/* -------------------------------------------- */ import { WarheroUtility } from "./warhero-utility.js"; import { WarheroRollDialog } from "./warhero-roll-dialog.js"; /* -------------------------------------------- */ const coverBonusTable = { "nocover": 0, "lightcover": 2, "heavycover": 4, "entrenchedcover": 6 }; const statThreatLevel = ["agi", "str", "phy", "com", "def", "per"] const __subkey2title = { "melee-dmg": "Melee Damage", "melee-atk": "Melee Attack", "ranged-atk": "Ranged Attack", "ranged-dmg": "Ranged Damage", "dmg-res": "Damare Resistance" } /* -------------------------------------------- */ /* -------------------------------------------- */ /** * Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system. * @extends {Actor} */ export class WarheroActor extends Actor { /* -------------------------------------------- */ /** * Override the create() function to provide additional SoS functionality. * * This overrided create() function adds initial items * Namely: Basic skills, money, * * @param {Object} data Barebones actor data which this function adds onto. * @param {Object} options (Unused) Additional options which customize the creation workflow. * */ static async create(data, options) { // Case of compendium global import if (data instanceof Array) { return super.create(data, options); } // If the created actor has items (only applicable to duplicated actors) bypass the new actor creation logic if (data.items) { let actor = super.create(data, options); return actor; } if (data.type == 'character') { const skills = await WarheroUtility.loadCompendium("fvtt-warhero.skills"); data.items = skills.map(i => i.toObject()) } if (data.type == 'npc') { } return super.create(data, options); } /* -------------------------------------------- */ prepareBaseData() { } /* -------------------------------------------- */ async prepareData() { super.prepareData(); } /* -------------------------------------------- */ computeHitPoints() { if (this.type == "character") { } } /* -------------------------------------------- */ prepareDerivedData() { if (this.type == 'character' || game.user.isGM) { this.computeHitPoints() } super.prepareDerivedData(); } /* -------------------------------------------- */ _preUpdate(changed, options, user) { super._preUpdate(changed, options, user); } /* -------------------------------------------- */ getEncumbranceCapacity() { return 1; } /* -------------------------------------------- */ getMoneys() { let comp = this.items.filter(item => item.type == 'money'); WarheroUtility.sortArrayObjectsByName(comp) return comp; } /* -------------------------------------------- */ getFeats() { let comp = duplicate(this.items.filter(item => item.type == 'feat') || []); WarheroUtility.sortArrayObjectsByName(comp) return comp; } /* -------------------------------------------- */ getFeatsWithDie() { let comp = duplicate(this.items.filter(item => item.type == 'feat' && item.system.isfeatdie) || []); WarheroUtility.sortArrayObjectsByName(comp) return comp; } getFeatsWithSL() { let comp = duplicate(this.items.filter(item => item.type == 'feat' && item.system.issl) || []); WarheroUtility.sortArrayObjectsByName(comp) return comp; } /* -------------------------------------------- */ getLore() { let comp = duplicate(this.items.filter(item => item.type == 'spell') || []); WarheroUtility.sortArrayObjectsByName(comp) return comp; } getEquippedWeapons() { let comp = duplicate(this.items.filter(item => item.type == 'weapon' && item.system.equipped) || []); WarheroUtility.sortArrayObjectsByName(comp) return comp; } /* -------------------------------------------- */ getEquippedArmors() { let comp = duplicate(this.items.filter(item => item.type == 'armor' && item.system.slotlocation == 'armor') || []); WarheroUtility.sortArrayObjectsByName(comp) return comp; } getArmors() { let comp = duplicate(this.items.filter(item => item.type == 'armor') || []); WarheroUtility.sortArrayObjectsByName(comp) return comp; } getPowers() { let comp = duplicate(this.items.filter(item => item.type == 'power') || []); WarheroUtility.sortArrayObjectsByName(comp) return comp; } sortPowers() { let schools = {} for (let power of this.items) { if (power.type == "power") { power = duplicate(power) let school = schools[power.system.magicschool] || [] school.push(power) WarheroUtility.sortArrayObjectsByNameAndLevel(school) schools[power.system.magicschool] = school } } return schools } getAllItems() { let comp = duplicate(this.items || []); WarheroUtility.sortArrayObjectsByName(comp) return comp; } /* -------------------------------------------- */ getEquippedShields() { let comp = duplicate(this.items.filter(item => item.type == 'shield' && item.system.slotlocation == "shield") || []); WarheroUtility.sortArrayObjectsByName(comp) return comp; } getShields() { let comp = duplicate(this.items.filter(item => item.type == 'shield') || []); WarheroUtility.sortArrayObjectsByName(comp) return comp; } /* -------------------------------------------- */ getRace() { let race = this.items.filter(item => item.type == 'race') return race[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") || []); WarheroUtility.sortArrayObjectsByName(comp) return comp; } /* -------------------------------------------- */ checkAndPrepareEquipment(item) { } /* -------------------------------------------- */ checkAndPrepareEquipments(listItem) { for (let item of listItem) { this.checkAndPrepareEquipment(item) } return listItem } /* -------------------------------------------- */ computeTotalMoney() { let nbMoney = 0 this.items.forEach(it => { if (it.type == 'money') { nbMoney += it.system.quantity } }) return nbMoney } /* -------------------------------------------- */ buildPartySlots() { let containers = {} for (let slotName in game.system.warhero.config.partySlotNames) { let slotDef = game.system.warhero.config.partySlotNames[slotName] containers[slotName] = duplicate(slotDef) containers[slotName].content = this.items.filter(it => (it.type == 'money' || it.type == 'weapon' || it.type == 'armor' || it.type == 'shield' || it.type == 'equipment') ) let slotUsed = 0 for (let item of containers[slotName].content) { let q = (item.system.quantity) ? item.system.quantity : 1 containers[slotName].nbslots += (item.system.providedslot ?? 0) * q if (item.type == "money") { slotUsed += Math.ceil(item.system.quantity / 1000) } else { slotUsed += item.system.slotused * q } } slotUsed = Math.ceil(slotUsed) containers[slotName].slotUsed = slotUsed } return containers } /* -------------------------------------------- */ buildBodySlot() { let containers = {} for (let slotName in game.system.warhero.config.slotNames) { let slotDef = game.system.warhero.config.slotNames[slotName] if (!slotDef.container) { containers[slotName] = duplicate(slotDef) containers[slotName].content = this.items.filter(it => (it.type == 'money' || it.type == 'weapon' || it.type == 'armor' || it.type == 'shield' || it.type == 'equipment') && it.system.slotlocation == slotName) let slotUsed = 0 for (let item of containers[slotName].content) { let q = (item.system.quantity) ? item.system.quantity : 1 containers[slotName].nbslots += (item.system.providedslot ?? 0) * q if (item.type == "money") { slotUsed += Math.ceil(item.system.quantity / 1000) } else { slotUsed += item.system.slotused * q } } slotUsed = Math.ceil(slotUsed) containers[slotName].slotUsed = slotUsed } } return containers } /* -------------------------------------------- */ buildEquipmentsSlot() { let containers = {} for (let slotName in game.system.warhero.config.slotNames) { let slotDef = game.system.warhero.config.slotNames[slotName] if (slotDef.container) { containers[slotName] = duplicate(slotDef) containers[slotName].content = this.items.filter(it => (it.type == 'money' || it.type == 'weapon' || it.type == 'armor' || it.type == 'shield' || it.type == 'equipment') && it.system.slotlocation == slotName) let slotUsed = 0 for (let item of containers[slotName].content) { let q = (item.system.quantity) ? item.system.quantity : 1 containers[slotName].nbslots += (item.system.providedslot ?? 