues: _.pluck(colorOptions, "key"),
defaultValue: "q",
},
});
Buffs.attachSchema(Schemas.Buff);
Buffs.attachBehaviour("softRemovable");
makeParent(Buffs, "name"); //parents of effects and attacks
makeParent(Buffs, ["name", "enabled"]); //parents of effects
Buffs.allow(CHARACTER_SUBSCHEMA_ALLOW);
Buffs.deny(CHARACTER_SUBSCHEMA_DENY);

View File

@@ -168,21 +168,56 @@ Schemas.Character = new SimpleSchema({
defaultValue: "q",
},
//TODO add per-character settings
"settings.experiencesInc": {type: Number, defaultValue: 20}, //how many experiences to load at a time in XP table
//how many experiences to load at a time in XP table
"settings.experiencesInc": {type: Number, defaultValue: 20},
//slowed down by carrying too much?
"settings.useVariantEncumbrance": {type: Boolean, defaultValue: false},
"settings.useStandardEncumbrance": {type: Boolean, defaultValue: true},
});
Characters.attachSchema(Schemas.Character);
var attributeBase = function(charId, statName){
check(statName, String);
var effects = Effects.find(
{charId: charId, stat: statName, enabled: true}
).fetch();
effects = _.groupBy(effects, "operation");
var value = _.contains(DAMAGE_MULTIPLIERS, statName) ? 1 : 0;
//if it's a damage multiplier, we treat it specially
if (_.contains(DAMAGE_MULTIPLIERS, statName)){
var effects = Effects.find(
{charId: charId, stat: statName, enabled: true, operation: "mul"}
).fetch();
var resistCount = 0;
var vulnCount = 0;
var multiplierEvaluationFail = false;
_.each(effects, function(effect){
var val = evaluateEffect(charId, effect);
if (val === 0.5){ //resistance
resistCount += 1;
} else if (val === 2){ //vulnerability
vulnCount += 1;
} else if (val === 0){ //imunity
return 0; //imunity is absolute
} else {
multiplierEvaluationFail = true;
}
});
if (multiplierEvaluationFail){
//we can't work it out correctly, set the value to 1
//and try work it out using regular maths below
value = 1;
} else if (resistCount && !vulnCount){
return 0.5;
} else if (!resistCount && vulnCount){
return 2;
} else {
return 1;
}
}
var value = 0;
//start with the highest base value
_.each(effects.base, function(effect){
Effects.find(
{charId: charId, stat: statName, enabled: true, operation: "base"}
).forEach(function(effect){
var efv = evaluateEffect(charId, effect);
if (efv > value){
value = efv;
@@ -190,23 +225,31 @@ var attributeBase = function(charId, statName){
});
//add all the add values
_.each(effects.add, function(effect){
Effects.find(
{charId: charId, stat: statName, enabled: true, operation: "add"}
).forEach(function(effect){
value += evaluateEffect(charId, effect);
});
//multiply all the mul values
_.each(effects.mul, function(effect){
Effects.find(
{charId: charId, stat: statName, enabled: true, operation: "mul"}
).forEach(function(effect){
value *= evaluateEffect(charId, effect);
});
//ensure value is >= all mins
_.each(effects.min, function(effect){
Effects.find(
{charId: charId, stat: statName, enabled: true, operation: "min"}
).forEach(function(effect){
var min = evaluateEffect(charId, effect);
value = value > min ? value : min;
});
//ensure value is <= all maxes
_.each(effects.max, function(effect){
Effects.find(
{charId: charId, stat: statName, enabled: true, operation: "max"}
).forEach(function(effect){
var max = evaluateEffect(charId, effect);
value = value < max ? value : max;
});

View File

@@ -89,3 +89,8 @@ $thinColumnWidth: 240px;
border-radius: 0 2px 2px 0;
}
}
/* undo pointer cursor on detail box heading */
#globalDetail .card .top {
cursor: auto;
}

View File

@@ -0,0 +1,15 @@
<template name="buffDialog">
{{#with buff}}
{{#baseDialog title=name class=colorClass hideEdit=true}}
{{> buffDetails}}
{{/baseDialog}}
{{/with}}
</template>
<template name="buffDetails">
{{#if description}}
<div class="pre-wrap">{{evaluateString charId description}}</div>
{{/if}}
{{> effectsViewList charId=charId parentId=_id}}
</template>

