//TODO add dexterity armor var stats = { "strength":{"name":"Strength"}, "dexterity":{"name":"Dexterity"}, "constitution":{"name":"Constitution"}, "intelligence":{"name":"Intelligence"}, "wisdom":{"name":"Wisdom"}, "charisma":{"name":"Charisma"}, "strengthSave":{"name":"Strength Save"}, "dexteritySave":{"name":"Dexterity Save"}, "constitutionSave":{"name":"Constitution Save"}, "intelligenceSave":{"name":"Intelligence Save"}, "wisdomSave":{"name":"Wisdom Save"}, "charismaSave":{"name":"Charisma Save"}, "acrobatics":{"name":"Acrobatics"}, "animalHandling":{"name":"Animal Handling"}, "arcana":{"name":"Arcana"}, "athletics":{"name":"Athletics"}, "deception":{"name":"Deception"}, "history":{"name":"History"}, "insight":{"name":"Insight"}, "intimidation":{"name":"Intimidation"}, "investigation":{"name":"Investigation"}, "medicine":{"name":"Medicine"}, "nature":{"name":"Nature"}, "perception":{"name":"Perception"}, "performance":{"name":"Performance"}, "persuasion":{"name":"Persuasion"}, "religion":{"name":"Religion"}, "sleightOfHand":{"name":"Sleight of Hand"}, "stealth":{"name":"Stealth"}, "survival":{"name":"Survival"}, "initiative":{"name":"Initiative"}, "hitPoints":{"name":"Hit Points"}, "armor":{"name":"Armor"}, "dexterityArmor":{"name":"Dexterity Armor Bonus"}, "speed":{"name":"Speed"}, "proficiencyBonus":{"name":"Proficiency Bonus"}, "ki":{"name":"Ki Points"}, "sorceryPoints":{"name":"Sorcery Points"}, "rages":{"name":"Rages"}, "rageDamage":{"name":"Rage Damage"}, "expertiseDice":{"name":"Expertise Dice"}, "superiorityDice":{"name":"Superiority Dice"}, "level1SpellSlots":{"name":"level 1 Spell Slots"}, "level2SpellSlots":{"name":"level 2 Spell Slots"}, "level3SpellSlots":{"name":"level 3 Spell Slots"}, "level4SpellSlots":{"name":"level 4 Spell Slots"}, "level5SpellSlots":{"name":"level 5 Spell Slots"}, "level6SpellSlots":{"name":"level 6 Spell Slots"}, "level7SpellSlots":{"name":"level 7 Spell Slots"}, "level8SpellSlots":{"name":"level 8 Spell Slots"}, "level9SpellSlots":{"name":"level 9 Spell Slots"}, "d6HitDice":{"name":"d6 Hit Dice"}, "d8HitDice":{"name":"d8 Hit Dice"}, "d10HitDice":{"name":"d10 Hit Dice"}, "d12HitDice":{"name":"d12 Hit Dice"}, "acidMultiplier":{"name":"Acid", "group": "Weakness/Resistance"}, "bludgeoningMultiplier":{"name":"Bludgeoning", "group": "Weakness/Resistance"}, "coldMultiplier":{"name":"Cold", "group": "Weakness/Resistance"}, "fireMultiplier":{"name":"Fire", "group": "Weakness/Resistance"}, "forceMultiplier":{"name":"Force", "group": "Weakness/Resistance"}, "lightningMultiplier":{"name":"Lightning", "group": "Weakness/Resistance"}, "necroticMultiplier":{"name":"Necrotic", "group": "Weakness/Resistance"}, "piercingMultiplier":{"name":"Piercing", "group": "Weakness/Resistance"}, "poisonMultiplier":{"name":"Poison", "group": "Weakness/Resistance"}, "psychicMultiplier":{"name":"Psychic", "group": "Weakness/Resistance"}, "radiantMultiplier":{"name":"Radiant", "group": "Weakness/Resistance"}, "slashingMultiplier":{"name":"Slashing", "group": "Weakness/Resistance"}, "thunderMultiplier":{"name":"Thunder", "group": "Weakness/Resistance"}, }; var operations = { base: {name: "Base Value"}, proficiency: {name: "Proficiency"}, add: {name: "+"}, mul: {name: "×"}, min: {name: "Min"}, max: {name: "Max"}, advantage: {name: "Advantage"}, disadvantage: {name: "Disadvantage"}, passiveAdd: {name: "Passive Bonus"}, fail: {name: "Automatically Fail"}, conditional: {name: "Conditional Benefit"}, }; var abilities = { strength: {name: "Strength"}, dexterity: {name: "Dexterity"}, constitution: {name: "Constitution"}, intelligence: {name: "Intelligence"}, wisdom: {name: "Wisdom"}, charisma: {name: "Charisma"}, }; Template.skillDialog.helpers({ color: function(){ if (this.color) return this.color + " white-text"; var char = Characters.findOne(this.charId, {fields: {color: 1}}); if (char) return getColorClass(char.color); }, }); Template.skillDialogView.helpers({ or: function(a, b, c){ return a || b || c; }, profIcon: function(){ var prof = Characters.calculate.proficiency(this.charId, this.skillName); if (prof > 0 && prof < 1) return "image:brightness-2"; if (prof === 1) return "image:brightness-1"; if (prof > 1) return "av:album"; return "radio-button-off"; }, profSource: function(){ return Proficiencies.findOne( {charId: this.charId, name: this.skillName}, {sort: {value: -1}} ); }, profBonus: function(){ var char = Characters.findOne(this.charId); if (!char) return; var prof = Characters.calculate.proficiency(this.charId, this.skillName); var proficiencyBonus = Characters.calculate.attributeValue(this.charId, "proficiencyBonus"); return prof * proficiencyBonus; }, proficiencyValue: function(){ var prof = Characters.calculate.proficiency(this.charId, this.skillName); if (prof == 0.5) return "Half Proficiency"; if (prof == 1) return "Proficient"; if (prof == 2) return "Double Proficiency"; return prof + "x Proficiency"; }, addEffects: function(){ return Effects.find({ charId: this.charId, stat: this.skillName, operation: "add", enabled: true, }); }, mulEffects: function(){ return Effects.find({ charId: this.charId, stat: this.skillName, operation: "mul", enabled: true, }); }, minEffects: function(){ return Effects.find({ charId: this.charId, stat: this.skillName, operation: "min", enabled: true, }); }, maxEffects: function(){ return Effects.find({ charId: this.charId, stat: this.skillName, operation: "max", enabled: true, }); }, advEffects: function(){ return Effects.find({ charId: this.charId, stat: this.skillName, operation: "advantage", enabled: true, }); }, dadvEffects: function(){ return Effects.find({ charId: this.charId, stat: this.skillName, operation: "disadvantage", enabled: true, }); }, conditionalEffects: function(){ return Effects.find({ charId: this.charId, stat: this.skillName, operation: "conditional", enabled: true, }); }, ability: function(){ var opts = {fields: {}}; opts.fields[this.skillName] = 1; var char = Characters.findOne(this.charId, opts); var skill = char && char[this.skillName]; return skill.ability; }, abilityName: function(){ var skill = Characters.calculate.getField(this.charId, this.skillName); if (!skill) return; var ability = skill.ability; return abilities[ability] && abilities[ability].name; }, sourceName: function(){ if (this.parent.collection === "Characters"){ if (this.parent.group === "racial"){ return Characters.calculate.getField(this.charId, "race") || "Race"; } if (this.parent.group === "background"){ return "Background"; } return "Innate"; } return this.getParent().name; }, operationName: function(){ if (stats[this.stat].group === "Weakness/Resistance") return null; return operations[this.operation] && operations[this.operation].name || "No Operation"; }, statValue: function(){ if ( this.operation === "advantage" || this.operation === "disadvantage" || this.operation === "fail" ){ return null; } if (stats[this.stat].group === "Weakness/Resistance"){ if (this.value === 0.5) return "Resistance"; if (this.value === 2) return "Vulnerability"; if (this.value === 0) return "Immunity"; return " Damage x" + this.value; } return evaluate(this.charId, this.calculation) || this.value; }, });