forked from public/bol
Malus armure/bouclier et cout en PP supplementaire
This commit is contained in:
@ -4,7 +4,7 @@ const _apt2attr = { init: "mind", melee: "agility", ranged: "agility", def: "vig
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/* -------------------------------------------- */
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export class BoLRoll {
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/* -------------------------------------------- */
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static options() {
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return { classes: ["bol", "dialog"], width: 480, height: 540 };
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@ -14,9 +14,9 @@ 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, key ) {
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static attributeCheck(actor, key) {
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let attribute = eval(`actor.data.data.attributes.${key}`)
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let label = (attribute.label) ? game.i18n.localize(attribute.label) : null
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@ -31,13 +31,15 @@ export class BoLRoll {
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label: label,
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careerBonus: 0,
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description: description,
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armorAgiMalus: actor.getArmorAgiMalus(),
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armorInitMalus: actor.getArmorAgiMalus(),
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mod: 0
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}
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return this.displayRollDialog( rollData )
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return this.displayRollDialog(rollData)
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}
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/* -------------------------------------------- */
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static aptitudeCheck(actor, key ) {
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static aptitudeCheck(actor, key) {
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let aptitude = eval(`actor.data.data.aptitudes.${key}`)
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let attrKey = this.getDefaultAttribute(key)
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@ -53,6 +55,8 @@ export class BoLRoll {
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aptitude: aptitude,
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attrValue: attribute.value,
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aptValue: aptitude.value,
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armorAgiMalus: actor.getArmorAgiMalus(),
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armorInitMalus: actor.getArmorAgiMalus(),
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label: label,
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careerBonus: 0,
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description: description,
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@ -62,16 +66,16 @@ export class BoLRoll {
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/* -------------------------------------------- */
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static weaponCheckWithWeapon(actor, weapon) {
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let target = BoLUtility.getTarget()
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let weaponData = weapon.data.data
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let attribute = eval(`actor.data.data.attributes.${weaponData.properties.attackAttribute}`)
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let attribute = eval(`actor.data.data.attributes.${weaponData.properties.attackAttribute}`)
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let aptitude = eval(`actor.data.data.aptitudes.${weaponData.properties.attackAptitude}`)
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// Manage specific case
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let fightOption= actor.getActiveFightOption()
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if ( fightOption && fightOption.data.fightoptiontype == "fulldefense") {
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let fightOption = actor.getActiveFightOption()
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if (fightOption && fightOption.data.fightoptiontype == "fulldefense") {
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ui.notifications.warn(`{{actor.name}} est en Défense Totale ! Il ne peut pas attaquer ce round.`)
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return
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}
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@ -89,6 +93,8 @@ export class BoLRoll {
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aptitude: aptitude,
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attrValue: attribute.value,
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aptValue: aptitude.value,
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armorAgiMalus: actor.getArmorAgiMalus(),
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armorInitMalus: actor.getArmorAgiMalus(),
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mod: 0,
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modRanged: 0,
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label: (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName'),
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@ -132,6 +138,8 @@ export class BoLRoll {
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pcCost: Number(alchemyData.properties.pccost),
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pcCostCurrent: Number(alchemyData.properties.pccurrent),
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mod: Number(alchemyData.properties.difficulty),
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armorAgiMalus: actor.getArmorAgiMalus(),
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armorInitMalus: actor.getArmorAgiMalus(),
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label: alchemy.name,
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description: game.i18n.localize('BOL.ui.makeAlchemy') + "+" + alchemy.name,
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}
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@ -162,8 +170,11 @@ export class BoLRoll {
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aptValue: 0,
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ppCurrent: Number(actor.data.data.resources.power.value),
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careerBonus: actor.getSorcererBonus(),
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ppCostArmor: actor.getPPCostArmor(),
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ppCost: Number(spell.data.data.properties.ppcost),
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mod: Number(spellData.properties.difficulty),
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armorAgiMalus: actor.getArmorAgiMalus(),
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armorInitMalus: actor.getArmorAgiMalus(),
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label: spell.name,
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description: game.i18n.localize('BOL.ui.focusSpell') + " : " + spell.name,
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}
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@ -173,28 +184,32 @@ export class BoLRoll {
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/* -------------------------------------------- */
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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.updateArmorMalus(this.rollData)
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this.updatePPCost(this.rollData)
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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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$('#roll-nbdice').val( "2 + " + String(Math.abs(this.rollData.bmDice)) + letter )
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if (this.rollData.bmDice == 0) {
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$('#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.modRanged + "+" + this.rollData.weaponModifier + "-" + this.rollData.defence + "-" + this.rollData.modArmorMalus + "-" +
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this.rollData.shieldMalus + "+" + this.rollData.attackModifier )
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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.modRanged + "+" + this.rollData.weaponModifier + "-" + this.rollData.defence + "-" + this.rollData.modArmorMalus + "-" +
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this.rollData.shieldMalus + "+" + this.rollData.attackModifier + "+" + this.rollData.appliedArmorMalus)
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}
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/* -------------------------------------------- */
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static preProcessFightOption( rollData) {
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static preProcessFightOption(rollData) {
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rollData.damagesIgnoresArmor = false // Always reset flags
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rollData.modArmorMalus = 0
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rollData.attackModifier = 0
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let fgItem = rollData.fightOption
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if (fgItem ) {
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if (fgItem) {
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console.log(fgItem)
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if (fgItem.data.properties.fightoptiontype == "armordefault") {
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rollData.modArmorMalus = rollData.armorMalus // Activate the armor malus
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@ -214,41 +229,62 @@ export class BoLRoll {
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}
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}
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}
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/* -------------------------------------------- */
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static updateArmorMalus(rollData) {
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rollData.appliedArmorMalus = 0
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if (rollData.attribute.key == "agility") {
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$("#armor-agi-malus").show()
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rollData.appliedArmorMalus += rollData.armorAgiMalus
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} else {
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$("#armor-agi-malus").hide()
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}
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if (rollData.aptitude && rollData.aptitude.key == "init") {
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$("#armor-init-malus").show()
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rollData.appliedArmorMalus += rollData.armorInitMalus
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} else {
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$("#armor-init-malus").hide()
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}
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}
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/* ------------------------------ -------------- */