View File

@@ -0,0 +1,5 @@
Template.buffDialog.helpers({
buff: function(){
return Buffs.findOne(this.buffId);
},
});

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@@ -1,3 +1,13 @@
<template name="characterSettings">
{{#with character}}
<div>
<div layout horizontal>
<div>Use variant encumbrance </div>
<paper-toggle-button id="variantEncumbrance"
checked={{settings.useVariantEncumbrance}}
touch-action="pan-y">
</paper-toggle-button>
</div>
</div>
{{/with}}
</template>

View File

@@ -1,3 +1,17 @@
Template.characterSettings.events({
Template.characterSettings.helpers({
character: function() {
return Characters.findOne(this._id, {fields: {settings: 1}});
}
});
Template.characterSettings.events({
"change #variantEncumbrance": function(event, instance){
var value = instance.find("#variantEncumbrance").checked;
if (this.settings.useVariantEncumbrance !== value){
Characters.update(
this._id,
{$set: {"settings.useVariantEncumbrance": value}}
);
}
},
});

View File

@@ -19,6 +19,9 @@
<paper-item id="shareCharacter">
<core-icon icon="social:share"></core-icon>Share
</paper-item>
<paper-item id="characterSettings">
<core-icon icon="settings"></core-icon>Settings
</paper-item>
</core-menu>
</paper-dropdown>
</paper-menu-button>

View File

@@ -1,6 +1,9 @@
Template.characterSheet.created = function(){
Template.characterSheet.onCreated(function() {
//default to the first tab
Session.setDefault(this.data._id + ".selectedTab", "stats");
};
//watch this character and make sure their encumbrance is updated
trackEncumbranceConditions(this.data._id, this);
});
var setTab = function(charId, tab){
return Session.set(charId + ".selectedTab", tab);
@@ -40,4 +43,11 @@ Template.characterSheet.events({
template: "shareDialog",
});
},
"tap #characterSettings": function(event, instance){
GlobalUI.showDialog({
heading: this.name + " Settings",
data: this,
template: "characterSettings",
});
},
});

View File

@@ -0,0 +1,22 @@
<template name="carryCapacityBar">
<div class="carryCapacityBar">
<div class="carriedWeightBar"
style="width: {{carriedPercent}}%;
background-color: {{carriedColor}}">
</div>
<div class="tick"
style="width: 33.333%;">
</div>
<div class="tick"
style="width: 66.666%;">
</div>
</div>
{{#if overCarriedPercent}}
<div class="carryCapacityBar">
<div class="carriedWeightBar"
style="width: {{overCarriedPercent}}%;
background-color: {{overCarriedColor}}">
</div>
</div>
{{/if}}
</template>

View File

@@ -0,0 +1,65 @@
var getFractionCarried = function(char) {
//find out the weight
var weight = 0;
Containers.find(
{charId: char._id, isCarried: true}
).forEach(function(container){
weight += container.totalWeight();
});
Items.find(
{charId: char._id, "parent.id": char._id},
{fields: {weight : 1, quantity: 1}}
).forEach(function(item){
weight += item.totalWeight();
});
//get strength
var strength = char.attributeValue("strength");
var capacity = strength * 15;
return weight / capacity;
};
Template.carryCapacityBar.onCreated(function() {
var self = this;
self.carriedFraction = new ReactiveVar(0);
self.autorun(function() {
self.carriedFraction.set(getFractionCarried(self.data));
});
});
Template.carryCapacityBar.helpers({
carriedPercent: function() {
var percent = 100 * Template.instance().carriedFraction.get();
return percent > 100 ? 100 : percent;
},
overCarriedPercent: function() {
var percent = 100 * Template.instance().carriedFraction.get();
var overPercent = percent - 100;
if (overPercent < 0) return 0;
if (overPercent > 100) return 100;
return overPercent;
},
carriedColor: function() {
var frac = Template.instance().carriedFraction.get();
if (frac < 1 / 3){
return "#2196F3";
} else if (frac < 2 / 3){
return "#CDDC39";
} else if (frac < 1) {
return "#FFC107";
} else {
return "#F44336";
}
},
overCarriedColor: function() {
var frac = Template.instance().carriedFraction.get();
if (frac < 1 / 3){
return "#2196F3";
} else if (frac < 2 / 3){
return "#CDDC39";
} else if (frac < 1) {
return "#FFC107";
} else {
return "#F44336";
}
},
});

