Various fixes
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@@ -4,7 +4,7 @@ import { Hero6RollDialog } from "./hero6-roll-dialog.js";
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import { Hero6LiftDice } from "./hero6-lift-dice.js";
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/* -------------------------------------------- */
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const __speed2Segments = [ [0], [7], [6, 12], [4, 8, 12], [3, 6, 9, 12], [3, 5, 8, 10, 12], [2, 4, 6, 8, 10, 12],
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const __speed2Segments = [[0], [7], [6, 12], [4, 8, 12], [3, 6, 9, 12], [3, 5, 8, 10, 12], [2, 4, 6, 8, 10, 12],
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[2, 4, 6, 7, 9, 11, 12], [2, 3, 5, 6, 8, 9, 11, 12], [2, 3, 4, 6, 7, 8, 10, 11, 12], [2, 3, 4, 5, 6, 8, 9, 10, 11, 12],
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[2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12], [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12]]
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@@ -40,12 +40,10 @@ export class Hero6Actor extends Actor {
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return actor;
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}
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if (data.type == 'character') {
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if (data.type == 'character' || data.type == 'minion') {
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const maneuvers = await Hero6Utility.loadCompendium("fvtt-hero-system-6.maneuvers")
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let maneuversObj = maneuvers.map(i => i.toObject())
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data.items = maneuversObj.filter(m => m.system.isstock)
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}
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if (data.type == 'npc') {
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data.items = maneuversObj.filter(m => m.system.isstock)
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}
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return super.create(data, options);
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@@ -62,14 +60,11 @@ export class Hero6Actor extends Actor {
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/* -------------------------------------------- */
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computeDerivatedData() {
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if (this.type == "character") {
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let newSTREND = this.computeSTREND()
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if (newSTREND != this.system.characteristics.str.strend) {
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this.update({ 'system.characteristics.str.strend': newSTREND })
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}
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let newSTREND = this.computeSTREND()
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if (newSTREND != this.system.characteristics.str.strend) {
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this.update({ 'system.characteristics.str.strend': newSTREND })
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}
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}
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/* -------------------------------------------- */
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performMigration() {
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// Fix OCV/OMCV rollable
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@@ -172,6 +167,19 @@ export class Hero6Actor extends Actor {
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}
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return item;
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}
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/* -------------------------------------------- */
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async _preCreate(data, options, user) {
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await super._preCreate(data, options, user);
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// Configure prototype token settings
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const prototypeToken = {};
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if (this.type === "character") Object.assign(prototypeToken, {
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sight: { enabled: true }, actorLink: true, disposition: CONST.TOKEN_DISPOSITIONS.FRIENDLY
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});
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this.updateSource({ prototypeToken });
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}
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/* -------------------------------------------- */
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prepareSkill(skill) {
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skill.roll = 0
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@@ -213,12 +221,12 @@ export class Hero6Actor extends Actor {
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skill.roll += skill.system.levels
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}
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}
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/* -------------------------------------------- */
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prepareManeuver(maneuver) {
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maneuver.roll = 11 + this.system.characteristics.ocv.value
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if ( Number(maneuver.system.ocv)) {
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if (Number(maneuver.system.ocv)) {
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maneuver.roll += Number(maneuver.system.ocv)
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} else {
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maneuver.noOCV = true
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@@ -408,7 +416,7 @@ export class Hero6Actor extends Actor {
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/* -------------------------------------------- */
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async cleanCombat() {
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await this.setFlag("world", "hold-action", false)
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await this.setFlag("world", "abort-action", { state: false, count: 0 } )
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await this.setFlag("world", "abort-action", { state: false, count: 0 })
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}
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async holdAction() {
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await this.disableAbortAction()
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@@ -481,7 +489,7 @@ export class Hero6Actor extends Actor {
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}
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/* -------------------------------------------- */
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getBaseInit(turn) {
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if ( turn != this.turn) {
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if (turn != this.turn) {
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let r = new Roll("1d6").roll({ async: false })
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this.currentInit = Number(this.system.characteristics.dex.initiative) + Number(((r.total / 10).toFixed(2)))
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this.turn = turn
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@@ -516,8 +524,13 @@ export class Hero6Actor extends Actor {
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/* -------------------------------------------- */
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prepareCharacValues(charac) {
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charac.total = charac.value
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charac.roll = 9 + Math.round((charac.value) / 5)
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if (charac.label == "OCV" || charac.label == "OMCV" ) {
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charac.total = charac.value
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charac.roll = 11 + charac.value
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} else {
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charac.total = charac.value
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charac.roll = 9 + Math.round((charac.value) / 5)
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}
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}
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prepareCharac() {
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let characs = duplicate(this.system.characteristics)
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@@ -531,7 +544,7 @@ export class Hero6Actor extends Actor {
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if (key == "spd") {
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ch.phasesString = this.getPhasesString()
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}
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if (key =="pre") {
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if (key == "pre") {
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ch.presenceattack = duplicate(this.system.biodata.presenceattack)
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}
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}
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