Update rolls and similar stuff

This commit is contained in:
sladecraven 2022-11-10 11:04:05 +01:00
parent ad5f91fbb2
commit 927ddf1328
7 changed files with 103 additions and 60 deletions

View File

@ -88,7 +88,14 @@ export class HawkmoonActorSheet extends ActorSheet {
let value = ev.currentTarget.value
this.actor.editItemField(itemId, itemType, itemField, dataType, value)
})
html.find('.adversite-modify').click(event => {
const li = $(event.currentTarget).parents(".item")
let adv = li.data("adversite")
let value = Number($(event.currentTarget).data("adversite-value"))
this.actor.incDecAdversite(adv, value)
})
html.find('.quantity-minus').click(event => {
const li = $(event.currentTarget).parents(".item");
this.actor.incDecQuantity( li.data("item-id"), -1 );

View File

@ -56,9 +56,8 @@ export class HawkmoonActor extends Actor {
arme.system.attrKey = "pui"
arme.system.totalDegats = arme.system.degats + "+" + combat.bonusDegatsTotal
arme.system.totalOffensif = this.system.attributs.pui.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff
if (arme.system.isdefense) {
arme.system.totalDefensif = combat.defenseTotal + arme.system.competence.system.niveau + arme.system.bonusmaniementdef
}
arme.system.totalDefensif = combat.defenseTotal + arme.system.competence.system.niveau + arme.system.seuildefense
arme.system.isdefense = true
}
if (arme.system.typearme == "jet" || arme.system.typearme == "tir") {
arme.system.competence = duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "armes à distance"))
@ -66,7 +65,7 @@ export class HawkmoonActor extends Actor {
arme.system.totalOffensif = this.system.attributs.adr.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff
arme.system.totalDegats = arme.system.degats
if (arme.system.isdefense) {
arme.system.totalDefensif = combat.defenseTotal + arme.system.competence.system.niveau + arme.system.bonusmaniementdef
arme.system.totalDefensif = combat.defenseTotal + arme.system.competence.system.niveau + arme.system.seuildefense
}
}
return arme
@ -135,13 +134,26 @@ export class HawkmoonActor extends Actor {
/* -------------------------------------------- */
getDefenseBase() {
return this.system.attributs.tre.value
return Math.max(this.system.attributs.tre.value, this.system.attributs.pui.value)
}
/* -------------------------------------------- */
getVitesseBase() {
return 5 + __vitesseBonus[this.system.attributs.adr.value]
}
/* -------------------------------------------- */
getProtection() {
let equipProtection = 0
for(let armor in this.items) {
if (armor.type == "protection" && armor.system.equipped) {
equipProtection += Number(armor.system.protection)
}
}
if (equipProtection < 4) {
return 4 + equipProtection // Cas des boucliers + sans armure
}
return equipProtection // Uniquement la protection des armures + boucliers
}
/* -------------------------------------------- */
getCombatValues() {
@ -153,7 +165,8 @@ export class HawkmoonActor extends Actor {
vitesseBase: this.getVitesseBase(),
vitesseTotal: this.getVitesseBase() + this.system.combat.vitessebonus,
defenseBase: this.getDefenseBase(),
defenseTotal: this.getDefenseBase() + this.system.combat.defensebonus
protection : this.getProtection(),
defenseTotal: this.getDefenseBase() + this.system.combat.defensebonus + this.getProtection() - this.getTotalAdversite()
}
return combat
}
@ -171,9 +184,9 @@ export class HawkmoonActor extends Actor {
prepareDerivedData() {
if (this.type == 'personnage') {
let vigueur = Math.floor( (this.system.attributs.pui.value + this.system.attributs.tre.value) / 2)
let vigueur = Math.floor((this.system.attributs.pui.value + this.system.attributs.tre.value) / 2)
if (vigueur != this.system.sante.vigueur) {
this.update( { 'system.sante.vigueur': vigueur})
this.update({ 'system.sante.vigueur': vigueur })
}
}
@ -220,45 +233,45 @@ export class HawkmoonActor extends Actor {
}
/* -------------------------------------------- */
checkAttribut(attribut, minLevel) {
