Basic actor sheet

This commit is contained in:
2024-12-29 23:09:27 +01:00
parent cffd6827fd
commit 79ce247f57
47 changed files with 739 additions and 526 deletions

View File

@ -169,17 +169,14 @@ export default class LethalFantasyCharacterSheet extends LethalFantasyActorSheet
*/
async _onRoll(event, target) {
if (this.isEditMode) return
// Jet de sauvegarde
let elt = event.currentTarget.querySelector("input")
// Jet de ressource
if (!elt) elt = event.currentTarget.querySelector("select")
// Jet de dégâts
if (!elt) elt = event.currentTarget
const rollType = elt.dataset.rollType
console.log(event, target)
const rollType = event.target.dataset.rollType
let rollTarget
switch (rollType) {
case ROLL_TYPE.SAVE:
rollTarget = elt.dataset.rollTarget
case "challenge":
let rollKey = event.target.dataset.rollKey
rollTarget = foundry.utils.duplicate(this.document.system.challenges[rollKey])
rollTarget.rollKey = rollKey
break
case ROLL_TYPE.RESOURCE:
rollTarget = elt.dataset.rollTarget

View File

@ -280,7 +280,7 @@ export const TABLES = {
"push_drag": 76
}
],
"wis": [
"int": [
{
"value": 1,
"attack": -5,
@ -507,10 +507,186 @@ export const TABLES = {
"arkane_casting_mod": 9
}
],
"dex": [
{
"value": 1,
"defense": -5,
"attack": -5,
"challenge": -9,
"dodge": -4
},
{
"value": 2,
"defense": -4,
"attack": -4,
"challenge": -8,
"dodge": -4
},
{
"value": 3,
"defense": -3,
"attack": -3,
"challenge": -7,
"dodge": -3
},
{
"value": 4,
"defense": -3,
"attack": -2,
"challenge": -6,
"dodge": -3
},
{
"value": 5,
"defense": -2,
"attack": -2,
"challenge": -5,
"dodge": -2
},
{
"value": 6,
"defense": -2,
"attack": -2,
"challenge": -4,
"dodge": -2
},
{
"value": 7,
"defense": -1,
"attack": -1,
"challenge": -3,
"dodge": -2
},
{
"value": 8,
"defense": -1,
"attack": -1,
"challenge": -2,
"dodge": -1
},
{
"value": 9,
"defense": -1,
"attack": -1,
"challenge": -1,
"dodge": 0
},
{
"value": 10,
"defense": 0,
"attack": 0,
"challenge": 0,
"dodge": 0
},
{
"value": 11,
"defense": 0,
"attack": 0,
"challenge": 0,
"dodge": 0
},
{
"value": 12,
"defense": 1,
"attack": 1,
"challenge": 1,
"dodge": 1
},
{
"value": 13,
"defense": 1,
"attack": 1,
"challenge": 2,
"dodge": 1
},
{
"value": 14,
"defense": 1,
"attack": 1,
"challenge": 3,
"dodge": 2
},
{
"value": 15,
"defense": 2,
"attack": 2,
"challenge": 4,
"dodge": 3
},
{
"value": 16,
"defense": 2,
"attack": 2,
"challenge": 5,
"dodge": 4
},
{
"value": 17,
"defense": 2,
"attack": 2,
"challenge": 6,
"dodge": 5
},
{
"value": 18,
"defense": 3,
"attack": 3,
"challenge": 7,
"dodge": 6
},
{
"value": 19,
"defense": 3,
"attack": 3,
"challenge": 8,
"dodge": 7
},
{
"value": 20,
"defense": 3,
"attack": 3,
"challenge": 9,
"dodge": 8
},
{
"value": 21,
"defense": 4,
"attack": 4,
"challenge": 10,
"dodge": 9
},
{
"value": 22,
"defense": 4,
"attack": 4,
"challenge": 11,
"dodge": 10
},
{
"value": 23,
"defense": 4,
"attack": 4,
"challenge": 12,
"dodge": 11
},
{
"value": 24,
"defense": 4,
"attack": 5,
"challenge": 13,
"dodge": 12
},
{
"value": 25,
"defense": 5,
"attack": 5,
"challenge": 14,
"dodge": 13
}
],
"con": [
{
"value": 1,
"value": 1,
"hp ": 1,
"aether_points": -50,
"pain_save": 1,

View File

@ -1,5 +1,31 @@
import { ROLL_TYPE } from "../config/system.mjs"
import LethalFantasyUtils from "../utils.mjs"
export default class LethalFantasyActor extends Actor {
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 LethalFantasyUtils.loadCompendium("fvtt-lethal-fantasy.lf-skills")
data.items = data.items || []
for (let skill of skills) {
if (skill.system.category === "layperson" || skill.system.category === "professional") {
data.items.push(skill.toObject())
}
}
}
return super.create(data, options);
}
async _preCreate(data, options, user) {
await super._preCreate(data, options, user)

