630 lines
21 KiB
JavaScript
630 lines
21 KiB
JavaScript
import { SYSTEM } from "../config/system.mjs"
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import LethalFantasyUtils from "../utils.mjs"
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export default class LethalFantasyRoll extends Roll {
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/**
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* The HTML template path used to render dice checks of this type
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* @type {string}
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*/
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static CHAT_TEMPLATE = "systems/fvtt-lethal-fantasy/templates/chat-message.hbs"
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get type() {
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return this.options.type
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}
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get titleFormula() {
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return this.options.titleFormula
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}
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get rollName() {
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return this.options.rollName
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}
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get target() {
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return this.options.target
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}
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get value() {
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return this.options.value
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}
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get treshold() {
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return this.options.treshold
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}
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get actorId() {
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return this.options.actorId
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}
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get actorName() {
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return this.options.actorName
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}
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get actorImage() {
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return this.options.actorImage
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}
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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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return this.options.resultType
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}
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get isFailure() {
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return this.resultType === "failure"
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}
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get hasTarget() {
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return this.options.hasTarget
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}
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get targetName() {
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return this.options.targetName
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}
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get targetArmor() {
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return this.options.targetArmor
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}
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get targetMalus() {
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return this.options.targetMalus
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}
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get realDamage() {
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return this.options.realDamage
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}
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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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get D30result() {
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return this.options.D30result
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}
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/**
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* Prompt the user with a dialog to configure and execute a roll.
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*
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* @param {Object} options Configuration options for the roll.
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* @param {string} options.rollType The type of roll being performed (e.g., RESOURCE, DAMAGE, ATTACK, SAVE).
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* @param {string} options.rollValue The initial value or formula for the roll.
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* @param {string} options.rollTarget The target of the roll.
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* @param {"="|"+"|"++"|"-"|"--"} options.rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
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* @param {string} options.actorId The ID of the actor performing the roll.
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* @param {string} options.actorName The name of the actor performing the roll.
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* @param {string} options.actorImage The image of the actor performing the roll.
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* @param {boolean} options.hasTarget Whether the roll has a target.
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* @param {Object} options.target The target of the roll, if any.
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* @param {Object} options.data Additional data for the roll.
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*
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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 dice = "1D20"
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let maxValue = 20
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let baseFormula = "1D20"
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let modifierFormula = "1d0"
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let hasModifier = true
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let hasChangeDice = false
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let hasD30 = false
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if (options.rollType === "challenge" || options.rollType === "save") {
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options.rollName = options.rollTarget.rollKey
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hasD30 = options.rollType === "save"
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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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hasModifier = false
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hasChangeDice = true
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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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} else if (options.rollType === "skill") {
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options.rollName = options.rollTarget.name
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dice = "1D100"
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baseFormula = "D100"
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maxValue = 100
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hasModifier = true
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hasChangeDice = false
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options.rollTarget.value = options.rollTarget.system.skillTotal
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} else if (options.rollType === "weapon-attack" || options.rollType === "weapon-defense") {
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hasD30 = true
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options.rollName = options.rollTarget.name
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dice = "1D20"
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baseFormula = "D20"
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maxValue = 20
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hasModifier = true
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hasChangeDice = false
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if (options.rollType === "weapon-attack") {
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options.rollTarget.value = options.rollTarget.combat.attackModifier + options.rollTarget.weaponSkillModifier
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options.rollTarget.charModifier = options.rollTarget.combat.attackModifier
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} else {
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options.rollTarget.value = options.rollTarget.combat.defenseModifier + options.rollTarget.weaponSkillModifier
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options.rollTarget.charModifier = options.rollTarget.combat.defenseModifier
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}
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} else if (options.rollType === "spell") {
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hasD30 = true
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options.rollName = options.rollTarget.name
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dice = "1D20"
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baseFormula = "D20"
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maxValue = 20
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hasModifier = true
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hasChangeDice = false
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options.rollTarget.value = options.rollTarget.actorModifiers.levelSpellModifier + options.rollTarget.actorModifiers.intSpellModifier
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options.rollTarget.charModifier = options.rollTarget.actorModifiers.intSpellModifier
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} else if (options.rollType === "miracle") {
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hasD30 = true
