Minor fix for chronicles v1

This commit is contained in:
2025-12-04 18:26:26 +01:00
parent 6de15eeda7
commit 3fa5ca66d1
7 changed files with 285 additions and 115 deletions

View File

@@ -19,9 +19,9 @@ export class BoLRoll {
static updateApplicableEffects(rollData) {
let appEffects = []
for (let effect of rollData.bolEffects) {
if ( (effect.system.properties.identifier == "always") ||
(effect.system.properties.identifier.includes(rollData.attribute.key)) ||
(rollData.aptitude && effect.system.properties.identifier.includes(rollData.aptitude.key)) ){
if ((effect.system.properties.identifier == "always") ||
(effect.system.properties.identifier.includes(rollData.attribute.key)) ||
(rollData.aptitude && effect.system.properties.identifier.includes(rollData.aptitude.key))) {
appEffects.push(effect)
}
}
@@ -76,7 +76,7 @@ export class BoLRoll {
}
/* -------------------------------------------- */
static attributeCheck(actor, key="vigor", event=undefined, combatData=undefined) {
static attributeCheck(actor, key = "vigor", event = undefined, combatData = undefined) {
let attribute = eval(`actor.system.attributes.${key}`)
@@ -89,7 +89,7 @@ export class BoLRoll {
}
/* -------------------------------------------- */
static aptitudeCheck(actor, key="init", event=undefined, combatData=undefined) {
static aptitudeCheck(actor, key = "init", event = undefined, combatData = undefined) {
let aptitude = eval(`actor.system.aptitudes.${key}`)
let attrKey = this.getDefaultAttribute(key)
@@ -482,10 +482,15 @@ export class BoLRoll {
if (rollData.mode == "weapon") {
rollData.weaponModifier = rollData.weapon.system.properties.attackModifiers ?? 0
rollData.attackBonusDice = rollData.weapon.system.properties.attackBonusDice
rollData.attackMalusDice = rollData.weapon.system.properties.attackMalusDice
if (rollData.attackBonusDice) {
rollData.adv = "1B"
rollData.bDice = 1
}
if (rollData.attackMalusDice) {
rollData.adv = "1M"
rollData.mDice = 1
}
if (defender) { // If target is selected
rollData.defence = defender.defenseValue
rollData.armorMalus = defender.armorMalusValue
@@ -534,6 +539,7 @@ export class BoLRoll {
rollData.id = foundry.utils.randomID(16)
rollData.weaponModifier = 0
rollData.attackBonusDice = false
rollData.attackMalusDice = false
rollData.armorMalus = 0
// Specific stuff
this.preProcessWeapon(rollData, defender)
@@ -634,7 +640,7 @@ export class BoLDefaultRoll {
const diceTotal = activeDice.map(r => r.result).reduce((a, b) => a + b)
this.rollData.roll = r
this.rollData.isFumble = (diceTotal <= diceData.criticalFailureValue)
if ( this.rollData.isFumble ) {
if (this.rollData.isFumble) {
this.rollData.isSuccess = false
this.rollData.isCritical = false
this.rollData.isRealCritical = false
@@ -642,7 +648,7 @@ export class BoLDefaultRoll {
this.rollData.isFailure = true
} else {
this.rollData.isCritical = (diceTotal >= diceData.criticalSuccessValue)
if ( this.rollData.isCritical) {
if (this.rollData.isCritical) {
this.rollData.isSuccess = true
} else {
this.rollData.isSuccess = (r.total >= diceData.successValue)