Ajout aide + effets
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@ -16,27 +16,56 @@ export class BoLRoll {
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}
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/* -------------------------------------------- */
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static attributeCheck(actor, key) {
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static updateApplicableEffects(rollData) {
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let appEffects = []
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for( let effect of rollData.bolEffects) {
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if(effect.system.properties.identifier =="always") {
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appEffects.push(effect)
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} else if (effect.system.properties.identifier.includes(rollData.attribute.key)) {
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appEffects.push(effect)
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} else if ( rollData.aptitude && effect.system.properties.identifier.includes(rollData.aptitude.key)) {
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appEffects.push(effect)
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}
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}
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return appEffects
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}
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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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/* -------------------------------------------- */
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static getCommonRollData(actor, mode, attribute, aptitude = undefined ) {
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let rollData = {
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mode: "attribute",
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mode: mode,
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actorId: actor.id,
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img: actor.img,
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attribute: attribute,
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attrValue: attribute.value,
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aptValue: 0,
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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.getArmorInitMalus(),
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adv: "0",
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mod: 0
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mod: 0,
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modRanged: 0,
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aptValue: 0,
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bolEffects: actor.boleffects
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}
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if (aptitude) {
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rollData.aptitude = aptitude
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rollData.aptValue = aptitude.value
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}
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rollData.bolApplicableEffects = this.updateApplicableEffects(rollData)
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return rollData
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}
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/* -------------------------------------------- */
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static attributeCheck(actor, key) {
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let attribute = eval(`actor.system.attributes.${key}`)
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let rollData = this.getCommonRollData(actor, "attribute", attribute)
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rollData.description = game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label)
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rollData.label = (attribute.label) ? game.i18n.localize(attribute.label) : null
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console.log(">>>>>>>>>>", rollData, actor)
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return this.displayRollDialog(rollData)
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}
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@ -48,25 +77,12 @@ export class BoLRoll {
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let attrKey = this.getDefaultAttribute(key)
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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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return this.displayRollDialog(
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{
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mode: "aptitude",
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actorId: actor.id,
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img: actor.img,
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attribute: attribute,
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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.getArmorInitMalus(),
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label: label,
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careerBonus: 0,
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adv: "0",
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description: description,
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mod: 0
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})
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let rollData = this.getCommonRollData(actor, "aptitude", attribute, aptitude)
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rollData.label = (aptitude.label) ? game.i18n.localize(aptitude.label) : null
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rollData.description = game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label)
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return this.displayRollDialog( rollData)
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}
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/* -------------------------------------------- */
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@ -116,6 +132,8 @@ export class BoLRoll {
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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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let rollData = this.getCommonRollData(actor, "weapon", attribute, aptitude)
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// Compute distance
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this.detectDistance( weapon, target)
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@ -125,31 +143,19 @@ export class BoLRoll {
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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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// Build the roll structure
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let rolldata = {
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mode: "weapon",
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actorId: actor.id,
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img: actor.img,
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weapon: weapon,
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isRanged: weaponData.properties.ranged || weaponData.properties.throwing,
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targetId: target?.id,
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fightOption: fightOption,
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careerBonus: 0,
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defenderId: target?.actor.id,
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attribute: attribute,
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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.getArmorInitMalus(),
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mod: 0,
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modRanged: 0,
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adv: "0",
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label: (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName'),
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description: game.i18n.localize('BOL.ui.weaponAttack') + " : " + weapon.name,
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}
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return this.displayRollDialog(rolldata)
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// Update the roll structure
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rollData.weapon = weapon
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rollData.isRanged = weaponData.properties.ranged || weaponData.properties.throwing
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rollData.targetId = target?.id
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rollData.fightOption = fightOption
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rollData.defenderId = target?.actor.id
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rollData.label = (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName')
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rollData.description = game.i18n.localize('BOL.ui.weaponAttack') + " : " + weapon.name
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return this.displayRollDialog(rollData)
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}
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/* -------------------------------------------- */
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static weaponCheck(actor, event) {
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const li = $(event.currentTarget).parents(".item")
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@ -173,55 +179,39 @@ export class BoLRoll {
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alchemy = duplicate(alchemy)
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let alchemyData = alchemy.system
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if (alchemyData.properties.pccurrent < alchemyData.properties.pccost) {
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ui.notifications.warn("Pas assez de Points de Cration investis dans la Préparation !")
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ui.notifications.warn("Pas assez de Points de Création investis dans la Préparation !")