0) * q if (item.type == "money") { slotUsed += Math.ceil(item.system.quantity / 1000) } else { slotUsed += item.system.slotused * q } } slotUsed = Math.ceil(slotUsed) containers[slotName].slotUsed = slotUsed } } return containers } /* -------------------------------------------- */ getConditions() { let comp = duplicate(this.items.filter(item => item.type == 'condition') || []); WarheroUtility.sortArrayObjectsByName(comp) return comp; } /* -------------------------------------------- */ prepareWeapon(weapon) { let formula = weapon.system.damage if (weapon.system.weapontype == "long" || weapon.system.weapontype == "short") { formula += "+" + this.system.statistics.str.value } if (weapon.system.weapontype == "twohanded") { formula += "+" + Math.floor(this.system.statistics.str.value * 1.5) } if (weapon.system.weapontype == "polearm") { 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 } /* -------------------------------------------- */ getEquippedWeapons() { let comp = duplicate(this.items.filter(item => item.type == 'weapon' && (item.system.slotlocation == "weapon1" || item.system.slotlocation == "weapon2") ) || []); for (let weapon of comp) { this.prepareWeapon(weapon) } WarheroUtility.sortArrayObjectsByName(comp) return comp; } getWeapons() { let comp = duplicate(this.items.filter(item => item.type == 'weapon') || []); for (let weapon of comp) { this.prepareWeapon(weapon) } WarheroUtility.sortArrayObjectsByName(comp) return comp; } /* -------------------------------------------- */ getConditions() { let comp = duplicate(this.items.filter(item => item.type == 'condition') || []); WarheroUtility.sortArrayObjectsByName(comp) return comp; } /* -------------------------------------------- */ getItemById(id) { let item = this.items.find(item => item.id == id); if (item) { item = duplicate(item) } return item; } /* -------------------------------------------- */ getLanguages() { let comp = this.items.filter(it => it.type == "language") WarheroUtility.sortArrayObjectsByName(comp) return comp } /* -------------------------------------------- */ getNormalSkills() { let comp = this.items.filter(it => it.type == "skill" && !it.system.classskill && !it.system.raceskill) WarheroUtility.sortArrayObjectsByName(comp) return comp } getRaceSkills() { let comp = this.items.filter(it => it.type == "skill" && it.system.raceskill) WarheroUtility.sortArrayObjectsByName(comp) return comp } getClassSkills() { let comp = this.items.filter(it => it.type == "skill" && it.system.classskill) WarheroUtility.sortArrayObjectsByName(comp) return comp } getSkills() { let comp = duplicate(this.items.filter(item => item.type == 'skill') || []) WarheroUtility.sortArrayObjectsByName(comp) return comp } /* -------------------------------------------- */ getRelevantAbility(statKey) { let comp = duplicate(this.items.filter(item => item.type == 'skill' && item.system.ability == ability) || []); return comp; } /* -------------------------------------------- */ async equipItem(itemId) { let item = this.items.find(item => item.id == itemId) if (item && item.system) { if (item.type == "armor") { let armor = this.items.find(item => item.id != itemId && item.type == "armor" && item.system.equipped) if (armor) { ui.notifications.warn("You already have an armor equipped!") return } } if (item.type == "shield") { let shield = this.items.find(item => item.id != itemId && item.type == "shield" && item.system.equipped) if (shield) { ui.notifications.warn("You already have a shield equipped!") return } } let update = { _id: item.id, "system.equipped": !item.system.equipped }; await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity } } /* -------------------------------------------- */ compareName(a, b) { if (a.name < b.name) { return -1; } if (a.name > b.name) { return 1; } return 0; } /* ------------------------------------------- */ getEquipments() { return this.items.filter(item => item.type == 'shield' || item.type == 'armor' || item.type == "weapon" || item.type == "equipment" || item.type == "potion" || item.type == "poison" || item.type == "trap" || item.type == "classitem"); } getCompetencyItems() { return duplicate(this.items.filter(item => item.type == "competency") || []) } /* ------------------------------------------- */ getEquipmentsOnly() { return duplicate(this.items.filter(item => item.type == "equipment") || []) } /* ------------------------------------------- */ getSaveRoll() { return { reflex: { "label": "Reflex Save", "img": "systems/fvtt-warhero/images/icons/saves/reflex_save.webp", "value": this.system.abilities.agi.value + this.system.abilities.wit.value }, fortitude: { "label": "Fortitude Save", "img": "systems/fvtt-warhero/images/icons/saves/fortitude_save.webp", "value": this.system.abilities.str.value + this.system.abilities.con.value }, willpower: { "label": "Willpower Save", "img": "systems/fvtt-warhero/images/icons/saves/will_save.webp", "value": this.system.abilities.int.value + this.system.abilities.cha.value } } } /* ------------------------------------------- */ async buildContainerTree() { let equipments = duplicate(this.items.filter(item => item.type == "equipment") || []) for (let equip1 of equipments) { if (equip1.system.iscontainer) { equip1.system.contents = [] equip1.system.contentsEnc = 0 for (let equip2 of equipments) { if (equip1._id != equip2.id && equip2.system.containerid == equip1.id) { equip1.system.contents.push(equip2) let q = equip2.system.quantity ?? 