Fix lethargy/cast again
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This commit is contained in:
2025-04-16 08:33:18 +02:00
parent fdd72e9375
commit cb60bb6027
24 changed files with 136 additions and 94 deletions

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@ -636,6 +636,13 @@ export default class LethalFantasyRoll extends Roll {
return output
},
},
{
action: "cast",
label: "Cast a spell",
callback: (event, button, dialog) => {
return "casting"
},
},
{
action: "cancel",
label: "Other action, no progression dice",
@ -648,15 +655,26 @@ export default class LethalFantasyRoll extends Roll {
})
console.log("RollContext", dialogContext,rollContext)
if (rollContext === null || !rollContext?.progressionDiceId) {
let combat = game.combats.get(options.combatId)
let combatant = combat.combatants.get(options.combatantId)
combatant.update({ 'system.progressionCount': 0 })
let combat = game.combats.get(options.combatId)
let actor = game.actors.get(options.actorId)
if ( rollContext === "casting") {
combat.setCasting(options.combatantId)
let message = `Starting casting a spell !`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: actor }) })
return
}
if (rollContext === null || !rollContext?.progressionDiceId) {
c.resetCasting(options.combatantId)
combat.resetProgression(options.combatantId)
let message = `${actor.name} : Other action, progression reset`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: actor }) })
return
}
// Get the weapons from the actor items
let actor = game.actors.get(options.actorId)
let rangedMode
let searchId = rollContext.progressionDiceId
if ( searchId.match("simpleAim")) {
@ -676,27 +694,36 @@ export default class LethalFantasyRoll extends Roll {
searchId = searchId.replace("spell", "")
let spell = actor.items.find(i => i.type === "spell" && i.id === searchId)
let dice = LethalFantasyUtils.getLethargyDice(spell.system.level)
if (options.rollProgressionCount <= spell.system.castingTime ) {
let message = `Spell casting time : ${spell.name}, count : ${options.rollProgressionCount}/${spell.system.castingTime}`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: actor }) })
return
}
let formula = dice
let roll = new Roll(formula)
await roll.evaluate()
let max = roll.dice[0].faces - 1
let toCompare = Math.min(options.rollProgressionCount-spell.system.castingTime, max)
let message
if (roll.total > toCompare) {
message = `Spell Lethargy ongoing ... (${roll.total}/${toCompare}, spell level ${spell.system.level})`
} else {
let combat = game.combats.get(options.combatId)
combat.resetProgression(options.combatantId)
message = `Spell Lethargy ended ! (${roll.total}/${toCompare}, spell level ${spell.system.level})`
}
let msg = await roll.toMessage({ flavor: message }, { rollMode: rollContext.visibility })
if (game?.dice3d) {
await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
if (combat.isCasting(options.combatantId)) {
if (options.rollProgressionCount <= spell.system.castingTime ) {
let message = `Spell casting time : ${spell.name}, count : ${options.rollProgressionCount}/${spell.system.castingTime}`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: actor }) })
return
}
if (options.rollProgressionCount > spell.system.castingTime) {
let message = `Spell ${spell.name} has been cast !`
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: actor }) })
combat.resetCasting(options.combatantId)
combat.resetProgression(options.combatantId)
return
}
} else{
let formula = dice
let roll = new Roll(formula)
await roll.evaluate()
let max = roll.dice[0].faces - 1
let toCompare = Math.min(options.rollProgressionCount, max)
let message
if (roll.total > toCompare) {
message = `Spell Lethargy ongoing ... (${roll.total}/${toCompare}, spell level ${spell.system.level})`
} else {
combat.resetProgression(options.combatantId)
message = `Spell Lethargy ended ! (${roll.total}/${toCompare}, spell level ${spell.system.level})<br>${actor.name} can return to normal actions.`
}
let msg = await roll.toMessage({ flavor: message }, { rollMode: rollContext.visibility })
if (game?.dice3d) {
await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
}
}
return
}