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@ -221,8 +221,8 @@ export default class LethalFantasyRoll extends Roll {
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hasChangeDice = false
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options.rollTarget.value = options.rollTarget.actorModifiers.levelSpellModifier + options.rollTarget.actorModifiers.intSpellModifier
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options.rollTarget.charModifier = options.rollTarget.actorModifiers.intSpellModifier
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hasStaticModifier = options.rollType === "spell-power"
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hasModifier = options.rollType !== "spell-attack"
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hasStaticModifier = true // options.rollType === "spell-power"
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hasModifier = true //options.rollType !== "spell-attack"
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options.rollTarget.staticModifier = options.rollTarget.actorLevel
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} else if (options.rollType === "miracle" || options.rollType === "miracle-attack" || options.rollType === "miracle-power") {
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@ -234,8 +234,8 @@ export default class LethalFantasyRoll extends Roll {
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hasChangeDice = false
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options.rollTarget.value = options.rollTarget.actorModifiers.levelMiracleModifier + options.rollTarget.actorModifiers.chaMiracleModifier
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options.rollTarget.charModifier = options.rollTarget.actorModifiers.chaMiracleModifier
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hasStaticModifier = options.rollType === "spell-power"
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hasModifier = options.rollType !== "miracle-attack"
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hasStaticModifier = true // options.rollType === "spell-power"
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hasModifier = true // options.rollType !== "miracle-attack"
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options.rollTarget.staticModifier = options.rollTarget.actorLevel
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} else if (options.rollType === "shield-roll") {
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@ -373,6 +373,7 @@ export default class LethalFantasyRoll extends Roll {
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if (hasStaticModifier) {
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modifierFormula += ` + ${options.rollTarget.staticModifier}`
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}
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modifierFormula += ` + ${options.rollTarget.charModifier}`
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let sign = fullModifier < 0 ? "-" : "+"
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if (hasExplode) {
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titleFormula = `${dice}E ${sign} ${modifierFormula}`
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@ -640,11 +641,15 @@ export default class LethalFantasyRoll extends Roll {
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})
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} else if (currentAction.type === "spell" || currentAction.type === "miracle") {
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let label = ""
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if ( currentAction.castingDone) {
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label = "Roll lethargy dice"
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} else {
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if ( currentAction.spellStatus === "castingTime") {
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label = "Wait casting time"
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}
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if ( currentAction.spellStatus === "toBeCasted") {
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label = "Cast spell/miracle"
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}
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if ( currentAction.spellStatus === "lethargy") {
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label = "Roll lethargy dice"
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}
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buttons.push({
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action: "roll",
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label: label,
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@ -675,7 +680,7 @@ export default class LethalFantasyRoll extends Roll {
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}
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})
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const rollContext = await foundry.applications.api.DialogV2.wait({
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let rollContext = await foundry.applications.api.DialogV2.wait({
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window: { title: "Combat Action Dialog" },
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classes: ["lethalfantasy"],
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content,
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@ -715,34 +720,45 @@ export default class LethalFantasyRoll extends Roll {
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actionItem.progressionCount = 1
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actionItem.rangedMode = rangedMode
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actionItem.castingTime = 1
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actionItem.castingDone = false
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actionItem.spellStatus = "castingTime"
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// Set the flag on the combatant
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await combatant.setFlag(SYSTEM.id, "currentAction", actionItem)
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let message = `${combatant.name} action : ${selectedItem.name}`
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let message = `${combatant.name} action : ${selectedItem.name}, start rolling progression dice`
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ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
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combatant.actor.prepareRoll(actionItem.type === "weapon" ? "weapon-attack" : "spell-attack", selectedChoice)
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return
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rollContext = (actionItem.type == "weapon") ? "rollProgressionDice" : "rollLethargyDice" // Set the roll context to rollProgressionDice
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currentAction = actionItem
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}
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if (currentAction) {
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if (rollContext === "rollLethargyDice") {
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if ( !currentAction.castingDone) {
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if ( currentAction.castingTime <= currentAction.system.castingTime) {
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if ( currentAction.spellStatus === "castingTime") {
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if ( currentAction.castingTime < currentAction.system.castingTime) {
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let message = `Casting time : ${currentAction.name}, count : ${currentAction.castingTime}/${currentAction.system.castingTime}`
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ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
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currentAction.castingTime += 1
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await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
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return
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} else {
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let message = `Spell ${currentAction.name} has ben casted !`
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let message = `Spell ${currentAction.name} ready to be cast on next second !`
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ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
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currentAction.castingTime = 1
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currentAction.castingDone = true
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currentAction.spellStatus = "toBeCasted"
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await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
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return
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}
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} else {
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}
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if ( currentAction.spellStatus === "toBeCasted") {
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combatant.actor.prepareRoll( (currentAction.type === "spell") ? "spell-attack" : "miracle-attack" , currentAction._id)
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if (currentAction.type === "spell") {
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currentAction.spellStatus = "lethargy"
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await combatant.setFlag(SYSTEM.id, "currentAction", foundry.utils.duplicate(currentAction))
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} else {
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// No lethargy for miracle
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await combatant.setFlag(SYSTEM.id, "currentAction", "")
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}
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return
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}
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if ( currentAction.spellStatus === "lethargy") {
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// Roll lethargy dice
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let dice = LethalFantasyUtils.getLethargyDice(currentAction.system.level)
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let roll = new Roll(dice)
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@ -810,10 +826,8 @@ export default class LethalFantasyRoll extends Roll {
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// Notify that the player can act now with a chat message
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let message = game.i18n.format("LETHALFANTASY.Notifications.messageProgressionOK", { isMonster, name: combatant.actor.name, weapon: currentAction.name, roll: roll.total })
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ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: combatant.actor }) })
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// Update the combatant progression count
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await combatant.setFlag(SYSTEM.id, "currentAction", "")
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// Display the action selection window again
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combatant.actor.system.rollProgressionDice(options.combatId, options.combatantId )
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combatant.actor.prepareRoll(currentAction.type === "weapon" ? "weapon-attack" : "spell-attack", currentAction._id)
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} else {
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// Notify that the player cannot act now with a chat message
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currentAction.progressionCount += 1
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