forked from public/bol
Fix encaissement par joueur
This commit is contained in:
@ -24,7 +24,7 @@ export class BoLRoll {
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let rollData = {
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mode: "attribute",
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actor: actor,
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actorId: actor.id,
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attribute: attribute,
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attrValue: attribute.value,
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aptValue: 0,
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@ -35,6 +35,7 @@ export class BoLRoll {
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armorInitMalus: actor.getArmorInitMalus(),
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mod: 0
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}
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console.log(">>>>>>>>>>", rollData, actor)
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return this.displayRollDialog(rollData)
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}
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@ -50,7 +51,7 @@ export class BoLRoll {
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return this.displayRollDialog(
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{
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mode: "aptitude",
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actor: actor,
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actorId: actor.id,
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attribute: attribute,
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aptitude: aptitude,
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attrValue: attribute.value,
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@ -82,13 +83,13 @@ export class BoLRoll {
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// Build the roll structure
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let rolldata = {
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mode: "weapon",
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actor: actor,
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actorId: actor.id,
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weapon: weapon,
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isRanged: weaponData.properties.ranged || weaponData.properties.throwing,
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target: target,
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targetId: target?.id,
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fightOption: fightOption,
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careerBonus: 0,
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defender: (target) ? game.actors.get(target.data.actorId) : undefined,
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defenderId: target?.data?.actorId,
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attribute: attribute,
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aptitude: aptitude,
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attrValue: attribute.value,
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@ -129,7 +130,7 @@ export class BoLRoll {
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let alchemyDef = {
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mode: "alchemy",
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actor: actor,
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actorId: actor.id,
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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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@ -152,7 +153,7 @@ export class BoLRoll {
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let spellData = spell.data.data
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let spellDef = {
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mode: "spell",
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actor: actor,
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actorId: actor.id,
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spell: spell,
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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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@ -277,14 +278,16 @@ export class BoLRoll {
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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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let actor = game.actors.get( this.rollData.actorId)
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this.rollData.attribute = duplicate(actor.data.data.attributes[attrKey])
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this.rollData.attrValue = 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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let actor = game.actors.get( this.rollData.actorId)
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this.rollData.aptitude = duplicate(actor.data.data.aptitudes[aptKey])
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this.rollData.aptValue = actor.data.data.aptitudes[aptKey].value
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this.updateTotalDice()
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})
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@ -348,10 +351,12 @@ export class BoLRoll {
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// initialize default flags/values
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const rollOptionTpl = `systems/bol/templates/dialogs/${rollData.mode}-roll-dialog.hbs`
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rollData.careers = rollData.actor.careers
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rollData.boons = rollData.actor.bonusBoons
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rollData.flaws = rollData.actor.malusFlaws
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rollData.rollOwnerID = rollData.actor.id
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let actor = game.actors.get( rollData.actorId )
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rollData.careers = actor.careers
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rollData.boons = actor.bonusBoons
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rollData.flaws = actor.malusFlaws
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rollData.rollOwnerID = actor.id
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rollData.defence = 0
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rollData.attackModifier = 0 // Used for fight options
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rollData.modArmorMalus = 0 // Used for fight options
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@ -464,18 +469,20 @@ export class BoLDefaultRoll {
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this.rollData.isLegendary = false
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this.rollData.isFumble = (diceTotal === 2)
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this.rollData.isFailure = !this.rollData.isSuccess
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if (this.rollData.reroll == undefined) {
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this.rollData.reroll = this.rollData.actor.heroReroll()
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}
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let actor = game.actors.get( this.rollData.actorId)
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if (this.rollData.reroll == undefined) {
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this.rollData.reroll = actor.heroReroll()
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}
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if (this.rollData.registerInit) {
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this.rollData.actor.registerInit(r.total, this.rollData.isCritical, this.rollData.isFumble)
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actor.registerInit(r.total, this.rollData.isCritical, this.rollData.isFumble)
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}
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if (this.rollData.isSuccess && this.rollData.mode == "spell") { // PP cost management
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this.rollData.actor.spendPowerPoint(this.rollData.ppCost + this.rollData.ppCostArmor)
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actor.spendPowerPoint(this.rollData.ppCost + this.rollData.ppCostArmor)
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}
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if (this.rollData.mode == "alchemy") { // PP cost management
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this.rollData.actor.resetAlchemyStatus(this.rollData.alchemy.id)
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actor.resetAlchemyStatus(this.rollData.alchemy.id)
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}
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await this.sendChatMessage()
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@ -483,13 +490,14 @@ export class BoLDefaultRoll {
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/* -------------------------------------------- */
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async sendChatMessage() {
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let actor = game.actors.get( this.rollData.actorId)
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this._buildChatMessage(this.rollData).then(msgFlavor => {
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this.rollData.roll.toMessage({
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user: game.user.id,
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rollMode: game.settings.get("core", "rollMode"),
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//whisper: BoLUtility.getWhisperRecipientsAndGMs(this.rollData.actor.name),
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flavor: msgFlavor,
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speaker: ChatMessage.getSpeaker({ actor: this.rollData.actor }),
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speaker: ChatMessage.getSpeaker({ actor: actor }),
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})
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})
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}
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@ -528,11 +536,12 @@ export class BoLDefaultRoll {
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/* -------------------------------------------- */
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async sendDamageMessage() {
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let actor = game.actors.get( this.rollData.actorId)
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this._buildDamageChatMessage(this.rollData).then(msgFlavor => {
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this.rollData.damageRoll.toMessage({
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user: game.user.id,
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flavor: msgFlavor,
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speaker: ChatMessage.getSpeaker({ actor: this.rollData.actors }),
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speaker: ChatMessage.getSpeaker({ actor: actor }),
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flags: { msgType: "default" }
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})
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});
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@ -541,8 +550,9 @@ export class BoLDefaultRoll {
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/* -------------------------------------------- */
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getDamageAttributeValue(attrDamage) {
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let attrDamageValue = 0
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let actor = game.actors.get( this.rollData.actorId)
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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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attrDamageValue = 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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