Rework roll window
This commit is contained in:
@ -1,6 +1,6 @@
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export const rmss = {};
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rmss.curreny_type = {
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rmss.currency_type = {
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mp: "rmss.curreny_type.mp",
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pp: "rmss.curreny_type.pp",
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gp: "rmss.curreny_type.gp",
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@ -9,6 +9,43 @@ rmss.curreny_type = {
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cp: "rmss.curreny_type.cp"
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};
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rmss.difficulties = {
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routine: {key: "routine", label:"Routine (+30)", value: 30},
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easy: {key: "easy", label:"Easy (+20)", value: 20},
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light: {key: "light", label:"Light (+10)", value: 10},
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medium: {key: "medium", label:"Medium (0)", value: 0},
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hard: {key: "hard", label:"Hard (-10)", value: -10},
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very_hard: {key: "very_hard", label:"Very Hard (-20)", value: -20},
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extremely_hard: {key: "extremely_hard", label:"Extremely Hard (-30)", value: -30},
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sheer_folly: {key: "sheer_folly", label:"Sheer Folly (-50)", value: -50},
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absurd: {key: "absurd", label:"Absurd (-70)", value: -70},
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};
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rmss.combatSituations = [
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{key: "none", label:"None (0)", modifier: 0},
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{key: "melee", label:"Melee environment (-20)", modifier: -20},
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{key: "missile", label:"Under missile fire (-10)", modifier: -10},
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];
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rmss.lightOrDarknessModifiers = [
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{key: "none", label:"None", modifierLight: 0, modifierDark: 0},
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{key: "noshadows", label:"No shadows", modifierLight: 10, modifierDark: -30},
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{key: "lightshadows", label:"Light shadows", modifierLight: 5, modifierDark: -20},
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{key: "mediumshadows", label:"Medium shadows", modifierLight: 0, modifierDark: 0},
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{key: "heavyshadows", label:"Heavy shadows", modifierLight: -10, modifierDark: 10},
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{key: "dark", label:"Darkness", modifierLight: -25, modifierDark: 30},
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{key: "pitchblack", label:"Pitch black", modifierLight: -40, modifierDark: 40},
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]
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rmss.hitsPerRound = [
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{key: "none", label:"None", modifier: 0},
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{key: "one", label:"One", modifier: -5},
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{key: "two", label:"Two", modifier: -10},
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{key: "three", label:"Three", modifier: -20},
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{key: "four", label:"Four", modifier: -25},
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{key: "five", label:"Five", modifier: -30},
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]
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rmss.stats = {
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agility: {
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fullname: "Agility",
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@ -40,6 +40,31 @@ export class RMSSActor extends Actor {
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// Iterate through and apply Skill Category Bonuses for Skill items
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this.calculateSkillBonuses();
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this.computeWoundsMalus();
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}
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getStunnedModifier() {
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if (this.system.state.stunned) {
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return Math.min(-50 + (3*this.system.stats.self_discipline.stat_bonus), 0)
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} else {
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return 0;
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}
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}
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computeWoundsMalus() {
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// Compute % of wounds
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let percent = 100 - (this.system.attributes.hits.current*100/this.system.attributes.hits.max);
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let modifier = 0;
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if (percent > 25 && percent < 50) {
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modifier = -10;
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} else if (percent >= 51 && percent < 75) {
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modifier = -20;
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} else if (percent >= 76) {
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modifier = -30;
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}
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this.system.modifiers.woundsModifier = modifier;
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console.log(`rmss | actor.js | Wounds Malus: ${this.system.modifiers.woundsModifier} ${percent}`);
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}
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/**
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@ -233,51 +258,35 @@ export class RMSSActor extends Actor {
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}
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else
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{
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let applicable_stat_bonus = 0;
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let app_stat_1_found = false;
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let app_stat_2_found = false;
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let app_stat_3_found = false;