let attr = this.system.attributs.find( at => at.labelnorm == attribut.toLowerCase() )
checkAttribut(attribut, minLevel) {
let attr = this.system.attributs.find(at => at.labelnorm == attribut.toLowerCase())
if (attr && attr.value >= minLevel) {
return {isValid: true, attr: duplicate(attr) }
return { isValid: true, attr: duplicate(attr) }
}
return {isValid: false}
return { isValid: false }
}
/* -------------------------------------------- */
checkAttributOrCompetenceLevel(compName, minLevel) {
let comp = this.items.find(i => i.type == "competence" && i.name.toLowerCase() == compName.toLowerCase() && i.system.niveau >= minLevel)
if ( comp) {
return {isValid: true, item: duplicate(comp) }
if (comp) {
return { isValid: true, item: duplicate(comp) }
} else {
for (let attrKey in this.system.attributs) {
if ( this.system.attributs[attrKey].label.toLowerCase() == compName.toLowerCase() && this.system.attributs[attrKey].value >= minLevel ) {
return {isValid: true, item: duplicate(this.system.attributs[attrKey]) }
if (this.system.attributs[attrKey].label.toLowerCase() == compName.toLowerCase() && this.system.attributs[attrKey].value >= minLevel) {
return { isValid: true, item: duplicate(this.system.attributs[attrKey]) }
}
}
}
return {isValid: false, warningMessage: `Prérequis insuffisant : la compétence/attribut ${compName} doit être de niveau ${minLevel} au minimum`}
return { isValid: false, warningMessage: `Prérequis insuffisant : la compétence/attribut ${compName} doit être de niveau ${minLevel} au minimum` }
}
/* -------------------------------------------- */
addCompetenceBonus(compName, bonus, baCost) {
let comp = this.items.find(i => i.type == "competence" && i.name.toLowerCase() == compName.toLowerCase())
if ( comp) {
if (comp) {
comp = duplicate(comp)
comp.system.bonus = bonus
comp.system.baCost = baCost
return {isValid: true, item: comp }
return { isValid: true, item: comp }
}
return {isValid: false, warningMessage: `Compétence ${compName} non trouvée`}
return { isValid: false, warningMessage: `Compétence ${compName} non trouvée` }
}
/* -------------------------------------------- */
checkIfCompetence( compName ) {
checkIfCompetence(compName) {
let comp = this.items.find(i => i.type == "competence" && i.name.toLowerCase() == compName.toLowerCase())
if ( comp) {
return {isValid: true, item: comp}
if (comp) {
return { isValid: true, item: comp }
}
return {isValid: false }
return { isValid: false }
}
/* -------------------------------------------- */
getBonneAventure() {
@ -305,7 +318,7 @@ export class HawkmoonActor extends Actor {
/* -------------------------------------------- */
getBonusDegats() {
return __degatsBonus[this.system.attributs.pui.value]
return 0;
}
/* -------------------------------------------- */
@ -342,11 +355,24 @@ export class HawkmoonActor extends Actor {
await this.update({ 'system.subactors': newArray });
}
/* -------------------------------------------- */
getTotalAdversite() {
return this.system.adversite.bleue + this.system.adversite.rouge + this.system.adversite.noire
}
/* -------------------------------------------- */
async incDecAdversite(adv, incDec = 0) {
let adversite = duplicate(this.system.adversite)
adversite[adv] += Number(incDec)
adversite[adv] = Math.max(adversite[adv], 0)
this.update({ 'system.adversite': adversite })
}
/* -------------------------------------------- */
async incDecQuantity(objetId, incDec = 0) {
let objetQ = this.items.get(objetId)
if (objetQ) {
let newQ = objetQ.system.quantity + incDec;
let newQ = objetQ.system.quantity + incDec
newQ = Math.max(newQ, 0)
const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.quantity': newQ }]); // pdates one EmbeddedEntity
}
}
@ -365,22 +391,22 @@ export class HawkmoonActor extends Actor {
}
/* -------------------------------------------- */
getInitiativeScore( ) {
getInitiativeScore() {
return Number(this.system.attributs.adr.value) + Number(this.system.combat.initbonus)
}
/* -------------------------------------------- */
