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6 Commits
fvtt-hero-
...
fvtt-hero-
Author | SHA1 | Date | |
---|---|---|---|
b798cde48d | |||
a943e6defa | |||
9099e812d5 | |||
6d6b7075df | |||
3762e6185b | |||
1e74d6f306 |
@ -14,5 +14,11 @@
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"TypeEquipment": "Equipment",
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"TypeCurrency": "Currency",
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"TypeManeuver": "Maneuver"
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},
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"COMBAT": {
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"TurnPrev": "Previous initiative",
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"RoundPrev": "Previous segment",
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"TurnNext": "Next initiative",
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"RoundNext": "Next segment"
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}
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}
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@ -53,6 +53,8 @@ export class Hero6ActorSheet extends ActorSheet {
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subActors: duplicate(this.actor.getSubActors()),
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race: duplicate(this.actor.getRace()),
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encCapacity: this.actor.getEncumbranceCapacity(),
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isHold: this.actor.getHoldAction(),
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isAbort: this.actor.getAbortAction(),
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description: await TextEditor.enrichHTML(this.object.system.biodata.description, {async: true}),
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motivation: await TextEditor.enrichHTML(this.object.system.biodata.motivation, {async: true}),
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quote: await TextEditor.enrichHTML(this.object.system.biodata.quote, {async: true}),
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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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@ -388,27 +388,51 @@ 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", false)
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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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if (this.getFlag("world", "hold-action")) {
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await this.setFlag("world", "hold-action", false)
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//game.combat.holdAction(this.id, false)
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game.combat.forceHold(this, false)
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return false
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} else {
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await this.setFlag("world", "hold-action", true)
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//game.combat.holdAction(this.id, false)
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game.combat.forceHold(this, true)
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return true
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}
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game.combat.rebuildInitiative()
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}
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async disableHoldAction() {
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await this.setFlag("world", "hold-action", false)
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}
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async disableAbortAction() {
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await this.setFlag("world", "abort-action", { state: false, count: 0 })
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}
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async abortAction() {
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await this.disableHoldAction()
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let abort = this.getFlag("world", "abort-action")
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if ( abort.state) {
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if (abort.state) {
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await this.setFlag("world", "abort-action", { state: false, count: 0 })
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game.combat.forceAbort(this, false)
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//game.combat.abortAction(this.id, false)
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} else {
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await this.setFlag("world", "abort-action", { state: true, count: 0 })
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game.combat.forceAbort(this, true)
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//game.combat.abortAction(this.id, true)
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}
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game.combat.rebuildInitiative()
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}
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async incAbortActionCount() {
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let abort = this.getFlag("world", "abort-action")
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if (abort.state) {
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abort.count++
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await this.setFlag("world", "abort-action", abort)
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if (abort.count == 2) {
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return true
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}
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}
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return false
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}
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getHoldAction() {
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return this.getFlag("world", "hold-action")
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@ -422,19 +446,27 @@ export class Hero6Actor extends Actor {
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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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console.log("index", segmentNumber, index, phases, phases.includes(segmentNumber))
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console.log("index", segmentNumber, index, phases, phases.includes(segmentNumber), __speed2Segments)
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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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let index = Math.min(Math.max(this.system.characteristics.spd.value, 1), 12) // Security bounds
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console.log("INDEX", index, __speed2Segments[index])
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return __speed2Segments[index]
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}
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getPhasesString() {
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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].toString()
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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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getBaseInit(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 = this.system.characteristics.dex.value + (r.total / 10)
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this.turn = turn
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}
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return this.currentInit
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}
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/* -------------------------------------------- */
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@ -476,6 +508,12 @@ export class Hero6Actor extends Actor {
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ch.lift = Hero6LiftDice.getLift(ch.value)
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ch.liftDice = Hero6LiftDice.getLiftDice(ch.value)
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}
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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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ch.presenceattack = duplicate(this.system.biodata.presenceattack)
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}
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}
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return characs
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}
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@ -31,7 +31,9 @@ export class Hero6Combat extends Combat {
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option.condition = true;
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option.icon = '<i class="far fa-question-circle"></i>';
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option.callback = target => {
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Hero6Combat.holdAction(target.data('combatant-id'));
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let id = target.data('combatant-id')
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let c = game.combat.combatants.get(id)
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c.actor.holdAction()
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}
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//newOpt = duplicate(option)
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}
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@ -40,9 +42,14 @@ export class Hero6Combat extends Combat {
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}
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/* -------------------------------------------- */
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static holdAction(combatantId) {
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const combatant = game.combat.combatants.get(combatantId)
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combatant.actor.holdAction()
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holdAction(combatantId) {
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this.rebuildInitiative()
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console.log("Rebuilding.....")