1 equip1.system.contentsEnc += q * equip2.system.weight } } } } // Compute whole enc let enc = 0 for (let item of equipments) { //item.data.idrDice = WarheroUtility.getDiceFromLevel(Number(item.data.idr)) if (item.system.equipped) { if (item.system.iscontainer) { enc += item.system.contentsEnc } else if (item.system.containerid == "") { let q = item.system.quantity ?? 1 enc += q * item.system.weight } } } for (let item of this.items) { // Process items/shields/armors if ((item.type == "weapon" || item.type == "shield" || item.type == "armor") && item.system.equipped) { let q = item.system.quantity ?? 1 enc += q * item.system.weight } } // Store local values this.encCurrent = enc this.containersTree = equipments.filter(item => item.system.containerid == "") // Returns the root of equipements without container } /* -------------------------------------------- */ async rollArmor(rollData) { let armor = this.getEquippedArmor() if (armor) { } return { armor: "none" } } /* -------------------------------------------- */ async incDecHP(formula) { let dmgRoll = new Roll(formula + "[warhero-orange]").roll({ async: false }) await WarheroUtility.showDiceSoNice(dmgRoll, game.settings.get("core", "rollMode")) let hp = duplicate(this.system.secondary.hp) hp.value = Number(hp.value) + Number(dmgRoll.total) this.update({ 'system.secondary.hp': hp }) return Number(dmgRoll.total) } /* -------------------------------------------- */ updateCompetency(competency, obj, labelTab) { for (let key in obj) { if (obj[key]) { //console.log("Parsing", key) //game.system.warhero.config.weaponTypes[key].label) competency[key] = { enabled: true, label: labelTab[key].label } } } } getCompetency() { let myRace = this.getRace() 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 (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 } /* -------------------------------------------- */ getAbility(abilKey) { return this.system.abilities[abilKey]; } /* -------------------------------------------- */ async addObjectToContainer(itemId, containerId) { let container = this.items.find(item => item.id == containerId && item.system.iscontainer) let object = this.items.find(item => item.id == itemId) if (container) { if (object.system.iscontainer) { ui.notifications.warn("Only 1 level of container allowed") return } let alreadyInside = this.items.filter(item => item.system.containerid && item.system.containerid == containerId); if (alreadyInside.length >= container.system.containercapacity) { ui.notifications.warn("Container is already full !") return } else { await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'system.containerid': containerId }]) } } else if (object && object.system.containerid) { // remove from container console.log("Removeing: ", object) await this.updateEmbeddedDocuments("Item", [{ _id: object.id, 'system.containerid': "" }]); } } /* -------------------------------------------- */ async preprocessItem(event, item, onDrop = false) { let dropID = $(event.target).parents(".item").attr("data-item-id") // Only relevant if container drop let objectID = item.id || item._id this.addObjectToContainer(objectID, dropID) return true } /* -------------------------------------------- */ async equipGear(equipmentId) { let item = this.items.find(item => item.id == equipmentId); if (item && item.system) { let update = { _id: item.id, "system.equipped": !item.system.equipped }; await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity } } /* -------------------------------------------- */ async getInitiativeScore(combatId, combatantId) { let roll = new Roll("1d20+" + this.system.attributes.ini.value).roll({ async: false }) await