Minor fixes

This commit is contained in:
sladecraven 2022-09-12 23:06:13 +02:00
parent cdf2248afa
commit f57b57e57f
6 changed files with 83 additions and 65 deletions

4
images/.directory Normal file
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@ -0,0 +1,4 @@
[Dolphin]
Timestamp=2022,9,12,23,3,3.4699999999999998
Version=4
VisibleRoles=Details_text,Details_size,Details_modificationtime,Details_creationtime,CustomizedDetails

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@ -1,6 +1,5 @@
[Dolphin]
SortOrder=1
Timestamp=2022,7,27,18,56,49.607
Timestamp=2022,9,12,23,4,32.409
Version=4
ViewMode=1
VisibleRoles=Details_text,Details_size,Details_modificationtime,Details_creationtime,CustomizedDetails

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@ -158,6 +158,9 @@ export class CrucibleActorSheet extends ActorSheet {
html.find('.roll-shield-die').click((event) => {
this.actor.rollShieldDie()
});
html.find('.roll-target-die').click((event) => {
this.actor.rollDefenseRanged()
});
html.find('.roll-save').click((event) => {
const saveKey = $(event.currentTarget).data("save-key")

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@ -63,6 +63,7 @@ export class CrucibleActor extends Actor {
/* -------------------------------------------- */
computeHitPoints() {
if (this.type == "character") {
let hp = duplicate(this.system.secondary.hp)
let max = (this.system.abilities.str.value + this.system.abilities.con.value) * 6
if (max != hp.max || hp.value > max) {
@ -71,8 +72,10 @@ export class CrucibleActor extends Actor {
this.update({ 'system.secondary.hp': hp })
}
}
}
/* -------------------------------------------- */
computeEffortPoints() {
if (this.type == "character") {
let effort = duplicate(this.system.secondary.effort)
let max = (this.system.abilities.con.value + this.system.abilities.int.value) * 6
if (max != effort.max || effort.value > max) {
@ -81,6 +84,7 @@ export class CrucibleActor extends Actor {
this.update({ 'system.secondary.effort': effort })
}
}
}
/* -------------------------------------------- */
prepareDerivedData() {
@ -329,21 +333,21 @@ export class CrucibleActor extends Actor {
}
/* -------------------------------------------- */
async rollArmor( rollData) {
async rollArmor(rollData) {
let armor = this.getEquippedArmor()
if (armor) {
}
return { armor: "none"}
return { armor: "none" }
}
/* -------------------------------------------- */
async incDecHP( formula ) {
let dmgRoll = new Roll(formula).roll( {async: false})
async incDecHP(formula) {
let dmgRoll = new Roll(formula).roll({ async: false })
await CrucibleUtility.showDiceSoNice(dmgRoll, game.settings.get("core", "rollMode"))
let hp = duplicate(this.system.secondary.hp)
hp.value = Number(hp.value) + Number(dmgRoll.total)
this.update( {'system.secondary.hp': hp })
this.update({ 'system.secondary.hp': hp })
return Number(dmgRoll.total)
}
@ -501,38 +505,38 @@ export class CrucibleActor extends Actor {
/* -------------------------------------------- */
isForcedAdvantage() {
return this.items.find(cond => cond.type =="condition" && cond.system.advantage)
return this.items.find(cond => cond.type == "condition" && cond.system.advantage)
}
isForcedDisadvantage() {
return this.items.find(cond => cond.type =="condition" && cond.system.disadvantage)
return this.items.find(cond => cond.type == "condition" && cond.system.disadvantage)
}
isForcedRollAdvantage() {
return this.items.find(cond => cond.type =="condition" && cond.system.rolladvantage)
return this.items.find(cond => cond.type == "condition" && cond.system.rolladvantage)
}
isForcedRollDisadvantage() {
return this.items.find(cond => cond.type =="condition" && cond.system.rolldisadvantage)
return this.items.find(cond => cond.type == "condition" && cond.system.rolldisadvantage)
