94 lines
2.4 KiB
JavaScript
94 lines
2.4 KiB
JavaScript
class DerivedStats {
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/**
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* how many hits you can take, if it reaches 0 you ded!
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*/
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get Hitpoints() {
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return this._data.getUint8(0, true);
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}
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set Hitpoints(v) {
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return this._data.setUint8(0, v, true);
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}
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/**
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* How many strenuous actions you can take, i.e. swinging a hammer, attacking, fishing, etc.
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*/
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get Stamina() {
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return this._data.getUint8(1, true);
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}
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set Stamina(v) {
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return this._data.setUint8(1, v, true);
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}
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/**
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* being able to observe some objects
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*/
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get Perception() {
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return this._data.getUint8(2, true);
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}
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set Perception(v) {
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return this._data.setUint8(2, v, true);
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}
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/**
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* Get better probability rolls for things that matter for rolls
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*/
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get Luck() {
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return this._data.getUint8(3, true);
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}
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set Luck(v) {
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return this._data.setUint8(3, v, true);
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}
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/**
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* Probability of being discovered when hiding
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*/
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get Stealth() {
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return this._data.getUint8(4, true);
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}
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set Stealth(v) {
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return this._data.setUint8(4, v, true);
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}
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/**
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* based on your character you make in the creator. more attractive will have better outcomes with aristocracy and more 'ugly' will have better outcomes with working class.
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*/
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get Attractiveness() {
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return this._data.getUint8(5, true);
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}
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set Attractiveness(v) {
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return this._data.setUint8(5, v, true);
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}
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/**
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* same as attractiveness but can change with money
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*/
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get Affluence() {
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return this._data.getUint8(6, true);
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}
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set Affluence(v) {
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return this._data.setUint8(6, v, true);
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}
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/**
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* how attuned to the vision of Eru
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*/
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get Holyness() {
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return this._data.getInt8(7, true);
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}
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set Holyness(v) {
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return this._data.setInt8(7, v, true);
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}
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/**
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* get the struct representation of the object
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*/
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get bytes() {
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return new Uint8Array(this._ptr);
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}
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/**
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* constructor
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*/
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constructor(init = {}, ptr = undefined) {
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this._size = 8;
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this._ptr = ptr.buffer || new ArrayBuffer(this._size);
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this._data = new DataView(this._ptr);
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for (const key of Object.keys(init)) {
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this[key] = init[key];
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}
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}
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}
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export default DerivedStats |