forked from public/bol
Ehance rols
This commit is contained in:
@ -5,7 +5,7 @@ const _apt2attr = { init: "mind", melee: "agility", ranged: "agility", def: "vig
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export class BoLRoll {
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static options() {
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return { classes: ["bol", "dialog"] };
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return { classes: ["bol", "dialog"], width: 480, height: 540 };
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}
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static convertToAdv(adv) {
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@ -15,9 +15,8 @@ export class BoLRoll {
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static getDefaultAttribute(key) {
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return _apt2attr[key]
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}
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/* -------------------------------------------- */
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static attributeCheck(actor, actorData, dataset, event) {
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// const elt = $(event.currentTarget)[0];
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// let key = elt.attributes["data-rolling"].value;
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const key = dataset.key;
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const adv = dataset.adv;
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let attribute = eval(`actor.data.data.attributes.${key}`);
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@ -29,16 +28,18 @@ export class BoLRoll {
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actor: actor,
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actorData: actorData,
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attribute: attribute,
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attrValue: attribute.value,
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aptValue: 0,
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label: label,
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careerBonus: 0,
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description: description,
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adv: this.convertToAdv(adv),
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mod: 0
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});
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}
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/* -------------------------------------------- */
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static aptitudeCheck(actor, actorData, dataset, event) {
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// const elt = $(event.currentTarget)[0];
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// let key = elt.attributes["data-rolling"].value;
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const key = dataset.key;
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const adv = dataset.adv;
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@ -55,13 +56,17 @@ export class BoLRoll {
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actorData: actorData,
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attribute: attribute,
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aptitude: aptitude,
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attrValue: attribute.value,
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aptValue: aptitude.value,
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label: label,
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careerBonus: 0,
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description: description,
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adv: this.convertToAdv(adv),
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mod: 0
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});
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}
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/* -------------------------------------------- */
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static weaponCheck(actor, actorData, dataset, event) {
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let target = BoLUtility.getTarget()
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const li = $(event.currentTarget).parents(".item");
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@ -71,15 +76,22 @@ export class BoLRoll {
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return;
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}
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let weaponData = weapon.data.data;
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let attribute = eval(`actor.data.data.attributes.${weaponData.properties.attackAttribute}`)
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let aptitude = eval(`actor.data.data.aptitudes.${weaponData.properties.attackAptitude}`)
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let attackDef = {
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mode: "weapon",
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actor: actor,
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actorData: actorData,
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weapon: weapon,
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target: target,
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careerBonus: 0,
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defender: (target) ? game.actors.get(target.data.actorId) : undefined,
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attribute: eval(`actor.data.data.attributes.${weaponData.properties.attackAttribute}`),
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aptitude: eval(`actor.data.data.aptitudes.${weaponData.properties.attackAptitude}`),
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attribute: attribute,
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aptitude: aptitude,
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attrValue: attribute.value,
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aptValue: aptitude.value,
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mod: 0,
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label: (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName'),
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description: actor.name + " - " + game.i18n.localize('BOL.ui.weaponAttack'),
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adv: "2",
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@ -88,7 +100,8 @@ export class BoLRoll {
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return this.displayRollDialog(attackDef);
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}
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static alchemyCheck( actor, actorData, dataset, event) {
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/* -------------------------------------------- */
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static alchemyCheck(actor, actorData, dataset, event) {
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const li = $(event.currentTarget).parents(".item");
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const alchemy = actor.items.get(li.data("item-id"));
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if (!alchemy) {
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@ -107,6 +120,8 @@ export class BoLRoll {
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actorData: actorData,
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alchemy: alchemy,
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attribute: actor.data.data.attributes.mind,
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attrValue: actor.data.data.attributes.mind.value,
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aptValue: 0,
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careerBonus: actor.getAlchemistBonus(),
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pcCost: alchemyData.properties.pccost,
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pcCostCurrent: alchemyData.properties.pccurrent,
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@ -119,8 +134,9 @@ export class BoLRoll {
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return this.displayRollDialog(alchemyDef);
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}
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static spellCheck( actor, actorData, dataset, event) {
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/* -------------------------------------------- */
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static spellCheck(actor, actorData, dataset, event) {
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if (actor.data.data.resources.power.value <= 0) {
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ui.notifications.warn("Plus assez de points de Pouvoir !")
