Combat Tracker + power enhancements
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@@ -3,12 +3,9 @@ import { Hero6Utility } from "./hero6-utility.js";
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import { Hero6RollDialog } from "./hero6-roll-dialog.js";
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/* -------------------------------------------- */
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const coverBonusTable = { "nocover": 0, "lightcover": 2, "heavycover": 4, "entrenchedcover": 6 };
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const statThreatLevel = ["agi", "str", "phy", "com", "def", "per"]
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const __subkey2title = {
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"melee-dmg": "Melee Damage", "melee-atk": "Melee Attack", "ranged-atk": "Ranged Attack",
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"ranged-dmg": "Ranged Damage", "dmg-res": "Damare Resistance"
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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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[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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/* -------------------------------------------- */
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/* -------------------------------------------- */
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@@ -67,8 +64,8 @@ export class Hero6Actor extends Actor {
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}
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}
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computeDicesValue() {
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this.system.biodata.presenceattack = Hero6Utility.getDerivatedDiceFormulas(this.system.characteristics.pre.value )
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this.system.characteristics.str.strdice = Hero6Utility.getDerivatedDiceFormulas(this.system.characteristics.str.value )
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this.system.biodata.presenceattack = Hero6Utility.getDerivatedDiceFormulas(this.system.characteristics.pre.value)
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this.system.characteristics.str.strdice = Hero6Utility.getDerivatedDiceFormulas(this.system.characteristics.str.value)
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}
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/* -------------------------------------------- */
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prepareDerivedData() {
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@@ -275,13 +272,13 @@ export class Hero6Actor extends Actor {
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return 0;
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}
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getManeuvers() {
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let maneuvers = {
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let maneuvers = {
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general: this.items.filter(item => item.type == "maneuver" && item.system.maneuvertype == "general"),
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offensive: this.items.filter(item => item.type == "maneuver" && item.system.maneuvertype == "offensive"),
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defensive: this.items.filter(item => item.type == "maneuver" && item.system.maneuvertype == "defensive")
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}
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Hero6Utility.sortArrayObjectsByName(maneuvers.general)
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Hero6Utility.sortArrayObjectsByName(maneuvers.offensive)
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Hero6Utility.sortArrayObjectsByName(maneuvers.general)
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Hero6Utility.sortArrayObjectsByName(maneuvers.offensive)
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Hero6Utility.sortArrayObjectsByName(maneuvers.defensive)
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return maneuvers
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}
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@@ -292,32 +289,32 @@ export class Hero6Actor extends Actor {
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}
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getEquipments() {
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let list = this.items.filter(item => item.type == "equipment" && item.system.subtype == "equipment");
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Hero6Utility.sortArrayObjectsByName(list)
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Hero6Utility.sortArrayObjectsByName(list)
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return list
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}
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getWeapons() {
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let list = this.items.filter(item => item.type == "equipment" && item.system.subtype == "weapon");
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Hero6Utility.sortArrayObjectsByName(list)
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Hero6Utility.sortArrayObjectsByName(list)
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return list
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}
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getArmors() {
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let list = this.items.filter(item => item.type == "equipment" && item.system.subtype == "armor");
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Hero6Utility.sortArrayObjectsByName(list)
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Hero6Utility.sortArrayObjectsByName(list)
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return list
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}
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getShields() {
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let list = this.items.filter(item => item.type == "equipment" && item.system.subtype == "shield");
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Hero6Utility.sortArrayObjectsByName(list)
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Hero6Utility.sortArrayObjectsByName(list)
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return list
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}
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getEquipmentsMoneys() {
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let list = duplicate(this.items.filter(item => item.type == "equipment" && (item.system.subtype == "equipment" || item.system.subtype == "money")) || [])
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Hero6Utility.sortArrayObjectsByName(list)
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Hero6Utility.sortArrayObjectsByName(list)
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return list
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}
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getEquipmentsOnly() {
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let list = duplicate(this.items.filter(item => item.type == "equipment" && item.system.subtype == "equipment") || [])
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Hero6Utility.sortArrayObjectsByName(list)
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Hero6Utility.sortArrayObjectsByName(list)
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return list
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}
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@@ -412,13 +409,23 @@ export class Hero6Actor extends Actor {
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await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
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}
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}
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/* -------------------------------------------- */
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getInitiativeScore(combatId, combatantId) {
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if (this.type == 'character') {
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this.rollMR(true, combatId, combatantId)
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}
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console.log("Init required !!!!")
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return -1;
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hasPhase( segmentNumber) {
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let index = Math.min( Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
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let phases = __speed2Segments[index]
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return phases.includes(segmentNumber)
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}
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/* -------------------------------------------- */
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getSegments() {
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let index = Math.min( Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
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return __speed2Segments[index]
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}
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/* -------------------------------------------- */
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getBaseInit() {
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let r = new Roll("1d6").roll({async: false})
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let base = this.system.characteristics.dex.value + (r.total / 10)
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return base
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}
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/* -------------------------------------------- */
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