WarheroUtility.showDiceSoNice(roll, game.settings.get("core", "rollMode")) return roll.total } /* -------------------------------------------- */ getSubActors() { let subActors = []; for (let id of this.system.subactors) { subActors.push(duplicate(game.actors.get(id))) } return subActors; } /* -------------------------------------------- */ async addSubActor(subActorId) { let subActors = duplicate(this.system.subactors); subActors.push(subActorId); await this.update({ 'system.subactors': subActors }); } /* -------------------------------------------- */ async delSubActor(subActorId) { let newArray = []; for (let id of this.system.subactors) { if (id != subActorId) { newArray.push(id); } } await this.update({ 'system.subactors': newArray }); } /* -------------------------------------------- */ syncRoll(rollData) { this.lastRollId = rollData.rollId; WarheroUtility.saveRollData(rollData); } /* -------------------------------------------- */ getOneSkill(skillId) { let skill = this.items.find(item => item.type == 'skill' && item.id == skillId) if (skill) { skill = duplicate(skill); } return skill; } /* -------------------------------------------- */ async deleteAllItemsByType(itemType) { let items = this.items.filter(item => item.type == itemType); await this.deleteEmbeddedDocuments('Item', items); } /* -------------------------------------------- */ async addItemWithoutDuplicate(newItem) { let item = this.items.find(item => item.type == newItem.type && item.name.toLowerCase() == newItem.name.toLowerCase()) if (!item) { await this.createEmbeddedDocuments('Item', [newItem]); } } /* -------------------------------------------- */ async incrementSkillExp(skillId, inc) { let skill = this.items.get(skillId) if (skill) { await this.updateEmbeddedDocuments('Item', [{ _id: skill.id, 'system.exp': skill.system.exp + inc }]) let chatData = { user: game.user.id, rollMode: game.settings.get("core", "rollMode"), whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')), content: `
${this.name} has gained 1 exp in the skill ${skill.name} (exp = ${skill.system.exp})= 25) { await this.updateEmbeddedDocuments('Item', [{ _id: skill.id, 'system.exp': 0, 'system.explevel': skill.system.explevel + 1 }]) let chatData = { user: game.user.id, rollMode: game.settings.get("core", "rollMode"), whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')), content: `
${this.name} has gained 1 exp SL in the skill ${skill.name} (new exp SL : ${skill.system.explevel}) ! skill.system.maxuse) { ui.notifications.warn(game.i18n.localize("WH.notif.skillmaxuse")) return } newUse = Math.max(newUse, 0) this.updateEmbeddedDocuments('Item', [{ _id: skill.id, 'system.currentuse': newUse }]) } } /* -------------------------------------------- */ async incDecQuantity(objetId, incDec = 0) { let objetQ = this.items.get(objetId) if (objetQ) { let newQ = objetQ.system.quantity + incDec if (newQ >= 0) { const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.quantity': newQ }]) // pdates one EmbeddedEntity } } } /* -------------------------------------------- */ async incDecAmmo(objetId, incDec = 0) { let objetQ = this.items.get(objetId) if (objetQ) { let newQ = objetQ.system.ammocurrent + incDec; if (newQ >= 0 && newQ <= objetQ.system.ammomax) { const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.ammocurrent': newQ }]); // pdates one EmbeddedEntity } } } /* -------------------------------------------- */ isForcedAdvantage() { return this.items.find(cond => cond.type == "condition" && cond.system.advantage) } isForcedDisadvantage() { return this.items.find(cond => cond.type == "condition" && cond.system.disadvantage) } isForcedRollAdvantage() { return this.items.find(cond => cond.type == "condition" && cond.system.rolladvantage) } isForcedRollDisadvantage() { return this.items.find(cond => cond.type == "condition" && cond.system.rolldisadvantage) } isNoAdvantage() { return this.items.find(cond => cond.type == "condition" && cond.system.noadvantage) } isNoAction() { return this.items.find(cond => cond.type == "condition" && cond.system.noaction) } isAttackDisadvantage() { return this.items.find(cond => cond.type == "condition" && cond.system.attackdisadvantage) } isDefenseDisadvantage() { return this.items.find(cond => cond.type == "condition" && cond.system.defensedisadvantage) } isAttackerAdvantage() { return