First actor sheet
This commit is contained in:
@@ -64,28 +64,8 @@ export class Hero6Actor extends Actor {
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/* -------------------------------------------- */
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computeHitPoints() {
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if (this.type == "character") {
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let hp = duplicate(this.system.secondary.hp)
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let max = (this.system.abilities.str.value + this.system.abilities.con.value) * 6
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if (max != hp.max || hp.value > max) {
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hp.max = max
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hp.value = max // Init case
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this.update({ 'system.secondary.hp': hp })
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}
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}
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}
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/* -------------------------------------------- */
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computeEffortPoints() {
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if (this.type == "character") {
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let effort = duplicate(this.system.secondary.effort)
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let max = (this.system.abilities.con.value + this.system.abilities.int.value) * 6
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if (max != effort.max || effort.value > max) {
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effort.max = max
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effort.value = max // Init case
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this.update({ 'system.secondary.effort': effort })
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}
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}
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}
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/* -------------------------------------------- */
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prepareDerivedData() {
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@@ -93,7 +73,6 @@ export class Hero6Actor extends Actor {
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this.system.encCapacity = this.getEncumbranceCapacity()
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this.buildContainerTree()
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this.computeHitPoints()
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this.computeEffortPoints()
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}
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super.prepareDerivedData();
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@@ -116,29 +95,6 @@ export class Hero6Actor extends Actor {
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Hero6Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getFeats() {
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let comp = duplicate(this.items.filter(item => item.type == 'feat') || []);
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Hero6Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getFeatsWithDie() {
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let comp = duplicate(this.items.filter(item => item.type == 'feat' && item.system.isfeatdie) || []);
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Hero6Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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getFeatsWithSL() {
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let comp = duplicate(this.items.filter(item => item.type == 'feat' && item.system.issl) || []);
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Hero6Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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/* -------------------------------------------- */
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getLore() {
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let comp = duplicate(this.items.filter(item => item.type == 'spell') || []);
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Hero6Utility.sortArrayObjectsByName(comp)
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return comp;
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}
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getEquippedWeapons() {
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let comp = duplicate(this.items.filter(item => item.type == 'weapon' && item.system.equipped) || []);
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Hero6Utility.sortArrayObjectsByName(comp)
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@@ -211,20 +167,10 @@ export class Hero6Actor extends Actor {
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/* -------------------------------------------- */
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getSkills() {
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let comp = duplicate(this.items.filter(item => item.type == 'skill') || [])
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for (let skill of comp) {
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Hero6Utility.updateSkill(skill)
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}
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Hero6Utility.sortArrayObjectsByName(comp)
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return comp
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}
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/* -------------------------------------------- */
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getRelevantAbility(statKey) {
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let comp = duplicate(this.items.filter(item => item.type == 'skill' && item.system.ability == ability) || []);
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return comp;
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}
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/* -------------------------------------------- */
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async equipItem(itemId) {
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let item = this.items.find(item => item.id == itemId)
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@@ -268,27 +214,6 @@ export class Hero6Actor extends Actor {
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return duplicate(this.items.filter(item => item.type == "equipment") || [])
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}
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/* ------------------------------------------- */
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getSaveRoll() {
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return {
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reflex: {
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"label": "Reflex Save",
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"img": "systems/fvtt-hero-system-6/images/icons/saves/reflex_save.webp",
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"value": this.system.abilities.agi.value + this.system.abilities.wit.value
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},
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fortitude: {
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"label": "Fortitude Save",
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"img": "systems/fvtt-hero-system-6/images/icons/saves/fortitude_save.webp",
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"value": this.system.abilities.str.value + this.system.abilities.con.value
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},
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willpower: {
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"label": "Willpower Save",
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"img": "systems/fvtt-hero-system-6/images/icons/saves/will_save.webp",
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"value": this.system.abilities.int.value + this.system.abilities.cha.value
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}
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}
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}
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/* ------------------------------------------- */
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async buildContainerTree() {
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let equipments = duplicate(this.items.filter(item => item.type == "equipment") || [])
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@@ -332,15 +257,6 @@ export class Hero6Actor extends Actor {
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}