View File

@@ -0,0 +1,14 @@
.carryCapacityBar {
background-color: #7DC580;
background-color: rgba(255,255,255,0.27);
position: relative;
height: 4px;
div{
height: 100%;
position: absolute;
}
.tick {
border-right: solid 2px #E5E5E5;
border-right-color: rgba(255,255,255,0.54);
}
}

View File

@@ -0,0 +1,17 @@
<template name="carryDialog">
{{#baseDialog title="Weight Carried" class=color hideEdit=true}}
<div layout horizontal center-justified end>
<div class="display2">
{{round carriedWeight 1}}
</div>
<div class="display1">
lbs
</div>
</div>
<hr class="vertMargin">
{{> carryCapacityTable}}
{{/baseDialog}}
</template>

View File

@@ -0,0 +1,20 @@
Template.carryDialog.helpers({
carriedWeight: function() {
var weight = 0;
Containers.find(
{charId: this.charId, isCarried: true}
).forEach(function(container){
weight += container.totalWeight();
});
Items.find(
{charId: this.charId, "parent.id": this.charId},
{fields: {weight : 1, quantity: 1}}
).forEach(function(item){
weight += item.totalWeight();
});
return weight;
},
color: function() {
if (this.color) return this.color + " white-text";
},
});

View File

@@ -3,22 +3,51 @@
<div id="inventory" class="scroll-y" fit>
<div class="column-container">
<!--Net Worth-->
<paper-shadow class="card" layout horizontal>
<div class="indigo white-text subhead left">
Net Worth
</div>
<div class="right" flex>
{{valueString netWorth}}
<paper-shadow class="card">
<div class="white top" layout horizontal center>
<div class="subhead" flex>
Net Worth
</div>
<div>
{{valueString netWorth}}
</div>
</div>
</paper-shadow>
<!--Weight Carried-->
<paper-shadow class="card" layout horizontal>
<div class="green white-text subhead left">
Weight Carried
<paper-shadow class="card"
hero-id="main" {{detailHero "weightCarried" _id}}>
<div class="top green white-text weightCarried"
hero-id="toolbar" {{detailHero "weightCarried" _id}}
layout horizontal center>
<div class="subhead" flex>
Weight Carried
</div>
<div>
{{round weightCarried}}lbs
</div>
</div>
<div class="right" flex>
{{round weightCarried}}lbs
<div class="bottom green" style="padding: 0;">
{{> carryCapacityBar}}
</div>
{{#if encumberedBuffs.count}}
<div class="bottom list">
{{#each encumberedBuffs}}
<div class="item-slot">
<div class="item buff"
hero-id="main" {{detailHero}}
layout horizontal center
draggable="true">
<div flex>
<core-icon icon="work"
style="margin-right: 16px">
</core-icon>
{{name}}
</div>
</div>
</div>
{{/each}}
</div>
{{/if}}
</paper-shadow>
<!--Equipment-->
<paper-shadow class="card equipmentContainer">
@@ -51,7 +80,7 @@
<!--Carried Items-->
<paper-shadow class="card carriedContainer">
<div class="white top" layout horizontal center>
<div class="subhead">
<div class="subhead" flex>
Carried
</div>
<div class="caption" style="margin-right: 8px">

View File

@@ -61,6 +61,18 @@ Template.inventory.helpers({
});
return weight;
},
encumberedBuffs: function(){
return Buffs.find({
charId: this._id,
type: "inate",
name: {$in: [
"Encumbered",
"Heavily encumbered",
"Over encumbered",
"Can't move load",
]},
});
},
equipmentValue: function(){
var value = 0;
Items.find(
@@ -136,6 +148,23 @@ Template.inventory.events({
heroId: containerId,
});
},
"tap .weightCarried": function(event) {
var charId = this._id;
GlobalUI.setDetail({
template: "carryDialog",
data: {charId: charId, color: "green"},
heroId: charId + "weightCarried",
});
},
"tap .buff": function(event){
var buffId = this._id;
var charId = Template.parentData()._id;
GlobalUI.setDetail({
template: "buffDialog",
data: {buffId: buffId, charId: charId},
heroId: buffId,
});
},
"tap .inventoryItem": function(event){
var itemId = this._id;
var charId = Template.parentData()._id;