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let applicable_stat_bonuses = [];
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// Iterate through the applicable stats and find their full names
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for (const stat in CONFIG.rmss.stats) {
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// If the configured App Stat matches the one of the stats in config
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if (app_stat_1 === CONFIG.rmss.stats[stat].shortname) {
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app_stat_1_found = true;
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// Get the Stat Bonus
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applicable_stat_bonus = applicable_stat_bonus + this.system.stats[stat].stat_bonus;
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// Add the Stat Bonus to the array
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applicable_stat_bonuses.push(this.system.stats[stat].stat_bonus);
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}
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if (app_stat_2 === CONFIG.rmss.stats[stat].shortname) {
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app_stat_2_found = true;
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applicable_stat_bonus = applicable_stat_bonus + this.system.stats[stat].stat_bonus;
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// Add the Stat Bonus to the array
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applicable_stat_bonuses.push(this.system.stats[stat].stat_bonus);
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}
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if (app_stat_3 === CONFIG.rmss.stats[stat].shortname) {
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app_stat_3_found = true;
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applicable_stat_bonus = applicable_stat_bonus + this.system.stats[stat].stat_bonus;
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// Add the Stat Bonus to the array
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applicable_stat_bonuses.push(this.system.stats[stat].stat_bonus);
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}
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}
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if (app_stat_1_found === true && app_stat_2_found === true && app_stat_3_found === true) {
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// Apply the update if we found stat bonuses for every applicable stat
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item.system.stat_bonus = applicable_stat_bonus;
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// Update the total in the Item
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item.calculateSkillCategoryTotalBonus(item);
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// Compute the total bonus for the applicable stats
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let applicable_stat_bonus = 0;
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for (const bonus of applicable_stat_bonuses) {
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applicable_stat_bonus += bonus;
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}
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else if (app_stat_1_found === true && app_stat_2_found === true && app_stat_3_found === false) {
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// Apply the update if we found stat bonuses for the first two applicable stats
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// Apply the update if we found stat bonuses for every applicable stat
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if ( item.system.stat_bonus != applicable_stat_bonus ) {
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item.system.stat_bonus = applicable_stat_bonus;
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// Update the total in the Item
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item.calculateSkillCategoryTotalBonus(item);
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}
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else if (app_stat_1_found === true && app_stat_2_found === false && app_stat_3_found === false) {
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// Apply the update if we found stat bonuses for the first applicable stat
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item.system.stat_bonus = applicable_stat_bonus;
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// Update the total in the Item
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item.calculateSkillCategoryTotalBonus(item);
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}
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// Update the total in the Item
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item.calculateSkillCategoryTotalBonus(item);
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}
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}
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}
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@ -217,7 +217,7 @@ export default class RMSSPlayerSheet extends ActorSheet {
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html.find(".item-roll").click(ev => {
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const item = this.actor.items.get(ev.currentTarget.getAttribute("data-item-id"));
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new game.rmss.applications.RMSSToolsDiceRoller(item.name, item.system.total_bonus).render(true);
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new game.rmss.applications.RMSSToolsDiceRoller(item, this.actor).render(true);
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});
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// -------------------------------------------------------------
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@ -1,27 +1,17 @@
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import {
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roll_one_to_onehundred,
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roll_low_open_ended,
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roll_high_open_ended,
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roll_open_ended
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} from "./rmss_dice_roller_rolls.js";
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import {
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getOpenEndedRollModifier,
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processOpenEndedSixtySixRoll,
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processOpenEndedRoll,
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processHighOpenEndedRoll,
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processLowOpenEndedRoll
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} from "./rmss_dice_roller_processing.js";
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export default class RMSSToolsDiceRoller extends FormApplication {
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constructor(itemName, characterBonus) {