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/* -------------------------------------------- */
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async rollArmor(rollData) {
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let armor = this.getEquippedArmor()
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if (armor) {
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}
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return { armor: "none" }
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}
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/* -------------------------------------------- */
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async incDecHP(formula) {
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let dmgRoll = new Roll(formula+"[dark-starsorange]").roll({ async: false })
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@@ -351,11 +267,6 @@ export class Hero6Actor extends Actor {
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return Number(dmgRoll.total)
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}
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/* -------------------------------------------- */
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getAbility(abilKey) {
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return this.system.abilities[abilKey];
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}
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/* -------------------------------------------- */
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async addObjectToContainer(itemId, containerId) {
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let container = this.items.find(item => item.id == containerId && item.system.iscontainer)
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@@ -429,9 +340,16 @@ export class Hero6Actor extends Actor {
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}
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/* -------------------------------------------- */
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syncRoll(rollData) {
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this.lastRollId = rollData.rollId;
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Hero6Utility.saveRollData(rollData);
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prepareCharacValues( charac) {
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charac.total = charac.base+charac.value
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charac.roll = 9 + Math.floor((charac.base+charac.value)/5)
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}
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prepareCharac() {
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let characs = duplicate(this.system.characteristics)
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for(let key in characs) {
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this.prepareCharacValues( characs[key])
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}
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return characs
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}
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/* -------------------------------------------- */
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@@ -457,31 +375,6 @@ export class Hero6Actor extends Actor {
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}
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}
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/* -------------------------------------------- */
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async incrementSkillExp(skillId, inc) {
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let skill = this.items.get(skillId)
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if (skill) {
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await this.updateEmbeddedDocuments('Item', [{ _id: skill.id, 'system.exp': skill.system.exp + inc }])
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let chatData = {
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user: game.user.id,
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rollMode: game.settings.get("core", "rollMode"),
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whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')),
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content: `<div>${this.name} has gained 1 exp in the skill ${skill.name} (exp = ${skill.system.exp})</div`
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}
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ChatMessage.create(chatData)
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if (skill.system.exp >= 25) {
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await this.updateEmbeddedDocuments('Item', [{ _id: skill.id, 'system.exp': 0, 'system.explevel': skill.system.explevel + 1 }])
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let chatData = {
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user: game.user.id,
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rollMode: game.settings.get("core", "rollMode"),
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whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')),
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content: `<div>${this.name} has gained 1 exp SL in the skill ${skill.name} (new exp SL : ${skill.system.explevel}) !</div`
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}
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ChatMessage.create(chatData)
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}
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}
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}
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/* -------------------------------------------- */
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async incDecQuantity(objetId, incDec = 0) {
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let objetQ = this.items.get(objetId)
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@@ -504,61 +397,16 @@ export class Hero6Actor extends Actor {
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}
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/* -------------------------------------------- */
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isForcedAdvantage() {
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return this.items.find(cond => cond.type == "condition" && cond.system.advantage)
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}
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isForcedDisadvantage() {
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return this.items.find(cond => cond.type == "condition" && cond.system.disadvantage)
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}
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isForcedRollAdvantage() {
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return this.items.find(cond => cond.type == "condition" && cond.system.rolladvantage)
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}
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isForcedRollDisadvantage() {
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return this.items.find(cond => cond.type == "condition" && cond.system.rolldisadvantage)
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}
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isNoAdvantage() {
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return this.items.find(cond => cond.type == "condition" && cond.system.noadvantage)
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}
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isNoAction() {
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return this.items.find(cond => cond.type == "condition" && cond.system.noaction)
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}
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isAttackDisadvantage() {
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return this.items.find(cond => cond.type == "condition" && cond.system.attackdisadvantage)
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}
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isDefenseDisadvantage() {
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return this.items.find(cond => cond.type == "condition" && cond.system.defensedisadvantage)
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}
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isAttackerAdvantage() {
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return this.items.find(cond => cond.type == "condition" && cond.system.targetadvantage)
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}
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/* -------------------------------------------- */
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getCommonRollData(abilityKey = undefined) {
