Initial import
This commit is contained in:
592
module/documents/roll.mjs
Normal file
592
module/documents/roll.mjs
Normal file
@ -0,0 +1,592 @@
|
||||
import { ROLL_TYPE } from "../config/system.mjs"
|
||||
import LethalFantasyUtils from "../utils.mjs"
|
||||
|
||||
export default class LethalFantasyRoll extends Roll {
|
||||
/**
|
||||
* The HTML template path used to render dice checks of this type
|
||||
* @type {string}
|
||||
*/
|
||||
static CHAT_TEMPLATE = "systems/fvtt-lethal-fantasy/templates/chat-message.hbs"
|
||||
|
||||
get type() {
|
||||
return this.options.type
|
||||
}
|
||||
|
||||
get isSave() {
|
||||
return this.type === ROLL_TYPE.SAVE
|
||||
}
|
||||
|
||||
get isResource() {
|
||||
return this.type === ROLL_TYPE.RESOURCE
|
||||
}
|
||||
|
||||
get isDamage() {
|
||||
return this.type === ROLL_TYPE.DAMAGE
|
||||
}
|
||||
|
||||
get target() {
|
||||
return this.options.target
|
||||
}
|
||||
|
||||
get value() {
|
||||
return this.options.value
|
||||
}
|
||||
|
||||
get treshold() {
|
||||
return this.options.treshold
|
||||
}
|
||||
|
||||
get actorId() {
|
||||
return this.options.actorId
|
||||
}
|
||||
|
||||
get actorName() {
|
||||
return this.options.actorName
|
||||
}
|
||||
|
||||
get actorImage() {
|
||||
return this.options.actorImage
|
||||
}
|
||||
|
||||
get introText() {
|
||||
return this.options.introText
|
||||
}
|
||||
|
||||
get introTextTooltip() {
|
||||
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 resultType() {
|
||||
return this.options.resultType
|
||||
}
|
||||
|
||||
get isFailure() {
|
||||
return this.resultType === "failure"
|
||||
}
|
||||
|
||||
get hasTarget() {
|
||||
return this.options.hasTarget
|
||||
}
|
||||
|
||||
get targetName() {
|
||||
return this.options.targetName
|
||||
}
|
||||
|
||||
get targetArmor() {
|
||||
return this.options.targetArmor
|
||||
}
|
||||
|
||||
get targetMalus() {
|
||||
return this.options.targetMalus
|
||||
}
|
||||
|
||||
get realDamage() {
|
||||
return this.options.realDamage
|
||||
}
|
||||
|
||||
get rollAdvantage() {
|
||||
return this.options.rollAdvantage
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates introductory text based on the roll type.
|
||||
*
|
||||
* @returns {string} The formatted introductory text for the roll.
|
||||
*/
|
||||
_createIntroText() {
|
||||
let text
|
||||
|
||||
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 })
|
||||
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 })
|
||||
break
|
||||
case ROLL_TYPE.DAMAGE:
|
||||
const damageLabel = this.target
|
||||
text = game.i18n.format("TENEBRIS.Roll.damage", { item: damageLabel })
|
||||
break
|
||||
case ROLL_TYPE.ATTACK:
|
||||
const attackLabel = this.target
|
||||
text = game.i18n.format("TENEBRIS.Roll.attack", { item: attackLabel })
|
||||
break
|
||||
}
|
||||
return text
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates an introductory text tooltip with characteristics and modifiers.
|
||||
*
|
||||
* @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 })
|
||||
if (this.hasTarget) {
|
||||
tooltip = tooltip.concat(`<br>Cible : ${this.targetName}`)
|
||||
}
|
||||
return tooltip
|
||||
}
|
||||
|
||||
/**
|
||||
* Prompt the user with a dialog to configure and execute a roll.
|
||||
*
|
||||
* @param {Object} options Configuration options for the roll.
|
||||
* @param {string} options.rollType The type of roll being performed (e.g., RESOURCE, DAMAGE, ATTACK, SAVE).
|
||||
* @param {string} options.rollValue The initial value or formula for the roll.
|
||||
* @param {string} options.rollTarget The target of the roll.
|
||||
* @param {"="|"+"|"++"|"-"|"--"} options.rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
|
||||
* @param {string} options.actorId The ID of the actor performing the roll.