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constructor(item, actor) {
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super();
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this.itemName = itemName;
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this.characterBonus = characterBonus;
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this.item = foundry.utils.duplicate(item);
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this.actor = actor;
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this.itemName = item.name;
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this.characterBonus = Number(item.system.total_bonus);
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this.stunnedModifier = actor.getStunnedModifier()
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this.rollType = [
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{value: "one_to_onehundred", text: "1-100", selected: false},
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{value: "open_ended", text: "Open-Ended", selected: true},
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{value: "high_open_ended", text: "High Open-Ended", selected: false},
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{value: "low_open_ended", text: "Low Open-Ended", selected: false}
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{ value: "one_to_onehundred", text: "1-100", selected: false },
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{ value: "open_ended", text: "Open-Ended", selected: true },
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{ value: "high_open_ended", text: "High Open-Ended", selected: false },
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{ value: "low_open_ended", text: "Low Open-Ended", selected: false }
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];
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}
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@ -30,8 +20,8 @@ export default class RMSSToolsDiceRoller extends FormApplication {
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classes: ["form"],
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title: "Rolemaster Dice Roller",
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popOut: true,
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width: 380,
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height: 210,
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width: 480,
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height: 440,
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template: "systems/fvtt-rolemaster-frp/templates/sheets/apps/app_dice_roller.html"
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});
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}
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@ -42,6 +32,15 @@ export default class RMSSToolsDiceRoller extends FormApplication {
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itemName: this.itemName,
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characterBonus: this.characterBonus,
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selectOptions: this.rollType,
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woundsModifier: this.actor.system.modifiers.woundsModifier,
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config: CONFIG.rmss,
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difficulty: 0,
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combatSituation: 0,
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lightningModifier: 0,
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darknessModifier: 0,
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hitsPerRound: 0,
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isStunned: this.actor.system.state.stunned,
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stunnedModifier: this.stunnedModifier
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};
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}
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@ -53,33 +52,112 @@ export default class RMSSToolsDiceRoller extends FormApplication {
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console.log("Rolling Dice");
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console.log(formData);
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console.log(event);
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switch (formData.rollType) {
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case "one_to_onehundred":
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this.roll_one_to_onehundred();
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break;
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case "open_ended":
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this.roll_open_ended();
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break;
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case "high_open_ended":
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this.roll_high_open_ended();
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break;
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case "low_open_ended":
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this.roll_low_open_ended();
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break;
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this.roll(event.submitter?.dataset?.value, formData);
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}
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/* -------------------------------------------- */
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async showDiceSoNice(roll, rollMode) {
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if (game.modules.get("dice-so-nice")?.active) {
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if (game.dice3d) {
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let whisper = null;
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let blind = false;
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rollMode = rollMode ?? game.settings.get("core", "rollMode");
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switch (rollMode) {
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case "blindroll": //GM only
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blind = true;
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case "gmroll": //GM + rolling player
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whisper = this.getUsers(user => user.isGM);
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break;
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case "roll": //everybody
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whisper = this.getUsers(user => user.active);
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break;
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case "selfroll":
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whisper = [game.user.id];
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break;
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}
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await game.dice3d.showForRoll(roll, game.user, true, whisper, blind);