View File

@ -12,6 +12,10 @@ export default class LethalFantasyRoll extends Roll {
return this.options.type
}
get isChallenge() {
return this.type === "challenge"
}
get isSave() {
return this.type === ROLL_TYPE.SAVE
}
@ -56,20 +60,8 @@ export default class LethalFantasyRoll extends Roll {
return this.options.introTextTooltip
}
get aide() {
return this.options.aide
}
get gene() {
return this.options.gene
}
get modificateur() {
return this.options.modificateur
}
get avantages() {
return this.options.avantages
get modifier() {
return this.options.modifier
}
get resultType() {
@ -100,8 +92,16 @@ export default class LethalFantasyRoll extends Roll {
return this.options.realDamage
}
get rollAdvantage() {
return this.options.rollAdvantage
get rollTotal() {
return this.options.rollTotal
}
get diceResults() {
return this.options.diceResults
}
get rollTarget() {
return this.options.rollTarget
}
/**
@ -114,21 +114,21 @@ export default class LethalFantasyRoll extends Roll {
switch (this.type) {
case ROLL_TYPE.SAVE:
const saveLabel = game.i18n.localize(`TENEBRIS.Character.FIELDS.caracteristiques.${this.target}.valeur.label`)
text = game.i18n.format("TENEBRIS.Roll.save", { save: saveLabel })
const saveLabel = game.i18n.localize(`LETHALFANTASY.Character.FIELDS.caracteristiques.${this.target}.valeur.label`)
text = game.i18n.format("LETHALFANTASY.Roll.save", { save: saveLabel })
text = text.concat("<br>").concat(`Seuil : ${this.treshold}`)
break
case ROLL_TYPE.RESOURCE:
const resourceLabel = game.i18n.localize(`TENEBRIS.Character.FIELDS.ressources.${this.target}.valeur.label`)
text = game.i18n.format("TENEBRIS.Roll.resource", { resource: resourceLabel })
const resourceLabel = game.i18n.localize(`LETHALFANTASY.Character.FIELDS.ressources.${this.target}.valeur.label`)
text = game.i18n.format("LETHALFANTASY.Roll.resource", { resource: resourceLabel })
break
case ROLL_TYPE.DAMAGE:
const damageLabel = this.target
text = game.i18n.format("TENEBRIS.Roll.damage", { item: damageLabel })
text = game.i18n.format("LETHALFANTASY.Roll.damage", { item: damageLabel })
break
case ROLL_TYPE.ATTACK:
const attackLabel = this.target
text = game.i18n.format("TENEBRIS.Roll.attack", { item: attackLabel })
text = game.i18n.format("LETHALFANTASY.Roll.attack", { item: attackLabel })
break
}
return text
@ -140,7 +140,7 @@ export default class LethalFantasyRoll extends Roll {
* @returns {string} A formatted string containing the value, help, hindrance, and modifier.
*/
_createIntroTextTooltip() {
let tooltip = game.i18n.format("TENEBRIS.Tooltip.saveIntroTextTooltip", { value: this.value, aide: this.aide, gene: this.gene, modificateur: this.modificateur })
let tooltip = game.i18n.format("LETHALFANTASY.Tooltip.saveIntroTextTooltip", { value: this.value, aide: this.aide, gene: this.gene, modificateur: this.modificateur })
if (this.hasTarget) {
tooltip = tooltip.concat(`<br>Cible : ${this.targetName}`)
}
@ -165,15 +165,18 @@ export default class LethalFantasyRoll extends Roll {
* @returns {Promise<Object|null>} The roll result or null if the dialog was cancelled.
*/
static async prompt(options = {}) {
let formula = options.rollValue
// Formula for a resource roll
if (options.rollType === ROLL_TYPE.RESOURCE) {
let ressource = game.i18n.localize(`TENEBRIS.Character.FIELDS.ressources.${options.rollTarget}.valeur.label`)
if (formula === "0" || formula === "") {
ui.notifications.warn(game.i18n.format("TENEBRIS.Warning.plusDeRessource", { ressource: ressource }))
return null
}
let dice = "1d20"
let maxValue = 20
let formula = "1d20"
if (options.rollType === "challenge") {
if ( options.rollTarget.rollKey === "dying") {
dice = options.rollTarget.value
maxValue = Number(options.rollTarget.value.match(/\d+/)[0])
formula = `${dice}`
} else {
dice = "1d20"
maxValue = 20
}
}
const rollModes = Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
@ -183,99 +186,64 @@ export default class LethalFantasyRoll extends Roll {
default: "public",
})
const choiceAide = foundry.utils.mergeObject({ 0: "0" }, options.rollValue <= 10 ? { 1: "1" } : { 1: "1", 2: "2" })
const choiceGene = {
0: "0",
"-1": "-1",
"-2": "-2",
"-3": "-3",
"-4": "-4",
"-5": "-5",
"-6": "-6",
"-7": "-7",
"-8": "-8",
const choiceModifier = {
"-9": "-9",
"-10": "-10",
}
const choiceAvantage = { normal: "Normal", avantage: "Avantage", desavantage: "Désavantage", doubleAvantage: "Double avantage", doubleDesavantage: "Double désavantage" }
const choiceModificateur = {
