New combat features

This commit is contained in:
2023-03-24 13:29:19 +01:00
parent ed494e69b9
commit e573f5b382
7 changed files with 89 additions and 42 deletions

View File

@@ -58,7 +58,8 @@ export class WarheroActorSheet extends ActorSheet {
subActors: duplicate(this.actor.getSubActors()),
competency: this.actor.getCompetency(),
race: duplicate(race),
classes: duplicate(this.actor.getClasses()),
mainClass: this.actor.getMainClass(),
secondaryClass: this.actor.getSecondaryClass(),
totalMoney: this.actor.computeTotalMoney(),
equipments: duplicate(this.actor.getEquipmentsOnly()),
//moneys: duplicate(this.actor.getMoneys()),

View File

@@ -168,9 +168,13 @@ export class WarheroActor extends Actor {
return race[0] ?? [];
}
/* -------------------------------------------- */
getClass() {
let classWH = this.items.filter(item => item.type == 'class')
return classWH[0] ?? [];
getMainClass() {
let classWH = this.items.find(item => item.type == 'class' && !item.system.issecondary)
return classWH
}
getSecondaryClass() {
let classWH = this.items.find(item => item.type == 'class' && item.system.issecondary)
return classWH
}
getClasses() {
let comp = duplicate(this.items.filter(item => item.type == "class") || []);
@@ -289,6 +293,14 @@ export class WarheroActor extends Actor {
formula += "+" + Math.floor(this.system.statistics.str.value * 1)
weapon.damageFormula2Hands = weapon.system.damage2hands + "+" + Math.floor(this.system.statistics.str.value * 1.5)
}
if (weapon.system.weapontype == "throwing" || weapon.system.weapontype == "shooting") {
formula += "+"+this.system.secondary.rangeddamagebonus.value
} else if ( weapon.system.weapontype != "special" ) {
formula += "+"+this.system.secondary.meleedamagebonus.value
if (weapon.damageFormula2Hands) {
weapon.damageFormula2Hands += "+"+this.system.secondary.meleedamagebonus.value
}
}
weapon.damageFormula = formula
}
/* -------------------------------------------- */
@@ -496,17 +508,23 @@ export class WarheroActor extends Actor {
}
getCompetency() {
let myRace = this.getRace()
let myClass = this.getClass()
let myClass1 = this.getMainClass()
let myClass2 = this.getSecondaryClass()
let competency = { weapons: {}, armors: {}, shields: {} }
if (myRace.system) {
this.updateCompetency(competency.weapons, myRace.system.weapons, game.system.warhero.config.weaponTypes)
this.updateCompetency(competency.armors, myRace.system.armors, game.system.warhero.config.armorTypes)
this.updateCompetency(competency.shields, myRace.system.shields, game.system.warhero.config.shieldTypes)
}
if (myClass.system) {
this.updateCompetency(competency.weapons, myClass.system.weapons, game.system.warhero.config.weaponTypes)
this.updateCompetency(competency.armors, myClass.system.armors, game.system.warhero.config.armorTypes)
this.updateCompetency(competency.shields, myClass.system.shields, game.system.warhero.config.shieldTypes)
if (myClass1 && myClass1.system) {
this.updateCompetency(competency.weapons, myClass1.system.weapons, game.system.warhero.config.weaponTypes)
this.updateCompetency(competency.armors, myClass1.system.armors, game.system.warhero.config.armorTypes)
this.updateCompetency(competency.shields, myClass1.system.shields, game.system.warhero.config.shieldTypes)
}
if (myClass2 && myClass2.system) {
this.updateCompetency(competency.weapons, myClass2.system.weapons, game.system.warhero.config.weaponTypes)
this.updateCompetency(competency.armors, myClass2.system.armors, game.system.warhero.config.armorTypes)
this.updateCompetency(competency.shields, myClass2.system.shields, game.system.warhero.config.shieldTypes)
}
return competency
}