Fix release numbering
This commit is contained in:
+50
-38
@@ -139,11 +139,19 @@ export default class CthulhuEternalRoll extends Roll {
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weapon.system.killRadius = choice.killRadius // Override kill radius
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}
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let combatants = []
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let targets = []
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if (game?.combat?.combatants) {
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for (let c of game.combat.combatants) {
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if (c.actorid !== actor.id) {
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combatants.push({ id: c.id, name: c.name })
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if (c.actorId !== actor.id) {
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targets.push({ id: c.id, name: c.name, actorId: c.actorId, tokenId: c.token?.id })
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}
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}
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}
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// Fall back to scene tokens if not in combat
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if (targets.length === 0 && canvas?.scene) {
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for (let tokenDoc of canvas.scene.tokens) {
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if (tokenDoc.actorId !== actor.id) {
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targets.push({ name: tokenDoc.name, actorId: tokenDoc.actorId, tokenId: tokenDoc.id })
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}
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}
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}
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@@ -162,12 +170,11 @@ export default class CthulhuEternalRoll extends Roll {
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isLethal,
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ammoUsed: weapon?.ammoUsed || 0,
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rollResult: lethalityRoll.total,
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combatants: combatants
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combatants: targets
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}
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let flavor = await foundry.applications.handlebars.renderTemplate("systems/fvtt-cthulhu-eternal/templates/chat-lethal-damage.hbs", msgData)
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let msg = await ChatMessage.create({
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user: game.user.id,
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content: flavor,
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content: await foundry.applications.handlebars.renderTemplate("systems/fvtt-cthulhu-eternal/templates/chat-lethal-damage.hbs", msgData),
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speaker: ChatMessage.getSpeaker({ actor: actor }),
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}, { rollMode: options.rollMode, create: true })
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await msg.setFlag("fvtt-cthulhu-eternal", "woundData", msgData)
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@@ -191,12 +198,11 @@ export default class CthulhuEternalRoll extends Roll {
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formula,
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ammoUsed: weapon?.ammoUsed || 0,
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rollResult: damageRoll.total,
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combatants: combatants
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combatants: targets
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}
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let flavor = await foundry.applications.handlebars.renderTemplate("systems/fvtt-cthulhu-eternal/templates/chat-regular-damage.hbs", msgData)
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let msg = await ChatMessage.create({
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user: game.user.id,
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content: flavor,
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content: await foundry.applications.handlebars.renderTemplate("systems/fvtt-cthulhu-eternal/templates/chat-regular-damage.hbs", msgData),
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speaker: ChatMessage.getSpeaker({ actor: actor }),
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}, { rollMode: options.rollMode, create: true })
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await msg.setFlag("fvtt-cthulhu-eternal", "woundData", msgData)
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@@ -254,7 +260,8 @@ export default class CthulhuEternalRoll extends Roll {
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let formula = "1d100"
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let hasModifier = true
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let hasMultiplier = false
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options.isNudge = true
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const nudgeEnabled = game.settings.get("fvtt-cthulhu-eternal", "settings-nudge")
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options.isNudge = nudgeEnabled
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let actor = game.actors.get(options.actorId)
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let target = CthulhuEternalUtils.getTarget()
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@@ -271,7 +278,7 @@ export default class CthulhuEternalRoll extends Roll {
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case "san":
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case "char":
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options.initialScore = options.rollItem.targetScore
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options.isNudge = (options.rollType !== "san")
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options.isNudge = nudgeEnabled && (options.rollType !== "san")
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break
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case "resource":
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hasModifier = false
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@@ -322,7 +329,7 @@ export default class CthulhuEternalRoll extends Roll {
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break
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}
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const rollModes = foundry.utils.duplicate(CONFIG.Dice.rollModes); //Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
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const rollModes = foundry.utils.duplicate(CONFIG.ChatMessage.modes ?? CONFIG.Dice.rollModes)
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const fieldRollMode = new foundry.data.fields.StringField({
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choices: rollModes,
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blank: false,