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options.rollName = options.rollTarget.name
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dice = "1D20"
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baseFormula = "D20"
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maxValue = 20
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hasModifier = true
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hasChangeDice = false
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options.rollTarget.value = options.rollTarget.actorModifiers.levelMiracleModifier + options.rollTarget.actorModifiers.chaMiracleModifier
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options.rollTarget.charModifier = options.rollTarget.actorModifiers.chaMiracleModifier
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} else if (options.rollType.includes("weapon-damage")) {
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options.rollName = options.rollTarget.name
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hasModifier = true
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hasChangeDice = false
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options.rollTarget.value = options.rollTarget.combat.damageModifier + options.rollTarget.weaponSkillModifier
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options.rollTarget.charModifier = options.rollTarget.combat.damageModifier
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if (options.rollType.includes("small")) {
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dice = options.rollTarget.weapon.system.damage.damageS
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} else {
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dice = options.rollTarget.weapon.system.damage.damageM
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}
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dice = dice.replace("E", "")
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baseFormula = dice
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maxValue = 20
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}
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if (options.rollType === "save" && options.rollTarget.rollKey === "pain") {
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dice = options.rollTarget.rollDice
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baseFormula = options.rollTarget.rollDice
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hasModifier = false
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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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const fieldRollMode = new foundry.data.fields.StringField({
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choices: rollModes,
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blank: false,
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default: "public",
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})
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const choiceModifier = SYSTEM.CHOICE_MODIFIERS
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const choiceDice = SYSTEM.CHOICE_DICE
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let modifier = "+0"
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let targetName
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let dialogContext = {
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rollType: options.rollType,
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rollTarget: options.rollTarget,
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rollName: options.rollName,
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rollModes,
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hasModifier,
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hasChangeDice,
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baseValue: options.rollTarget.value,
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changeDice: `${dice}`,
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fieldRollMode,
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choiceModifier,
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choiceDice,
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baseFormula,
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dice,
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hasTarget: options.hasTarget,
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modifier,
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saveSpell: false,
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targetName
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}
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console.log("dialogContext", dialogContext)
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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("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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content,
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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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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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}, {})
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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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})
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// If the user cancels the dialog, exit
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if (rollContext === null) return
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let fullModifier = 0
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let titleFormula = ""
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dice = rollContext.changeDice || dice
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if (hasModifier) {
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let bonus = Number(options.rollTarget.value)
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fullModifier = rollContext.modifier === "" ? 0 : parseInt(rollContext.modifier, 10) + bonus
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fullModifier += (rollContext.saveSpell) ? options.rollTarget.actorModifiers.saveModifier : 0
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if (fullModifier === 0) {
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modifierFormula = "0"
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} else {
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let modAbs = Math.abs(fullModifier)
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modifierFormula = `d${modAbs + 1} - 1`
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}
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let sign = fullModifier < 0 ? "-" : "+"
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titleFormula = `${dice}E ${sign} ${modifierFormula}`
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} else {
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modifierFormula = "0"
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fullModifier = 0
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baseFormula = `${dice}`
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titleFormula = `${dice}E`
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}
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// Specific pain case
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if (options.rollType === "save" && options.rollTarget.rollKey === "pain") {
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baseFormula = options.rollTarget.rollDice
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titleFormula = `${dice}`
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modifierFormula = "0"
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fullModifier = 0
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}
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// Specific pain/poison/contagion case
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if (options.rollType === "save" && options.rollTarget.rollKey.includes(["pain", "poison", "contagion"])) {
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hasD30 = false
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}
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maxValue = Number(baseFormula.match(/\d+$/)[0]) // Update the max value agains
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const rollData = {
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type: options.rollType,
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rollType: options.rollType,
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target: options.rollTarget,
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rollName: options.rollName,
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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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titleFormula,
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targetName,
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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
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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("fvtt-lethal-fantasy.preRoll", options, rollData) === false) return
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const rollBase = new this(baseFormula, options.data, rollData)
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const rollModifier = new Roll(modifierFormula, options.data, rollData)
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rollModifier.evaluate()
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await rollBase.evaluate()
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if (hasD30) {
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let rollD30 = await new Roll("1D30").evaluate()
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options.D30result = rollD30.total
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}
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let rollTotal = -1
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let diceResults = []
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let resultType
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let diceSum = 0
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let singleDice = `1D${maxValue}`
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for (let i = 0; i < rollBase.dice.length; i++) {
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for (let j = 0; j < rollBase.dice[i].results.length; j++) {