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return
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@ -138,7 +154,9 @@ export class BoLRoll {
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actorData: actorData,
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spell: spell,
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attribute: actor.data.data.attributes.mind,
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ppCurrent: actor.data.data.resources.power.value,
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attrValue: actor.data.data.attributes.mind.value,
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aptValue: 0,
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ppCurrent: actor.data.data.resources.power.value,
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careerBonus: actor.getSorcererBonus(),
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ppCost: spell.data.data.properties.ppcost,
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mod: spellData.properties.difficulty,
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@ -151,13 +169,82 @@ export class BoLRoll {
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}
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/* -------------------------------------------- */
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static rollDialogListener(html) {
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static updateTotalDice() {
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this.rollData.bmDice = this.rollData.nbBoons - this.rollData.nbFlaws + this.rollData.bDice - this.rollData.mDice
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this.rollData.nbDice = 2 + Math.abs(this.rollData.bmDice)
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if (this.rollData.bmDice == 0 ) {
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$('#roll-nbdice').val( "2" )
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} else {
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let letter = (this.rollData.bmDice > 0) ? "B" : "M"
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$('#roll-nbdice').val( "2 + " + String(Math.abs(this.rollData.bmDice)) + letter )
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}
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$('#roll-modifier').val( this.rollData.attrValue + "+" + this.rollData.aptValue + "+" + this.rollData.careerBonus + "+" + this.rollData.mod + "+" +
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this.rollData.weaponModifier + "-" + this.rollData.defence + "+" + this.rollData.shieldMalus )
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}
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/* -------------------------------------------- */
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static rollDialogListener(html) {
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this.updateTotalDice()
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html.find('#optcond').change((event) => { // Dynamic change of PP cost of spell
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let pp = BoLUtility.computeSpellCost(this.rollData.spell, event.currentTarget.selectedOptions.length)
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$('#ppcost').html(pp)
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this.rollData.ppCost = pp
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});
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})
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html.find('#mod').change((event) => {
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this.rollData.mod = Number(event.currentTarget.value)
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this.updateTotalDice()
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})
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html.find('#attr').change((event) => {
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let attrKey = event.currentTarget.value
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this.rollData.attribute = duplicate(this.rollData.actor.data.data.attributes[attrKey])
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this.rollData.attrValue = this.rollData.actor.data.data.attributes[attrKey].value
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this.updateTotalDice()
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} )
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html.find('#apt').change((event) => {
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let aptKey = event.currentTarget.value
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this.rollData.aptitude = duplicate(this.rollData.actor.data.data.aptitudes[aptKey])
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this.rollData.aptValue = this.rollData.actor.data.data.aptitudes[aptKey].value
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this.updateTotalDice()
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} )
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html.find('#applyShieldMalus').click( (event) => {
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if (event.currentTarget.checked) {
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this.rollData.shieldMalus = this.rollData.shieldAttackMalus
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} else {
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this.rollData.shieldMalus = 0
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}
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})
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html.find('#career').change((event) => {
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let careers = $('#career').val()
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this.rollData.careerBonus = (!careers || careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)))
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this.updateTotalDice()
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})
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html.find('#boon').change((event) => {
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let boons = $('#boon').val()
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this.rollData.nbBoons = (!boons || boons.length == 0) ? 0 : Math.max(...boons.map(i => parseInt(i)))
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this.updateTotalDice()
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})
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html.find('#flaw').change((event) => {
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let flaws = $('#flaw').val()
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this.rollData.nbFlaws = (!flaws || flaws.length == 0) ? 0 : Math.max(...flaws.map(i => parseInt(i)))
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this.updateTotalDice()
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})
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html.find('.bdice').click((event) => {
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this.rollData.mDice = 0
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this.rollData.bDice = Number(event.currentTarget.value)
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this.updateTotalDice()
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})
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html.find('.mdice').click((event) => {
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this.rollData.bDice = 0
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this.rollData.mDice = Number(event.currentTarget.value)
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this.updateTotalDice()
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})
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}
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/* ROLL DIALOGS */
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@ -166,20 +253,33 @@ export class BoLRoll {
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const rollOptionTpl = `systems/bol/templates/dialogs/${rollData.mode}-roll-dialog.hbs`
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rollData.careers = rollData.actorData.features.careers
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rollData.boons = rollData.actorData.features.boons
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rollData.flaws = rollData.actorData.features.flaws
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rollData.boons = rollData.actor.bonusBoons
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rollData.flaws = rollData.actor.malusFlaws
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rollData.defence = 0
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rollData.careerBonus = rollData.careerBonus?? 0
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rollData.mod = rollData.mod?? 0
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rollData.bDice = 0
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rollData.mDice = 0
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rollData.nbBoons = 0
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rollData.nbFlaws = 0
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rollData.nbDice = 0
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if (rollData.shieldBlock == 'blockall') {
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rollData.shieldMalus = rollData.shieldAttackMalus;
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} else {
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rollData.shieldMalus = 0
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}
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rollData.careerBonus = rollData.careerBonus ?? 0
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rollData.mod = rollData.mod ?? 0
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rollData.id = randomID(16)
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this.rollData = rollData
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// Weapon mode specific management
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rollData.weaponModifier = 0
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rollData.attackBonusDice = false
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// Saves
