added 'ritual' skill

This commit is contained in:
TheLastScrub
2021-03-14 19:18:55 -07:00
parent ddb7966042
commit 42fd44f3e4
5 changed files with 31 additions and 5 deletions
+2 -1
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@@ -216,5 +216,6 @@
"DG.Roll.Inhuman": "Inhuman",
"DG.Tooltip.BreakPoint": "The current breaking point, reset when current sanity falls to or below this value. The starting breaking point is SAN - POW.",
"DG.Tooltip.BreakPointReset": "Reset breaking point to be current SAN - WP."
"DG.Tooltip.BreakPointReset": "Reset breaking point to be current SAN - WP.",
"DG.Skills.ritual": "Ritual"
}
+2 -1
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@@ -216,5 +216,6 @@
"DG.Roll.Inhuman": "Inhumano",
"DG.Tooltip.BreakPoint": "The current breaking point, reset when current sanity falls to or below this value. The starting breaking point is SAN - POW.",
"DG.Tooltip.BreakPointReset": "Reset breaking point to be current SAN - WP."
"DG.Tooltip.BreakPointReset": "Reset breaking point to be current SAN - WP.",
"DG.Skills.ritual": "Ritual"
}
+2 -1
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@@ -216,5 +216,6 @@
"DG.Roll.Inhuman": "人ならざるもの",
"DG.Tooltip.BreakPoint": "現在のブレーキポイント。初めの数値は「正気 ー 判断力」。",
"DG.Tooltip.BreakPointReset": "ブレーキポイントをレセットする。新しい数値は「正気 ー 判断力」。"
"DG.Tooltip.BreakPointReset": "ブレーキポイントをレセットする。新しい数値は「正気 ー 判断力」。",
"DG.Skills.ritual": "秘儀"
}
+24 -1
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@@ -34,6 +34,20 @@ export class DeltaGreenActor extends Actor {
statistic.x5 = statistic.value * 5;
}
actorData.data.skills.ritual = {
label: "Ritual",
proficiency: 99 - actorData.data.sanity.value,
cannotBeImprovedByFailure: true,
failure: false
};
if(actorData.data.skills.ritual.proficiency > 99){
actorData.data.skills.ritual.proficiency = 99
}
else if(actorData.data.skills.ritual.proficiency < 1){
actorData.data.skills.ritual.proficiency = 1
}
// The unnatural skill is sort of special
// It cannot be improved via failure, so add in a special property to reflect this
// Mostly to make it easy to deactivate the failure checkbox in the GUI
@@ -41,13 +55,22 @@ export class DeltaGreenActor extends Actor {
if(key === 'unnatural'){
skill.cannotBeImprovedByFailure = true;
}
else if(key==='luck'){
else if(key === 'luck'){
skill.cannotBeImprovedByFailure = true;
}
else{
skill.cannotBeImprovedByFailure = false;
}
// For ritual skill, it's calculated, so add some logic to turn off changing that entirely.
if(key === 'ritual'){
skill.isCalculatedValue = true;
}
else{
skill.isCalculatedValue = false;
}
}
actorData.data.wp.max = actorData.data.statistics.pow.value;
actorData.data.health.max = Math.ceil((actorData.data.statistics.con.value + actorData.data.statistics.str.value) / 2);
+1 -1
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@@ -84,7 +84,7 @@
>
{{ localize (concat "DG.Skills." key) }}
</label>
<input class="percentile-skill-input" type="text" name="data.skills.{{key}}.proficiency" value="{{skill.proficiency}}" data-dtype="Number"/>
<input class="percentile-skill-input" type="text" name="data.skills.{{key}}.proficiency" value="{{skill.proficiency}}" data-dtype="Number" {{#if skill.isCalculatedValue}} disabled {{/if}}/>
<input type="checkbox" name="data.skills.{{key}}.failure" {{checked skill.failure}} data-dtype="Boolean" {{#if skill.cannotBeImprovedByFailure}} disabled {{/if}}
title="{{localize 'DG.Tooltip.SkillFailCheckbox'}}"
/>