0: "0",
"-1": "-1",
"-2": "-2",
"-3": "-3",
"-4": "-4",
"-5": "-5",
"-6": "-6",
"-7": "-7",
"-8": "-8",
"-9": "-9",
"-10": "-10",
"-7": "-7",
"-6": "-6",
"-5": "-5",
"-4": "-4",
"-3": "-3",
"-2": "-2",
"-1": "-1",
"+0": "0",
"+1": "+1",
"+2": "+2",
"+3": "+3",
"+4": "+4",
"+5": "+5",
"+6": "+6",
"+7": "+7",
"+8": "+8",
"+9": "+9",
"+10": "+10",
"+11": "+11",
"+12": "+12",
"+13": "+13",
"+14": "+14",
"+15": "+15",
"+16": "+16",
"+17": "+17",
"+18": "+18",
"+19": "+19",
"+20": "+20",
"+21": "+21",
"+22": "+22",
"+23": "+23",
"+24": "+24",
"+25": "+25"
}
let damageDice
let damageDiceMax
let damageDiceFinal
let damageDiceLowered
// Damage roll : check the roll is not above the maximum damage
if (options.rollType === ROLL_TYPE.DAMAGE) {
damageDice = options.rollValue
damageDiceMax = game.actors.get(options.actorId).system.dmax.valeur
damageDiceFinal = LethalFantasyUtils.maxDamage(damageDice, damageDiceMax)
damageDiceLowered = damageDiceFinal !== damageDice
// Récupération du nom de l'objet si c'est un jet depuis la fiche de l'acteur
// Si c'est via une macro le nom est connu
options.rollTarget = game.actors.get(options.actorId).items.get(options.rollTarget).name
}
if (options.rollType === ROLL_TYPE.ATTACK) {
damageDice = options.rollValue
}
let malus = "0"
let targetMalus = "0"
let modifier = "+0"
let targetName
let targetArmor
const displayOpponentMalus = game.settings.get("tenebris", "displayOpponentMalus")
if (options.rollType === ROLL_TYPE.SAVE && options.hasTarget && options.target.document.actor.type === "opponent") {
targetName = options.target.document.actor.name
if (displayOpponentMalus) malus = options.target.document.actor.system.malus.toString()
else targetMalus = options.target.document.actor.system.malus.toString()
}
if (options.rollType === ROLL_TYPE.DAMAGE && options.hasTarget && options.target.document.actor.type === "opponent") {
targetName = options.target.document.actor.name
targetArmor = options.target.document.actor.system.armure.toString()
}
let dialogContext = {
isSave: options.rollType === ROLL_TYPE.SAVE,
isResource: options.rollType === ROLL_TYPE.RESOURCE,
isDamage: options.rollType === ROLL_TYPE.DAMAGE,
isAttack: options.rollType === ROLL_TYPE.ATTACK,
isSave: options.rollType === "save",
isChallenge: options.rollType === "challenge",
rollTarget: options.rollTarget,
rollModes,
fieldRollMode,
choiceAide,
choiceGene,
choiceAvantage,
choiceModificateur,
damageDice,
damageDiceMax,
damageDiceFinal,
damageDiceLowered,
choiceModifier,
formula,
dice,
hasTarget: options.hasTarget,
malus,
targetName,
targetArmor,
rollAdvantage: this._convertAvantages(options.rollAdvantage),
rangeAdvantage: this._convertRollAdvantageToRange(options.rollAdvantage),
modifier,
targetName
}
const content = await renderTemplate("systems/fvtt-lethal-fantasy/templates/roll-dialog.hbs", dialogContext)
const title = LethalFantasyRoll.createTitle(options.rollType, options.rollTarget)
const label = game.i18n.localize("TENEBRIS.Roll.roll")
const label = game.i18n.localize("LETHALFANTASY.Roll.roll")
const rollContext = await foundry.applications.api.DialogV2.wait({
window: { title: title },
classes: ["lethalfantasy"],
@ -288,142 +256,94 @@ export default class LethalFantasyRoll extends Roll {
if (input.name) obj[input.name] = input.value
return obj
}, {})
// Avantages
switch (output.avantages) {
case "1":
output.avantages = "doubleDesavantage"
break
case "2":
output.avantages = "desavantage"
break
case "3":
output.avantages = "normal"
break
case "4":
output.avantages = "avantage"
break
case "5":
output.avantages = "doubleAvantage"
break
}
return output
},
},
],
rejectClose: false, // Click on Close button will not launch an error
render: (event, dialog) => {
const rangeInput = dialog.querySelector('input[name="avantages"]')
if (rangeInput) {
rangeInput.addEventListener("change", (event) => {
event.preventDefault()
event.stopPropagation()
const readOnly = dialog.querySelector('input[name="selectAvantages"]')
readOnly.value = this._convertAvantages(event.target.value)
})
}
},
rejectClose: false // Click on Close button will not launch an error
})
// If the user cancels the dialog, exit
if (rollContext === null) return
let treshold
if (options.rollType === ROLL_TYPE.SAVE) {
const aide = rollContext.aide === "" ? 0 : parseInt(rollContext.aide, 10)
const gene = rollContext.gene === "" ? 0 : parseInt(rollContext.gene, 10)
const modificateur = rollContext.modificateur === "" ? 0 : parseInt(rollContext.modificateur, 10)