View File

@@ -23,7 +23,7 @@
{{#each baseEffects}}
<tr>
<td>{{sourceName}}</td>
<td>{{signedString statValue}}</td>
<td>Base: {{statValue}}</td>
</tr>
{{/each}}
{{#each addEffects}}
@@ -35,7 +35,7 @@
{{#each mulEffects}}
<tr>
<td>{{sourceName}}</td>
<td>&times;{{statValue}}</td>
<td>&times; {{statValue}}</td>
</tr>
{{/each}}
{{#each minEffects}}

View File

@@ -4,32 +4,7 @@
<hr class="vertMargin">
<div>
<div class="title padded">Carrying</div>
<table class="strengthTable">
<tr>
<td>Encumbered</td>
<td>{{evaluate charId "strength * 5"}}lbs</td>
<td class="caption">Speed drops by 10 feet</td>
</tr>
<tr>
<td>Heavily encumbered</td>
<td>{{evaluate charId "strength * 10"}}lbs</td>
<td class="caption">
Speed drops by 20 feet, disadvantage on strength,
dexterity and constitution ability checks, attack
rolls and saving throws
</td>
</tr>
<tr>
<td>Maximum carrying capacity</td>
<td>{{evaluate charId "strength * 15"}}lbs</td>
<td class="caption">Speed drops to 5 feet</td>
</tr>
<tr>
<td>Push, drag or lift maximum</td>
<td>{{evaluate charId "strength * 30"}}lbs</td>
<td class="caption">You can't move more than this weight</td>
</tr>
</table>
{{> carryCapacityTable}}
<div class="title padded">Jumping</div>
<table class="strengthTable">
<tr>

View File

@@ -0,0 +1,28 @@
<template name="carryCapacityTable">
<table class="carryCapacityTable strengthTable">
<tr>
<td>Encumbered</td>
<td>&gt;{{evaluate charId "strength * 5"}}lbs</td>
<td class="caption">Variant rule, encumbered characters move 10 feet slower</td>
</tr>
<tr>
<td>Heavily encumbered</td>
<td>&gt;{{evaluate charId "strength * 10"}}lbs</td>
<td class="caption">
Variant rule, heavily encumbered characters move 20 feet slower and have disadvantage on ability checks, attack rolls, and saving thows that use Strength, Dexterity, or Constitution
</td>
</tr>
<tr>
<td>Over Encumbered</td>
<td>&gt;{{evaluate charId "strength * 15"}}lbs</td>
<td class="caption">
Characters that can only just lift, push or drag their current load can only move at 5 feet.
</td>
</tr>
<tr>
<td>Push, drag or lift maximum</td>
<td>{{evaluate charId "strength * 30"}}lbs</td>
<td class="caption"></td>
</tr>
</table>
</template>

View File

@@ -12,4 +12,7 @@ Template.fabMenu.events({
"tap .expand-menu": function(event, instance) {
instance.active.set(!instance.active.get());
},
});
"tap .mini-holder paper-fab": function(event, instance) {
instance.active.set(false);
},
});

