Add new automations
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@@ -135,6 +135,15 @@ export class MournbladeActorSheet extends ActorSheet {
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let armeId = li.data("item-id")
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this.actor.rollArmeOffensif(armeId)
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})
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html.find('.roll-assomer').click((event) => {
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this.actor.rollAssomer()
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})
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html.find('.roll-fuir').click((event) => {
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this.actor.rollFuir()
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})
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html.find('.roll-immobiliser').click((event) => {
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this.actor.rollImmobiliser()
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})
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html.find('.roll-arme-special').click((event) => {
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const li = $(event.currentTarget).parents(".item")
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let armeId = li.data("item-id")
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@@ -67,7 +67,7 @@ export class MournbladeActor extends Actor {
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arme.system.competence = duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "mêlée"))
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arme.system.attrKey = "pui"
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arme.system.totalDegats = arme.system.degats + "+" + combat.bonusDegatsTotal
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arme.system.totalOffensif = this.system.attributs.pui.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff
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arme.system.totalOffensif = this.system.attributs.pui.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff + combat.attaqueModifier
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if (arme.system.isdefense) {
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arme.system.totalDefensif = combat.defenseTotal + arme.system.competence.system.niveau + arme.system.bonusmaniementdef
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}
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@@ -76,7 +76,7 @@ export class MournbladeActor extends Actor {
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arme.system.isDistance = true
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arme.system.competence = duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "armes à distance"))
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arme.system.attrKey = "adr"
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arme.system.totalOffensif = this.system.attributs.adr.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff
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arme.system.totalOffensif = this.system.attributs.adr.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff + combat.attaqueModifier
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arme.system.totalDegats = arme.system.degats
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if (arme.system.isdefense) {
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arme.system.totalDefensif = combat.defenseTotal + arme.system.competence.system.niveau + arme.system.bonusmaniementdef
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@@ -230,7 +230,14 @@ export class MournbladeActor extends Actor {
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/* -------------------------------------------- */
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getCombatValues() {
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let defenserModifier = 0
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this.items.filter(item => item.type == "modifier" && item.system.modifiertype == "defense").map(e => defenserModifier += e.system.value)
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let attaqueModifier = 0
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this.items.filter(item => item.type == "modifier" && item.system.modifiertype == "attaque").map(e => attaqueModifier += e.system.value)
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let combat = {
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defenserModifier,
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attaqueModifier,
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initBase: this.system.attributs.adr.value,
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initTotal: this.system.attributs.adr.value + this.system.combat.initbonus,
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bonusDegats: this.getBonusDegats(),
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@@ -238,7 +245,7 @@ export class MournbladeActor extends Actor {
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vitesseBase: this.getVitesseBase(),
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vitesseTotal: this.getVitesseBase() + this.system.combat.vitessebonus,
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defenseBase: this.getDefenseBase(),
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defenseTotal: this.getDefenseBase() + this.system.combat.defensebonus
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defenseTotal: this.getDefenseBase() + this.system.combat.defensebonus + defenserModifier
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}
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return combat
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}
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@@ -529,7 +536,7 @@ export class MournbladeActor extends Actor {
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if (arme.system.nbressources && Number(arme.system.nbressources) > 0) {
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if (this.type == "creature") {
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let ressources = duplicate(this.system.ressources)
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if ( Number(ressources.value) >= Number(arme.system.nbressources)) {
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if (Number(ressources.value) >= Number(arme.system.nbressources)) {
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ressources.value -= arme.system.nbressources
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this.update({ 'system.ressources': ressources })
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ChatMessage.create({
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@@ -541,7 +548,7 @@ export class MournbladeActor extends Actor {
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ui.notifications.warn("Points de ressources insuffisants.")
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}
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} else {
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ui.notifications.warn("Les ressources ne sont pas disponibles pour les personnages.")
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ui.notifications.warn("Les ressources ne sont pas disponibles pour les personnages.")