|
||||
* @param {string} options.actorName The name of the actor performing the roll.
|
||||
* @param {string} options.actorImage The image of the actor performing the roll.
|
||||
* @param {boolean} options.hasTarget Whether the roll has a target.
|
||||
* @param {Object} options.target The target of the roll, if any.
|
||||
* @param {Object} options.data Additional data for the roll.
|
||||
*
|
||||
* @returns {Promise<Object|null>} The roll result or null if the dialog was cancelled.
|
||||
*/
|
||||
static async prompt(options = {}) {
|
||||
let formula = options.rollValue
|
||||
|
||||
// Formula for a resource roll
|
||||
if (options.rollType === ROLL_TYPE.RESOURCE) {
|
||||
let ressource = game.i18n.localize(`TENEBRIS.Character.FIELDS.ressources.${options.rollTarget}.valeur.label`)
|
||||
if (formula === "0" || formula === "") {
|
||||
ui.notifications.warn(game.i18n.format("TENEBRIS.Warning.plusDeRessource", { ressource: ressource }))
|
||||
return null
|
||||
}
|
||||
}
|
||||
|
||||
const rollModes = Object.fromEntries(Object.entries(CONFIG.Dice.rollModes).map(([key, value]) => [key, game.i18n.localize(value)]))
|
||||
const fieldRollMode = new foundry.data.fields.StringField({
|
||||
choices: rollModes,
|
||||
blank: false,
|
||||
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",
|
||||
"-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",
|
||||
}
|
||||
|
||||
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 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,
|
||||
rollModes,
|
||||
fieldRollMode,
|
||||
choiceAide,
|
||||
choiceGene,
|
||||
choiceAvantage,
|
||||
choiceModificateur,
|
||||
damageDice,
|
||||
damageDiceMax,
|
||||
damageDiceFinal,
|
||||
damageDiceLowered,
|
||||
formula,
|
||||
hasTarget: options.hasTarget,
|
||||
malus,
|
||||
targetName,
|
||||
targetArmor,
|
||||
rollAdvantage: this._convertAvantages(options.rollAdvantage),
|
||||
rangeAdvantage: this._convertRollAdvantageToRange(options.rollAdvantage),
|
||||
}
|
||||
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 rollContext = await foundry.applications.api.DialogV2.wait({
|
||||
window: { title: title },
|
||||
classes: ["tenebris"],
|
||||
content,
|
||||
buttons: [
|
||||
{
|
||||
label: label,
|
||||
callback: (event, button, dialog) => {
|
||||
const output = Array.from(button.form.elements).reduce((obj, input) => {
|
||||
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)
|
||||
})
|
||||
}
|
||||
},
|
||||
})
|
||||
|
||||
// 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}`
|
||||
}
|
||||
|
||||
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
|
||||
* @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
|
||||
|
||||
const roll = new this(formula, options.data, rollData)
|
||||
|
||||
await roll.evaluate()
|
||||
|
||||
let resultType
|
||||
if (options.rollType === ROLL_TYPE.SAVE) {
|
||||
resultType = roll.total <= treshold ? "success" : "failure"
|
||||
} 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))
|
||||
}
|
||||
|
||||
roll.options.resultType = resultType
|
||||
roll.options.treshold = treshold
|
||||
roll.options.introText = roll._createIntroText()
|
||||
roll.options.introTextTooltip = roll._createIntroTextTooltip()
|
||||
roll.options.realDamage = realDamage
|
||||
|
||||
/**
|
||||
* A hook event that fires after the roll has been made.
|
||||
* @function tenebris.Roll
|
||||
* @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
|
||||
|
||||
return roll
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a title based on the given type.
|
||||
*
|
||||
* @param {string} type The type of the roll.
|
||||
* @param {string} target The target of the roll.
|
||||
* @returns {string} The generated title.