View File

@@ -0,0 +1,445 @@
var checkWritePermission = function(charId) {
if (!Meteor.call("canWriteCharacter", charId)){
throw new Meteor.Error(
"Access denied",
"You do not have permission to edit the assets of this character"
);
}
};
var getCondition = function(conditionName) {
//get condition from constant
var condition = CONDITIONS[conditionName];
//check that condition exists
if (!condition) {
throw new Meteor.Error(
"Invalid condition",
conditionName + " is not a known condition"
);
}
return condition;
};
Meteor.methods({
giveCondition: function(charId, conditionName) {
checkWritePermission(charId);
var condition = getCondition(conditionName);
//create the buff
var buff = _.extend(
{charId: charId, type: "inate"}, condition.buff
);
//make sure the character doesn't already have the buff
var existingBuffs = Buffs.find(_.clone(buff)).count();
if (existingBuffs) return;
//remove exclusive conditions
_.each(condition.exclusiveConditions, function(exCond) {
Meteor.call("removeCondition", charId, exCond);
});
//insert the buff
var buffId = Buffs.insert(buff);
//extend and insert each effect
_.each(condition.effects, function(effect) {
var newEffect = {
stat: effect.stat,
operation: effect.operation,
value: effect.value,
charId: charId,
parent: {
id: buffId,
collection: "Buffs",
},
enabled: true,
};
//we know these effects are right,
//skip after hooks, skip validation
Effects.direct.insert(
newEffect,
{
validate: false,
filter: false,
autoConvert: false,
removeEmptyStrings: false,
}
);
});
//recurse for subConditions
_.each(condition.subConditions, function(subCondition) {
Meteor.call("giveCondition", charId, subCondition);
});
},
removeCondition: function(charId, conditionName) {
checkWritePermission(charId);
var condition = getCondition(conditionName);
//remove the buff
var buff = _.extend(
{charId: charId, type: "inate"}, condition.buff
);
Buffs.remove(buff);
//dont remove the effects, they get removed automatically through parenting
},
});
trackEncumbranceConditions = function(charId, templateInstance) {
templateInstance.autorun(function() {
//get weight
var weight = 0;
Containers.find(
{charId: charId, isCarried: true},
{fields: {weight: 1}}
).forEach(function(container){
weight += container.totalWeight();
});
Items.find(
{charId: charId, "parent.id": charId},
{fields: {weight : 1, quantity: 1}}
).forEach(function(item){
weight += item.totalWeight();
});
var character = Characters.findOne(
charId,
{fields: {strength: 1, "settings": 1}}
);
var strength = character.attributeValue("strength");
var give = function(condition) {
Meteor.call("giveCondition", charId, condition);
};
var remove = function(condition) {
Meteor.call("removeCondition", charId, condition);
};
//variant encumbrance rules
if (weight > strength * 10 &&
character.settings.useVariantEncumbrance) {
give("encumbered2");
remove("encumbered");
} else if (weight > strength * 5 &&
character.settings.useVariantEncumbrance){
give("encumbered");
remove("encumbered2");
} else {
remove("encumbered");
remove("encumbered2");
}
//normal encumbrance rules
if (weight > strength * 30 &&
character.settings.useStandardEncumbrance){
give("encumbered4");
remove("encumbered3");
} else if (weight > strength * 15 &&
character.settings.useStandardEncumbrance) {
give("encumbered3");
remove("encumbered4");
} else {
remove("encumbered3");
remove("encumbered4");
}
});
};
CONDITIONS = {
//Conditions
blind: {
buff: {
name: "Blind",
description: "A blinded creature cant see and automatically fails any ability check that requires sight.\n\nAttack rolls against the creature have advantage, and the creatures attack rolls have disadvantage.",
},
effects: [
{
stat: "perception",
operation: "conditional",
calculation: "You fail your perception check if it requires sight",
}
],
},
deaf: {
buff: {
name: "Deaf",
description: "A deafened creature cant hear and automatically fails any ability check that requires hearing.",
},
effects: [
{
stat: "perception",
operation: "conditional",
calculation: "You fail your perception check if it requires hearing",
}
],
},
frightened: {
buff: {
name: "Frightened",
description: "A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.\n\nThe creature cant willingly move closer to the source of its fear.",
}
},
grappled: {
buff:{
name: "Grappled",
description: "A grappled creatures speed becomes 0, and it cant benefit from any bonus to its speed.\n\nThe condition ends if the grappler is incapacitated.\n\nThe condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunder wave spell.",
},
effects: [
{
stat: "speed",
operation: "max",
value: 0,
},
],
},
incapacitated: {
buff: {
name: "Incapacitated",
description: "An incapacitated creature cant take actions or reactions.",
}
},
invisible: {
buff: {
name: "Invisible",
description: "An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creatures location can be detected by any noise it makes or any tracks it leaves.\n\nAttack rolls against the creature have disadvantage, and the creatures attack rolls have advantage.",
}
},
paralyzed: {
buff: {
name: "Paralyzed",
description: "A paralyzed creature is incapacitated and cant move or speak.\n\nAttack rolls against the creature have advantage.\n\nAny attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.",
},
effects: [
{
stat: "speed",
operation: "mul",
value: 0,
},
{
stat: "strengthSave",
operation: "fail",
},
{
stat: "dexteritySave",
operation: "fail",
},
],
subConditions: [
"incapacitated",
