Foundry v10 version
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@ -18,7 +18,7 @@ export class BoLRoll {
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/* -------------------------------------------- */
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static attributeCheck(actor, key) {
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let attribute = eval(`actor.data.data.attributes.${key}`)
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let attribute = eval(`actor.system.attributes.${key}`)
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let label = (attribute.label) ? game.i18n.localize(attribute.label) : null
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let description = game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label)
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@ -43,9 +43,9 @@ export class BoLRoll {
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/* -------------------------------------------- */
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static aptitudeCheck(actor, key) {
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let aptitude = eval(`actor.data.data.aptitudes.${key}`)
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let aptitude = eval(`actor.system.aptitudes.${key}`)
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let attrKey = this.getDefaultAttribute(key)
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let attribute = eval(`actor.data.data.attributes.${attrKey}`)
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let attribute = eval(`actor.system.attributes.${attrKey}`)
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let label = (aptitude.label) ? game.i18n.localize(aptitude.label) : null;
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let description = game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label);
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@ -72,13 +72,13 @@ export class BoLRoll {
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let target = BoLUtility.getTarget()
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let weaponData = weapon.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 weaponData = weapon.system
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let attribute = eval(`actor.system.attributes.${weaponData.properties.attackAttribute}`)
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let aptitude = eval(`actor.system.aptitudes.${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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if (fightOption && fightOption.system.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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@ -138,8 +138,8 @@ export class BoLRoll {
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actorId: actor.id,
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img: actor.img,
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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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attribute: actor.system.attributes.mind,
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attrValue: actor.system.attributes.mind.value,
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aptValue: 0,
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careerBonus: actor.getAlchemistBonus(),
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pcCost: Number(alchemyData.properties.pccost),
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@ -161,14 +161,14 @@ export class BoLRoll {
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actorId: actor.id,
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img: actor.img,
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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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attribute: actor.system.attributes.mind,
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attrValue: actor.system.attributes.mind.value,
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aptValue: 0,
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ppCurrent: Number(actor.data.data.resources.power.value),
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ppCurrent: Number(actor.system.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.properties.ppcost),
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mod: Number(spell.data.properties.difficulty),
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ppCost: Number(spell.system.properties.ppcost),
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mod: Number(spell.system.properties.difficulty),
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armorAgiMalus: actor.getArmorAgiMalus(),
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armorInitMalus: actor.getArmorInitMalus(),
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label: spell.name,
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@ -180,7 +180,7 @@ export class BoLRoll {
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/* -------------------------------------------- */
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static spellCheck(actor, event) {
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if (actor.data.data.resources.power.value <= 0) {
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if (actor.system.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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}
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@ -209,7 +209,7 @@ export class BoLRoll {
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$('#roll-nbdice').val("2 + " + String(Math.abs(this.rollData.bmDice)) + letter)
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}
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let rollbase = this.rollData.attrValue + "+" + this.rollData.aptValue
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if ( this.rollData.weapon && this.rollData.weapon.data.properties.onlymodifier ) {
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if ( this.rollData.weapon && this.rollData.weapon.system.properties.onlymodifier ) {
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rollbase = ""
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}
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$('#roll-modifier').val(rollbase + "+" + this.rollData.careerBonus + "+" + this.rollData.mod + "+" +
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@ -226,20 +226,20 @@ export class BoLRoll {
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let fgItem = rollData.fightOption
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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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if (fgItem.system.properties.fightoptiontype == "armordefault") {
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rollData.modArmorMalus = rollData.armorMalus // Activate the armor malus
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rollData.damagesIgnoresArmor = true
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}
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if (fgItem.data.properties.fightoptiontype == "intrepid") {
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if (fgItem.system.properties.fightoptiontype == "intrepid") {
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rollData.attackModifier += 2
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}
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if (fgItem.data.properties.fightoptiontype == "defense") {
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if (fgItem.system.properties.fightoptiontype == "defense") {
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rollData.attackModifier += -1
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}
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if (fgItem.data.properties.fightoptiontype == "attack") {
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if (fgItem.system.properties.fightoptiontype == "attack") {
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rollData.attackModifier += 1
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}
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if (fgItem.data.properties.fightoptiontype == "twoweaponsdef" || fgItem.data.properties.fightoptiontype == "twoweaponsatt") {
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if (fgItem.system.properties.fightoptiontype == "twoweaponsdef" || fgItem.system.properties.fightoptiontype == "twoweaponsatt") {
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rollData.attackModifier += -1
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}
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}
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@ -289,15 +289,15 @@ 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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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.rollData.attribute = duplicate(actor.system.attributes[attrKey])
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this.rollData.attrValue = actor.system.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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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.rollData.aptitude = duplicate(actor.system.aptitudes[aptKey])
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this.rollData.aptValue = actor.system.aptitudes[aptKey].value
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this.updateTotalDice()
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})
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@ -339,16 +339,16 @@ export class BoLRoll {
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/* -------------------------------------------- */
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static preProcessWeapon(rollData, defender) {
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if (rollData.mode == "weapon") {
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rollData.weaponModifier = rollData.weapon.data.properties.attackModifiers ?? 0;
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rollData.attackBonusDice = rollData.weapon.data.properties.attackBonusDice
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rollData.weaponModifier = rollData.weapon.system.properties.attackModifiers ?? 0;
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rollData.attackBonusDice = rollData.weapon.system.properties.attackBonusDice
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if (defender) { // If target is selected
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rollData.defence = defender.defenseValue
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rollData.armorMalus = defender.armorMalusValue
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rollData.shieldBlock = 'none'
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let shields = defender.shields
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for (let shield of shields) {
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rollData.shieldBlock = (shield.data.properties.blocking.blockingAll) ? 'blockall' : 'blockone';
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rollData.shieldAttackMalus = (shield.data.properties.blocking.malus) ? shield.data.properties.blocking.malus : 1;
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rollData.shieldBlock = (shield.system.properties.blocking.blockingAll) ? 'blockall' : 'blockone';
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rollData.shieldAttackMalus = (shield.system.properties.blocking.malus) ? shield.system.properties.blocking.malus : 1;
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rollData.applyShieldMalus = false
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}
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}
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@ -431,7 +431,7 @@ export class BoLRoll {
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rollData.nbDice += (rollData.attackBonusDice) ? 1 : 0
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let rollbase = rollData.attrValue + rollData.aptValue
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if ( rollData.weapon && rollData.weapon.data.properties.onlymodifier ) {
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if ( rollData.weapon && rollData.weapon.system.properties.onlymodifier ) {
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rollbase = 0
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}
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const modifiers = rollbase + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier + rollData.appliedArmorMalus
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@ -597,8 +597,8 @@ export class BoLDefaultRoll {
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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.properties.damageAttribute)
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let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.data, this.rollData.fightOption)
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let attrDamageValue = this.getDamageAttributeValue(this.rollData.weapon.system.properties.damageAttribute)
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let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.system, 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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