}
isNoAdvantage() {
return this.items.find(cond => cond.type =="condition" && cond.system.noadvantage)
return this.items.find(cond => cond.type == "condition" && cond.system.noadvantage)
}
isNoAction() {
return this.items.find(cond => cond.type =="condition" && cond.system.noaction)
return this.items.find(cond => cond.type == "condition" && cond.system.noaction)
}
isAttackDisadvantage() {
return this.items.find(cond => cond.type =="condition" && cond.system.attackdisadvantage)
return this.items.find(cond => cond.type == "condition" && cond.system.attackdisadvantage)
}
isDefenseDisadvantage() {
return this.items.find(cond => cond.type =="condition" && cond.system.defensedisadvantage)
return this.items.find(cond => cond.type == "condition" && cond.system.defensedisadvantage)
}
isAttackerAdvantage() {
return this.items.find(cond => cond.type =="condition" && cond.system.targetadvantage)
return this.items.find(cond => cond.type == "condition" && cond.system.targetadvantage)
}
/* -------------------------------------------- */
getCommonRollData(abilityKey = undefined) {
let noAction = this.isNoAction()
if ( noAction) {
ui.notifications.warn("You can't do any actions du to the condition : " + noAction.name )
if (noAction) {
ui.notifications.warn("You can't do any actions du to the condition : " + noAction.name)
return
}
@ -555,24 +559,24 @@ export class CrucibleActor extends Actor {
rollData.forceRollAdvantage = this.isForcedRollAdvantage()
rollData.forceRollDisadvantage = this.isForcedRollDisadvantage()
rollData.noAdvantage = this.isNoAdvantage()
if ( rollData.defenderTokenId) {
if (rollData.defenderTokenId) {
let defenderToken = game.canvas.tokens.get(rollData.defenderTokenId)
let defender = defenderToken.actor
// Distance management
let token = this.token
if ( !token) {
let tokens =this.getActiveTokens()
if (!token) {
let tokens = this.getActiveTokens()
token = tokens[0]
}
if ( token ) {
if (token) {
const ray = new Ray(token.object?.center || token.center, defenderToken.center)
rollData.tokensDistance = canvas.grid.measureDistances([{ray}], {gridSpaces:false})[0] / canvas.grid.grid.options.dimensions.distance
rollData.tokensDistance = canvas.grid.measureDistances([{ ray }], { gridSpaces: false })[0] / canvas.grid.grid.options.dimensions.distance
} else {
ui.notifications.info("No token connected to this actor, unable to compute distance.")
return
}
if (defender ) {
if (defender) {
rollData.forceAdvantage = defender.isAttackerAdvantage()
rollData.advantageFromTarget = true
}
@ -637,7 +641,7 @@ export class CrucibleActor extends Actor {
rollData.skill = skill
rollData.weapon = weapon
rollData.img = weapon.img
if ( !rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
if (!rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
rollData.forceDisadvantage = this.isAttackDisadvantage()
}
/*if (rollData.weapon.system.isranged && rollData.tokensDistance > CrucibleUtility.getWeaponMaxRange(rollData.weapon) ) {
@ -669,7 +673,7 @@ export class CrucibleActor extends Actor {
rollData.skill = skill
rollData.weapon = weapon
rollData.img = weapon.img
if ( !rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
if (!rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
rollData.forceDisadvantage = this.isDefenseDisadvantage()
}
@ -687,10 +691,12 @@ export class CrucibleActor extends Actor {
let rollData = this.getCommonRollData()
rollData.defenderTokenId = undefined // Cleanup
rollData.mode = "rangeddefense"
if ( attackRollData) {
rollData.attackRollData = duplicate(attackRollData)
rollData.sizeDice = CrucibleUtility.getSizeDice( this.system.biodata.size )
rollData.effectiveRange = CrucibleUtility.getWeaponRange(attackRollData.weapon)
rollData.tokensDistance = attackRollData.tokensDistance // QoL copy
