added 'ritual' skill
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+24
-1
@@ -34,6 +34,20 @@ export class DeltaGreenActor extends Actor {
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statistic.x5 = statistic.value * 5;
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}
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actorData.data.skills.ritual = {
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label: "Ritual",
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proficiency: 99 - actorData.data.sanity.value,
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cannotBeImprovedByFailure: true,
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failure: false
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};
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if(actorData.data.skills.ritual.proficiency > 99){
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actorData.data.skills.ritual.proficiency = 99
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}
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else if(actorData.data.skills.ritual.proficiency < 1){
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actorData.data.skills.ritual.proficiency = 1
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}
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// The unnatural skill is sort of special
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// It cannot be improved via failure, so add in a special property to reflect this
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// Mostly to make it easy to deactivate the failure checkbox in the GUI
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@@ -41,13 +55,22 @@ export class DeltaGreenActor extends Actor {
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if(key === 'unnatural'){
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skill.cannotBeImprovedByFailure = true;
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}
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else if(key==='luck'){
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else if(key === 'luck'){
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skill.cannotBeImprovedByFailure = true;
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}
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else{
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skill.cannotBeImprovedByFailure = false;
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}
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// For ritual skill, it's calculated, so add some logic to turn off changing that entirely.
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if(key === 'ritual'){
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skill.isCalculatedValue = true;
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}
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else{
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skill.isCalculatedValue = false;
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}
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}
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actorData.data.wp.max = actorData.data.statistics.pow.value;
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actorData.data.health.max = Math.ceil((actorData.data.statistics.con.value + actorData.data.statistics.str.value) / 2);
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