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579 lines (463 loc) · 21.8 KB
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/*
A.
1. Generate new character object from following arguments;
Name, Homeworld-Type, Career
2. Return Character Object().
*/
module.exports = function(
name,
//gender,
//race,
homeworld,
career,
//skills,
//inv,
//bio,
arflag,
callback
){
// Different Dice Rolls
var rollD = function(x) {
return Math.floor(Math.random()*x+1);
}
var d20 = function(x) {
return Math.floor(Math.random()*20+x+1);
}
var d100 = function(x) {
return Math.floor(Math.random()*100+x+1);
}
// initialize new character for testing purposes
var character = {
name: "",
biography: "",
gender: "",
race: "",
homeworld: "",
characteristics:{
WS: 0,
BS: 0,
S: 0,
T: 0,
Ag: 0,
Int: 0,
Per: 0,
WP: 0,
Fel: 0,
},
inventory: {
Ammo: 0,
Lhosticks: 4,
CorpseRations: 5,
Charm: "Something charming"
},
skills: {
Language: "Low Gothic",
Drive: "Land Vehicle",
Armor: "Light Armor",
Training: "Basic Balistic Weapons"
},
traits: {
},
talents: {
},
subplot: "Subplot",
insanity: 0,
corruption: 0
}
var traits = {};
var talents = {};
var skills = {};
var inv = {};
character.name = getName(name);
//character.biography = bio;
//character.gender = gender;
//character.race = race;
character.homeworld = getHomeworld(homeworld);
character.career = getCareer(career, character.homeworld);
character.traits = getTraits(traits, character.homeworld, character.career);
character.skills = getSkills(skills, character.homeworld, character.career);
character.talents = getTalents(talents, character.career);
character.inventory = inv;
character.characteristics = generateStats(character);
function getName(name) {
if ( name === 'random' ) {
//generate random name
name = rollD(1000)
.toString()
.capitalize();
return name;
} else {
return name;
}
}
// This is set to the Dark Heresy dice roll rules for selecting a random homeworld
function getHomeworld(homeworld) {
if ( homeworld.toLowerCase() === "random" || homeworld === "r" ) {
var randomWorld = rollD(100);
//console.log(randomWorld);
//randomWorld;
if (randomWorld <= 20){
homeworld = "Feral";
}else if(randomWorld >= 21 && randomWorld <= 45){
homeworld = "Hive";
}else if(randomWorld >= 46 && randomWorld <= 90){
homeworld = "Imperial";
}else if(randomWorld >= 91 && randomWorld <= 100){
homeworld = "Voidborn";
}
return homeworld;
} else {
return homeworld;
}
}
function getTraits(traits, homeworld, career) {
var hw = homeworld.toLowerCase();
var c = career.toLowerCase();
if ( hw === 'feral') {
traits[ 'Iron Stomach' ] = 'Benefit: +10 to Carouse Skill Tests made to resist effects of ingested toxins, poisin or tainted foods.';
traits.Primitive = 'Penalty: You take a -10 penalty on Tech-Use (Int) Tests and a -10 penalty to Fellowship Tests made in formal or civilised surroundings.';
} else if ( hw === 'hive') {
traits[ 'Accustomed to Crowds' ] = 'Benefit: Crowds to not count as Difficult Terrain for hivers, and when Running or Charging through a dense crowd, hivers take no penalty to the Agility Test to keep their feet.';
traits[ 'Caves of Steel' ] = 'Benifit: Hivers treat the Tech-Use (Int) skills as a Basic Skill.';
