Fix ranged defense + HTH attacks
This commit is contained in:
@@ -302,6 +302,7 @@ export default class LethalFantasyRoll extends Roll {
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dice = options.rollTarget.damageDice
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dice = options.rollTarget.damageDice
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dice = dice.replace("E", "")
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dice = dice.replace("E", "")
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baseFormula = dice
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baseFormula = dice
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if (options.rollTarget.noExplode) hasMaxValue = false
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}
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}
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@@ -64,7 +64,7 @@ export default class LethalFantasyMonster extends foundry.abstract.TypeDataModel
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painDamage: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
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painDamage: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
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})
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})
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const attackField = (label) => {
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const attackField = (label, initialNoExplode = false) => {
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const schema = {
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const schema = {
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key: new fields.StringField({ required: true, nullable: false, initial: `attack${label}` }),
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key: new fields.StringField({ required: true, nullable: false, initial: `attack${label}` }),
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name: new fields.StringField({ required: true, nullable: false, initial: `Attack ${label}` }),
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name: new fields.StringField({ required: true, nullable: false, initial: `Attack ${label}` }),
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@@ -74,6 +74,8 @@ export default class LethalFantasyMonster extends foundry.abstract.TypeDataModel
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damageDice: new fields.StringField({ required: true, nullable: false, initial: "1D6" }),
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damageDice: new fields.StringField({ required: true, nullable: false, initial: "1D6" }),
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damageModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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damageModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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enabled: new fields.BooleanField({ initial: true, required: true, nullable: false }),
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enabled: new fields.BooleanField({ initial: true, required: true, nullable: false }),
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range: new fields.StringField({ required: false, nullable: true, initial: "" }),
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noExplode: new fields.BooleanField({ initial: initialNoExplode, required: true, nullable: false }),
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}
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}
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return new fields.SchemaField(schema, { label })
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return new fields.SchemaField(schema, { label })
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}
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}
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@@ -123,8 +125,8 @@ export default class LethalFantasyMonster extends foundry.abstract.TypeDataModel
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shieldDefenseDice: new fields.StringField({ required: true, nullable: false, initial: "d4" })
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shieldDefenseDice: new fields.StringField({ required: true, nullable: false, initial: "d4" })
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})
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})
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schema.combatHTH = new fields.SchemaField({
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schema.combatHTH = new fields.SchemaField({
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attack1: attackField("1"),
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attack1: attackField("1", true),
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attack2: attackField("2")
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attack2: attackField("2", true)
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})
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})
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schema.attackMode = new fields.StringField({
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schema.attackMode = new fields.StringField({
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+32
-1
@@ -334,7 +334,7 @@ export default class LethalFantasyUtils {
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// Afficher le dialogue
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// Afficher le dialogue
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const result = await foundry.applications.api.DialogV2.wait({
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const result = await foundry.applications.api.DialogV2.wait({
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window: { title: "Defense Roll" },
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window: { title: msg.isRanged ? "Ranged Defense Roll" : "Defense Roll" },
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classes: ["lethalfantasy"],
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classes: ["lethalfantasy"],
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content,
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content,
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buttons: [
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buttons: [
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@@ -375,6 +375,37 @@ export default class LethalFantasyUtils {
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return
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return
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}
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}
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// Pour les personnages, récupérer les armes équipées
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// Si l'attaque est une attaque à distance, utiliser le dialogue de défense à distance
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if (msg.isRanged) {
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const { default: LethalFantasyRoll } = await import("./documents/roll.mjs")
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const roll = await LethalFantasyRoll.promptRangedDefense({
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actorId: defender.id,
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actorName: defender.name,
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actorImage: defender.img,
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})
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if (roll) {
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game.lethalFantasy = game.lethalFantasy || {}
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game.lethalFantasy.nextDefenseData = {
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attackerId,
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attackRoll,
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attackerName,
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defenderName,
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attackWeaponId,
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attackRollType,
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attackRollKey,
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attackD30result,
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attackD30message,
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attackRerollContext,
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defenderId: defender.id,
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defenderTokenId,
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isRanged: true
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}
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await roll.toMessage({}, { rollMode: roll.options.rollMode })
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}
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return
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}
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// Pour les personnages, récupérer les armes équipées
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// Pour les personnages, récupérer les armes équipées
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const equippedWeapons = defender.items.filter(i =>
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const equippedWeapons = defender.items.filter(i =>
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i.type === "weapon" && i.system.equipped === true
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i.type === "weapon" && i.system.equipped === true
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@@ -51,6 +51,9 @@
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<div class="numeric">
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<div class="numeric">
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<input type="number" name="system.attacks.{{item.key}}.damageModifier" value="{{item.damageModifier}}" data-tooltip="Damage modifier"/>
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<input type="number" name="system.attacks.{{item.key}}.damageModifier" value="{{item.damageModifier}}" data-tooltip="Damage modifier"/>
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</div>
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</div>
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<div class="">
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<input type="checkbox" name="system.attacks.{{item.key}}.noExplode" {{checked item.noExplode}} data-tooltip="No exploding dice on damage" />
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</div>
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<div class="attack-icons">
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<div class="attack-icons">
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@@ -98,6 +101,12 @@
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<div class="numeric">
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<div class="numeric">
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<input type="number" name="system.rangedAttacks.{{item.key}}.damageModifier" value="{{item.damageModifier}}" data-tooltip="Damage modifier"/>
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<input type="number" name="system.rangedAttacks.{{item.key}}.damageModifier" value="{{item.damageModifier}}" data-tooltip="Damage modifier"/>
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</div>
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</div>
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<div class="range">
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<input type="text" name="system.rangedAttacks.{{item.key}}.range" value="{{item.range}}" data-tooltip="Weapon range (e.g. 30/90/300 ft)" placeholder="Range" />
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</div>
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<div class="">
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<input type="checkbox" name="system.rangedAttacks.{{item.key}}.noExplode" {{checked item.noExplode}} data-tooltip="No exploding dice on damage" />
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</div>
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<div class="attack-icons">
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<div class="attack-icons">
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@@ -149,6 +158,9 @@
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<div class="numeric">
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<div class="numeric">
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<input type="number" name="system.combatHTH.{{item.key}}.damageModifier" value="{{item.damageModifier}}" data-tooltip="Damage modifier"/>
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<input type="number" name="system.combatHTH.{{item.key}}.damageModifier" value="{{item.damageModifier}}" data-tooltip="Damage modifier"/>
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</div>
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</div>
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<div class="">
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<input type="checkbox" name="system.combatHTH.{{item.key}}.noExplode" {{checked item.noExplode}} data-tooltip="No exploding dice on damage" />
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</div>
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<div class="attack-icons">
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<div class="attack-icons">
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