Add Weapon rolls
This commit is contained in:
@@ -132,8 +132,14 @@ export class Avd12ActorSheet extends ActorSheet {
|
||||
|
||||
html.find('.roll-weapon').click((event) => {
|
||||
const li = $(event.currentTarget).parents(".item");
|
||||
const skillId = li.data("item-id")
|
||||
this.actor.rollWeapon(skillId)
|
||||
const weponId = li.data("item-id")
|
||||
this.actor.rollWeapon(weponId)
|
||||
});
|
||||
html.find('.roll-weapon-damage').click((event) => {
|
||||
const li = $(event.currentTarget).parents(".item");
|
||||
const dmg = $(event.currentTarget).data("damage")
|
||||
const weaponId = li.data("item-id")
|
||||
this.actor.rollWeaponDamage(weaponId, dmg)
|
||||
});
|
||||
|
||||
|
||||
|
||||
@@ -199,8 +199,27 @@ export class Avd12Actor extends Actor {
|
||||
return comp;
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
addDamages( damage) {
|
||||
//console.log(damage)
|
||||
if ( damage.damagetype != "none" && damage.dice ) {
|
||||
damage.normal = damage.dice + '+' + damage.bonus
|
||||
damage.critical = damage.dice + '+' + Number(damage.bonus)*2
|
||||
let parser = damage.dice.match(/(\d+)(d\d+)/)
|
||||
let nbDice = 2
|
||||
if (parser && parser[1]) {
|
||||
nbDice = Number(parser[1]) * 2
|
||||
}
|
||||
damage.brutal = nbDice + parser[2] + "+" + Number(damage.bonus)*2
|
||||
}
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
getWeapons() {
|
||||
let comp = duplicate(this.items.filter(item => item.type == 'weapon') || []);
|
||||
let comp = duplicate(this.items.filter(item => item.type == 'weapon') || [])
|
||||
comp.forEach(item => {
|
||||
this.addDamages(item.system.damages.primary)
|
||||
this.addDamages(item.system.damages.secondary)
|
||||
this.addDamages(item.system.damages.tertiary)
|
||||
})
|
||||
Avd12Utility.sortArrayObjectsByName(comp)
|
||||
return comp;
|
||||
}
|
||||
@@ -664,156 +683,41 @@ export class Avd12Actor extends Actor {
|
||||
let weapon = this.items.get(weaponId)
|
||||
if (weapon) {
|
||||
weapon = duplicate(weapon)
|
||||
let skill = this.items.find(item => item.name.toLowerCase() == weapon.system.skill.toLowerCase())
|
||||
if (skill) {
|
||||
skill = duplicate(skill)
|
||||
Avd12Utility.updateSkill(skill)
|
||||
let abilityKey = skill.system.ability
|
||||
let rollData = this.getCommonRollData(abilityKey)
|
||||
rollData.mode = "weapon"
|
||||
rollData.skill = skill
|
||||
rollData.weapon = weapon
|
||||
rollData.img = weapon.img
|
||||
if (!rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
|
||||
rollData.forceDisadvantage = this.isAttackDisadvantage()
|
||||
}
|
||||
/*if (rollData.weapon.system.isranged && rollData.tokensDistance > Avd12Utility.getWeaponMaxRange(rollData.weapon) ) {
|
||||
ui.notifications.warn(`Your target is out of range of your weapon (max: ${Avd12Utility.getWeaponMaxRange(rollData.weapon)} - current : ${rollData.tokensDistance})` )
|
||||
return
|
||||
}*/
|
||||
this.startRoll(rollData)
|
||||
} else {
|
||||
ui.notifications.warn("Unable to find the relevant skill for weapon " + weapon.name)
|
||||
}
|
||||
let rollData = this.getCommonRollData()
|
||||
rollData.modifier = this.system.bonus[weapon.system.weapontype]
|
||||
rollData.mode = "weapon"
|
||||
rollData.weapon = weapon
|
||||
rollData.img = weapon.img
|
||||
this.startRoll(rollData)
|
||||
} else {
|
||||
ui.notifications.warn("Unable to find the relevant weapon ")
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
rollDefenseMelee(attackRollData) {
|
||||
let weapon = this.items.get(attackRollData.defenseWeaponId)
|
||||
async rollWeaponDamage(weaponId, damageType) {
|
||||
let weapon = this.items.get(weaponId)
|
||||
if (weapon) {
|
||||
weapon = duplicate(weapon)
|
||||
let skill = this.items.find(item => item.name.toLowerCase() == weapon.system.skill.toLowerCase())
|
||||
if (skill) {
|
||||
skill = duplicate(skill)
|
||||
Avd12Utility.updateSkill(skill)
|
||||
let abilityKey = skill.system.ability
|
||||
let rollData = this.getCommonRollData(abilityKey)
|
||||
rollData.defenderTokenId = undefined // Cleanup
|
||||
rollData.mode = "weapondefense"
|
||||
rollData.shield = this.getEquippedShield()
|
||||
rollData.attackRollData = duplicate(attackRollData)
|
||||
rollData.skill = skill
|
||||
rollData.weapon = weapon
|
||||
rollData.img = weapon.img
|
||||
if (!rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
|
||||
rollData.forceDisadvantage = this.isDefenseDisadvantage()
|
||||
}
|
||||
|
||||
this.startRoll(rollData)
|
||||
} else {
|
||||
ui.notifications.warn("Unable to find the relevant skill for weapon " + weapon.name)
|
||||
}
|
||||
} else {
|
||||
ui.notifications.warn("Weapon not found ! ")
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
rollDefenseRanged(attackRollData) {
|
||||
let rollData = this.getCommonRollData()
|
||||
rollData.defenderTokenId = undefined // Cleanup
|
||||
rollData.mode = "rangeddefense"
|
||||
if (attackRollData) {
|
||||