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}
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/* -------------------------------------------- */
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abortAction(actorId, abortState) {
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this.rebuildInitiative()
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}
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/* -------------------------------------------- */
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@ -68,19 +75,44 @@ export class Hero6Combat extends Combat {
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super.startCombat();
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}
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/* -------------------------------------------- */
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forceHold(actor, isHold) {
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let updList = []
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let c = this.combatants.find(c => c.actor._id == actor.id)
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let name = actor.name + ((isHold) ? " (H)" : "")
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updList.push({ _id: c.id || c._id, name: name, initiative: actor.getBaseInit(this.segmentNumber) })
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this.updateEmbeddedDocuments("Combatant", updList)
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}
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/* -------------------------------------------- */
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forceAbort(actor, isAbort) {
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let updList = []
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let c = this.combatants.find(c => c.actor._id == actor.id)
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let name = actor.name + ((isAbort) ? " (A)" : "")
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updList.push({ _id: c.id || c._id, name: name, initiative: actor.getBaseInit(this.segmentNumber) })
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this.updateEmbeddedDocuments("Combatant", updList)
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}
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/* -------------------------------------------- */
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computeInitiative(c, updList) {
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let id = c._id || c.id
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if (c.actor.hasPhase(this.segmentNumber) || c.actor.getHoldAction()) {
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let baseInit = c.actor ? c.actor.getBaseInit() : 0;
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let name = c.actor.name
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if (c.actor.getHoldAction()) {
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name = c.actor.name + " (H)"
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let hasSegment = c.actor.hasPhase(this.segmentNumber)
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let isOnHold = c.actor.getHoldAction()
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let isOnAbort = c.actor.getAbortAction()
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let name = c.actor.name
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if (hasSegment || isOnHold || isOnAbort) {
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let baseInit = c.actor ? c.actor.getBaseInit(this.segmentNumber) : 0;
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if (isOnHold) {
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if (hasSegment) { // On hold + current segment -> auto-disable on hold
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c.actor.disableHoldAction()
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} else {
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name = c.actor.name + " (H)"
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}
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}
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if (c.actor.getAbortAction()) {
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if (isOnAbort) {
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name = c.actor.name + " (A)"
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c.actor.disableAbortAction()
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if ( c.actor.incAbortActionCount() ) {
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c.actor.disableAbortAction()
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}
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}
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updList.push({ _id: id, name: name, initiative: baseInit, holdAction: c.holdAction })
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} else {
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@ -92,7 +124,6 @@ export class Hero6Combat extends Combat {
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async rollInitiative(ids, formula = undefined, messageOptions = {}) {
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ids = typeof ids === "string" ? [ids] : ids;
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console.log("Roll INIT")
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let updList = []
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for (let cId = 0; cId < ids.length; cId++) {
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const c = this.combatants.get(ids[cId])
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@ -112,46 +143,73 @@ export class Hero6Combat extends Combat {
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for (let c of this.combatants) {
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this.computeInitiative(c, updList)
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}
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console.log(this.combatants, updList)
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if (updList.length > 0) {
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await this.updateEmbeddedDocuments("Combatant", updList);
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console.log("Rebuild INIT", updList)
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for (let c of updList) {
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if (c.initiative != 0) {
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return true
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}
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}
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}
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return false
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}
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/* -------------------------------------------- */
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nextTurn() {
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let nbC = this.combatants.filter(c => c.initiative > 0).length
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//console.log("Next turn called....", this.turn, nbC)
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if (this.turn < nbC-1) {
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super.nextTurn()
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} else {
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this.nextRound()
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}
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}
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/* -------------------------------------------- */
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nextRound() {
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async nextRound() {
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let hasCombatants = false
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let nextRound = this.round
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let advanceTime = 0
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let turn = this.turn === null ? null : 0; // Preserve the fact that it's no-one's turn currently.