traits.Hivebound = 'Penalty: Hivers take a -10 penalty to all Survival (Int) Tests, and while out of a \'proper hab\' (e.g. places without manufactured goods, solid ceilings and electrical power) the hiver takes a -5 penalty to all Intelligence Tests.';
traits.Wary = 'Benifit: All hivers gain a +1 bonus to Initiative rolls.';
} else if ( hw === 'imperial') {
traits[ 'Blessed Ignorance' ] = 'Penalty: Your wise blindness imposes a -5 penalty on Forbidden Lore (Int) Tests.';
traits[ 'Hagiography' ] = 'Benifit: Imperial worlders treat the Common Lore (Imperial Creed) (Int), Common Lore (Imperium) (Int) and Common Lore (War) (Int) skills as Basic Skills.';
traits[ 'Liturgical Familiarity' ] = 'Benefit: Imperial world characters treat Literacy (Int) and Speak Language (High Gothic) (Int) as Basic Skills.';
traits[ 'Superior Origins' ] = 'Benefit: Increased your Willpower by +3.';
} else if ( hw === 'voidborn') {
traits[ 'Charmed' ] = 'Benefit: Whenever you spend a Fate Point (though not if you burn one), roll a 1d10. On the roll of a natural 9, you do not lose the Fate Point.';
traits[ 'Ill-Omened' ] = 'Penalty: You take a -5 penalty on all Fellowship Tests made to interact with non-void born humans.';
traits[ 'Shipwise' ] = 'Benefit: Navigation (Stellar) (Int) and Pilot (Spacecraft) (Ag) are Basic Skills for you.';
traits[ 'Void Accustomed' ] = 'Benefit: You are immune to space travel sickness. In addition, zero- or low-gravity environments are not considered Difficult Terrain for you.';
}
if ( c === 'tech-priest' ) {
traits[ 'Mechanicus Implants' ] = '';
}
return traits;
}
// This is to set Character career. Random generation depends on homeworld
function getCareer(career, homeworld) {
if ( career.toLowerCase() === "random" ) {
var rCareer = rollD(100);
if ( homeworld === 'Feral' ){
if ( rCareer >= 1 && rCareer <= 30 ){
career = 'Assassin';
} else if (rCareer >= 31 && rCareer <= 80 ){
career = 'Guardsman';
} else if (rCareer >= 81 && rCareer <= 90 ){
career = 'Imperial Psyker';
} else if (rCareer >= 91 && rCareer <= 100 ){
career = 'Scum';
}
} else if ( homeworld === 'Hive' ) {
if (rCareer >= 1 && rCareer <= 17 ){ //
career = 'Arbitrator';
} else if (rCareer >= 18 && rCareer <= 20 ){ //
career = 'Assassin';
} else if (rCareer >= 21 && rCareer <= 25 ){ //
career = 'Cleric';
} else if (rCareer >= 26 && rCareer <= 35 ){ //
career = 'Guardsman';
} else if (rCareer >= 36 && rCareer <= 40 ){ //
career = 'Imperial Psyker';
} else if (rCareer >= 41 && rCareer <= 89 ){ //
career = 'Scum';
} else if (rCareer >= 90 && rCareer <= 100 ){ //
career = 'Tech-Priest';
}
} else if ( homeworld === 'Imperial' ) {
if (rCareer >= 1 && rCareer <= 12 ){ //
career = 'Adept';
} else if (rCareer >= 13 && rCareer <= 25 ){ //
career = 'Arbitrator';
} else if (rCareer >= 26 && rCareer <= 38 ){ //
career = 'Assassin';
} else if (rCareer >= 39 && rCareer <= 52 ){ //
career = 'Cleric';
} else if (rCareer >= 53 && rCareer <= 65 ){ //
career = 'Guardsman';
} else if (rCareer >= 66 && rCareer <= 79 ){ //
career = 'Imperial Psyker';
} else if (rCareer >= 80 && rCareer <= 90 ){ //
career = 'Scum';
} else if (rCareer >= 91 && rCareer <= 100 ){ //
career = 'Tech-Priest';
}
} else if ( homeworld === 'Voidborn' ) {