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}
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}
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}
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/* -------------------------------------------- */
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async roll(rollKey, formData) {
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let baseRoll = await new Roll("1d100").roll();
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await this.showDiceSoNice(baseRoll, game.settings.get("core", "rollMode"))
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let rollType = this.rollType.find(r => r.value == rollKey)?.text;
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let rollData = {
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name: this.itemName,
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rollKey: rollKey,
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rollType: rollType,
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difficulty: Number(formData.difficulty),
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combatSituation: Number(formData?.combatSituation || 0),
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lightningModifier: Number(formData?.lightningModifier || 0),
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darknessModifier: Number(formData?.darknessModifier || 0),
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characterBonus: Number(this.characterBonus),
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woundsModifier: Number(this.actor.system.modifiers.woundsModifier),
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hitsPerRound: Number(formData.hitsPerRound),
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isStunned: this.actor.system.state.stunned,
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stunnedModifier: this.stunnedModifier,
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rolls: [baseRoll],
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}
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if (baseRoll.result == 66) {
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rollData.content = "You rolled a 66!";
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}
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// Process the for low open ended rolls
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if (rollKey === "open_ended" || rollKey === "low_open_ended") {
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if (baseRoll.result < 6) {
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rollData.lowopen = true
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let newRoll = await new Roll("-1d100").roll();
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await this.showDiceSoNice(newRoll, game.settings.get("core", "rollMode"))
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rollData.rolls.push(newRoll);
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while (newRoll.result > 95) {
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newRoll = await new Roll("-1d100").roll();
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await this.showDiceSoNice(newRoll, game.settings.get("core", "rollMode"))
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rollData.rolls.push(newRoll);
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}
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}
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}
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// Process the for high open ended rolls
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if (rollKey === "open_ended" || rollKey === "high_open_ended") {
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if (baseRoll.result > 95) {
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rollData.highopen = true
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let newRoll = await new Roll("1d100").roll();
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await this.showDiceSoNice(newRoll, game.settings.get("core", "rollMode"))
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rollData.rolls.push(newRoll);
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while (newRoll.result > 95) {
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newRoll = await new Roll("1d100").roll();
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await this.showDiceSoNice(newRoll, game.settings.get("core", "rollMode"))
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rollData.rolls.push(newRoll);
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}
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}
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}
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// Compute total of rolls
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rollData.totalRolls = rollData.rolls.reduce((acc, roll) => Number(acc) + Number(roll.result), 0);
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rollData.totalFinal = rollData.totalRolls + Number(rollData.combatSituation) +
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Number(rollData.lightningModifier) +
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Number(rollData.darknessModifier) +
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Number(this.actor.system.modifiers.woundsModifier) +
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Number(formData.difficulty) +
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Number(rollData.hitsPerRound) +
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Number(rollData.stunnedModifier) +
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Number(this.characterBonus);
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console.log(">>> Roll Data: ", rollData);
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// Define the Chat Message Template
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let chatTemplate = "systems/fvtt-rolemaster-frp/templates/chat/chat_dice_roll.html";
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// Pass the Data through to be used in the Chat Message
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let chatData = rollData
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// Render the Rolls to the Chat Window
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renderTemplate(chatTemplate, chatData).then((html) => {
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let chatOptions = {
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style: CONST.CHAT_MESSAGE_STYLES.ROLL,
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flavor: rollType,
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rollMode: game.settings.get("core", "rollMode"),
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content: html,
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};
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ChatMessage.create(chatOptions);
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});
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}
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}
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RMSSToolsDiceRoller.prototype.roll_one_to_onehundred = roll_one_to_onehundred;