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let diceResult = rollBase.dice[i].results[j].result
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diceResults.push({ dice: `${singleDice}`, value: diceResult })
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diceSum += diceResult
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while (diceResult === maxValue) {
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let r = await new Roll(baseFormula).evaluate()
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diceResult = r.dice[0].results[0].result
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diceResults.push({ dice: `${singleDice}-1`, value: diceResult - 1 })
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diceSum += (diceResult - 1)
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}
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}
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}
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if (fullModifier !== 0) {
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diceResults.push({ dice: `${rollModifier.formula}`, value: rollModifier.total })
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if (fullModifier < 0) {
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rollTotal = Math.max(diceSum - rollModifier.total, 0)
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} else {
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rollTotal = diceSum + rollModifier.total
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}
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} else {
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rollTotal = diceSum
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}
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rollBase.options.resultType = resultType
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rollBase.options.rollTotal = rollTotal
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rollBase.options.diceResults = diceResults
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rollBase.options.rollTarget = options.rollTarget
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rollBase.options.titleFormula = titleFormula
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rollBase.options.D30result = options.D30result
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/**
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* A hook event that fires after the roll has been made.
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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("fvtt-lethal-fantasy.Roll", options, rollData, rollBase) === false) return
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return rollBase
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}
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static async promptRangedDefense(rollTarget) {
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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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const fieldRollMode = new foundry.data.fields.StringField({
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choices: rollModes,
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blank: false,
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default: "public",
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})
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let dialogContext = {
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movementChoices : SYSTEM.MOVEMENT_CHOICES,
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moveDirectionChoices : SYSTEM.MOVE_DIRECTION_CHOICES,
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sizeChoices : SYSTEM.SIZE_CHOICES,
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rangeChoices : SYSTEM.RANGE_CHOICES,
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attackerAimChoices : SYSTEM.ATTACKER_AIM_CHOICES,
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movement: "none",
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moveDirection: "none",
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size: "medium",
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range: "short",
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attackerAim: "simple",
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fieldRollMode,
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rollModes
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}
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console.log("CTX", dialogContext)
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const content = await renderTemplate("systems/fvtt-lethal-fantasy/templates/range-defense-dialog.hbs", dialogContext)
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const label = game.i18n.localize("LETHALFANTASY.Label.rangeDefenseRoll")
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const rollContext = await foundry.applications.api.DialogV2.wait({
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window: { title: "Range Defense" },
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classes: ["lethalfantasy"],
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content,
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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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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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}, {})
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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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})
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console.log("RollContext", rollContext)
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// Build the final modifier
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let fullModifier = Number(rollContext.moveDirection) +
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Number(rollContext.size) +
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Number(rollContext.range) +
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Number(rollContext.attackerAim)
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console.log("Modifier", fullModifier)
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let modifierFormula
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if (fullModifier === 0) {
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modifierFormula = "0"
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} else {
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let modAbs = Math.abs(fullModifier)
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modifierFormula = `d${modAbs + 1} - 1`
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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 rollData = {...rollContext}
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let options = {...rollContext}
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options.rollName = "Ranged Defense"
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const rollBase = new this(rollContext.movement, options.data, rollData)
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const rollModifier = new Roll(modifierFormula, options.data, rollData)
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rollModifier.evaluate()
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await rollBase.evaluate()
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let rollD30 = await new Roll("1D30").evaluate()
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options.D30result = rollD30.total
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let dice = rollContext.movement
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let maxValue = Number(dice.match(/\d+$/)[0]) // Update the max value agains
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let rollTotal = -1
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let diceResults = []
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let resultType
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let diceResult = rollBase.dice[0].results[0].result
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diceResults.push({ dice: `${dice}`, value: diceResult })
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let diceSum = diceResult
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while (diceResult === maxValue) {
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let r = await new Roll(baseFormula).evaluate()
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diceResult = r.dice[0].results[0].result
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diceResults.push({ dice: `${dice}-1`, value: diceResult - 1 })
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diceSum += (diceResult - 1)
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}
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if (fullModifier !== 0) {
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diceResults.push({ dice: `${rollModifier.formula}`, value: rollModifier.total })
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if (fullModifier < 0) {
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rollTotal = Math.max(diceSum - rollModifier.total, 0)
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} else {
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rollTotal = diceSum + rollModifier.total
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}
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} else {
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rollTotal = diceSum
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}
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rollBase.options.resultType = resultType
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rollBase.options.rollTotal = rollTotal
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rollBase.options.diceResults = diceResults
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rollBase.options.rollTarget = options.rollTarget
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rollBase.options.titleFormula = `${dice}E + ${modifierFormula}`
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rollBase.options.D30result = options.D30result
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rollBase.options.rollName = "Ranged Defense"
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/**
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* A hook event that fires after the roll has been made.
