Init/progression dice
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@ -229,7 +229,7 @@ export default class LethalFantasyRoll extends Roll {
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options.rollName = options.rollTarget.name
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hasModifier = true
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hasChangeDice = false
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options.rollTarget.value = 0
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options.rollTarget.value = options.rollTarget.damageModifier
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options.rollTarget.charModifier = 0
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dice = options.rollTarget.damageDice
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dice = dice.replace("E", "")
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@ -517,11 +517,95 @@ export default class LethalFantasyRoll extends Roll {
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let initRoll = new Roll(`min(${rollContext.initiativeDice}, ${options.maxInit})`, options.data, rollContext)
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await initRoll.evaluate()
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initRoll.toMessage( {flavor: `Initiative for ${options.actorName}`}, {rollMode: rollContext.visibility} )
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let msg = await initRoll.toMessage( {flavor: `Initiative for ${options.actorName}`}, {rollMode: rollContext.visibility} )
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await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
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if (options.combatId && options.combatantId) {
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let combat = game.combats.get(options.combatId)
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combat.updateEmbeddedDocuments("Combatant", [ { _id: options.combatantId, initiative: initRoll.total, 'system.progressionCount': 0 } ]);
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}
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}
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static async promptProgressionDice(options = {}) {
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const rollModes = Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
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const fieldRollMode = new foundry.data.fields.StringField({
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choices: rollModes,
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blank: false,
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default: "public",
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})
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let dialogContext = {
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progressionDiceId: "",
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fieldRollMode,
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rollModes,
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...options
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}
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console.log("CTX PROGRESSION", dialogContext)
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const content = await renderTemplate("systems/fvtt-lethal-fantasy/templates/roll-progression-dice-dialog.hbs", dialogContext)
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const label = game.i18n.localize("LETHALFANTASY.Label.rollProgressionDice")
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const rollContext = await foundry.applications.api.DialogV2.wait({
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window: { title: "Progression Roll" },
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classes: ["lethalfantasy"],
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content,
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buttons: [
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{
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action: "roll",
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label: label,
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callback: (event, button, dialog) => {
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const output = Array.from(button.form.elements).reduce((obj, input) => {
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if (input.name) obj[input.name] = input.value
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return obj
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}, {})
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return output
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},
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},
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{
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action: "cancel",
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label: "Other action, no weapon progression dice",
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callback: (event, button, dialog) => { return null; }
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}
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],
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rejectClose: false // Click on Close button will not launch an error
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})
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console.log("RollContext", rollContext)
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if (rollContext === null || !rollContext?.progressionDiceId) {
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return
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}
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// Get the weapons from the actor items
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let actor = game.actors.get(options.actorId)
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let weapon = actor.items.find(i => i.type === "weapon" && i.id === rollContext.progressionDiceId)
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// Get the dice and roll it
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let formula = weapon.system.combatProgressionDice
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let roll = new Roll(formula)
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await roll.evaluate()
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let max = roll.dice[0].faces - 1
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max = Math.min(options.rollProgressionCount, max)
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let msg = await roll.toMessage( {flavor: `Progression Roll for ${weapon.name}, progression count : ${options.rollProgressionCount}/${max}`}, {rollMode: rollContext.visibility} )
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await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
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if (roll.total <= max ) {
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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", { name: actor.name, weapon: weapon.name, roll: roll.total })
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ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: actor }) })
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// Update the combatant progression count
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let combat = game.combats.get(options.combatId)
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let combatant = combat.combatants.get(options.combatantId)
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combatant.update({ 'system.progressionCount': 0 })
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} else {
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// Notify that the player cannot act now with a chat message
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let message = game.i18n.format("LETHALFANTASY.Notifications.messageProgressionKO", { name: actor.name, weapon: weapon.name, roll: roll.total })
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ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: actor }) })
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}
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}
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static async promptRangedDefense(rollTarget) {
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const rollModes = Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
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const fieldRollMode = new foundry.data.fields.StringField({
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@ -681,30 +765,8 @@ export default class LethalFantasyRoll extends Roll {
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return await renderTemplate(this.constructor.CHAT_TEMPLATE, chatData)
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}
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/**
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/*
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* Generates the data required for rendering a roll chat card.
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*
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* @param {boolean} isPrivate Indicates if the chat card is private.
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* @returns {Promise<Object>} A promise that resolves to an object containing the chat card data.
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* @property {Array<string>} css - CSS classes for the chat card.
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* @property {Object} data - The data associated with the roll.
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* @property {number} diceTotal - The total value of the dice rolled.
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* @property {boolean} isGM - Indicates if the user is a Game Master.
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* @property {string} formula - The formula used for the roll.
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* @property {number} total - The total result of the roll.
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* @property {boolean} isSave - Indicates if the roll is a saving throw.
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* @property {boolean} isDamage - Indicates if the roll is for damage.
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* @property {boolean} isFailure - Indicates if the roll is a failure.
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* @property {string} actorId - The ID of the actor performing the roll.
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* @property {string} actingCharName - The name of the character performing the roll.
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* @property {string} actingCharImg - The image of the character performing the roll.
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* @property {string} resultType - The type of result (e.g., success, failure).
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* @property {boolean} hasTarget - Indicates if the roll has a target.
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* @property {string} targetName - The name of the target.
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* @property {number} targetArmor - The armor value of the target.
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* @property {boolean} isPrivate - Indicates if the chat card is private.
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* @property {string} cssClass - The combined CSS classes as a single string.
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* @property {string} tooltip - The tooltip text for the chat card.
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*/
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async _getChatCardData(isPrivate) {
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const cardData = {
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