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}
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}
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}
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@@ -561,6 +568,11 @@ export class MournbladeActor extends Actor {
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rollData.malusSante = this.getStatusMalus() + this.system.sante.malusmanuel
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rollData.malusAme = this.getAmeMalus()
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rollData.modifiers = this.getModifiersForRoll()
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rollData.desavantages = {}
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rollData.isMonte = this.system.combat.monte
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if (rollData.isMonte) {
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rollData.config.attaques["chargecavalerie"] = "Charge de cavalerie"
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}
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if (attrKey) {
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rollData.attrKey = attrKey
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@@ -625,12 +637,14 @@ export class MournbladeActor extends Actor {
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rollData.arme = arme
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rollData.typeAttaque = "assaut"
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rollData.typeCouvert = "aucun"
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rollData.hasDesavantageBonus = true
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rollData.visee = false
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rollData.ciblecourt = false
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rollData.cibleconsciente = false
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// Do not display difficulte if defense weapon or distance
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if (rollData.armeDefense || rollData.arme.system.isDistance) {
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rollData.selectDifficulte = false
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rollData.difficulte = (rollData.arme.system.isDistance) ? 0 : rollData.difficulte
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}
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console.log("ARME!", rollData)
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this.depenseRessources(arme)
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@@ -638,6 +652,49 @@ export class MournbladeActor extends Actor {
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rollDialog.render(true)
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}
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/* -------------------------------------------- */
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async rollAssomer() {
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let rollData = this.getCommonRollData("adr", undefined, "Filouterie")
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rollData.typeAttaque = "assomer"
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rollData.typeCouvert = "aucun"
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rollData.hasDesavantageBonus = true
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if (rollData.defender) {
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rollData.selectDifficulte = false
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rollData.difficulte = rollData.defender.system.attributs.tre.value * 2
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}
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console.log("Assomer!", rollData)
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let rollDialog = await MournbladeRollDialog.create(this, rollData)
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rollDialog.render(true)
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}
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/* -------------------------------------------- */
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async rollFuir() {
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let rollData = this.getCommonRollData("adr", undefined, "Mouvements")
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rollData.typeAttaque = "fuir"
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rollData.typeCouvert = "aucun"
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rollData.hasDesavantageBonus = true
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if (rollData.defender) {
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rollData.selectDifficulte = false
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let comp = rollData.defender.items.find(it => it.type == "competence" && it.name.toLowerCase() == "mouvements")
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rollData.difficulte = rollData.defender.system.attributs.adr.value + ((comp) ? comp.system.niveau : rollData.defender.system.attributs.adr.value)
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}
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console.log("Fuir!", rollData)
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let rollDialog = await MournbladeRollDialog.create(this, rollData)
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rollDialog.render(true)
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}
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/* -------------------------------------------- */
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async rollImmobiliser() {
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let rollData = this.getCommonRollData("pui", undefined, "Mêlée")
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rollData.typeAttaque = "immobiliser"
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rollData.typeCouvert = "aucun"
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rollData.hasDesavantageBonus = true
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if (rollData.defender) {
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rollData.selectDifficulte = false
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rollData.difficulte = rollData.defenderCombatValues.defenseTotal
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}
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console.log("Immobiliser!", rollData)
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let rollDialog = await MournbladeRollDialog.create(this, rollData)
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rollDialog.render(true)
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}
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/* -------------------------------------------- */
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async rollArmeSpecial(armeId) {
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let arme = this.items.get(armeId)
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@@ -7,7 +7,7 @@ export const MOURNBLADE_CONFIG = {
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coupbas: "Coup Bas",
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charger: "Charger",
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contenir: "Contenir l'adversaire",
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desarmer: "Désarmer",
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desarmer: "Désarmer"
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},
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couverts:{
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aucun: {name: "Aucun", value: 0},
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@@ -19,5 +19,7 @@ export const MOURNBLADE_CONFIG = {
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aucun: {name: "Aucun", value: 0},
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roll: {name: "Jet", value: 0},
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degats: {name: "Dégats", value: 0},