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RMSSToolsDiceRoller.prototype.roll_low_open_ended = roll_low_open_ended;
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RMSSToolsDiceRoller.prototype.roll_high_open_ended = roll_high_open_ended;
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RMSSToolsDiceRoller.prototype.roll_open_ended = roll_open_ended;
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RMSSToolsDiceRoller.prototype.getOpenEndedRollModifier =
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getOpenEndedRollModifier;
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RMSSToolsDiceRoller.prototype.processOpenEndedSixtySixRoll =
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processOpenEndedSixtySixRoll;
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RMSSToolsDiceRoller.prototype.processOpenEndedRoll = processOpenEndedRoll;
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RMSSToolsDiceRoller.prototype.processHighOpenEndedRoll =
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processHighOpenEndedRoll;
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RMSSToolsDiceRoller.prototype.processLowOpenEndedRoll = processLowOpenEndedRoll;
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@ -1,131 +0,0 @@
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export async function getOpenEndedRollModifier() {
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return await new Roll("1d100x>95").roll();
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}
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export function processOpenEndedSixtySixRoll(baseroll, rolltype) {
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// Log the Roll to Chat
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let chatOptions = {
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type: CONST.CHAT_MESSAGE_TYPES.ROLL,
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rolls: [baseroll],
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flavor: rolltype,
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rollMode: game.settings.get("core", "rollMode"),
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content: "You rolled a 66!",
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};
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ChatMessage.create(chatOptions);
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}
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export function processOpenEndedRoll(baseroll, rolltype) {
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// Define the Chat Message Template
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let chatTemplate = "systems/fvtt-rolemaster-frp/templates/chat/chat_dice_roll.html";
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// Pass the Data through to be used in the Chat Message
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let chatData = {
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baseroll: baseroll,
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total: baseroll.result,
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highopen: false,
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lowopen: false,
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};
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// Render the Rolls to the Chat Window
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renderTemplate(chatTemplate, chatData).then((html) => {
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let chatOptions = {
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type: CONST.CHAT_MESSAGE_TYPES.ROLL,
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rolls: [baseroll],
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flavor: rolltype,
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rollMode: game.settings.get("core", "rollMode"),
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content: html,
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};
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ChatMessage.create(chatOptions);
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});
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}
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export async function processHighOpenEndedRoll(baseroll, rolltype) {
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// Get the Base Roll followed by the High Open Ended Roll
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let originalRoll = baseroll;
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let openendedRoll = await this.getOpenEndedRollModifier();
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// Create a rolls array for Dice So Nice integration.
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let rolls = [originalRoll, openendedRoll];
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// Create an Array to hold the High Open Ended Roll Results and set the total to base roll
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let openendedResults = [];
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let total = Number(originalRoll.result);
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// Each time the High Open Ended Roll is triggered add the result to an array and add it to the total.
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for (const rollResult of openendedRoll.dice[0].results) {
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openendedResults.push(rollResult.result);
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total = total + Number(rollResult.result);
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}
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// Define the Chat Message Template
|
||||
let chatTemplate = "systems/fvtt-rolemaster-frp/templates/chat/chat_dice_roll.html";
|
||||
|
||||
// Pass the Data through to be used in the Chat Message
|
||||
let chatData = {
|
||||
baseroll: baseroll,
|
||||
opeendedresults: [openendedResults],
|
||||
highopen: true,
|
||||
lowopen: false,
|
||||
total: total,
|
||||
};
|
||||
|
||||
// Render the Rolls to the Chat Window
|
||||
renderTemplate(chatTemplate, chatData).then((html) => {
|
||||
let chatOptions = {
|
||||
style: CONST.CHAT_MESSAGE_STYLES.ROLL,
|
||||
rolls: rolls,
|
||||
flavor: rolltype,
|
||||
rollMode: game.settings.get("core", "rollMode"),
|
||||
content: html,
|
||||
};
|
||||
|
||||
ChatMessage.create(chatOptions);
|
||||
});
|
||||
}
|
||||
|
||||
export async function processLowOpenEndedRoll(baseroll, rolltype) {
|
||||
// Get the Base Roll followed by the Low Open Ended Roll
|
||||
let originalRoll = baseroll;
|
||||
let openendedRoll = await this.getOpenEndedRollModifier();
|
||||
|
||||
// Create a rolls array for Dice So Nice integration.
|
||||
let rolls = [originalRoll, openendedRoll];
|
||||
|
||||
// Create an Array to hold the Low Open Ended Roll Results and set the total to base roll
|
||||
let openendedResults = [];
|
||||
let total = Number(originalRoll.result);
|
||||
|
||||
// Each time the Low Open Ended Roll is triggered add the result to an array and subtract it from the total.