if (rCareer >= 1 && rCareer <= 10 ){ //
career = 'Adept';
} else if (rCareer >= 11 && rCareer <= 20 ){ //
career = 'Arbitrator';
} else if (rCareer >= 21 && rCareer <= 25 ){ //
career = 'Assassin';
} else if (rCareer >= 26 && rCareer <= 35 ){ //
career = 'Cleric';
} else if (rCareer >= 36 && rCareer <= 75 ){ //
career = 'Imperial Psyker';
} else if (rCareer >= 76 && rCareer <= 85 ){ //
career = 'Scum';
} else if (rCareer >= 86 && rCareer <= 100 ){ //
career = 'Tech-Priest';
}
}
return career;
} else {
return career;
}
}
function getSkills(skills, homeworld, career) {
var hw = homeworld.toLowerCase();
var c = career.toLowerCase();
if ( hw === 'feral') {
skills[ 'Speak Language (Tribal Dialect) (Int)' ] = 'All feral worlders can converse in their regional tongue, unique to their world of origin.';
skills[ '' ] = '';
skills[ '' ] = '';
} else if ( hw === 'hive') {
skills[ 'Speak Language (Hive Dialect) (Int)' ] = 'All hive worlders can converse in the common cant of their home, each one unique to their hive of origin.';
skills[ 'Tech-Use (Int) (Basic)' ] = 'To a hiver, surrounded at all times by metal, machinery and industry, the arcane mysteries of technology are not so strange.';
} else if ( hw === 'imperial') {
skills[ 'Speak Language (High Gothic) (Int)' ] = '';
skills[ 'Common Lore (Imperial Creed) (Int)' ] = '';
skills[ 'Common Lore (Imperium) (Int)' ] = '';
skills[ 'Common Lore (War) (Int)' ] = '';
} else if ( hw === 'voidborn') {
skills[ 'Speak Language (Ship Dialect) (Int)' ] = '';
skills[ 'Navigation (Stellar) (Int) (Basic)' ] = '';
skills[ 'Pilot (Spacecraft) (Ag) (Basic)' ] = '';
skills[ '' ] = '';
}
if ( c === 'adept') {
skills[ 'Speak Language (Low Gothic) (Int)' ] = '';
skills[ 'Literacy (Int)' ] = '';
var rSkill = rollD(10);
if ( rSkill >= 1 && rSkill <= 5 ) {
skills[ 'Trade (Copyist) (Int)' ] = '';
} else if( rSkill >= 6 && rSkill <= 10 ) {
skills[ 'Trade (Valet) (Fel)' ] = '';
}
skills[ 'Common Lore (Imperium) (Int)' ] = '';
rSkill = rollD(10);
if ( rSkill>= 1 && rSkill <= 5 ) {
skills[ 'Scholastic Lore (Legend) (Int)' ] = '';
} else if( rSkill >= 6 && rSkill <= 10 ) {
skills[ 'Common Lore (Tech) (Int)' ] = '';
}
} else if ( c === 'arbitrator') {
skills[ 'Speak Language (Low Gothic) (Int)' ] = '';
skills[ 'Literacy (Int)' ] = '';
skills[ 'Common Lore (Adeptus Arbites) (Int)' ] = '';
skills[ 'Common Lore (Imperium) (Int)' ] = '';
skills[ 'Inqury (Fel)' ] = '';
} else if ( c === 'assassin') {
skills[ 'Speak Language (Low Gothic) (Int)' ] = '';
skills[ 'Awareness (Per)' ] = '';
skills[ 'Dodge (Ag)' ] = '';
} else if ( c === 'cleric') {
skills[ 'Speak Language (Low Gothic) (Int)' ] = '';
skills[ 'Common Lore (Imperial Creed) (Int)' ] = '';
skills[ 'Literacy (Int)' ] = '';
var rSkill = rollD(10);
if ( rSkill>= 1 && rSkill <= 5 ) {
skills[ 'Performer (Singer) (Fel)' ] = '';
} else if( rSkill >= 6 && rSkill <= 10 ) {
skills[ 'Trade (Copyist) (Int)' ] = '';
}
rSkill = rollD(10);
if ( rSkill>= 1 && rSkill <= 5 ) {
skills[ 'Trade (Cook) (Int)' ] = '';
} else if( rSkill >= 6 && rSkill <= 10 ) {
skills[ 'Trade (Valet) (Fel)' ] = '';
}
} else if ( c === 'guardsman') {
skills[ 'Speak Language (Low Gothic) (Int)' ] = '';
var rSkill = rollD(10);