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defense: {name: "Capacité défensive", value: 0},
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attaque: {name: "Capacité offensive", value: 0},
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}
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};
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@@ -80,6 +80,26 @@ export class MournbladeRollDialog extends Dialog {
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html.find('#runeame').change(async (event) => {
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this.rollData.runeame = Number(event.currentTarget.value)
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})
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html.find('#isMonte').change(async (event) => {
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this.rollData.desavantages.isMonte = event.currentTarget.checked
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})
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html.find('#cibleausol').change(async (event) => {
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this.rollData.desavantages.cibleausol = event.currentTarget.checked
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})
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html.find('#cibledesarmee').change(async (event) => {
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this.rollData.desavantages.cibledesarmee = event.currentTarget.checked
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})
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html.find('#ciblerestreint').change(async (event) => {
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this.rollData.desavantages.ciblerestreint = event.currentTarget.checked
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})
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html.find('#cibleimmobilisée').change(async (event) => {
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this.rollData.desavantages.cibleimmobilisée = event.currentTarget.checked
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})
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html.find('#ciblesurplomb').change(async (event) => {
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this.rollData.desavantages.ciblesurplomb = event.currentTarget.checked
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})
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html.find('#doubleD20').change(async (event) => {
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this.rollData.doubleD20 = event.currentTarget.checked
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})
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@@ -324,6 +324,7 @@ export class MournbladeUtility {
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rollData.isSuccess = (rollData.finalResult >= rollData.difficulte)
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rollData.isHeroique = ((rollData.finalResult - rollData.difficulte) >= 10)
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rollData.isDramatique = ((rollData.finalResult - rollData.difficulte) <= -10)
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rollData.isPureSuccess = (rollData.isSuccess && !rollData.isHeroique)
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}
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}
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@@ -366,6 +367,20 @@ export class MournbladeUtility {
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rollData.diceFormula += `+${modifier.system.value}`
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}
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}
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// Apply desavantages
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let desavantagesBonus = 0
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for (let desavantage in rollData.desavantages) {
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if (rollData.desavantages[desavantage]) {
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desavantagesBonus += 5
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}
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}
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desavantagesBonus = Math.min(15, desavantagesBonus)
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rollData.diceFormula += `+${desavantagesBonus}`
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// Monté ?
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if (rollData.isMonte) {
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rollData.diceFormula += "+5"
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}
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// Specific modifier for distance
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if (rollData.arme?.system?.isDistance) {
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@@ -383,7 +398,7 @@ export class MournbladeUtility {
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}
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}
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if (rollData.typeCouvert != "aucun") {
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rollData.diceFormula += `-${rollData.config.couverts[rollData.typeCouvert].value}`
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rollData.diceFormula += `+${rollData.config.couverts[rollData.typeCouvert].value}`
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}
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}
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@@ -406,6 +421,7 @@ export class MournbladeUtility {
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rollData.finalResult = myRoll.total
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this.computeResult(rollData)
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// Application immédiate selon type de jet
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if (rollData.rune) {
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let subAme = rollData.runeame
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if (rollData.isEchec && !rollData.isDramatique) {
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@@ -413,7 +429,19 @@ export class MournbladeUtility {
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}
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actor.subPointsAme(rollData.runemode, subAme)
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}
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if (rollData.typeAttaque == "assomer" && rollData.defenderTokenId && rollData.isPureSuccess) {
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let defender = game.canvas.tokens.get(rollData?.defenderTokenId)?.actor
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defender.setModifier("Assomer : Prochaine action", "roll", -5)
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}
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if (rollData.typeAttaque == "fuir" && rollData.difficulte > 0 && !rollData.isSuccess) {
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actor.setModifier("Fuite échouée : -5 en défense ce round et suivant", "defense", -5)
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}
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if (rollData.typeAttaque == "immobiliser" && rollData.difficulte > 0 && rollData.isPureSuccess) {
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actor.setModifier("Immobilisation en cours : -5 pour prochaine action", "roll", -5)
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}
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if ( rollData.typeAttaque == "chargecavalerie" ) {
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actor.setModifier("Charge de Cavalerie : -5 défense pour le tour", "defense", -5)
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}
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this.createChatWithRollMode(rollData.alias, {
