v10/v11 compat
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@@ -122,7 +122,7 @@ export class SoSUtility {
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let trappings = items.filter( item => item.type == 'gear' || item.type == 'armor' || item.type == 'weapon' );
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let sumEnc = 0;
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for (let object of trappings) {
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if ( (!object.data.worn) && (!object.data.neg) && (!object.data.software) && (!object.data.implant) && (!object.data.containerid || object.data.containerid == "") ) {
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if ( (!object.system.worn) && (!object.system.neg) && (!object.system.software) && (!object.system.implant) && (!object.system.containerid || object.system.containerid == "") ) {
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sumEnc += (object.big > 0) ? object.big : 1;
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}
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}
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@@ -275,20 +275,20 @@ export class SoSUtility {
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}
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// DR management
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let armor = flipData.target.actor.data.items.find( item => item.type == 'armor' && item.data.worn);
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flipData.armorDR = armor ? armor.data.dr : 0;
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flipData.armorGel = armor ?armor.data.gel : 0;
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flipData.armorReflect = armor ? armor.data.reflect : 0;
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let dr = flipData.target.actor.data.data.scores.dr.value + flipData.armorDR;
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if (flipData.weapon.data.category == 'ballistic') {
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let armor = flipData.target.actor.system.items.find( item => item.type == 'armor' && item.system.worn);
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flipData.armorDR = armor ? armor.system.dr : 0;
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flipData.armorGel = armor ?armor.system.gel : 0;
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flipData.armorReflect = armor ? armor.system.reflect : 0;
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let dr = flipData.target.actor.system.scores.dr.value + flipData.armorDR;
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if (flipData.weapon.system.category == 'ballistic') {
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dr += flipData.armorGel;
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}
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if (flipData.weapon.data.category == 'laser') {
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if (flipData.weapon.system.category == 'laser') {
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dr += flipData.armorReflect;
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}
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let shock = flipData.target.actor.data.data.scores.shock.value || 1;
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let defenseCritical = flipData.target.actor.data.data.scores.defense.critical;
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let shock = flipData.target.actor.system.scores.shock.value || 1;
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let defenseCritical = flipData.target.actor.system.scores.defense.critical;
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flipData.damageStatus = 'apply_damage';
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flipData.targetShock = shock;
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@@ -341,17 +341,17 @@ export class SoSUtility {
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// Is target able to dodge ??
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let defender = game.actors.get( flipData.target.actor._id);
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flipData.coverConsequence = defender.data.items.find( item => item.type == 'consequence' && item.name == 'Cover');
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flipData.APavailable = game.combat.getAPFromActor( defender.data._id );
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flipData.coverConsequence = defender.items.find( item => item.type == 'consequence' && item.name == 'Cover');
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flipData.APavailable = game.combat.getAPFromActor( defender._id );
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console.log("FLIPDATE : ", flipData);
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if ( !flipData.isReaction && flipData.APavailable > 0) {
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if ( (flipData.weapon.data.category == 'melee' ) || ( (flipData.weapon.data.category == 'laser' || flipData.weapon.data.category == 'ballistic') &&
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flipData.coverConsequence.data.severity != 'none') ) {
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flipData.coverSeverityLevel = this.getConsequenceSeverityLevel( flipData.coverConsequence.data.severity ) * 2;
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if ( (flipData.weapon.system.category == 'melee' ) || ( (flipData.weapon.system.category == 'laser' || flipData.weapon.system.category == 'ballistic') &&
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flipData.coverConsequence.system.severity != 'none') ) {
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flipData.coverSeverityLevel = this.getConsequenceSeverityLevel( flipData.coverConsequence.system.severity ) * 2;
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flipData.coverSeverityFlag = (flipData.coverSeverityLevel > 0);
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flipData.isMelee = (flipData.weapon.data.category == 'melee' );
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let melee = defender.data.items.find( item => item.type == 'skill' && item.name == 'Melee');
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flipData.defenderMelee = melee.data.value;
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flipData.isMelee = (flipData.weapon.system.category == 'melee' );
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let melee = defender.items.find( item => item.type == 'skill' && item.name == 'Melee');
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flipData.defenderMelee = melee.system.value;
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flipData.uniqId = randomID(16);
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this.registry[flipData.uniqId] = flipData;
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let html = await renderTemplate('systems/foundryvtt-shadows-over-sol/templates/chat-damage-request-dodge.html', flipData );
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