Fix release numbering
This commit is contained in:
+95
-12
@@ -16,6 +16,14 @@ export default class CthulhuEternalUtils {
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config: true,
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onChange: _ => window.location.reload()
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});
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game.settings.register("fvtt-cthulhu-eternal", "settings-nudge", {
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name: game.i18n.localize("CTHULHUETERNAL.Settings.nudge"),
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hint: game.i18n.localize("CTHULHUETERNAL.Settings.nudgeHint"),
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default: true,
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scope: "world",
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type: Boolean,
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config: true
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});
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game.settings.register("fvtt-cthulhu-eternal", "roll-opposed-store", {
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name: "Roll Opposed Store",
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hint: "Whether to store opposed roll results for later use",
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@@ -536,17 +544,63 @@ export default class CthulhuEternalUtils {
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})
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}
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static async nudgeToSuccess(rollMessage) {
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if (!game.settings.get("fvtt-cthulhu-eternal", "settings-nudge")) {
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ui.notifications.warn(game.i18n.localize("CTHULHUETERNAL.Settings.nudgeDisabled"))
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return
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}
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const rollOptions = rollMessage.rolls[0]?.options
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if (!rollOptions) return
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const actor = game.actors.get(rollOptions.actorId)
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if (!actor) return
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const rollTotal = rollMessage.rolls[0].total
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const targetScore = rollOptions.rollData?.targetScore ?? rollOptions.targetScore
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const wpCostToSucceed = Math.ceil((rollTotal - targetScore) / 5)
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if (actor.system.wp.value < wpCostToSucceed) {
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ui.notifications.warn(game.i18n.localize("CTHULHUETERNAL.Label.notEnoughWP"))
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return
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}
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const dialogContext = foundry.utils.duplicate(rollOptions)
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dialogContext.nudgedValue = targetScore
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dialogContext.wpCost = wpCostToSucceed
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dialogContext.isNudgedRoll = true
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dialogContext.isNudge = false
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const roll = new CthulhuEternalRoll(String(targetScore))
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await roll.evaluate()
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roll.options = dialogContext
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roll.displayRollResult(roll, dialogContext, dialogContext.rollData)
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roll.toMessage()
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actor.system.modifyWP(-wpCostToSucceed)
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// Original roll was a failure with skill progression — nudge succeeded, so unmark progression
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if (rollOptions.skillMarkedForProgress && rollOptions.rollItem?._id) {
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const skillItem = actor.items.get(rollOptions.rollItem._id)
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if (skillItem) await skillItem.update({ "system.rollFailed": false })
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}
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await rollMessage.delete()
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}
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static async nudgeRoll(rollMessage) {
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if (!game.settings.get("fvtt-cthulhu-eternal", "settings-nudge")) {
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ui.notifications.warn(game.i18n.localize("CTHULHUETERNAL.Settings.nudgeDisabled"))
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return
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}
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let dialogContext = rollMessage.rolls[0]?.options
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let actor = game.actors.get(dialogContext.actorId)
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const rollTotal = rollMessage.rolls[0].total
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dialogContext.wpValue = actor.system.wp.value
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dialogContext.rollResultIndex = rollMessage.rolls[0].total - 1
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dialogContext.minValue = Math.max(rollMessage.rolls[0].total - (dialogContext.wpValue * 5), 1)
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dialogContext.maxValue = Math.min(rollMessage.rolls[0].total + (dialogContext.wpValue * 5), 100)
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// Rule: 1 WP can decrease the roll by 1–5. Only decrease is allowed.