rollData.attackRollData = duplicate(attackRollData)
|
||||
rollData.effectiveRange = Avd12Utility.getWeaponRange(attackRollData.weapon)
|
||||
rollData.tokensDistance = attackRollData.tokensDistance // QoL copy
|
||||
}
|
||||
rollData.sizeDice = Avd12Utility.getSizeDice(this.system.biodata.size)
|
||||
rollData.distanceBonusDice = 0 //Math.max(0, Math.floor((rollData.tokensDistance - rollData.effectiveRange) + 0.5))
|
||||
rollData.hasCover = "none"
|
||||
rollData.situational = "none"
|
||||
rollData.useshield = false
|
||||
rollData.shield = this.getEquippedShield()
|
||||
this.startRoll(rollData)
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
rollShieldDie() {
|
||||
let shield = this.getEquippedShield()
|
||||
if (shield) {
|
||||
shield = duplicate(shield)
|
||||
this.addDamages(weapon.system.damages.primary)
|
||||
let rollData = this.getCommonRollData()
|
||||
rollData.mode = "shield"
|
||||
rollData.shield = shield
|
||||
rollData.useshield = true
|
||||
rollData.img = shield.img
|
||||
this.startRoll(rollData)
|
||||
rollData.damageFormula = weapon.system.damages.primary[damageType]
|
||||
rollData.mode = "weapon-damage"
|
||||
rollData.weapon = weapon
|
||||
rollData.damageType = damageType
|
||||
rollData.img = weapon.img
|
||||
let myRoll = new Roll(rollData.damageFormula).roll({ async: false })
|
||||
await Avd12Utility.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
|
||||
rollData.roll = myRoll
|
||||
let msg = await Avd12Utility.createChatWithRollMode(rollData.alias, {
|
||||
content: await renderTemplate(`systems/fvtt-avd12/templates/chat/chat-damage-result.hbs`, rollData)
|
||||
})
|
||||
msg.setFlag("world", "rolldata", rollData)
|
||||
|
||||
} else {
|
||||
ui.notifications.warn("Unable to find the relevant weapon ")
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async rollArmorDie(rollData = undefined) {
|
||||
let armor = this.getEquippedArmor()
|
||||
if (armor) {
|
||||
armor = duplicate(armor)
|
||||
let reduce = 0
|
||||
let multiply = 1
|
||||
let disadvantage = false
|
||||
let advantage = false
|
||||
let messages = ["Armor applied"]
|
||||
|
||||
if (rollData) {
|
||||
if (Avd12Utility.isArmorLight(armor) && Avd12Utility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
|
||||
return { armorIgnored: true, nbSuccess: 0, messages: ["Armor ignored : Penetrating weapons ignore Light Armors."] }
|
||||
}
|
||||
if (Avd12Utility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
|
||||
messages.push("Armor reduced by 1 (Penetrating weapon)")
|
||||
reduce = 1
|
||||
}
|
||||
if (Avd12Utility.isWeaponLight(rollData.attackRollData.weapon)) {
|
||||
messages.push("Armor with advantage (Light weapon)")
|
||||
advantage = true
|
||||
}
|
||||
if (Avd12Utility.isWeaponHeavy(rollData.attackRollData.weapon)) {
|
||||
messages.push("Armor with disadvantage (Heavy weapon)")
|
||||
disadvantage = true
|
||||
}
|
||||
if (Avd12Utility.isWeaponHack(rollData.attackRollData.weapon)) {
|
||||
messages.push("Armor reduced by 1 (Hack weapon)")
|
||||
reduce = 1
|
||||
}
|
||||
if (Avd12Utility.isWeaponUndamaging(rollData.attackRollData.weapon)) {
|
||||
messages.push("Armor multiplied by 2 (Undamaging weapon)")
|
||||
multiply = 2
|
||||
}
|
||||
}
|
||||
let diceColor = armor.system.absorprionroll
|
||||
let armorResult = await Avd12Utility.getRollTableFromDiceColor(diceColor, false)
|
||||
console.log("Armor log", armorResult)
|
||||
let armorValue = Math.max(0, (Number(armorResult.text) + reduce) * multiply)
|
||||
if (advantage || disadvantage) {
|
||||
let armorResult2 = await Avd12Utility.getRollTableFromDiceColor(diceColor, false)
|
||||
let armorValue2 = Math.max(0, (Number(armorResult2.text) + reduce) * multiply)
|
||||
if (advantage) {
|
||||
armorValue = (armorValue2 > armorValue) ? armorValue2 : armorValue
|
||||
messages.push(`Armor advantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
|
||||
}
|
||||
if (disadvantage) {
|
||||
armorValue = (armorValue2 < armorValue) ? armorValue2 : armorValue
|
||||
messages.push(`Armor disadvantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
|
||||
}
|
||||
}
|
||||
armorResult.armorValue = armorValue
|
||||
if (!rollData) {
|
||||
ChatMessage.create({ content: "Armor result : " + armorValue })
|
||||
}
|
||||
messages.push("Armor result : " + armorValue)
|
||||
return { armorIgnored: false, nbSuccess: armorValue, rawArmor: armorResult.text, messages: messages }
|
||||
}
|
||||
return { armorIgnored: true, nbSuccess: 0, messages: ["No armor equipped."] }
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
async startRoll(rollData) {
|
||||
this.syncRoll(rollData)
|
||||
|
||||
@@ -19,7 +19,6 @@ export class Avd12ItemSheet extends ItemSheet {
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
/* -------------------------------------------- */
|
||||
_getHeaderButtons() {
|
||||
let buttons = super._getHeaderButtons();
|
||||
|
||||
Reference in New Issue
Block a user