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if (this.settings.skipDefeated && (turn !== null)) {
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turn = this.turns.findIndex(t => !t.isDefeated);
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if (turn === -1) {
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ui.notifications.warn("COMBAT.NoneRemaining", { localize: true });
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turn = 0;
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}
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}
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let advanceTime = Math.max(this.turns.length - this.turn, 0) * CONFIG.time.turnTime;
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advanceTime += CONFIG.time.roundTime;
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let nextRound = this.round + 1;
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let turnData = this.getFlag("world", "hero6-turn-data")
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if (!turnData) {
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turnData = { turnNumber: 0, segmentNumber: 12 }
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this.setFlag("world", "hero6-turn-data", turnData)
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}
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turnData = duplicate(turnData)
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turnData.segmentNumber += 1
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if (turnData.segmentNumber > 12) {
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turnData.segmentNumber = 1
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turnData.turnNumber++
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}
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this.setFlag("world", "hero6-turn-data", turnData)
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this.turnNumber = turnData.turnNumber;
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this.segmentNumber = turnData.segmentNumber;
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// Re-compute init of actors
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this.rebuildInitiative()
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//console.log("Next round called....", nextRound, turnData)
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while (!hasCombatants) {
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if (this.settings.skipDefeated && (turn !== null)) {
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turn = this.turns.findIndex(t => !t.isDefeated);
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if (turn === -1) {
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ui.notifications.warn("COMBAT.NoneRemaining", { localize: true });
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turn = 0;
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}
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}
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advanceTime = Math.max(this.turns.length - this.turn, 0) * CONFIG.time.turnTime;
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advanceTime += CONFIG.time.roundTime;
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nextRound = nextRound + 1;
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//console.log("Next round called....2", nextRound, turnData)
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turnData = this.getFlag("world", "hero6-turn-data")
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if (!turnData) {
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turnData = { turnNumber: 0, segmentNumber: 12 }
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this.setFlag("world", "hero6-turn-data", turnData)
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}
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turnData = duplicate(turnData)
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turnData.segmentNumber += 1
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if (turnData.segmentNumber > 12) {
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turnData.segmentNumber = 1
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turnData.turnNumber++
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}
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await this.setFlag("world", "hero6-turn-data", turnData)
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this.turnNumber = turnData.turnNumber;
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this.segmentNumber = turnData.segmentNumber;
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//console.log("Next round called....3", nextRound, turnData)
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// Re-compute init of actors
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hasCombatants = await this.rebuildInitiative()
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//console.log("Going round....", nextRound, hasCombatants)
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}
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// Update the document, passing data through a hook first
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const updateData = { round: nextRound, turn, segmentNumber: turnData.segmentNumber, turnNumber: turnData.turnNumber };
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const updateData = { round: nextRound, turn: turn, segmentNumber: turnData.segmentNumber, turnNumber: turnData.turnNumber };
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const updateOptions = { advanceTime, direction: 1 };
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Hooks.callAll("combatRound", this, updateData, updateOptions);
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return this.update(updateData, updateOptions);
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@ -160,12 +218,14 @@ export class Hero6Combat extends Combat {
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/* -------------------------------------------- */
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async _onCreateEmbeddedDocuments(type, documents, result, options, userId) {
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super._onCreateEmbeddedDocuments(type, documents, result, options, userId)
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//console.log("Added...")