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return
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}
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let alchemyDef = {
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mode: "alchemy",
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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.system.attributes.mind,
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attrValue: actor.system.attributes.mind.value,
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aptValue: 0,
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adv: "0",
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careerBonus: actor.getAlchemistBonus(),
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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.getArmorInitMalus(),
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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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let rollData = this.getCommonRollData(actor, "alchemy", actor.system.attributes.mind)
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rollData.alchemy = alchemy
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rollData.careerBonus = actor.getAlchemistBonus()
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rollData.pcCost = Number(alchemyData.properties.pccost)
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rollData.pcCostCurrent = Number(alchemyData.properties.pccurrent)
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rollData.mod = Number(alchemyData.properties.difficulty)
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rollData.label = alchemy.name
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rollData.description = game.i18n.localize('BOL.ui.makeAlchemy') + "+" + alchemy.name
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console.log("ALCHEMY!", alchemyDef);
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return this.displayRollDialog(alchemyDef);
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}
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/* -------------------------------------------- */
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static spellCheckWithSpell( actor, spell ) {
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let spellDef = {
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mode: "spell",
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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.system.attributes.mind,
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attrValue: actor.system.attributes.mind.value,
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aptValue: 0,
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adv: "0",
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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.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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description: game.i18n.localize('BOL.ui.focusSpell') + " : " + spell.name,
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}
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let rollData = this.getCommonRollData(actor, "spell", actor.system.attributes.mind)
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rollData.spell = spell
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rollData.ppCurrent = Number(actor.system.resources.power.value),
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rollData.careerBonus = actor.getSorcererBonus(),
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rollData.ppCostArmor = actor.getPPCostArmor(),
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rollData.ppCost = Number(spell.system.properties.ppcost),
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rollData.mod = Number(spell.system.properties.difficulty),
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rollData.label = spell.name,
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rollData.description = game.i18n.localize('BOL.ui.focusSpell') + " : " + spell.name
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//console.log("SPELL!", spellDef)
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return this.displayRollDialog(spellDef)
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return this.displayRollDialog(rollData)
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}
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/* -------------------------------------------- */
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@ -246,8 +236,29 @@ export class BoLRoll {
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this.updateArmorMalus(this.rollData)
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this.updatePPCost(this.rollData)
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// get basic dices from boons/flaws
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let effectModifier = 0
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this.rollData.bmDice = this.rollData.nbBoons - this.rollData.nbFlaws + this.rollData.bDice - this.rollData.mDice
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// add applicable bonus/malus dices effects
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for (let effect of this.rollData.bolApplicableEffects) {
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if (effect.system.properties.modifier == "1B") {
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this.rollData.bmDice++;
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} else if (effect.system.properties.modifier == "1B") {
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this.rollData.bmDice+=2;
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} else if (effect.system.properties.modifier == "1M") {
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this.rollData.bmDice--;
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} else if (effect.system.properties.modifier == "2M") {
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this.rollData.bmDice-=2;
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} else {
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effectModifier += Number(effect.system.properties.modifier)
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}
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}
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// Keep track of the final effect modifier
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this.rollData.effectModifier = effectModifier
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// Final number of dices
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this.rollData.nbDice = 2 + Math.abs(this.rollData.bmDice)
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// Bonus or Malus ?
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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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@ -260,7 +271,14 @@ export class BoLRoll {
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}
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$('#roll-modifier').val(rollbase + "+" + this.rollData.careerBonus + "+" + this.rollData.mod + "+" +
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this.rollData.modRanged + "+" + this.rollData.weaponModifier + "-" + this.rollData.defence + "-" + this.rollData.modArmorMalus + "-" +
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this.rollData.shieldMalus + "+" + this.rollData.attackModifier + "+" + this.rollData.appliedArmorMalus)
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this.rollData.shieldMalus + "+" + this.rollData.attackModifier + "+" + this.rollData.appliedArmorMalus + "+" + effectModifier)
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// Rebuild lits of applicable effects
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let selectEffects = ""
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for(let effect of this.rollData.bolApplicableEffects) {
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selectEffects += `<option value="${effect.id}" selected>${effect.name}</option>`
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}
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$('#applicable-effects').html(selectEffects)
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}
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/* -------------------------------------------- */
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@ -337,6 +355,7 @@ export class BoLRoll {
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let actor = game.actors.get( this.rollData.actorId)
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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.rollData.bolApplicableEffects = this.updateApplicableEffects(this.rollData)
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this.updateTotalDice()
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})
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html.find('#apt').change((event) => {
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@ -344,6 +363,7 @@ export class BoLRoll {
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let actor = game.actors.get( this.rollData.actorId)
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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.rollData.bolApplicableEffects = this.updateApplicableEffects(this.rollData)
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this.updateTotalDice()
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})
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@ -485,7 +505,7 @@ export class BoLRoll {
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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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const modifiers = rollbase + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier + rollData.appliedArmorMalus + rollData.effectModifier
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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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