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dialogContext.minValue = Math.max(rollTotal - (dialogContext.wpValue * 5), 1)
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dialogContext.maxValue = rollTotal
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dialogContext.rollResultIndex = rollTotal - dialogContext.minValue // index of current value in nudgeOptions
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dialogContext.wpCost = 0
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// Build options table for the select operator between minValue and maxValue
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dialogContext.nudgedValue = rollTotal // default: no change for the select: values from minValue to maxValue (current roll)
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dialogContext.nudgeOptions = Array.from({ length: dialogContext.maxValue - dialogContext.minValue + 1 }, (_, i) => dialogContext.minValue + i)
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const content = await foundry.applications.handlebars.renderTemplate("systems/fvtt-cthulhu-eternal/templates/nudge-dialog.hbs", dialogContext)
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@@ -565,6 +619,9 @@ export default class CthulhuEternalUtils {
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if (input.name) obj[input.name] = input.value
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return obj
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}, {})
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// Compute nudgedValue from the selected index (selectOptions uses 0-based indices for arrays)
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dialogContext.nudgedValue = dialogContext.minValue + Number(output.modifiedValue)
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dialogContext.wpCost = Math.ceil(Math.abs(rollTotal - dialogContext.nudgedValue) / 5)
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return output
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},
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},
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@@ -579,7 +636,7 @@ export default class CthulhuEternalUtils {
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rejectClose: false, // Click on Close button will not launch an error
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render: (event, dialog) => {
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$(".nudged-score-select").change(event => {
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dialogContext.nudgedValue = Number(event.target.value) + 1
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dialogContext.nudgedValue = dialogContext.minValue + Number(event.target.value)
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dialogContext.wpCost = Math.ceil(Math.abs(rollMessage.rolls[0].total - dialogContext.nudgedValue) / 5)
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$("#nudged-wp-cost").val(dialogContext.wpCost)
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})
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@@ -591,6 +648,11 @@ export default class CthulhuEternalUtils {
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return
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}
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if (actor.system.wp.value < dialogContext.wpCost) {
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ui.notifications.warn(game.i18n.localize("CTHULHUETERNAL.Label.notEnoughWP"))
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return
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}
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const roll = new CthulhuEternalRoll(String(dialogContext.nudgedValue))
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await roll.evaluate()
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roll.options = dialogContext
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@@ -601,6 +663,13 @@ export default class CthulhuEternalUtils {
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actor.system.modifyWP(-dialogContext.wpCost)
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// If original roll had skill progression and nudge converts it to success, unmark progression
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const nudgedTargetScore = dialogContext.rollData?.targetScore ?? dialogContext.targetScore
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if (dialogContext.skillMarkedForProgress && dialogContext.nudgedValue <= nudgedTargetScore && dialogContext.rollItem?._id) {
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const skillItem = actor.items.get(dialogContext.rollItem._id)
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if (skillItem) await skillItem.update({ "system.rollFailed": false })
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}
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// Delete the initial roll message
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await rollMessage.delete()
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@@ -642,15 +711,29 @@ export default class CthulhuEternalUtils {
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ui.notifications.error(game.i18n.localize("CTHULHUETERNAL.Notifications.noActorFound"))
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return
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}
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// Remove the chat message
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this.removeChatMessageId(message.id)
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// Get the targetted actorId from the button's data attribute
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let targetCombatantId = event.currentTarget.dataset.combatantId
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let combatant = game.combat.combatants.get(targetCombatantId)
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let targetActor = combatant.token?.actor || game.actors.get(combatant.actorId)
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// Resolve the target actor: prefer canvas token (works for both combat and scene tokens)
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const targetTokenId = event.currentTarget.dataset.tokenId
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const targetActorId = event.currentTarget.dataset.actorId
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let targetActor
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if (targetTokenId) {
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const token = canvas.tokens.get(targetTokenId)
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targetActor = token?.actor
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}
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if (!targetActor && targetActorId) {
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targetActor = game.actors.get(targetActorId)
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}
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// Legacy fallback: combatant lookup
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if (!targetActor) {
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ui.notifications.error(game.i18n.localize("CTHULHUETERNAL.Notifications.noTargetActorFound") + targetCombatantId)
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const combatantId = event.currentTarget.dataset.combatantId
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if (combatantId && game.combat) {
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const combatant = game.combat.combatants.get(combatantId)
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targetActor = combatant?.token?.actor || game.actors.get(combatant?.actorId)
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}
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}
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if (!targetActor) {
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ui.notifications.error(game.i18n.localize("CTHULHUETERNAL.Notifications.noTargetActorFound"))
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return
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}
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targetActor.applyWounds(woundData)
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