if (options.rollType === ROLL_TYPE.SAVE) {
let dice = "1d20"
switch (rollContext.avantages) {
case "avantage":
dice = "2d20kl"
break
case "desavantage":
dice = "2d20kh"
break
case "doubleAvantage":
dice = "3d20kl"
break
case "doubleDesavantage":
dice = "3d20kh"
break
}
formula = `${dice}`
let fullModifier = 0
if (options.rollType === "challenge") {
let bonus = (options.rollTarget.rollKey === "dying") ? 0 : options.rollTarget.bonus
fullModifier = rollContext.modifier === "" ? 0 : parseInt(rollContext.modifier, 10) + bonus
if (fullModifier < 0) {
let modAbs = Math.abs(fullModifier)
formula = `${dice} - (d${modAbs + 1} - 1)`
} else if (fullModifier > 0) {
formula = `${dice} + (d${fullModifier + 1} - 1)`
} else {
formula = `${dice} + 1d0`
}
treshold = options.rollValue + aide + gene + modificateur
}
// Formula for a damage roll
if (options.rollType === ROLL_TYPE.DAMAGE) {
formula = damageDiceFinal
}
// Formula for an attack roll
if (options.rollType === ROLL_TYPE.ATTACK) {
formula = damageDice
}
const rollData = {
type: options.rollType,
target: options.rollTarget,
value: options.rollValue,
treshold: treshold,
actorId: options.actorId,
actorName: options.actorName,
actorImage: options.actorImage,
rollMode: rollContext.visibility,
hasTarget: options.hasTarget,
targetName,
targetArmor,
targetMalus,
...rollContext,
}
/**
* A hook event that fires before the roll is made.
* @function tenebris.preRoll
* @function
* @memberof hookEvents
* @param {Object} options Options for the roll.
* @param {Object} rollData All data related to the roll.
* @returns {boolean} Explicitly return `false` to prevent roll to be made.
*/
if (Hooks.call("tenebris.preRoll", options, rollData) === false) return
if (Hooks.call("fvtt-lethal-fantasy.preRoll", options, rollData) === false) return
const roll = new this(formula, options.data, rollData)
await roll.evaluate()
let rollTotal = -1
let diceResults = []
let resultType
if (options.rollType === ROLL_TYPE.SAVE) {
resultType = roll.total <= treshold ? "success" : "failure"
if (options.rollType === "challenge") {
let d20result = roll.dice[0].results[0].result
diceResults.push({ dice: `${dice}`, value: d20result})
let d20sum = d20result
while (d20result === maxValue) {
let r = await new Roll(`${dice}`).evaluate()
d20result = r.dice[0].results[0].result
diceResults.push( {dice: `${dice}-1`, value: d20result-1})
d20sum += (d20result - 1)
}
let minus1 = (fullModifier === 0) ? 0 : 1
diceResults.push({ dice: `${roll.dice[1].formula}-${minus1}`, value: roll.dice[1].results[0].result - minus1 })
rollTotal = Math.max(d20sum + roll.dice[1].results[0].result - minus1, 0)
} else if (options.rollType === ROLL_TYPE.RESOURCE) {
resultType = roll.total === 1 || roll.total === 2 ? "failure" : "success"
}
let realDamage
if (options.rollType === ROLL_TYPE.DAMAGE) {
realDamage = Math.max(0, roll.total - parseInt(targetArmor, 10))
//resultType = roll.total === 1 || roll.total === 2 ? "failure" : "success"
}
roll.options.resultType = resultType
roll.options.treshold = treshold
roll.options.introText = roll._createIntroText()
roll.options.introTextTooltip = roll._createIntroTextTooltip()
roll.options.realDamage = realDamage
roll.options.rollTotal = rollTotal
roll.options.diceResults = diceResults
roll.options.rollTarget = options.rollTarget
/**
* A hook event that fires after the roll has been made.
* @function tenebris.Roll
* @function
* @memberof hookEvents
* @param {Object} options Options for the roll.
* @param {Object} rollData All data related to the roll.
@param {LethalFantasyRoll} roll The resulting roll.
* @returns {boolean} Explicitly return `false` to prevent roll to be made.
*/
if (Hooks.call("tenebris.Roll", options, rollData, roll) === false) return
if (Hooks.call("fvtt-lethal-fantasy.Roll", options, rollData, roll) === false) return
return roll
}
@ -437,16 +357,16 @@ export default class LethalFantasyRoll extends Roll {
*/
static createTitle(type, target) {
switch (type) {
case ROLL_TYPE.SAVE:
return `${game.i18n.localize("TENEBRIS.Dialog.titleSave")} : ${game.i18n.localize(`TENEBRIS.Manager.${target}`)}`
case "challenge":
return `${game.i18n.localize("LETHALFANTASY.Dialog.titleSave")} : ${game.i18n.localize(`LETHALFANTASY.Manager.${target}`)}`
case ROLL_TYPE.RESOURCE:
return `${game.i18n.localize("TENEBRIS.Dialog.titleResource")} : ${game.i18n.localize(`TENEBRIS.Manager.${target}`)}`