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* @function
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* @memberof hookEvents
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* @param {Object} options Options for the roll.
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* @param {Object} rollData All data related to the roll.
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@param {LethalFantasyRoll} roll The resulting roll.
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* @returns {boolean} Explicitly return `false` to prevent roll to be made.
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*/
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return rollBase
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}
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/**
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* Creates a title based on the given type.
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*
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* @param {string} type The type of the roll.
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* @param {string} target The target of the roll.
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|
* @returns {string} The generated title.
|
|
*/
|
|
static createTitle(type, target) {
|
|
switch (type) {
|
|
case "challenge":
|
|
return `${game.i18n.localize("LETHALFANTASY.Label.titleChallenge")}`
|
|
case "save":
|
|
return `${game.i18n.localize("LETHALFANTASY.Label.titleSave")}`
|
|
case "skill":
|
|
return `${game.i18n.localize("LETHALFANTASY.Label.titleSkill")}`
|
|
case "weapon-attack":
|
|
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-attack")}`
|
|
case "weapon-defense":
|
|
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-defense")}`
|
|
case "weapon-damage-small":
|
|
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-damage-small")}`
|
|
case "weapon-damage-medium":
|
|
return `${game.i18n.localize("LETHALFANTASY.Label.weapon-damage-medium")}`
|
|
case "spell":
|
|
return `${game.i18n.localize("LETHALFANTASY.Label.spell")}`
|
|
default:
|
|
return game.i18n.localize("LETHALFANTASY.Label.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} isDamage - Indicates if the roll is for damage.
|
|
* @property {boolean} isFailure - Indicates if the roll is a failure.
|
|
* @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} 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 {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,
|
|
titleFormula: this.titleFormula,
|
|
rollName: this.rollName,
|
|
rollType: this.type,
|
|
rollTarget: this.rollTarget,
|
|
total: this.rollTotal,
|
|
isFailure: this.isFailure,
|
|
actorId: this.actorId,
|
|
diceResults: this.diceResults,
|
|
actingCharName: this.actorName,
|
|
actingCharImg: this.actorImage,
|
|
resultType: this.resultType,
|
|
hasTarget: this.hasTarget,
|
|
targetName: this.targetName,
|
|
targetArmor: this.targetArmor,
|
|
D30result: this.D30result,
|
|
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,
|
|
isChallenge: this.isChallenge,
|
|
isFailure: this.resultType === "failure",
|
|
rollType: this.type,
|
|
rollTarget: this.rollTarget,
|
|
actingCharName: this.actorName,
|
|
actingCharImg: this.actorImage,
|
|
hasTarget: this.hasTarget,
|
|
targetName: this.targetName,
|
|
targetArmor: this.targetArmor,
|
|
targetMalus: this.targetMalus,
|
|
realDamage: this.realDamage,
|
|
...messageData,
|
|
},
|
|
{ rollMode: rollMode },
|
|
)
|
|
}
|
|
|
|
}
|