forked from public/bol
Rollable damages + protection
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@ -182,6 +182,7 @@ export class BoLActorSheet extends ActorSheet {
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const dataset = element.dataset;
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const actorData = this.getData();
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const rollType = dataset.rollType;
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const li = $(event.currentTarget).closest(".item");
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switch(rollType) {
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case "attribute" :
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BoLRoll.attributeCheck(this.actor, actorData, dataset, event);
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@ -192,6 +193,12 @@ export class BoLActorSheet extends ActorSheet {
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case "weapon":
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BoLRoll.weaponCheck(this.actor, actorData, dataset, event);
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break;
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case "protection":
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this.actor.rollProtection(li.data("item-id"))
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break;
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case "damage":
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this.actor.rollWeaponDamage(li.data("item-id"))
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break;
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default : break;
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}
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}
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@ -1,3 +1,5 @@
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import { BoLDefaultRoll } from "../controllers/bol-rolls.js";
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/**
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* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
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* @extends {Actor}
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@ -270,6 +272,27 @@ export class BoLActor extends Actor {
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return (formula == "") ? 0 :formula;
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}
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/* -------------------------------------------- */
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rollProtection( itemId) {
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let armor = this.data.items.get( itemId )
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if ( armor ) {
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let armorFormula = armor.data.data.properties.soak.formula;
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let rollArmor = new Roll(armorFormula)
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rollArmor.roll( {async: false} ).toMessage();
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}
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}
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/* -------------------------------------------- */
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rollWeaponDamage( itemId) {
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let weapon = this.data.items.get(itemId )
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if ( weapon ) {
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console.log("WE", weapon)
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let r = new BoLDefaultRoll( { id: randomID(16), isSuccess: true, mode: "weapon", weapon: weapon, actor: this} )
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r.setSuccess(true)
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r.processResult()
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}
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}
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/* -------------------------------------------- */
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toggleEquipItem(item) {
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const equipable = item.data.data.properties.equipable;
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