return `${game.i18n.localize("LETHALFANTASY.Dialog.titleResource")} : ${game.i18n.localize(`LETHALFANTASY.Manager.${target}`)}`
case ROLL_TYPE.DAMAGE:
return `${game.i18n.localize("TENEBRIS.Dialog.titleDamage")} : ${target}`
return `${game.i18n.localize("LETHALFANTASY.Dialog.titleDamage")} : ${target}`
case ROLL_TYPE.ATTACK:
return `${game.i18n.localize("TENEBRIS.Dialog.titleAttack")} : ${target}`
return `${game.i18n.localize("LETHALFANTASY.Dialog.titleAttack")} : ${target}`
default:
return game.i18n.localize("TENEBRIS.Dialog.titleStandard")
return game.i18n.localize("LETHALFANTASY.Dialog.titleStandard")
}
}
@ -468,10 +388,8 @@ export default class LethalFantasyRoll extends Roll {
* @property {string} formula - The formula used for the roll.
* @property {number} total - The total result of the roll.
* @property {boolean} isSave - Indicates if the roll is a saving throw.
* @property {boolean} isResource - Indicates if the roll is related to a resource.
* @property {boolean} isDamage - Indicates if the roll is for damage.
* @property {boolean} isFailure - Indicates if the roll is a failure.
* @property {Array} avantages - Advantages associated with the roll.
* @property {string} actorId - The ID of the actor performing the roll.
* @property {string} actingCharName - The name of the character performing the roll.
* @property {string} actingCharImg - The image of the character performing the roll.
@ -481,7 +399,6 @@ export default class LethalFantasyRoll extends Roll {
* @property {boolean} hasTarget - Indicates if the roll has a target.
* @property {string} targetName - The name of the target.
* @property {number} targetArmor - The armor value of the target.
* @property {number} realDamage - The real damage dealt.
* @property {boolean} isPrivate - Indicates if the chat card is private.
* @property {string} cssClass - The combined CSS classes as a single string.
* @property {string} tooltip - The tooltip text for the chat card.
@ -493,13 +410,14 @@ export default class LethalFantasyRoll extends Roll {
diceTotal: this.dice.reduce((t, d) => t + d.total, 0),
isGM: game.user.isGM,
formula: this.formula,
total: this.total,
rollType: this.type,
rollTarget: this.rollTarget,
total: this.rollTotal,
isSave: this.isSave,
isResource: this.isResource,
isDamage: this.isDamage,
isChallenge: this.isChallenge,
isFailure: this.isFailure,
avantages: this.avantages,
actorId: this.actorId,
diceResults: this.diceResults,
actingCharName: this.actorName,
actingCharImg: this.actorImage,
introText: this.introText,
@ -508,8 +426,7 @@ export default class LethalFantasyRoll extends Roll {
hasTarget: this.hasTarget,
targetName: this.targetName,
targetArmor: this.targetArmor,
realDamage: this.realDamage,
isPrivate: isPrivate,
isPrivate: isPrivate
}
cardData.cssClass = cardData.css.join(" ")
cardData.tooltip = isPrivate ? "" : await this.getTooltip()
@ -529,11 +446,11 @@ export default class LethalFantasyRoll extends Roll {
super.toMessage(
{
isSave: this.isSave,
isResource: this.isResource,
isDamage: this.isDamage,
isChallenge: this.isChallenge,
isFailure: this.resultType === "failure",
avantages: this.avantages,
introText: this.introText,
rollType: this.type,
rollTarget: this.rollTarget,
introTextTooltip: this.introTextTooltip,
actingCharName: this.actorName,
actingCharImg: this.actorImage,
@ -548,45 +465,4 @@ export default class LethalFantasyRoll extends Roll {
)
}
// Used in the avantages select and with the rollAdvantage parameter: convert the selected value to the corresponding string
static _convertAvantages(value) {
switch (value) {
case "1":
return game.i18n.localize("TENEBRIS.Roll.doubleDesavantage")
case "2":
return game.i18n.localize("TENEBRIS.Roll.desavantage")
case "3":
return game.i18n.localize("TENEBRIS.Roll.normal")
case "4":
return game.i18n.localize("TENEBRIS.Roll.avantage")
case "5":
return game.i18n.localize("TENEBRIS.Roll.doubleAvantage")
case "--":
return game.i18n.localize("TENEBRIS.Roll.doubleDesavantage")
case "-":
return game.i18n.localize("TENEBRIS.Roll.desavantage")
case "=":
return game.i18n.localize("TENEBRIS.Roll.normal")
case "+":
return game.i18n.localize("TENEBRIS.Roll.avantage")
case "++":
return game.i18n.localize("TENEBRIS.Roll.doubleAvantage")
}
}
// Used in the rollAdvantage parameter: convert the selected value to the corresponding range value
static _convertRollAdvantageToRange(value) {
switch (value) {
case "--":
return 1
case "-":
return 2
case "=":
return 3
case "+":
return 4
case "++":
return 5
}
}
}