if ( rSkill>= 1 && rSkill <= 5 ) {
skills[ 'Drive (Ground Vehicle) (Ag)' ] = '';
} else if( rSkill >= 6 && rSkill <= 10 ) {
skills[ 'Swim (S)' ] = '';
}
} else if ( c === 'imperial psyker') {
skills[ 'Speak Language (Low Gothic) (Int)' ] = '';
skills[ 'Psyniscience (Per)' ] = '';
skills[ 'Invocation(WP)' ] = '';
var rSkill = rollD(10);
if ( rSkill>= 1 && rSkill <= 5 ) {
skills[ 'Trade (Merchant) (Fel)' ] = '';
} else if( rSkill >= 6 && rSkill <= 10 ) {
skills[ 'Trade (Soothsayer) (Fel)' ] = '';
}
skills[ 'Literacy (Int)' ] = '';
} else if ( c === 'scum') {
skills[ 'Speak Language (Low Gothic) (Int)' ] = '';
skills[ 'Blather (Fel)' ] = '';
var rSkill = rollD(10);
if ( rSkill>= 1 && rSkill <= 5 ) {
skills[ 'Charm (Fel)' ] = '';
} else if( rSkill >= 6 && rSkill <= 10 ) {
skills[ 'Dodge (Ag)' ] = '';
}
skills[ 'Decieve (Fel)' ] = '';
skills[ 'Awareness (Per)' ] = '';
skills[ 'Common Lore (Imperium) (Int)' ] = '';
} else if ( c === 'tech-priest') {
skills[ 'Speak Language (Low Gothic) (Int)' ] = '';
skills[ 'Tech-Use (Int)' ] = '';
skills[ 'Literacy (Int)' ] = '';
skills[ 'Secret Tongue (Tech) (Int)' ] = '';
var rSkill = rollD(10);
if ( rSkill>= 1 && rSkill <= 5 ) {
skills[ 'Trade (Scrimshawer) (Ag)' ] = '';
} else if( rSkill >= 6 && rSkill <= 10 ) {
skills[ 'Trade (Copyist) (Int)' ] = '';
}
}
return skills;
}
function getTalents(talents, career) {
// Talents are often assigned by choice.
// I have given each binary choice 50% randomness
var c = career.toLowerCase();
if ( c === 'adept') {
var rTalent = rollD(10);
if ( rTalent >= 1 && rTalent <= 5 ) {
talents[ 'Melee Weapon Training (Primitive)' ] = '';
} else if( rTalent >= 6 && rTalent <= 10 ) {
talents[ 'Pistol Training (SP)' ] = '';
}
rTalent = rollD(10);
if ( rTalent >= 1 && rTalent <= 5 ) {
talents[ 'Light Sleeper' ] = '';
} else if( rTalent >= 6 && rTalent <= 10 ) {
talents[ 'Resistance (Cold)' ] = '';
}
rTalent = rollD(10);
if ( rTalent >= 1 && rTalent <= 5 ) {
talents[ 'Sprint' ] = '';
} else if( rTalent >= 6 && rTalent <= 10 ) {
talents[ 'Unremarkable' ] = '';
}
} else if ( c === 'arbitrator') {
talents[ 'Basic Weapons Training (SP)' ] = '';
talents[ 'Melee Weapon Training (Primitive)' ] = '';
var rTalent = rollD(10);
if ( rTalent >= 1 && rTalent <= 5 ) {
talents[ 'Quick Draw' ] = '';
} else if( rTalent >= 6 && rTalent <= 10 ) {
talents[ 'Rapid Reload' ] = '';
}
} else if ( c === 'assassin') {
talents[ 'Melee Weapon Training (Primitive)' ] = '';
var rTalent = rollD(10);
if ( rTalent >= 1 && rTalent <= 5 ) {
talents[ 'Ambidextrous' ] = '';
} else if( rTalent >= 6 && rTalent <= 10 ) {
talents[ 'Unremarkable' ] = '';
}
rTalent = rollD(10);
if ( rTalent >= 1 && rTalent <= 5 ) {
talents[ 'Thrown Weapon Training' ] = '';
} else if( rTalent >= 6 && rTalent <= 10 ) {
talents[ 'Pistol Training (Las)' ] = '';
}
talents[ 'Basic Weapon Training (SP)' ] = '';
talents[ 'Pistol Training (SP)' ] = '';
} else if ( c === 'cleric') {
talents[ 'Melee Weapon Training (Primitive)' ] = '';
talents[ 'Pistol Training (SP)' ] = '';
rTalent = rollD(10);
if ( rTalent >= 1 && rTalent <= 5 ) {
talents[ 'Basic Weapon Training (Primitive)' ] = '';
} else if( rTalent >= 6 && rTalent <= 10 ) {
talents[ 'Thrown Weapon Training (Primitive)' ] = '';