],
},
petrified: {
buff: {
name: "Petrified",
description: "A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.\n\nA petrified creature is incapacitated and cant move or speak, and is unaware of its surroundings.\n\nAttack rolls against the creature have advantage.\n\nThe creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.",
},
effects: (function() {
var effects = [
{stat: "speed", operation: "max", value: 0},
{stat: "strengthSave", operation: "fail"},
{stat: "dexteritySave", operation: "fail"},
];
_.each(
_.without(DAMAGE_MULTIPLIERS, "poisonMultiplier"),
function(multiplier){
effects.push({stat: multiplier, operation: "mul", value: 0.5});
}
);
effects.push({stat: "poisonMultiplier", operation: "mul", value: 0});
})(),
subConditions: [
"incapacitated",
],
},
poisoned: {
buff: {
name: "Poisoned",
description: "A poisoned creature has disadvantage on attack rolls and ability checks.",
},
effects: (function() {
return _.map(SKILLS, function(skill) {
return {stat: skill, operation: "disadvantage", value: 1};
});
})(),
},
prone: {
buff: {
name: "Prone",
description: "A prone creatures only movement option is to crawl, unless it stands up and thereby ends the condition.\n\nThe creature has disadvantage on attack rolls.\n\nAn attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.",
}
},
restrained: {
buff: {
name: "Restrained",
description: "A restrained creatures speed becomes 0, and it cant benefit from any bonus to its speed.\n\nAttack rolls against the creature have advantage, and the creatures attack rolls have disadvantage.\n\nThe creature has disadvantage on Dexterity saving throws.",
},
effects: [
{
stat: "speed",
operation: "max",
value: 0,
},
{
stat: "dexteritySave",
operation: "disadvantage",
value: 1,
},
],
},
stunned: {
buff: {
name: "Stunned",
description: "A stunned creature is incapacitated, cant move, and can speak only falteringly\n\nThe creature automatically fails Strength and Dexterity saving throws.\n\nAttack rolls against the creature have advantage.",
},
effects: [
{
stat: "speed",
operation: "max",
value: 0,
},
{
stat: "strengthSave",
operation: "fail",
},
{
stat: "dexteritySave",
operation: "fail",
},
],
subConditions: ["incapacitated"],
},
unconscious: {
buff: {
name: "Unconscious",
description: "An unconscious creature is incapacitated, cant move or speak, and is unaware of its surroundings.\n\nThe creature drops whatever its holding and falls prone.\n\nThe creature automatically fails Strength and Dexterity saving throws.\n\nAttack rolls against the creature have advantage.\n\nAny attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.",
},
subConditions: ["incapacitated", "prone"],
},
exhaustion1: {
buff: {
name: "Exhaustion - 1",
description: "Disadvantage on ability checks\n\nFinishing a long rest reduces a creatures exhaustion level by 1, provided that the creature has also ingested some food and drink.",
},
effects: (function() {
return _.map(SKILLS, function(skill) {
return {stat: skill, operation: "disadvantage", value: 1};
});
})(),
},
exhaustion2: {
buff: {
name: "Exhaustion - 2",
description: "Speed halved",
},
effects: [
{
stat: "speed",
operation: "mul",
value: 0.5,
}
],
subConditions: ["exhaustion1"],
},
exhaustion3: {
buff: {
name: "Exhaustion - 3",
description: "Disadvantage on attack rolls and saving throws",
},
effects: (function() {
return _.map(SAVES, function(skill) {
return {stat: skill, operation: "disadvantage", value: 1};
});
})(),
subConditions: ["exhaustion2"],
},
exhaustion4: {
buff: {
name: "Exhaustion - 4",
description: "Hit point maximum halved",
},
effects: [
{
stat: "hitPoints",
operation: "mul",
value: 0.5,
}
],
subConditions: ["exhaustion3"],
},
exhaustion5: {
buff: {
name: "Exhaustion - 5",
description: "Speed reduced to 0",
},
effects: [
{
stat: "speed",
operation: "max",
value: 0,
}
],
subConditions: ["exhaustion4"],
},
exhaustion6: {
buff: {
name: "Exhaustion - 6",
description: "You have died of exhaustion",
},
effects: [
{
stat: "hitPoints",
operation: "max",
value: 0,
}
],
subConditions: ["exhaustion5"],
},
encumbered: {
buff: {
name: "Encumbered",
description: "Encumbered characters move 10 feet slower.",
},
effects: [
{stat: "speed", operation: "add", value: -10}
],
},
encumbered2: {
buff: {
name: "Heavily encumbered",
description: "Heavily encumbered characters move 20 feet slower and have disadvantage on ability checks, attack rolls, and saving thows that use Strength, Dexterity, or Constitution.",
},
effects: [
{stat: "speed", operation: "add", value: -20},
{stat: "strengthSave", operation: "disadvantage", value: 1},
{stat: "dexteritySave", operation: "disadvantage", value: 1},
{stat: "constitutionSave", operation: "disadvantage", value: 1},
{stat: "athletics", operation: "disadvantage", value: 1},
{stat: "acrobatics", operation: "disadvantage", value: 1},
{stat: "sleightOfHand", operation: "disadvantage", value: 1},
{stat: "stealth", operation: "disadvantage", value: 1},
{stat: "initiative", operation: "disadvantage", value: 1},
],
},
encumbered3: {
buff: {
name: "Over encumbered",
description: "Characters that can only just lift, push or drag their current load move at 5 feet.",
},
effects: [
{stat: "speed", operation: "max", value: 5},
],
},
encumbered4: {
buff: {
name: "Can't move load",
description: "Characters attempting to carry more than what they can lift, push, or drag can't move.",
},
effects: [
{stat: "speed", operation: "max", value: 0},
],
},
};