View File

@ -46,7 +46,7 @@ export default class LethalFantasyCharacter extends foundry.abstract.TypeDataMod
// Challenges
const challengeField = (label) => {
const schema = {
value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
value: new fields.StringField({ initial: "0", required: true, nullable: false }),
}
return new fields.SchemaField(schema, { label })
}
@ -129,6 +129,24 @@ export default class LethalFantasyCharacter extends foundry.abstract.TypeDataMod
}
}
this.grit.starting = Math.round(grit / 6)
let strDef = SYSTEM.CHARACTERISTICS_TABLES.str.find(s => s.value === this.characteristics.str.value)
this.challenges.str.value = strDef.challenge
let dexDef = SYSTEM.CHARACTERISTICS_TABLES.dex.find(s => s.value === this.characteristics.dex.value)
this.challenges.agility.value = dexDef.challenge
this.saves.dodge.value = dexDef.dodge
let wisDef = SYSTEM.CHARACTERISTICS_TABLES.wis.find(s => s.value === this.characteristics.wis.value)
this.saves.will.value = wisDef.willpower_save
let conDef = SYSTEM.CHARACTERISTICS_TABLES.con.find(s => s.value === this.characteristics.con.value)
this.saves.pain.value = conDef.pain_save
this.saves.toughness.value = conDef.toughness_save
this.challenges.dying.value = conDef.stabilization_dice
this.saves.contagion.value = this.characteristics.con.value
this.saves.poison.value = this.characteristics.con.value
}
/**
@ -138,46 +156,16 @@ export default class LethalFantasyCharacter extends foundry.abstract.TypeDataMod
* @param {"="|"+"|"++"|"-"|"--"} rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
* @returns {Promise<null>} - A promise that resolves to null if the roll is cancelled.
*/
async roll(rollType, rollTarget, rollAdvantage = "=") {
let rollValue
let opponentTarget
switch (rollType) {
case ROLL_TYPE.SAVE:
rollValue = this.caracteristiques[rollTarget].valeur
opponentTarget = game.user.targets.first()
break
case ROLL_TYPE.DAMAGE:
rollValue = this.parent.items.get(rollTarget).system.degats
opponentTarget = game.user.targets.first()
break
default:
// Handle other cases or do nothing
break
}
await this._roll(rollType, rollTarget, rollValue, opponentTarget, rollAdvantage)
}
/**
* Rolls a dice for a character.
* @param {("save"|"resource|damage")} rollType The type of the roll.
* @param {number} rollTarget The target value for the roll. Which caracteristic or resource. If the roll is a damage roll, this is the id of the item.
* @param {number} rollValue The value of the roll. If the roll is a damage roll, this is the dice to roll.
* @param {Token} opponentTarget The target of the roll : used for save rolls to get the oppponent's malus.
* @param {"="|"+"|"++"|"-"|"--"} rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
* @returns {Promise<null>} - A promise that resolves to null if the roll is cancelled.
*/
async _roll(rollType, rollTarget, rollValue, opponentTarget = undefined, rollAdvantage = "=") {
const hasTarget = opponentTarget !== undefined
async roll(rollType, rollTarget) {
const hasTarget = false
let roll = await LethalFantasyRoll.prompt({
rollType,
rollTarget,
rollValue,
actorId: this.parent.id,
actorName: this.parent.name,
actorImage: this.parent.img,
hasTarget,
target: opponentTarget,
rollAdvantage,
target: false
})
if (!roll) return null