|
||||
*/
|
||||
static createTitle(type, target) {
|
||||
switch (type) {
|
||||
case ROLL_TYPE.SAVE:
|
||||
return `${game.i18n.localize("TENEBRIS.Dialog.titleSave")} : ${game.i18n.localize(`TENEBRIS.Manager.${target}`)}`
|
||||
case ROLL_TYPE.RESOURCE:
|
||||
return `${game.i18n.localize("TENEBRIS.Dialog.titleResource")} : ${game.i18n.localize(`TENEBRIS.Manager.${target}`)}`
|
||||
case ROLL_TYPE.DAMAGE:
|
||||
return `${game.i18n.localize("TENEBRIS.Dialog.titleDamage")} : ${target}`
|
||||
case ROLL_TYPE.ATTACK:
|
||||
return `${game.i18n.localize("TENEBRIS.Dialog.titleAttack")} : ${target}`
|
||||
default:
|
||||
return game.i18n.localize("TENEBRIS.Dialog.titleStandard")
|
||||
}
|
||||
}
|
||||
|
||||
/** @override */
|
||||
async render(chatOptions = {}) {
|
||||
let chatData = await this._getChatCardData(chatOptions.isPrivate)
|
||||
return await renderTemplate(this.constructor.CHAT_TEMPLATE, chatData)
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates the data required for rendering a roll chat card.
|
||||
*
|
||||
* @param {boolean} isPrivate Indicates if the chat card is private.
|
||||
* @returns {Promise<Object>} A promise that resolves to an object containing the chat card data.
|
||||
* @property {Array<string>} css - CSS classes for the chat card.
|
||||
* @property {Object} data - The data associated with the roll.
|
||||
* @property {number} diceTotal - The total value of the dice rolled.
|
||||
* @property {boolean} isGM - Indicates if the user is a Game Master.
|
||||
* @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.
|
||||
* @property {string} introText - Introductory text for the roll.
|
||||
* @property {string} introTextTooltip - Tooltip for the introductory text.
|
||||
* @property {string} resultType - The type of result (e.g., success, failure).
|
||||
* @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.
|
||||
*/
|
||||
async _getChatCardData(isPrivate) {
|
||||
const cardData = {
|
||||
css: [SYSTEM.id, "dice-roll"],
|
||||
data: this.data,
|
||||
diceTotal: this.dice.reduce((t, d) => t + d.total, 0),
|
||||
isGM: game.user.isGM,
|
||||
formula: this.formula,
|
||||
total: this.total,
|
||||
isSave: this.isSave,
|
||||
isResource: this.isResource,
|
||||
isDamage: this.isDamage,
|
||||
isFailure: this.isFailure,
|
||||
avantages: this.avantages,
|
||||
actorId: this.actorId,
|
||||
actingCharName: this.actorName,
|
||||
actingCharImg: this.actorImage,
|
||||
introText: this.introText,
|
||||
introTextTooltip: this.introTextTooltip,
|
||||
resultType: this.resultType,
|
||||
hasTarget: this.hasTarget,
|
||||
targetName: this.targetName,
|
||||
targetArmor: this.targetArmor,
|
||||
realDamage: this.realDamage,
|
||||
isPrivate: isPrivate,
|
||||
}
|
||||
cardData.cssClass = cardData.css.join(" ")
|
||||
cardData.tooltip = isPrivate ? "" : await this.getTooltip()
|
||||
return cardData
|
||||
}
|
||||
|
||||
/**
|
||||
* Converts the roll result to a chat message.
|
||||
*
|
||||
* @param {Object} [messageData={}] Additional data to include in the message.
|
||||
* @param {Object} options Options for message creation.
|
||||
* @param {string} options.rollMode The mode of the roll (e.g., public, private).
|
||||
* @param {boolean} [options.create=true] Whether to create the message.
|
||||
* @returns {Promise} - A promise that resolves when the message is created.
|
||||
*/
|
||||
async toMessage(messageData = {}, { rollMode, create = true } = {}) {
|
||||
super.toMessage(
|
||||
{
|
||||
isSave: this.isSave,
|
||||
isResource: this.isResource,
|
||||
isDamage: this.isDamage,
|
||||
isFailure: this.resultType === "failure",
|
||||
avantages: this.avantages,
|
||||
introText: this.introText,
|
||||
introTextTooltip: this.introTextTooltip,
|
||||
actingCharName: this.actorName,
|
||||
actingCharImg: this.actorImage,
|
||||
hasTarget: this.hasTarget,
|
||||
targetName: this.targetName,
|
||||
targetArmor: this.targetArmor,
|
||||
targetMalus: this.targetMalus,
|
||||
realDamage: this.realDamage,
|
||||
...messageData,
|
||||
},
|
||||
{ rollMode: rollMode },
|
||||
)
|
||||
}
|
||||
|
||||
// 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