|
||||
for (const rollResult of openendedRoll.dice[0].results) {
|
||||
openendedResults.push(rollResult.result);
|
||||
total = total - Number(rollResult.result);
|
||||
}
|
||||
|
||||
// Define the Chat Message Template
|
||||
let chatTemplate = "systems/fvtt-rolemaster-frp/templates/chat/chat_dice_roll.html";
|
||||
|
||||
// Pass the Data through to be used in the Chat Message
|
||||
let chatData = {
|
||||
baseroll: baseroll,
|
||||
rolls: rolls,
|
||||
opeendedresults: [openendedResults],
|
||||
highopen: false,
|
||||
lowopen: true,
|
||||
total: total,
|
||||
};
|
||||
|
||||
// Render the Rolls to the Chat Window
|
||||
renderTemplate(chatTemplate, chatData).then((html) => {
|
||||
let chatOptions = {
|
||||
style: CONST.CHAT_MESSAGE_STYLES.ROLL,
|
||||
rolls: rolls,
|
||||
flavor: rolltype,
|
||||
rollMode: game.settings.get("core", "rollMode"),
|
||||
content: html,
|
||||
};
|
||||
|
||||
ChatMessage.create(chatOptions);
|
||||
});
|
||||
}
|
@ -1,71 +0,0 @@
|
||||
export async function roll_one_to_onehundred() {
|
||||
// Construct the Roll instance
|
||||
let baseroll = await new Roll("1d100 + @characterBonus", {characterBonus: this.characterBonus}).roll({async: true});
|
||||
let rolltype = "Roll Type: 1-100";
|
||||
|
||||
// Log the Roll to Chat
|
||||
let chatOptions = {
|
||||
type: CONST.CHAT_MESSAGE_TYPES.ROLL,
|
||||
rolls: [baseroll],
|
||||
flavor: rolltype,
|
||||
rollMode: game.settings.get("core", "rollMode")
|
||||
};
|
||||
|
||||
ChatMessage.create(chatOptions);
|
||||
this.close();
|
||||
};
|
||||
|
||||
export async function roll_low_open_ended() {
|
||||
// Construct the Roll instance
|
||||
let baseroll = await new Roll("1d100").roll({async: true});
|
||||
console.log(baseroll.result);
|
||||
let rolltype = "Roll Type: Low Open-Ended";
|
||||
|
||||
switch (true) {
|
||||
case (baseroll.result < 6):
|
||||
this.processLowOpenEndedRoll(baseroll, rolltype);
|
||||
break;
|
||||
case (baseroll.result === 66):
|
||||
this.processOpenEndedSixtySixRoll(baseroll, rolltype);
|
||||
break;
|
||||
default:
|
||||
this.processOpenEndedRoll(baseroll, rolltype);
|
||||
}
|
||||
}
|
||||
|
||||
export async function roll_high_open_ended() {
|
||||
// Construct the Roll instance
|
||||
let baseroll = await new Roll("1d100").roll({async: true});
|
||||
console.log(baseroll.result);
|
||||
let rolltype = "Roll Type: High Open-Ended";
|
||||
switch (true) {
|
||||
case (baseroll.result === 66):
|
||||
this.processOpenEndedSixtySixRoll(baseroll, rolltype);
|
||||
break;
|
||||
case (baseroll.result > 95):
|
||||
this.processHighOpenEndedRoll(baseroll, rolltype);
|
||||
break;
|
||||
default:
|
||||
this.processOpenEndedRoll(baseroll, rolltype);
|
||||
}
|
||||
}
|
||||
|
||||
export async function roll_open_ended() {
|
||||
// Construct the Roll instance
|
||||
let baseroll = await new Roll("1d100").roll({async: true});
|
||||
console.log(baseroll.result);
|
||||
let rolltype = "Roll Type: Open-Ended";
|
||||
switch (true) {
|
||||
case (baseroll.result < 6):
|
||||
this.processLowOpenEndedRoll(baseroll, rolltype);
|
||||
break;
|
||||
case (baseroll.result === 66):
|
||||
this.processOpenEndedSixtySixRoll(baseroll, rolltype);
|
||||
break;
|
||||
case (baseroll.result > 95):
|
||||
this.processHighOpenEndedRoll(baseroll, rolltype);
|
||||
break;
|
||||
default:
|
||||
this.processOpenEndedRoll(baseroll, rolltype);
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user