Manage ranged weapons
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@ -602,7 +602,7 @@ export default class LethalFantasyRoll extends Roll {
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buttons: [
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{
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action: "roll",
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label: label,
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label: "Roll Progression Dice or Continue Loading",
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callback: (event, button, dialog) => {
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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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@ -632,10 +632,39 @@ export default class LethalFantasyRoll extends Roll {
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// Get the weapons from the actor items
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let actor = game.actors.get(options.actorId)
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let weapon = actor.items.find(i => i.type === "weapon" && i.id === rollContext.progressionDiceId)
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let isMonster = actor.type === "monster"
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// Get the dice and roll it
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let rangedMode
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let searchId = rollContext.progressionDiceId
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if ( searchId.match("simpleAim")) {
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searchId = searchId.replace("simpleAim", "")
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rangedMode = "simpleAim"
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}
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if ( searchId.match("carefulAim")) {
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searchId = searchId.replace("carefulAim", "")
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rangedMode = "carefulAim"
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}
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if ( searchId.match("focusedAim")) {
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searchId = searchId.replace("focusedAim", "")
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rangedMode = "focusedAim"
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}
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let weapon = actor.items.find(i => i.type === "weapon" && i.id === searchId)
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let formula = weapon.system.combatProgressionDice
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let rangedLoad
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if (rangedMode) {
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let toSplit = weapon.system.speed[rangedMode]
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let split = toSplit.split("+")
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rangedLoad = Number(split[0]) || 0
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formula = split[1]
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console.log("Ranged Mode", rangedMode, rangedLoad, formula, options.rollProgressionCount)
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}
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if (rangedLoad && options.rollProgressionCount <= rangedLoad ) {
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let message = `Ranged weapon ${weapon.name} is loading, loading count : ${options.rollProgressionCount}/${rangedLoad}`
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ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: actor }) })
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return
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}
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let isMonster = actor.type === "monster"
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// Get the dice and roll it if
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let roll = new Roll(formula)
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await roll.evaluate()
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