added total armor calculation
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@@ -56,6 +56,9 @@ export class DeltaGreenActorSheet extends ActorSheet {
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const armor = [];
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const weapons = [];
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// total armor rating
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let armorRating = 0;
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// Iterate through items, allocating to containers
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// let totalWeight = 0;
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for (let i of sheetData.items) {
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@@ -65,7 +68,7 @@ export class DeltaGreenActorSheet extends ActorSheet {
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if (i.type === 'armor') {
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armor.push(i);
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}
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// Append to features.
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// Append to weapons.
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else if (i.type === 'weapon') {
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weapons.push(i);
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}
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+17
-4
@@ -16,20 +16,21 @@ export class DeltaGreenActor extends Actor {
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// Make separate methods for each Actor type (character, npc, etc.) to keep
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// things organized.
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if (actorData.type === 'agent') this._prepareAgentData(actorData);
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if (actorData.type === 'agent') this._prepareAgentData(this);
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}
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/**
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* Prepare Agent type specific data
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*/
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_prepareAgentData(actorData) {
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_prepareAgentData(agent) {
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let actorData = agent.data;
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const data = actorData.data;
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// Make modifications to data here. For example:
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// Loop through ability scores, and add their modifiers to our sheet output.
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for (let [key, statistic] of Object.entries(data.statistics)) {
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// the x5 is just whatever the raw statistic is x 5 to turn it into a d100 percentile
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statistic.x5 = statistic.value * 5;
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}
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@@ -105,8 +106,20 @@ export class DeltaGreenActor extends Actor {
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else{
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actorData.data.sanity.adaptations.helplessness.isAdapted = false;
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}
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// calculate total armor rating
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let protection = 0;
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for (let i of agent.items) {
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if (i.type === 'armor') {
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if(i.data.data.equipped === true){
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protection += i.data.data.protection;
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}
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}
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}
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actorData.data.health.protection = protection;
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console.log(actorData);
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console.log(agent);
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}
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/** @override */
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