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@@ -526,6 +533,16 @@ export default class CthulhuEternalRoll extends Roll {
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}
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rollData.resultType = resultType
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// Compute WP cost to nudge a failure into a success (minimum roll needed = targetScore)
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if (this.options.isFailure && options.isNudge && !this.options.isNudgedRoll && rollData.targetScore > 0 && this.total > rollData.targetScore) {
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const actor = game.actors.get(options.actorId)
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const wpAvailable = actor?.system?.wp?.value ?? 0
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const wpCostToSucceed = Math.ceil((this.total - rollData.targetScore) / 5)
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this.options.wpCostToSucceed = (wpCostToSucceed <= wpAvailable) ? wpCostToSucceed : 0
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} else {
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this.options.wpCostToSucceed = 0
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}
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this.options.isLowWP = rollData.isLowWP
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this.options.isZeroWP = rollData.isZeroWP
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this.options.isExhausted = rollData.isExhausted
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@@ -685,7 +702,19 @@ export default class CthulhuEternalRoll extends Roll {
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* @param {boolean} [options.create=true] Whether to create the message.
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* @returns {Promise} - A promise that resolves when the message is created.
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*/
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async toMessage(messageData = {}, { rollMode, create = true } = {}) {
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async toMessage(messageData = {}, { rollMode, messageMode, create = true } = {}) {
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let rollData = this.options.rollData || this.options
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let rollItem = this.options.rollItem
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// Determine skill progression before calling super.toMessage so _getChatCardData picks it up
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let skillMarkedForProgress = false
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if (rollData.resultType?.includes("failure") && rollItem?.type === "skill") {
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if (rollItem.system.diceEvolved && !rollItem.system.rollFailed && !rollItem.system.isAdversary) {
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skillMarkedForProgress = true
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}
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}
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this.options.skillMarkedForProgress = skillMarkedForProgress
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let rollMsg = await super.toMessage(
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{
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isFailure: this.resultType === "failure",
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@@ -695,34 +724,17 @@ export default class CthulhuEternalRoll extends Roll {
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realDamage: this.realDamage,
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...messageData,
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},
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{ rollMode: rollMode },
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{ messageMode: messageMode ?? rollMode },
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)
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let rollData = this.options.rollData || this.options
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let rollItem = this.options.rollItem
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await rollMsg.setFlag("fvtt-cthulhu-eternal", "rollData", rollData)
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// Manage the skill evolution if the roll is a failure
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if (rollData.resultType.includes("failure") && rollItem.type === "skill") {
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// Is the skill able to progress
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if (rollItem.system.diceEvolved && !rollItem.system.rollFailed) {
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// If the skill is not adversary, we can evolve it
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if (!rollItem.system.isAdversary) {
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rollItem.system.rollFailed = true
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// Get the actor and update the skill
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const actor = game.actors.get(rollData.actorId)
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await actor.updateEmbeddedDocuments("Item", [{
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_id: rollItem._id,
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"system.rollFailed": true
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}])
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// Create a chat message to inform the user
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const flavor = `${rollItem.name} - ${game.i18n.localize("CTHULHUETERNAL.Label.skillFailed")}`
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await ChatMessage.create({
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user: game.user.id,
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content: `<div class="cthulhu-eternal-roll"><p>${flavor}</p></div>`,
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speaker: ChatMessage.getSpeaker({ actor: rollData.actor }),
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}, { rollMode: rollData.rollMode, create: true })
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}
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}
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// Apply skill rollFailed flag after the message is created
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if (skillMarkedForProgress) {
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const actor = game.actors.get(rollData.actorId)
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await actor.updateEmbeddedDocuments("Item", [{
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_id: rollItem._id,
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"system.rollFailed": true
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}])
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}
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// If the roll is a SAN roll, we propose to select the SAN loss
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