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content: await renderTemplate(`systems/fvtt-mournblade/templates/chat-generic-result.html`, rollData)
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}, rollData)
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@@ -426,17 +454,22 @@ export class MournbladeUtility {
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let degatsMessage = "Degats normaux"
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if (rollData.arme?.system?.isMelee) {
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if (rollData.typeAttaque == "assaut") {
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rollData.degatsFormula = rollData.arme.system.totalDegats
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if (rollData.isHeroique) { // Deux fois les dés de dégats
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rollData.degatsFormula += " + " + rollData.arme.system.totalDegats
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degatsMessage = "Dégats doublés"
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}
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rollData.degatsFormula = rollData.arme.system.totalDegats
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if (rollData.isHeroique) { // Deux fois les dés de dégats
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degatsMessage = "Dégats doublés"
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}
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if (rollData.typeAttaque == "assomer") {
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rollData.degatsFormula = false
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}
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if (rollData.typeAttaque == "charger") {
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rollData.degatsFormula += "+2"
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}
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if ( rollData.typeAttaque == "chargecavalerie" ) {
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rollData.degatsFormula += "+5"
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}
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if (rollData.typeAttaque == "precise") {
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degatsMessage = "Degats normaux"
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if (rollData.isHeroique) { // Degats max
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@@ -457,9 +490,9 @@ export class MournbladeUtility {
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if (rollData.typeAttaque == "coupbas") {
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degatsMessage = "Pas de dégats, mais malus pour prochaine action complexe du défenseur"
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rollData.degatsFormula = false
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rollData.nextMalus = -5
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rollData.nextMalus = 5
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if (rollData.isHeroique) { // Malus pour prochaine action
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rollData.nextMalus = -15
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rollData.nextMalus = 15
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}
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}
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if (rollData.typeAttaque == "contenir") {
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@@ -480,21 +513,23 @@ export class MournbladeUtility {
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}
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} else { // Armes à distance
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rollData.degatsFormula = rollData.arme.system.totalDegats
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if (rollData.isHeroique) { // Deux fois les dés de dégats
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rollData.degatsFormula += " + " + rollData.arme.system.totalDegats
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}
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}
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for(let mod of rollData.modifiers) {
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if (mod.system.modifiertype == "degats") {
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rollData.degatsFormula += `+${mod.system.value}`
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}
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}
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// Perform the roll, show the dice
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rollData.finalResult = 0
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rollData.degatsMessage = degatsMessage
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if (rollData.degatsFormula) {
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console.log("Degats formula", rollData.degatsFormula)
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// Twice!maximize
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if (rollData.isHeroique && !maximize) {
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rollData.degatsFormula += "+" + rollData.degatsFormula
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}
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// Latest modifiers
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for(let mod of rollData.modifiers) {
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if (mod.system.modifiertype == "degats") {
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rollData.degatsFormula += `+${mod.system.value}`
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}
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}
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let degatsRoll = new Roll(rollData.degatsFormula).roll({ async: false, maximize: maximize })
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await this.showDiceSoNice(degatsRoll, game.settings.get("core", "rollMode"))
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rollData.degatsRoll = duplicate(degatsRoll)
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@@ -650,7 +685,7 @@ export class MournbladeUtility {
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pointAmeOptions: this.getPointAmeOptions(),
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difficulte: 0,
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modificateur: 0,
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config: game.system.mournblade.config,
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config: duplicate(game.system.mournblade.config),
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}
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MournbladeUtility.updateWithTarget(rollData)
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return rollData
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@@ -662,7 +697,9 @@ export class MournbladeUtility {
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if (target) {
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rollData.defenderTokenId = target.id
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let defender = game.canvas.tokens.get(rollData.defenderTokenId).actor
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rollData.defenderCombatValues = defender.getCombatValues()
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rollData.defender = defender.toObject() // Simpler
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rollData.defenderDefense = defender.getBestDefenseValue()
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rollData.armeDefense = defender.getBestDefenseValue()
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if (rollData.armeDefense) {
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rollData.difficulte = rollData.armeDefense.system.totalDefensif
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