getBestDefenseValue() {
let defenseList = this.items.filter(item => (item.type =="arme" || item.type == "bouclier") && item.system.equipped)
let defenseList = this.items.filter(item => (item.type == "arme" || item.type == "bouclier") && item.system.equipped)
let maxDef = 0
let bestArme
for(let arme of defenseList) {
for (let arme of defenseList) {
if (arme.type == "arme" && arme.system.isdefense) {
arme = this.prepareArme(arme)
}
if (arme.type == "bouclier" ) {
if (arme.type == "bouclier") {
arme = this.prepareBouclier(arme)
}
if ( arme.system.totalDefensif > maxDef) {
if (arme.system.totalDefensif > maxDef) {
maxDef = arme.system.totalDefensif
bestArme = duplicate(arme)
}
@ -392,15 +418,15 @@ export class HawkmoonActor extends Actor {
searchRelevantTalents(competence) {
let talents = []
for( let talent of this.items) {
for (let talent of this.items) {
if (talent.type == "talent" && talent.system.isautomated && talent.system.automations.length > 0) {
for (let auto of talent.system.automations) {
if (auto.eventtype === "prepare-roll") {
if (auto.competence.toLowerCase() == competence.name.toLowerCase() ) {
if (auto.competence.toLowerCase() == competence.name.toLowerCase()) {
talent = duplicate(talent)
talent.system.bonus = auto.bonus
talent.system.bonus = auto.bonus
talent.system.baCost = auto.baCost
talents.push( talent )
talents.push(talent)
}
}
}
@ -418,24 +444,26 @@ export class HawkmoonActor extends Actor {
rollData.img = this.img
rollData.attributs = HawkmoonUtility.getAttributs()
rollData.maitriseId = "none"
rollData.nbEclat = this.system.eclat.value
rollData.nbEclat = this.system.eclat.value
rollData.nbBA = this.system.bonneaventure.actuelle
rollData.nbAdversites = this.getTotalAdversite()
rollData.talents = []
if (attrKey) {
rollData.attrKey = attrKey
if (attrKey != "tochoose") {
rollData.actionImg = "systems/fvtt-mournblade-cyd/assets/icons/" + this.system.attributs[attrKey].labelnorm + ".webp"
rollData.actionImg = "systems/fvtt-hawkmoon-cyd/assets/icons/" + this.system.attributs[attrKey].labelnorm + ".webp"
rollData.attr = duplicate(this.system.attributs[attrKey])
}
}
if (compId) {
rollData.competence = duplicate(this.items.get(compId) || {})
rollData.maitrises = rollData.competence.system.predilections.filter(p => p.maitrise )
rollData.actionImg = rollData.competence?.img
rollData.talents = this.searchRelevantTalents( rollData.competence)
rollData.maitrises = rollData.competence.system.predilections.filter(p => p.maitrise)
rollData.actionImg = rollData.competence?.img
rollData.talents = this.searchRelevantTalents(rollData.competence)
}
if (compName) {
rollData.competence = duplicate(this.items.find( item => item.name.toLowerCase() == compName.toLowerCase()) || {})
rollData.competence = duplicate(this.items.find(item => item.name.toLowerCase() == compName.toLowerCase()) || {})
rollData.actionImg = rollData.competence?.img
}
return rollData
@ -443,7 +471,7 @@ export class HawkmoonActor extends Actor {
/* -------------------------------------------- */
async rollAttribut(attrKey) {
let rollData = this.getCommonRollData(attrKey)
let rollData = this.getCommonRollData(attrKey)
let rollDialog = await HawkmoonRollDialog.create(this, rollData)
rollDialog.render(true)
}
@ -481,7 +509,8 @@ export class HawkmoonActor extends Actor {
if (arme.type == "bouclier") {
arme = this.prepareBouclier(arme)
}
let roll = new Roll(arme.system.totalDegats).roll({ async: false })
console.log("DEGATS", arme)
let roll = new Roll( "1d10+"+arme.system.totalDegats).roll({ async: false })
await HawkmoonUtility.showDiceSoNice(roll, game.settings.get("core", "rollMode"));
let rollData = {
arme: arme,
@ -492,7 +521,7 @@ export class HawkmoonActor extends Actor {
actionImg: arme.img,
}
HawkmoonUtility.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-mournblade/templates/chat-degats-result.html`, rollData)
content: await renderTemplate(`systems/fvtt-hawkmoon-cyd/templates/chat-degats-result.html`, rollData)
})
}

