feat: round stats after effects have been applied
With this change, all stats except for movement are rounded up to the next integer after all effects have been applied.
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@ -139,6 +139,22 @@ export class DS4Actor extends Actor {
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* Apply final transformations to the Actor data after all effects have been applied.
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* Apply final transformations to the Actor data after all effects have been applied.
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*/
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*/
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prepareFinalDerivedData(): void {
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prepareFinalDerivedData(): void {
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Object.values(this.data.data.attributes).forEach(
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(attribute: ModifiableDataBaseTotal<number>) => (attribute.total = Math.ceil(attribute.total)),
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);
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Object.values(this.data.data.traits).forEach(
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(trait: ModifiableDataBaseTotal<number>) => (trait.total = Math.ceil(trait.total)),
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);
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Object.entries(this.data.data.combatValues)
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.filter(([key]) => key !== "movement")
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.map(([, value]) => value)
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.forEach(
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(combatValue: ModifiableDataBaseTotal<number>) => (combatValue.total = Math.ceil(combatValue.total)),
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);
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(Object.keys(this.data.data.checks) as (keyof typeof this.data.data.checks)[]).forEach((key) => {
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this.data.data.checks[key] = Math.ceil(this.data.data.checks[key]);
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});
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this.data.data.combatValues.hitPoints.max = this.data.data.combatValues.hitPoints.total;
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this.data.data.combatValues.hitPoints.max = this.data.data.combatValues.hitPoints.total;
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this.data.data.checks.defend = this.data.data.combatValues.defense.total;
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this.data.data.checks.defend = this.data.data.combatValues.defense.total;
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if (this.data.type === "character") {
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if (this.data.type === "character") {
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