Other fixes for damage buttons from chat
This commit is contained in:
@@ -22,6 +22,7 @@ export default class LethalFantasyCharacterSheet extends LethalFantasyActorSheet
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divinityPointsMinus: LethalFantasyCharacterSheet.#onDivinityPointsMinus,
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aetherPointsPlus: LethalFantasyCharacterSheet.#onAetherPointsPlus,
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aetherPointsMinus: LethalFantasyCharacterSheet.#onAetherPointsMinus,
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rollSpellDamage: LethalFantasyCharacterSheet.#onRollSpellDamage,
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},
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}
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@@ -70,10 +71,10 @@ export default class LethalFantasyCharacterSheet extends LethalFantasyActorSheet
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biography: { id: "biography", group: "sheet", icon: "fa-solid fa-book", label: "LETHALFANTASY.Label.biography" },
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}
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if (this.actor.system.biodata.magicUser) {
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tabs.spells = { id: "spells", group: "sheet", icon: "fa-sharp-duotone fa-solid fa-wand-magic-sparkles", label: "LETHALFANTASY.Label.spells" }
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tabs.spells = { id: "spells", group: "sheet", icon: "fa-solid fa-wand-magic-sparkles", label: "LETHALFANTASY.Label.spells" }
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}
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if (this.actor.system.biodata.clericUser) {
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tabs.miracles = { id: "miracles", group: "sheet", icon: "fa-sharp-duotone fa-solid fa-hands-praying", label: "LETHALFANTASY.Label.miracles" }
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tabs.miracles = { id: "miracles", group: "sheet", icon: "fa-solid fa-hands-praying", label: "LETHALFANTASY.Label.miracles" }
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}
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for (const v of Object.values(tabs)) {
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v.active = this.tabGroups[v.group] === v.id
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@@ -219,6 +220,79 @@ export default class LethalFantasyCharacterSheet extends LethalFantasyActorSheet
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this.actor.update({ "system.aetherPoints.value": points })
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}
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/**
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* Handles spell damage roll from the spell sheet tab.
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* Shows a DR dialog then rolls the appropriate damage formula.
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* @param {PointerEvent} event
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* @param {HTMLElement} target
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*/
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static async #onRollSpellDamage(event, target) {
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if (this.isEditMode) return
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const itemId = target.dataset.itemId
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const tier = target.dataset.damageTier
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const spell = this.actor.items.get(itemId)
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if (!spell) return
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const formulaMap = {
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standard: spell.system.damageDice,
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overpowered: spell.system.damageDiceOverpowered,
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overpowered2: spell.system.damageDiceOverpowered2,
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}
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const formula = formulaMap[tier]
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if (!formula) return
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const manualDR = await foundry.applications.api.DialogV2.wait({
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window: { title: game.i18n.localize("LETHALFANTASY.Combat.spellDRDialogTitle") },
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classes: ["lethalfantasy"],
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position: { width: 320 },
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content: `<div style="padding:0.5rem 0">
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<p style="margin-bottom:0.6rem">${game.i18n.localize("LETHALFANTASY.Combat.spellDRDialogMsg")}</p>
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<div style="display:flex;align-items:center;gap:0.5rem">
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<label style="font-weight:bold">${game.i18n.localize("LETHALFANTASY.Combat.spellDRLabel")}</label>
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<input type="number" name="manualDr" value="0" min="0" style="width:5rem"/>
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</div>
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</div>`,
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buttons: [
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{
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action: "noDR",
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label: game.i18n.localize("LETHALFANTASY.Combat.spellNoDR"),
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icon: "fa-solid fa-wand-magic-sparkles",
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callback: () => 0
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},
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{
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action: "applyDR",
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label: game.i18n.localize("LETHALFANTASY.Combat.spellApplyDR"),
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icon: "fa-solid fa-shield",
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callback: (event, button) => Number(button.form?.elements?.manualDr?.value) || 0
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},
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{
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action: "cancel",
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label: game.i18n.localize("LETHALFANTASY.Combat.proceedNo"),
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callback: () => null
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}
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],
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rejectClose: false
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})
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if (manualDR === null) return
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const rollOpts = {
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type: "spell-damage",
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rollType: "spell-damage",
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rollName: `${spell.name} — ${formula}`,
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isDamage: true,
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rollData: { isDamage: true },
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manualDR,
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actorId: this.actor.id,
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actorName: this.actor.name,
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actorImage: this.actor.img
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}
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const roll = new LethalFantasyRoll(formula, {}, rollOpts)
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await roll.evaluate()
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roll.options.rollTotal = roll.total
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if (game?.dice3d) await game.dice3d.showForRoll(roll, game.user, true)
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await roll.toMessage()
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}
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static #onCreateEquipment(event, target) {
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}
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+13
-13
@@ -392,7 +392,7 @@ export default class LethalFantasyRoll extends Roll {
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label: label,
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callback: (event, button, dialog) => {
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console.log("Roll context", event, button, dialog)
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let position = dialog.position
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let position = dialog?.position