}
} else if ( c === 'guardsman') {
talents[ 'Melee Weapon Training (Primitive)' ] = '';
var rTalent = rollD(10);
if ( rTalent >= 1 && rTalent <= 5 ) {
talents[ 'Pistol Training (Primitive)' ] = '';
} else if( rTalent >= 6 && rTalent <= 10 ) {
talents[ 'Pistol Training (Las)' ] = '';
}
talents[ 'Basic Weapons Training (Las)' ] = '';
rTalent = rollD(10);
if ( rTalent >= 1 && rTalent <= 5 ) {
talents[ 'Basic Weapon Training (Primitive)' ] = '';
} else if( rTalent >= 6 && rTalent <= 10 ) {
talents[ 'Basic Weapons Training (SP)' ] = '';
}
} else if ( c === 'imperial psyker') {
talents[ 'Melee Weapon Training (Primitive)' ] = '';
var rTalent = rollD(10);
if ( rTalent >= 1 && rTalent <= 5 ) {
talents[ 'Pistol Training (SP)' ] = '';
} else if( rTalent >= 6 && rTalent <= 10 ) {
talents[ 'Pistol Training (Las)' ] = '';
}
talents[ 'Psy Rating 1' ] = 1;
} else if ( c === 'scum') {
var rTalent = rollD(10);
if ( rTalent >= 1 && rTalent <= 5 ) {
talents[ 'Ambidextrous' ] = '';
} else if( rTalent >= 6 && rTalent <= 10 ) {
talents[ 'Unremarkable' ] = '';
}
talents[ 'Melee Weapon Training (Primitive)' ] = '';
talents[ 'Pistol Training (SP)' ] = '';
talents[ 'Basic Weapons Training (SP)' ] = '';
} else if ( c === 'tech-priest') {
talents[ 'Melee Weapon Training (Primitive)' ] = '';
talents[ 'Basic Weapons Training (Las)' ] = '';
talents[ 'Pistol Training (Las)' ] = '';
talents[ 'Electro Graft Use' ] = '';
}
return talents;
}
function generateStats(character){
var homeworld = character.homeworld.toLowerCase();
if (homeworld === "feral") {
character.characteristics.WS = d20(20);
character.characteristics.BS = d20(20);
character.characteristics.S = d20(25);
character.characteristics.T = d20(25);
character.characteristics.Ag = d20(20);
character.characteristics.Int = d20(20);
character.characteristics.Per = d20(20);
character.characteristics.WP = d20(15);
character.characteristics.Fel= d20(15);
} else if (homeworld === "hive") {
character.characteristics.WS = d20(20);
character.characteristics.BS = d20(20);
character.characteristics.S = d20(20);
character.characteristics.T = d20(15);
character.characteristics.Ag = d20(20);
character.characteristics.Int = d20(20);
character.characteristics.Per = d20(20);
character.characteristics.WP = d20(20);
character.characteristics.Fel= d20(25);
}else if (homeworld === "imperial") {
character.characteristics.WS = d20(20);
character.characteristics.BS = d20(20);
character.characteristics.S = d20(20);
character.characteristics.T = d20(20);
character.characteristics.Ag = d20(20);
character.characteristics.Int = d20(20);
character.characteristics.Per = d20(20);
character.characteristics.WP = d20(20) + 3; // from trait Superior Origins
character.characteristics.Fel= d20(20);
}else if (homeworld === "voidborn") {
character.characteristics.WS = d20(20);
character.characteristics.BS = d20(20);
character.characteristics.S = d20(15);
character.characteristics.T = d20(20);
character.characteristics.Ag = d20(20);
character.characteristics.Int = d20(20);
character.characteristics.Per = d20(20);
character.characteristics.WP = d20(25);
character.characteristics.Fel= d20(20);
}
return character.characteristics;
}
return callback(null, character);
}