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this.rollData = rollData
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console.log("ROLLDATA", rollData)
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if (rollData.mode == "weapon") {
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//console.log("WEAPON", rollData.weapon)
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rollData.weaponModifier = rollData.weapon.data.data.properties.attackModifiers?? 0;
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rollData.weaponModifier = rollData.weapon.data.data.properties.attackModifiers ?? 0;
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rollData.attackBonusDice = rollData.weapon.data.data.properties.attackBonusDice
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if (rollData.defender) { // If target is selected
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rollData.defence = rollData.defender.defenseValue
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@ -216,33 +316,14 @@ export class BoLRoll {
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return
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}
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rollData.attrKey = html.find('#attr').val();
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rollData.aptKey = html.find('#apt').val();
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rollData.adv = $("input[name='adv']:checked").val() || "2";
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//rollData.adv = html.find('#adv').val() || 0;
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rollData.mod = html.find('#mod').val() || 0;
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let careers = html.find('#career').val();
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rollData.career = (!careers || careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)));
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rollData.registerInit = (rollData.aptKey == 'init') ? $('#register-init').is(":checked") : false;
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let shieldMalus = 0
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if (rollData.mode == "weapon") {
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const applyShieldMalus = html.find('#applyShieldMalus').val() || false
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if (applyShieldMalus || rollData.shieldBlock == 'blockall') {
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shieldMalus = rollData.shieldAttackMalus;
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}
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}
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const isMalus = rollData.mDice > 0
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rollData.nbDice += (rollData.attackBonusDice) ? 1 : 0
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const isMalus = rollData.adv.includes('M')
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let dicePool = __adv2dice[rollData.adv]
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dicePool += (rollData.attackBonusDice) ? 1 : 0
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const attrValue = (rollData.attrKey) && eval(`rollData.actor.data.data.attributes.${rollData.attrKey}.value`) || 0;
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const aptValue = (rollData.aptKey) && eval(`rollData.actor.data.data.aptitudes.${rollData.aptKey}.value`) || 0
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const modifiers = rollData.careerBonus + rollData.weaponModifier + parseInt(attrValue) + parseInt(aptValue) + parseInt(rollData.mod) + parseInt(rollData.career) - rollData.defence + shieldMalus;
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const formula = (isMalus) ? dicePool + "d6kl2 + " + modifiers : dicePool + "d6kh2 + " + modifiers;
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rollData.formula = formula;
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const modifiers = rollData.attrValue + rollData.aptValue + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence + rollData.shieldMalus
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const formula = (isMalus) ? rollData.nbDice + "d6kl2 + " + modifiers : rollData.nbDice + "d6kh2 + " + modifiers
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rollData.formula = formula
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rollData.modifiers = modifiers
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let r = new BoLDefaultRoll(rollData);
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@ -259,21 +340,21 @@ export class BoLRoll {
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}
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export class BoLDefaultRoll {
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constructor(rollData) {
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BoLUtility.storeRoll(rollData)
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this.rollData = rollData
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if ( this.rollData.isSuccess == undefined ) { // First init
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if (this.rollData.isSuccess == undefined) { // First init
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this.rollData.isSuccess = false;
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this.rollData.isCritical = false;
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this.rollData.isFumble = false;
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}
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if ( this.rollData.optionsId) {
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if (this.rollData.optionsId) {
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$(`#${this.rollData.optionsId}`).hide() // Hide the options roll buttons
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}
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if ( this.rollData.applyId) {
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}
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if (this.rollData.applyId) {
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$(`#${this.rollData.applyId}`).hide() // Hide the options roll buttons
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}
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}
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this.rollData.optionsId = randomID(16)
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this.rollData.applyId = randomID(16)
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}
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@ -344,11 +425,11 @@ export class BoLDefaultRoll {
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})
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});
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}
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getDamageAttributeValue( attrDamage) {
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getDamageAttributeValue(attrDamage) {
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let attrDamageValue = 0
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if ( attrDamage.includes("vigor") ) {
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attrDamageValue = this.rollData.actor.data.data.attributes.vigor.value
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if (attrDamage.includes("vigor")) {
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attrDamageValue = this.rollData.actor.data.data.attributes.vigor.value
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if (attrDamage.includes("half")) {
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attrDamageValue = Math.floor(attrDamageValue / 2)
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}
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@ -362,19 +443,19 @@ export class BoLDefaultRoll {
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}
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if (this.rollData.isSuccess) {
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if ( !this.rollData.damageRoll) {
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if (!this.rollData.damageRoll) {
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let bonusDmg = 0
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if ( this.rollData.damageMode == 'damage-plus-6') {
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if (this.rollData.damageMode == 'damage-plus-6') {
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bonusDmg = 6
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}
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if ( this.rollData.damageMode == 'damage-plus-12') {
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if (this.rollData.damageMode == 'damage-plus-12') {
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bonusDmg = 12
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}
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let attrDamageValue = this.getDamageAttributeValue(this.rollData.weapon.data.data.properties.damageAttribute)
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let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.data.data.properties.damage,
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this.rollData.weapon.data.data.properties.damageModifiers,
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this.rollData.weapon.data.data.properties.damageMultiplier)
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let damageFormula = weaponFormula + "+" + bonusDmg + "+" + attrDamageValue
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this.rollData.weapon.data.data.properties.damageModifiers,
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this.rollData.weapon.data.data.properties.damageMultiplier)
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let damageFormula = weaponFormula + "+" + bonusDmg + "+" + attrDamageValue
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console.log("DAMAGE !!!", damageFormula, attrDamageValue)
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//console.log("Formula", weaponFormula, damageFormula, this.rollData.weapon.data.data.properties.damage)
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Block a user