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let noAction = this.isNoAction()
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if (noAction) {
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ui.notifications.warn("You can't do any actions du to the condition : " + noAction.name)
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return
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}
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getCommonRollData(chKey = undefined) {
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let rollData = Hero6Utility.getBasicRollData()
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rollData.alias = this.name
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rollData.actorImg = this.img
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rollData.actorId = this.id
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rollData.img = this.img
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rollData.featsDie = this.getFeatsWithDie()
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rollData.featsSL = this.getFeatsWithSL()
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rollData.armors = this.getArmors()
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rollData.conditions = this.getConditions()
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rollData.featDieName = "none"
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rollData.featSLName = "none"
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rollData.rollAdvantage = "none"
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rollData.advantage = "none"
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rollData.disadvantage = "none"
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rollData.forceAdvantage = this.isForcedAdvantage()
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rollData.forceDisadvantage = this.isForcedDisadvantage()
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rollData.forceRollAdvantage = this.isForcedRollAdvantage()
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rollData.forceRollDisadvantage = this.isForcedRollDisadvantage()
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rollData.noAdvantage = this.isNoAdvantage()
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if (chKey) {
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rollData.charac = duplicate(this.system.characteristics[chKey])
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this.prepareCharacValues(rollData.charac)
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}
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if (rollData.defenderTokenId) {
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let defenderToken = game.canvas.tokens.get(rollData.defenderTokenId)
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let defender = defenderToken.actor
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@@ -581,26 +429,20 @@ export class Hero6Actor extends Actor {
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rollData.advantageFromTarget = true
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}
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}
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if (abilityKey) {
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rollData.ability = this.getAbility(abilityKey)
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rollData.selectedKill = undefined
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}
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console.log("ROLLDATA", rollData)
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return rollData
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}
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/* -------------------------------------------- */
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rollAbility(abilityKey) {
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let rollData = this.getCommonRollData(abilityKey)
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rollData.mode = "ability"
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rollCharac(chKey) {
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let rollData = this.getCommonRollData(chKey)
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rollData.mode = "charac"
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if (rollData.target) {
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ui.notifications.warn("You are targetting a token with a skill : please use a Weapon instead.")
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return
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}
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Hero6Utility.rollHero6(rollData)
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this.startRoll(rollData)
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}
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/* -------------------------------------------- */
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@@ -655,152 +497,8 @@ export class Hero6Actor extends Actor {
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}
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}
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/* -------------------------------------------- */
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rollDefenseMelee(attackRollData) {
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let weapon = this.items.get(attackRollData.defenseWeaponId)
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if (weapon) {
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weapon = duplicate(weapon)
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let skill = this.items.find(item => item.name.toLowerCase() == weapon.system.skill.toLowerCase())
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if (skill) {
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skill = duplicate(skill)
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Hero6Utility.updateSkill(skill)
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let abilityKey = skill.system.ability
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let rollData = this.getCommonRollData(abilityKey)
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rollData.defenderTokenId = undefined // Cleanup
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rollData.mode = "weapondefense"
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rollData.shield = this.getEquippedShield()
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rollData.attackRollData = duplicate(attackRollData)
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rollData.skill = skill
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rollData.weapon = weapon
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rollData.img = weapon.img
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if (!rollData.forceDisadvantage) { // This is an attack, check if disadvantaged
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rollData.forceDisadvantage = this.isDefenseDisadvantage()
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}
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this.startRoll(rollData)
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} else {
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ui.notifications.warn("Unable to find the relevant skill for weapon " + weapon.name)
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}
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} else {
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ui.notifications.warn("Weapon not found ! ")
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}
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}
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/* -------------------------------------------- */
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rollDefenseRanged(attackRollData) {
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let rollData = this.getCommonRollData()
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rollData.defenderTokenId = undefined // Cleanup
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rollData.mode = "rangeddefense"
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if ( attackRollData) {
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rollData.attackRollData = duplicate(attackRollData)
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rollData.effectiveRange = Hero6Utility.getWeaponRange(attackRollData.weapon)
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rollData.tokensDistance = attackRollData.tokensDistance // QoL copy
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}
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rollData.sizeDice = Hero6Utility.getSizeDice(this.system.biodata.size)