this.items.find(cond => cond.type == "condition" && cond.system.targetadvantage) } /* -------------------------------------------- */ setLevel() { let xp = this.system.secondary.xp.value this.system.secondary.xp.level = 1 + Math.floor(xp / 10) } /* -------------------------------------------- */ computeDRTotal() { let armors = this.items.filter(it => it.type == "armor" && it.system.slotlocation == 'armor') let dr = 0 for (let armor of armors) { dr += armor.system.damagereduction } this.system.secondary.drbonustotal.value = this.system.secondary.drbonus.value + dr } /* -------------------------------------------- */ computeParryBonusTotal() { let shields = this.items.filter(it => it.type == "shield" && it.system.slotlocation == 'shield') let parry = 0 for (let shield of shields) { parry += shield.system.parrybonus } this.system.secondary.parrybonustotal.value = this.system.secondary.parrybonus.value + parry } /* -------------------------------------------- */ computeBonusLanguages() { this.system.secondary.nblanguage.value = Math.floor(this.system.statistics.min.value / 2) } /* -------------------------------------------- */ spentMana(spentValue) { let mana = duplicate(this.system.attributes.mana) if (Number(spentValue) > mana.value) { ui.notifications.warn("Not enough Mana points !") return false } mana.value -= Number(spentValue) this.update({ 'system.attributes.mana': mana }) return true } /* -------------------------------------------- */ incrementUse(rollData) { let stat = duplicate(this.system[rollData.mode][rollData.statKey]) stat.nbuse++ this.update({ [`system.${rollData.mode}.${rollData.statKey}`]: stat }) } /* -------------------------------------------- */ getCommonRollData() { let rollData = WarheroUtility.getBasicRollData() rollData.alias = this.name rollData.actorImg = this.img rollData.actorId = this.id rollData.img = this.img console.log("ROLLDATA", rollData) return rollData } /* -------------------------------------------- */ rollFromType(rollType, rollKey) { let stat = duplicate(this.system[rollType][rollKey]) let rollData = this.getCommonRollData() rollData.mode = rollType rollData.statKey = rollKey rollData.stat = stat if (stat && stat.stat) { rollData.statBonus = duplicate(this.system.statistics[stat.stat]) } if (stat.hasuse && stat.nbuse >= stat.maxuse) { ui.notifications.warn(game.i18n.localize("WH.notif.toomanyuses")) return } if (rollKey == "parrybonustotal") { WarheroUtility.rollParry(rollData) return } this.startRoll(rollData) } /* -------------------------------------------- */ rollSaveFromType(rollType, rollKey) { let stat = duplicate(this.system[rollType][rollKey]) let rollData = this.getCommonRollData() rollData.mode = "save" rollData.stat = stat this.startRoll(rollData) } /* -------------------------------------------- */ rollWeapon(weaponId) { let weapon = this.items.get(weaponId) if (weapon) { weapon = duplicate(weapon) let rollData = this.getCommonRollData() rollData.mode = "weapon" if (weapon.system.weapontype === "shooting" || weapon.system.weapontype === "throwing") { rollData.stat = duplicate(this.system.attributes.txcr) } else { rollData.stat = duplicate(this.system.attributes.txcm) } rollData.usemWeaponMalus = false rollData.mWeaponMalus = this.system.secondary.malusmultiweapon.value rollData.weapon = weapon rollData.img = weapon.img this.startRoll(rollData) } } /* -------------------------------------------- */ rollDamage(weaponId, is2hands = false) { let weapon = this.items.get(weaponId) if (weapon) { weapon = duplicate(weapon) this.prepareWeapon(weapon) let rollData = this.getCommonRollData() rollData.mode = "damage" rollData.weapon = weapon rollData.is2hands = is2hands rollData.img = weapon.img this.startRoll(rollData) } } /* -------------------------------------------- */ rollPower(powerId) { let power = this.items.get(powerId) if (power) { power = duplicate(power) let rollData = this.getCommonRollData() rollData.mode = "power" rollData.power = power rollData.powerLevel = Number(power.system.level) rollData.img = power.img rollData.hasBM = false this.startRoll(rollData) } } /* -------------------------------------------- */ async startRoll(rollData) { this.syncRoll(rollData) let rollDialog = await WarheroRollDialog.create(this, rollData) rollDialog.render(true) } }