Support des jets d'attributs et d'aptitudes
Ajout des macros Amélioration des cartons dans le chat avec gestion des succès/échecs/échecs critiques. Support des carrières dans les dialogues de tests d'attibuts et d'aptitudes.
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@ -1,6 +1,3 @@
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import { BoLRollDialog } from "../system/roll-dialog.js";
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import { BoLUtility } from "../system/bol-utility.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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@ -14,9 +11,7 @@ export class BoLActor extends Actor {
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// console.log(actorData);
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// const data = actorData.data;
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// const flags = actorData.flags;
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// Make separate methods for each Actor type (character, npc, etc.) to keep
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// things organized.
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// Make separate methods for each Actor type (character, npc, etc.) to keep things organized.
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if (actorData.type === 'character') {
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this._prepareCharacterData(actorData);
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}
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@ -165,97 +160,6 @@ export class BoLActor extends Actor {
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};
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}
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/* -------------------------------------------- */
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buildRollData(mode, title) {
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return {
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mode : mode,
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title : title,
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actorId: this.id,
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actorImg: this.img,
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boons : this.boons,
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flaws : this.flaws,
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d6Bonus: 0,
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d6Malus: 0,
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rollMode: game.settings.get("core", "rollMode"),
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optionsBonusMalus: BoLUtility.buildListOptions(-8, +2),
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bonusMalus: 0
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}
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}
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saveRollData( rollData) {
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this.currentRollData = rollData;
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}
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/* -------------------------------------------- */
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async rollAttributeAptitude( attrKey ) {
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let attr = this.data.data.attributes[attrKey];
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if ( !attr) {
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attr = this.data.data.aptitudes[attrKey];
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}
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if (attr) {
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let rollData = this.buildRollData("attribute", game.i18n.localize(attr.label));
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rollData.attribute = duplicate(attr);
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let rollDialog = await BoLRollDialog.create( this, rollData);
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rollDialog.render( true );
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} else {
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ui.notifications.warn("Unable to find attribute " + attrKey );
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}
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}
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/* -------------------------------------------- */
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async rollCareer( careerId ) {
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let career = BoLUtility.data(this.data.items.find( item => item.type == 'feature' && item.id == careerId));
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if (career) {
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let rollData = this.buildRollData("career", `${career.name} : ${career.data.rank}`);
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rollData.career = career;
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rollData.rollAttribute = 'mind';
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rollData.attributes = duplicate(this.data.data.attributes);
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let rollDialog = await BoLRollDialog.create( this, rollData);
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rollDialog.render( true );
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} else {
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ui.notifications.warn("Unable to find career for actor " + this.name + " - Career ID " + careerId);
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}
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}
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/* -------------------------------------------- */
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async rollWeapon( weaponId ) {
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let weapon = BoLUtility.data(this.data.items.find( item => item.type == 'item' && item.id == weaponId));
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if (weapon) {
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let target = BoLUtility.getTarget();
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// if ( !target) {
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// ui.notifications.warn("You must have a target to attack with a Weapon");
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// return;
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// }
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let objectDefender = (target) ? BoLUtility.data(game.actors.get(target.data.actorId)) : null;
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objectDefender = (objectDefender) ? mergeObject(objectDefender, target.data.actorData) : null;
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let rollData = this.buildRollData("weapon", weapon.name);
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rollData.weapon = weapon;
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rollData.target = target;
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rollData.isRanged = BoLUtility.isRangedWeapon( weapon );
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rollData.defender = objectDefender;
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rollData.rollAttribute = 'agility';
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rollData.attributes = duplicate(this.data.data.attributes); // For damage bonus
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rollData.rangeModifier = 0;
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if ( weapon.data.type == 'melee') {
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rollData.aptitude = duplicate(this.data.data.aptitudes.melee);
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} else {
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rollData.aptitude = duplicate(this.data.data.aptitudes.ranged);
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}
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console.log("WEAPON ! ", rollData);
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let rollDialog = await BoLRollDialog.create( this, rollData);
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rollDialog.render( true );
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} else {
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ui.notifications.warn("Unable to find weapon for actor " + this.name + " - Weapon ID " + weaponId);
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}
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}
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/**
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*
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* @param {*} item
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* @param {*} bypassChecks
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* @returns
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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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if(equipable){
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@ -264,6 +168,4 @@ export class BoLActor extends Actor {
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return item.update(itemData);
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}
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}
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}
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