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