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await super._onCreateEmbeddedDocuments(type, documents, result, options, userId)
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await this.rebuildInitiative()
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}
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/* -------------------------------------------- */
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/* --------------------------------------------
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_onUpdate(changed, options, userId) {
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}
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}*/
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/* -------------------------------------------- */
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static async checkTurnPosition() {
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@ -75,7 +75,7 @@ function welcomeMessage() {
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user: game.user.id,
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whisper: [game.user.id],
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content: `<div id="welcome-message-dark-stars"><span class="rdd-roll-part">
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<strong>Welcome to the Hero6 RPG.</strong>
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<strong>Welcome to Hero System 6E RPG.</strong>
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` });
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}
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@ -1258,6 +1258,9 @@ Focus FOC: #ff0084
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background: black;
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color: white;
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}
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.item-packed {
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flex-grow:0;
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}
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.items-title-text {
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margin-left: 4px;
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}
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@ -91,16 +91,15 @@
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"styles": [
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"styles/simple.css"
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],
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"version": "10.0.43",
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"version": "10.0.49",
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"compatibility": {
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"minimum": "10",
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"verified": "10",
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"maximum": "11"
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"verified": "11"
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},
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"title": "Hero System v6 for FoundrtVTT (Official)",
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"manifest": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/raw/branch/main/system.json",
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"download": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/archive/fvtt-hero-system-6-v10.0.43.zip",
|
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"download": "https://www.uberwald.me/gitea/uberwald/fvtt-hero-system-6/archive/fvtt-hero-system-6-v10.0.49.zip",
|
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"url": "https://www.uberwald.me/gitea/uberwald/",
|
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"background": "images/ui/hro6_welcome_page.webp",
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"background": "images/ui/hero6_welcome_page.webp",
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"id": "fvtt-hero-system-6"
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}
|
@ -56,6 +56,7 @@
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"value": 10,
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"base": 10,
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"hasroll": true,
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"initiative": 10,
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"category": "main"
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},
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"con": {
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|
@ -178,17 +178,21 @@
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<div>
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<ul class="item-list alternate-list">
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<li class="flexrow item">
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<label class="item-field-label-medium">SPD</label>
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<li class="flexrow item item-packed">
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<label class="">Initiative</label>
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<input type="text" class="item-field-label-short update-field" data-field-name="system.characteristics.dex.initiative" value="{{characteristics.dex.initiative}}" data-dtype="Number" />
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<label class="items-title-text">SPD</label>
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<input type="text" class="item-field-label-short update-field" data-field-name="system.characteristics.spd.value" value="{{characteristics.spd.value}}" data-dtype="Number" />
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<span class="item-field-label-very-short"> </span>
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<button class="chat-card-button item-field-label-medium hold-action">Hold/Unhold</button>
|
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<button class="chat-card-button item-field-label-medium abort-action">Abort/Unabort</button>
|
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<span class=""> </span>
|
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<button class="chat-card-button item-field-label-medium hold-action">{{#if isHold}}Unhold{{else}}Hold{{/if}}</button>
|
||||
<button class="chat-card-button item-field-label-medium abort-action">{{#if isAbort}}Unabort{{else}}Abort{{/if}}</button>
|
||||
|
||||
<label class="item-field-label-long">Presence attack</label>
|
||||
<a class="roll-direct" data-roll-source="Presence attack" data-roll-formula="{{system.biodata.presenceattack.rollFormula}}"><i class="fas fa-dice"></i>{{system.biodata.presenceattack.displayFormula}}</a>
|
||||
<label class="items-title-text">Presence attack</label>
|
||||
<a class="roll-direct" data-roll-source="Presence attack" data-roll-formula="{{system.biodata.presenceattack.rollFormula}}">
|
||||
<i class="fas fa-dice"></i>{{system.biodata.presenceattack.displayFormula}}
|
||||
</a>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
|
@ -22,7 +22,7 @@
|
||||
{{#if charac.lift}}
|
||||
<h4 class="item-field-label-short margin-item-list"> </h4>
|
||||
<h4 class="item-field-label-short margin-item-list">{{charac.lift}}</h4>
|
||||
<h4 class="item-field-label-short margin-item-list"><a class="roll-lift-dice" data-charac-key="{{key}}"><i
|
||||
<h4 class="item-field-label-medium margin-item-list"><a class="roll-lift-dice" data-charac-key="{{key}}"><i
|
||||
class="fas fa-dice"></i>{{charac.liftDice}}</a></h4>
|
||||
|
||||
<select class="actor-computer-str-end" name="system.characteristics.str.strendmode"
|
||||
@ -37,4 +37,15 @@
|
||||
|
||||
{{/if}}
|
||||
|
||||
{{#if charac.phasesString}}
|
||||
<h4 class="item-field-label-short margin-item-list"> </h4>
|
||||
<h4 class="item-field-label-long2 margin-item-list">Phases : {{charac.phasesString}}</h4>
|
||||
{{/if}}
|
||||
|
||||
{{#if charac.presenceattack}}
|
||||
<h4 class="item-field-label-short margin-item-list"> </h4>
|
||||
<h4 class="item-field-label-long margin-item-list">Presence attack</h4>
|
||||
<a class="roll-direct" data-roll-source="Presence attack" data-roll-formula="{{charac.presenceattack.rollFormula}}"><i class="fas fa-dice"></i>{{charac.presenceattack.displayFormula}}</a>
|
||||
{{/if}}
|
||||
|
||||
</li>
|
Reference in New Issue
Block a user