View File

@ -10,10 +10,10 @@ export default class LethalFantasySkill extends foundry.abstract.TypeDataModel {
schema.category = new fields.StringField({ required: true, initial: "layperson", choices: SYSTEM.SKILL_CATEGORY })
schema.base = new fields.StringField({ required: true, initial: "WIS" })
schema.bonus = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
schema.cost = new fields.NumberField({ ...requiredInteger,required: true, initial: 0, min: 0 })
schema.cost = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
schema.weaponClass = new fields.StringField({ required: true, initial: "shortblade", choices: SYSTEM.WEAPON_CLASS })
schema.weaponBonus = new fields.SchemaField({
schema.weaponBonus = new fields.SchemaField({
attack: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
defense: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
damage: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
@ -34,20 +34,20 @@ export default class LethalFantasySkill extends foundry.abstract.TypeDataModel {
console.log(this)
let bonus = this._source.weaponBonus.attack + this._source.weaponBonus.defense + this._source.weaponBonus.damage
console.log(bonus, this._source.skillTotal)
if ( bonus > Math.floor(this._source.skillTotal / 10) ) {
ui.notifications.error(game.i18n.localize("LETHALFANTASY.Skill.error.weaponBonus"))
if (bonus > Math.floor(this._source.skillTotal / 10)) {
ui.notifications.error(game.i18n.localize("LETHALFANTASY.Skill.error.weaponBonus"))
isError = true
}
return isError
}
prepareDerivedData() {
super.prepareDerivedData();
this.skillTotal = this.computeBase();
if( this.category === "weapon" ) {
if (this.category === "weapon") {
this.totalBonus = this.weaponBonus.attack + this.weaponBonus.defense + this.weaponBonus.damage;
if ( Number(this.skillTotal) ) {
this.availableBonus = Math.max( Math.floor(this.skillTotal / 10) - 1, 0 )
if (Number(this.skillTotal)) {
this.availableBonus = Math.max(Math.floor(this.skillTotal / 10) - 1, 0)
} else {
this.availableBonus = "N/A"
}
@ -57,37 +57,52 @@ export default class LethalFantasySkill extends foundry.abstract.TypeDataModel {
computeBase() {
let actor = this.parent?.actor;
if (!actor) {
return `${this.base } + ${ String(this.bonus)}`;
return `${this.base} + ${String(this.bonus)}`;
}
if (this.base === "N/A" || this.base === "None") {
return this.bonus
}
// Split the base value per stat : WIS,DEX,STR,INT,CHA (example)
const base = this.base;
let baseSplit = base.split(",");
let baseSplitLength = baseSplit.length;
if ( baseSplitLength > 0) {
// Select the max stat value from the parent actor
let maxStat = 0;
for (let i = 0; i < baseSplitLength; i++) {
const stat = baseSplit[i];
const statValue = actor.system.characteristics[stat.toLowerCase()]?.value || 0;
if (statValue > maxStat) {
maxStat = statValue;
}
}
return maxStat + this.bonus
} else {
// Split with + calculate the total
baseSplit = base.split("+");
baseSplitLength = baseSplit.length;
if ( baseSplitLength > 0) {
let total = 0;
let base = this.base;
// Fix errors in the base value
base.replace("CHARISMA", "CHA");
if (base.match(/OR/)) {
let baseSplit = base.split("OR");
let baseSplitLength = baseSplit.length;
if (baseSplitLength > 0) {
// Select the max stat value from the parent actor
let maxStat = 0;
for (let i = 0; i < baseSplitLength; i++) {
const stat = baseSplit[i];
const stat = baseSplit[i].trim();
const statValue = actor.system.characteristics[stat.toLowerCase()]?.value || 0;
total += statValue;
if (statValue > maxStat) {
maxStat = statValue;
}
}
return total + this.bonus
}
return maxStat + this.bonus
}
} else {
if (base.match(/\+/)) {
// Split with + calculate the total
let baseSplit = base.split("+");
let baseSplitLength = baseSplit.length;
if (baseSplitLength > 0) {
let total = 0;
for (let i = 0; i < baseSplitLength; i++) {
const stat = baseSplit[i].trim();
const statValue = actor.system.characteristics[stat.toLowerCase()]?.value || 0;
total += statValue;
}
return total + this.bonus
}
} else {
// Single stat
const statValue = actor.system.characteristics[base.trim().toLowerCase()]?.value || 0;
return statValue + this.bonus
}
}
return `${this.base} + ${String(this.bonus)}`;
}

View File

@ -55,4 +55,5 @@ export default class LethalFantasySkill extends foundry.abstract.TypeDataModel {
get weaponCategory() {
return game.i18n.localize(CATEGORY[this.weaponType].label)
}
}