View File

@ -336,6 +336,8 @@ export class HawkmoonUtility {
rollData.diceFormula += `+${rollData.attr.value}*2+${rollData.modificateur}`
}
// Ajout adversités
rollData.diceFormula += `-${rollData.nbAdversites}`
if (rollData.arme && rollData.arme.type == "arme") {
rollData.diceFormula += `+${rollData.arme.system.bonusmaniementoff}`

View File

@ -1,7 +1,7 @@
{
"id": "fvtt-hawkmoon-cyd",
"description": "Hawmoon RPG for FoundryVTT (CYD system - French)",
"version": "10.0.8",
"version": "10.0.9",
"authors": [
{
"name": "Uberwald/LeRatierBretonnien",
@ -15,7 +15,7 @@
"gridUnits": "m",
"license": "LICENSE.txt",
"manifest": "https://www.uberwald.me/gitea/public/fvtt-hawkmoon-cyd/raw/branch/master/system.json",
"download": "https://www.uberwald.me/gitea/public/fvtt-hawkmoon-cyd/archive/fvtt-hawkmoon-cyd-10.0.8.zip",
"download": "https://www.uberwald.me/gitea/public/fvtt-hawkmoon-cyd/archive/fvtt-hawkmoon-cyd-10.0.9.zip",
"packs": [
{
"type": "Item",

View File

@ -67,7 +67,7 @@
<img class="item-name-img" src="systems/fvtt-hawkmoon-cyd/assets/icons/{{attr.labelnorm}}.webp">
<span class="item-name-label competence-name item-field-label-medium"><a
class="roll-attribut">{{attr.label}}</a></span>
<select class="status-small-label color-class-common item-field-label-short" type="text"
<select class="status-small-label color-class-common edit-item-data competence-niveau" type="text"
name="system.attributs.{{key}}.value" value="{{attr.value}}" data-dtype="Number">
{{#select attr.value}}
{{> systems/fvtt-hawkmoon-cyd/templates/partial-list-niveau.html}}
@ -81,18 +81,16 @@
<div class="sheet-box color-bg-archetype">
<h4 class="item-name-label competence-name">Adversité</h4>
<ul class="item-list alternate-list">
<li class="item flexrow">
<label class="label-name item-field-label-short">Bleue</label>
<label class="label-name item-field-label-short">{{system.adversite.bleue}}</label>
</li>
<li class="item flexrow">
<label class="label-name item-field-label-short">Rouge</label>
<label class="label-name item-field-label-short">{{system.adversite.rouge}}</label>
</li>
<li class="item flexrow">
<label class="label-name item-field-label-short">Noire</label>
<label class="label-name item-field-label-short">{{system.adversite.noire}}</label>
{{#each system.adversite as |adv key|}}
<li class="item flexrow" data-adversite="{{key}}">
<label class="label-name item-field-label-short">{{upperFirst key}}</label>
<label class="label-name item-field-label-short">{{adv}}</label>
<span class="status-small-label no-grow">
<a class="adversite-modify plus-minus-button" data-adversite-value="1">+</a>
<a class="adversite-modify plus-minus-button" data-adversite-value="-1">&nbsp;-</a>
</span>
</li>
{{/each}}
</ul>
</div>

View File

@ -19,7 +19,7 @@
<div>
<ul>
<li>Arme : {{arme.name}} (+{{arme.system.totalDegats}})</li>
<li>Dégats : {{finalResult}} {{#if arme.system.nonletaux}}(Non létaux){{else}}(Létaux){{/if}}</li>
<li>Dégats : {{finalResult}}</li>
</ul>
</div>

View File

@ -24,6 +24,13 @@
{{/if}}
</div>
{{#if nbAdversites}}
<div class="flexrow">
<span class="roll-dialog-label">Malus d'adversités : </span>
<span class="small-label">- {{nbAdversites}}</span>
</div>
{{/if}}
{{#if competence}}
<div class="flexrow">
<span class="roll-dialog-label">{{competence.name}}</span>