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static updatePPCost(rollData) {
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$('#ppcost').html(rollData.ppCost + " + Armor(" + rollData.ppCostArmor + ")=" + Number(rollData.ppCost + rollData.ppCostArmor))
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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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this.updatePPCost( this.rollData)
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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.rollData.mod = Number(event.currentTarget.value)
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this.updateTotalDice()
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})
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html.find('#modRanged').change((event) => {
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this.rollData.modRanged = Number(event.currentTarget.value)
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this.rollData.modRanged = 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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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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})
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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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})
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html.find('#applyShieldMalus').click( (event) => {
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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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@ -256,35 +292,35 @@ export class BoLRoll {
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}
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})
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html.find('#career').change((event) => {
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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.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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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.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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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.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.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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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.rollData.mDice = Number(event.currentTarget.value)
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this.updateTotalDice()
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})
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}
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/* -------------------------------------------- */
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static preProcessWeapon( rollData) {
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static preProcessWeapon(rollData) {
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if (rollData.mode == "weapon") {
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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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@ -314,11 +350,11 @@ export class BoLRoll {
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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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rollData.bDice = 0
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rollData.mDice = 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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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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@ -334,6 +370,8 @@ export class BoLRoll {
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// Specific stuff
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this.preProcessWeapon(rollData)
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this.preProcessFightOption(rollData)
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this.updateArmorMalus(rollData)
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this.updatePPCost(rollData)
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// Save
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this.rollData = rollData
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console.log("ROLLDATA", rollData)
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@ -360,13 +398,13 @@ export class BoLRoll {
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ui.notifications.warn("Pas assez de Points de Pouvoir !")
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return
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}
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rollData.registerInit = (rollData.aptitude && rollData.aptitude.key == 'init') ? $('#register-init').is(":checked") : false;
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const isMalus = rollData.mDice > 0
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const isMalus = rollData.mDice > 0
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rollData.nbDice += (rollData.attackBonusDice) ? 1 : 0
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const modifiers = rollData.attrValue + rollData.aptValue + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier
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const modifiers = rollData.attrValue + rollData.aptValue + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier + rollData.appliedArmorMalus
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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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@ -384,6 +422,7 @@ export class BoLRoll {
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}
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}
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/* -------------------------------------------- */
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export class BoLDefaultRoll {
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constructor(rollData) {
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@ -404,6 +443,7 @@ export class BoLDefaultRoll {
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this.rollData.applyId = randomID(16)
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}
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/* -------------------------------------------- */
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async roll() {
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const r = new Roll(this.rollData.formula)
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@ -425,7 +465,7 @@ export class BoLDefaultRoll {
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this.rollData.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)
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this.rollData.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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@ -434,6 +474,7 @@ export class BoLDefaultRoll {
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await this.sendChatMessage()
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}
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/* -------------------------------------------- */
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async sendChatMessage() {
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this._buildChatMessage(this.rollData).then(msgFlavor => {
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this.rollData.roll.toMessage({
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@ -445,6 +486,7 @@ export class BoLDefaultRoll {
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});
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}
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/* -------------------------------------------- */
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upgradeToCritical() {
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// Force to Critical roll
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this.rollData.isCritical = true
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@ -457,10 +499,12 @@ export class BoLDefaultRoll {
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this.sendChatMessage()
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}
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/* -------------------------------------------- */
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setSuccess(flag) {
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this.rollData.isSuccess = flag
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}
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/* -------------------------------------------- */
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async sendDamageMessage() {
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this._buildDamageChatMessage(this.rollData).then(msgFlavor => {
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this.rollData.damageRoll.toMessage({
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@ -472,6 +516,7 @@ 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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let attrDamageValue = 0
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if (attrDamage.includes("vigor")) {
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@ -483,6 +528,7 @@ export class BoLDefaultRoll {
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return attrDamageValue
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}
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/* -------------------------------------------- */
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async rollDamage() {
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if (this.rollData.mode != "weapon") { // Only specific process in Weapon mode
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return;
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@ -498,7 +544,7 @@ export class BoLDefaultRoll {
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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, this.rollData.fightOption )
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let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.data.data, this.rollData.fightOption)
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let damageFormula = weaponFormula + "+" + bonusDmg + "+" + attrDamageValue
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console.log("DAMAGE !!!", damageFormula, attrDamageValue, this.rollData)
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@ -514,11 +560,13 @@ export class BoLDefaultRoll {
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}
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}
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/* -------------------------------------------- */
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_buildDamageChatMessage(rollData) {
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const rollMessageTpl = 'systems/bol/templates/chat/rolls/damage-roll-card.hbs';
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return renderTemplate(rollMessageTpl, rollData)
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}
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/* -------------------------------------------- */
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_buildChatMessage(rollData) {
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const rollMessageTpl = 'systems/bol/templates/chat/rolls/default-roll-card.hbs';
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return renderTemplate(rollMessageTpl, rollData);
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|
Reference in New Issue
Block a user