View File

@ -1,13 +1,173 @@
export default class LethalFantasyUtils {
// Return the maximum damage limited by the maximum damage of the character
static maxDamage(damage, damageMax) {
// Otherwise, return damage (as it is less than or equal to damageMax)
return 0
/* -------------------------------------------- */
static async loadCompendiumData(compendium) {
const pack = game.packs.get(compendium)
return await pack?.getDocuments() ?? []
}
// Used when a ressource is lost to find the next lower dice
static findLowerDice(dice) {
return 0
/* -------------------------------------------- */
static async loadCompendium(compendium, filter = item => true) {
let compendiumData = await LethalFantasyUtils.loadCompendiumData(compendium)
return compendiumData.filter(filter)
}
static registerHandlebarsHelpers() {
Handlebars.registerHelper('isNull', function (val) {
return val == null;
});
Handlebars.registerHelper('exists', function (val) {
return val != null && val !== undefined;
});
Handlebars.registerHelper('isEmpty', function (list) {
if (list) return list.length === 0;
else return false;
});
Handlebars.registerHelper('notEmpty', function (list) {
return list.length > 0;
});
Handlebars.registerHelper('isNegativeOrNull', function (val) {
return val <= 0;
});
Handlebars.registerHelper('isNegative', function (val) {
return val < 0;
});
Handlebars.registerHelper('isPositive', function (val) {
return val > 0;
});
Handlebars.registerHelper('equals', function (val1, val2) {
return val1 === val2;
});
Handlebars.registerHelper('neq', function (val1, val2) {
return val1 !== val2;
});
Handlebars.registerHelper('gt', function (val1, val2) {
return val1 > val2;
})
Handlebars.registerHelper('lt', function (val1, val2) {
return val1 < val2;
})
Handlebars.registerHelper('gte', function (val1, val2) {
return val1 >= val2;
})
Handlebars.registerHelper('lte', function (val1, val2) {
return val1 <= val2;
})
Handlebars.registerHelper('and', function (val1, val2) {
return val1 && val2;
})
Handlebars.registerHelper('or', function (val1, val2) {
return val1 || val2;
})
Handlebars.registerHelper('or3', function (val1, val2, val3) {
return val1 || val2 || val3;
})
Handlebars.registerHelper('for', function (from, to, incr, block) {
let accum = '';
for (let i = from; i < to; i += incr)
accum += block.fn(i);
return accum;
})
Handlebars.registerHelper('not', function (cond) {
return !cond;
})
Handlebars.registerHelper('count', function (list) {
return list.length;
})
Handlebars.registerHelper('countKeys', function (obj) {
return Object.keys(obj).length;
})
Handlebars.registerHelper('isEnabled', function (configKey) {
return game.settings.get("bol", configKey);
})
Handlebars.registerHelper('split', function (str, separator, keep) {
return str.split(separator)[keep];
})
// If you need to add Handlebars helpers, here are a few useful examples:
Handlebars.registerHelper('concat', function () {
let outStr = '';
for (let arg in arguments) {
if (typeof arguments[arg] != 'object') {
outStr += arguments[arg];
}
}
return outStr;
})
Handlebars.registerHelper('add', function (a, b) {
return parseInt(a) + parseInt(b);
});
Handlebars.registerHelper('mul', function (a, b) {
return parseInt(a) * parseInt(b);
})
Handlebars.registerHelper('sub', function (a, b) {
return parseInt(a) - parseInt(b);
})
Handlebars.registerHelper('abbrev2', function (a) {
return a.substring(0, 2);
})
Handlebars.registerHelper('abbrev3', function (a) {
return a.substring(0, 3);
})
Handlebars.registerHelper('valueAtIndex', function (arr, idx) {
return arr[idx];
})
Handlebars.registerHelper('includesKey', function (items, type, key) {
return items.filter(i => i.type === type).map(i => i.system.key).includes(key);
})
Handlebars.registerHelper('includes', function (array, val) {
return array.includes(val);
})
Handlebars.registerHelper('eval', function (expr) {
return eval(expr);
})
Handlebars.registerHelper('isOwnerOrGM', function (actor) {
console.log("Testing actor", actor.isOwner, game.userId)
return actor.isOwner || game.isGM;
})
Handlebars.registerHelper('upperCase', function (text) {
if (typeof text !== 'string') return text
return text.toUpperCase()
})
Handlebars.registerHelper('upperFirst', function (text) {
if (typeof text !== 'string') return text
return text.charAt(0).toUpperCase() + text.slice(1)
})
Handlebars.registerHelper('upperFirstOnly', function (text) {
if (typeof text !== 'string') return text
return text.charAt(0).toUpperCase()
})
Handlebars.registerHelper('isCreature', function (key) {
return key === "creature" || key === "daemon";
})
// Handle v12 removal of this helper
Handlebars.registerHelper('select', function (selected, options) {
const escapedValue = RegExp.escape(Handlebars.escapeExpression(selected));
const rgx = new RegExp(' value=[\"\']' + escapedValue + '[\"\']');
const html = options.fn(this);
return html.replace(rgx, "$& selected");
});
}
}