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rollData.distanceBonusDice = 0 //Math.max(0, Math.floor((rollData.tokensDistance - rollData.effectiveRange) + 0.5))
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rollData.hasCover = "none"
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rollData.situational = "none"
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rollData.useshield = false
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rollData.shield = this.getEquippedShield()
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this.startRoll(rollData)
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}
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/* -------------------------------------------- */
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rollShieldDie() {
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let shield = this.getEquippedShield()
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if (shield) {
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shield = duplicate(shield)
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let rollData = this.getCommonRollData()
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rollData.mode = "shield"
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rollData.shield = shield
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rollData.useshield = true
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rollData.img = shield.img
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this.startRoll(rollData)
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}
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}
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/* -------------------------------------------- */
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async rollArmorDie(rollData = undefined) {
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let armor = this.getEquippedArmor()
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if (armor) {
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armor = duplicate(armor)
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let reduce = 0
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let multiply = 1
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let disadvantage = false
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let advantage = false
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let messages = ["Armor applied"]
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if (rollData) {
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if (Hero6Utility.isArmorLight(armor) && Hero6Utility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
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return { armorIgnored: true, nbSuccess: 0, messages: ["Armor ignored : Penetrating weapons ignore Light Armors."] }
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}
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if (Hero6Utility.isWeaponPenetrating(rollData.attackRollData.weapon)) {
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messages.push("Armor reduced by 1 (Penetrating weapon)")
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reduce = 1
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}
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if (Hero6Utility.isWeaponLight(rollData.attackRollData.weapon)) {
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messages.push("Armor with advantage (Light weapon)")
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advantage = true
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}
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if (Hero6Utility.isWeaponHeavy(rollData.attackRollData.weapon)) {
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messages.push("Armor with disadvantage (Heavy weapon)")
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disadvantage = true
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}
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if (Hero6Utility.isWeaponHack(rollData.attackRollData.weapon)) {
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messages.push("Armor reduced by 1 (Hack weapon)")
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reduce = 1
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}
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if (Hero6Utility.isWeaponUndamaging(rollData.attackRollData.weapon)) {
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messages.push("Armor multiplied by 2 (Undamaging weapon)")
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multiply = 2
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}
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}
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let diceColor = armor.system.absorprionroll
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let armorResult = await Hero6Utility.getRollTableFromDiceColor(diceColor, false)
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console.log("Armor log", armorResult)
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let armorValue = Math.max(0, (Number(armorResult.text) + reduce) * multiply)
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if (advantage || disadvantage) {
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let armorResult2 = await Hero6Utility.getRollTableFromDiceColor(diceColor, false)
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let armorValue2 = Math.max(0, (Number(armorResult2.text) + reduce) * multiply)
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if (advantage) {
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armorValue = (armorValue2 > armorValue) ? armorValue2 : armorValue
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messages.push(`Armor advantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
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}
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if (disadvantage) {
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armorValue = (armorValue2 < armorValue) ? armorValue2 : armorValue
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messages.push(`Armor disadvantage - Roll 1 = ${armorValue} - Roll 2 = ${armorValue2}`)
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}
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}
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armorResult.armorValue = armorValue
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if (!rollData) {
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ChatMessage.create({ content: "Armor result : " + armorValue })
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}
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messages.push("Armor result : " + armorValue)
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return { armorIgnored: false, nbSuccess: armorValue, rawArmor: armorResult.text, messages: messages }
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}
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return { armorIgnored: true, nbSuccess: 0, messages: ["No armor equipped."] }
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}
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/* -------------------------------------------- */
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rollSave(saveKey) {
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let saves = this.getSaveRoll()
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let save = saves[saveKey]
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if (save) {
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save = duplicate(save)
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let rollData = this.getCommonRollData()
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rollData.mode = "save"
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rollData.save = save
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if (rollData.target) {
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ui.notifications.warn("You are targetting a token with a save roll - Not authorized.")
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return
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}
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this.startRoll(rollData)
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}
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}
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/* -------------------------------------------- */
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async startRoll(rollData) {
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this.syncRoll(rollData)
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let rollDialog = await Hero6RollDialog.create(this, rollData)
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rollDialog.render(true)
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}
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Block a user