View File

@@ -93,3 +93,29 @@ ChangeLogs.insert({
"Added calculated values for jumping and carrying to the strength detail box",
],
});
ChangeLogs.insert({
version: "0.4.1",
changes: [
"Fixed strength jumping calculations not rounding down correctly",
],
});
ChangeLogs.insert({
version: "0.4.2",
changes: [
"Fixed attack migrations from 0.3 -> 0.4",
],
});
ChangeLogs.insert({
version: "0.5",
changes: [
"Fixed a bug that caused multiple resistances or vulnerabilities to combine incorrectly",
"Added encumbrance effects that automatically apply when carrying too much load",
"Added a bunch of UI elements to make your character's current load clear",
"Character data is now chached, swapping between two characters should be faster",
"Floating button menus now close as expected when you click a sub-button",
"Base values in attribute summaries no longer look like added values"
],
});

View File

@@ -65,20 +65,22 @@ Migrations.add({
up: function() {
//update attacks
Attacks.find({}).forEach(function(attack) {
var newDamage = attack.damageDice +
" + {" + attack.damageBonus + "}";
Attacks.update(
attack._id,
{
$unset: {
damageBonus: "",
damageDice: "",
if (!attack.damage && attack.damageDice && attack.damageBonus){
var newDamage = attack.damageDice +
" + {" + attack.damageBonus + "}";
Attacks.update(
attack._id,
{
$unset: {
damageBonus: "",
damageDice: "",
},
$set: {
damage: newDamage
},
},
$set: {
damage: newDamage
},
},
{validate: false});
{validate: false});
}
});
//update Items
Items.update(
@@ -88,3 +90,21 @@ Migrations.add({
);
},
});
Migrations.add({
version: 3,
name: "Converts attacks from damage dice and damage bonus to a string with curly bracket calculations, adds settings.showIncrement to items",
up: function() {
//update characters
Characters.update(
{"settings.useVariantEncumbrance": undefined},
{$set: {"settings.useVariantEncumbrance" : false}},
{validate: false, multi: true}
);
Characters.update(
{"settings.useStandardEncumbrance": undefined},
{$set: {"settings.useStandardEncumbrance" : true}},
{validate: false, multi: true}
);
},
});

View File

@@ -15,6 +15,7 @@ Meteor.publish("singleCharacter", function(characterId){
//get all the assets for this character including soft deleted ones
Actions.find ({charId: characterId}, {removed: true}),
Attacks.find ({charId: characterId}, {removed: true}),
Buffs.find ({charId: characterId}, {removed: true}),
Classes.find ({charId: characterId}, {removed: true}),
Containers.find ({charId: characterId}, {removed: true}),
Effects.find ({charId: characterId}, {removed: true}),