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game.user.setFlag(SYSTEM.id, "roll-dialog-pos", foundry.utils.duplicate(position))
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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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@@ -403,22 +403,22 @@ export default class LethalFantasyRoll extends Roll {
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},
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],
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actions: {
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"selectGranted": (event, button, dialog) => {
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"selectGranted": (event, button) => {
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hasGrantedDice = event.target.checked
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},
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"selectBeyondSkill": (event, button, dialog) => {
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"selectBeyondSkill": (event, button) => {
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beyondSkill = button.checked
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},
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"selectPointBlank": (event, button, dialog) => {
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"selectPointBlank": (event, button) => {
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pointBlank = button.checked
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},
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"selectLetItFly": (event, button, dialog) => {
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"selectLetItFly": (event, button) => {
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letItFly = button.checked
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},
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"saveSpellCheck": (event, button, dialog) => {
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"saveSpellCheck": (event, button) => {
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saveSpell = button.checked
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},
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"gotoToken": (event, button, dialog) => {
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"gotoToken": (event, button) => {
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let tokenId = $(button).data("tokenId")
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let token = canvas.tokens?.get(tokenId)
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if (token) {
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@@ -710,7 +710,7 @@ export default class LethalFantasyRoll extends Roll {
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buttons: [
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{
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label: label,
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callback: (event, button, dialog) => {
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callback: (event, button) => {
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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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@@ -778,7 +778,7 @@ export default class LethalFantasyRoll extends Roll {
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buttons.push({
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action: "roll",
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label: "Roll progression dice",
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callback: (event, button, dialog) => {
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callback: (event, button) => {
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let pos = $('#combat-action-dialog').position()
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game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", pos)
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return "rollProgressionDice"
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@@ -804,7 +804,7 @@ export default class LethalFantasyRoll extends Roll {
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buttons.push({
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action: "roll",
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label: label,
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callback: (event, button, dialog) => {
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callback: (event, button) => {
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let pos = $('#combat-action-dialog').position()
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game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", foundry.utils.duplicate(pos))
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return "rollLethargyDice"
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@@ -815,7 +815,7 @@ export default class LethalFantasyRoll extends Roll {
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buttons.push({
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action: "roll",
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label: "Select action",
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callback: (event, button, dialog) => {
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callback: (event, button) => {
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let pos = $('#combat-action-dialog').position()
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game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", foundry.utils.duplicate(pos))
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const output = Array.from(button.form.elements).reduce((obj, input) => {
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@@ -830,7 +830,7 @@ export default class LethalFantasyRoll extends Roll {
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buttons.push({
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action: "cancel",
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label: "Other action, not listed here",
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callback: (event, button, dialog) => {
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callback: (event, button) => {
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let pos = $('#combat-action-dialog').position()
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game.user.setFlag(SYSTEM.id, "combat-action-dialog-pos", foundry.utils.duplicate(pos))
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return null;
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@@ -1077,7 +1077,7 @@ export default class LethalFantasyRoll extends Roll {
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buttons: [
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{
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label: label,
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callback: (event, button, dialog) => {
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callback: (event, button) => {
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const output = Array.from(button.form.elements).reduce((obj, input) => {
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if (input.name) obj[input.name] = input.value
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return obj
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+2
-2
@@ -854,7 +854,7 @@ export default class LethalFantasyUtils {
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`
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} else if (data.attackRollType === "monster-attack") {
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damageButton = `
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<div class="attack-result-damage">
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<div class="attack-result-damage single-btn">
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<button class="roll-damage-btn" data-attacker-id="${data.attackerId}" data-defender-id="${data.defenderId}" data-defender-token-id="${data.defenderTokenId || ""}" data-extra-shield-dr="${data.shieldDamageReduction || 0}" data-attack-key="${data.attackRollKey}" data-damage-type="monster">
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<i class="fa-solid fa-burst"></i> Damage
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</button>
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@@ -881,7 +881,7 @@ export default class LethalFantasyUtils {
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<i class="fa-solid fa-wand-magic-sparkles"></i> ${t.label} (${escapedFormula})
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</button>`
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}).join("")
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damageButton = `<div class="attack-result-damage">${buttons}</div>`
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damageButton = `<div class="attack-result-damage spell-damage">${buttons}</div>`
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}
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}
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}
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