}
rollData.sizeDice = CrucibleUtility.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"
@ -725,51 +731,51 @@ export class CrucibleActor extends Actor {
let messages = ["Armor applied"]
if (rollData) {
if (CrucibleUtility.isArmorLight(armor) && CrucibleUtility.isWeaponPenetrating(rollData.attackRollData.weapon) ) {
if (CrucibleUtility.isArmorLight(armor) && CrucibleUtility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
return { armorIgnored: true, nbSuccess: 0, messages: ["Armor ignored : Penetrating weapons ignore Light Armors."] }
}
if (CrucibleUtility.isWeaponPenetrating(rollData.attackRollData.weapon) ) {
if (CrucibleUtility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
messages.push("Armor reduced by 1 (Penetrating weapon)")
reduce = 1
}
if (CrucibleUtility.isWeaponLight(rollData.attackRollData.weapon) ) {
if (CrucibleUtility.isWeaponLight(rollData.attackRollData.weapon)) {
messages.push("Armor with advantage (Light weapon)")
advantage = true
}
if (CrucibleUtility.isWeaponHeavy(rollData.attackRollData.weapon) ) {
if (CrucibleUtility.isWeaponHeavy(rollData.attackRollData.weapon)) {
messages.push("Armor with disadvantage (Heavy weapon)")
disadvantage = true
}
if (CrucibleUtility.isWeaponHack(rollData.attackRollData.weapon) ) {
if (CrucibleUtility.isWeaponHack(rollData.attackRollData.weapon)) {
messages.push("Armor reduced by 1 (Hack weapon)")
reduce = 1
}
if (CrucibleUtility.isWeaponUndamaging(rollData.attackRollData.weapon) ) {
if (CrucibleUtility.isWeaponUndamaging(rollData.attackRollData.weapon)) {
messages.push("Armor multiplied by 2 (Undamaging weapon)")
multiply = 2
}
}
let diceColor = armor.system.absorprionroll
let armorResult = await CrucibleUtility.getRollTableFromDiceColor( diceColor, false )
let armorResult = await CrucibleUtility.getRollTableFromDiceColor(diceColor, false)
console.log("Armor log", armorResult)
let armorValue = (Number(armorResult.text) + reduce) * multiply
if ( advantage || disadvantage) {
let armorResult2 = await CrucibleUtility.getRollTableFromDiceColor( diceColor, false )
let armorValue2 = (Number(armorResult2.text) + reduce) * multiply
if ( advantage) {
let armorValue = Math.max(0, (Number(armorResult.text) + reduce) * multiply)
if (advantage || disadvantage) {
let armorResult2 = await CrucibleUtility.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) {
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 } )
if (!rollData) {
ChatMessage.create({ content: "Armor result : " + armorValue })
}
messages.push( "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."] }

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@ -199,15 +199,15 @@
"styles": [
"styles/simple.css"
],
"version": "10.0.10",
"version": "10.0.11",
"compatibility": {
"minimum": "10",
"verified": "10.279",
"verified": "10.285",
"maximum": "10"
},
"title": "Crucible RPG",
"manifest": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/raw/master/system.json",
"download": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/archive/fvtt-crucible-rpg-v10.0.10.zip",
"download": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg/archive/fvtt-crucible-rpg-v10.0.11.zip",
"url": "https://www.uberwald.me/gitea/public/fvtt-crucible-rpg",
"background": "images/ui/crucible_welcome_page.webp",
"id": "fvtt-crucible-rpg"

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@ -59,6 +59,12 @@
</span>
</li>
{{/if}}
<li class="item flexrow list-item" data-attr-key="class">
<img class="sheet-competence-img" src="systems/fvtt-crucible-rpg/images/icons/feats/Marksman (Ballistic).webp" />
<span class="ability-label " name="rollTarget">
<h4 class="ability-text-white ability-margin"><a class="roll-target-die ability-margin">Target Roll</a></h4>
</span>
</li>
</ul>
</div>