Add initiative rolls
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@@ -2,7 +2,7 @@
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* Armor roll dialog.
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*
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* Pool = Armor Value (AV) − AP penalty + manual bonus (can go to 0, unlike other pools)
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* Reinforced trait on the armor → red dice (3+)
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* Reinforced trait on the armor → red dice (3+) by default
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* Each success on the roll reduces incoming damage by 1.
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*/
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export default class OathHammerArmorDialog {
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@@ -11,7 +11,8 @@ export default class OathHammerArmorDialog {
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const sys = armor.system
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const av = sys.armorValue ?? 0
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const isReinforced = [...(sys.traits ?? [])].includes("reinforced")
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const isReinforced = [...(sys.traits ?? [])].includes("reinforced")
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const defaultColor = isReinforced ? "red" : "white"
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// AP options — entered by the user based on the attacker's weapon
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const apOptions = Array.from({ length: 9 }, (_, i) => ({
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@@ -25,6 +26,12 @@ export default class OathHammerArmorDialog {
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return { value: v, label: v > 0 ? `+${v}` : String(v), selected: v === 0 }
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})
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const colorOptions = [
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{ value: "white", label: "⬜ White (4+)", selected: defaultColor === "white" },
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{ value: "red", label: "🔴 Red (3+)", selected: defaultColor === "red" },
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{ value: "black", label: "⬛ Black (2+)", selected: defaultColor === "black" },
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]
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const rollModes = foundry.utils.duplicate(CONFIG.Dice.rollModes)
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const context = {
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@@ -35,6 +42,7 @@ export default class OathHammerArmorDialog {
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isReinforced,
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apOptions,
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bonusOptions,
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colorOptions,
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rollModes,
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visibility: game.settings.get("core", "rollMode"),
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}
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@@ -51,9 +59,14 @@ export default class OathHammerArmorDialog {
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rejectClose: false,
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buttons: [{
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label: game.i18n.localize("OATHHAMMER.Dialog.RollArmor"),
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callback: (_ev, btn) => Object.fromEntries(
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[...btn.form.elements].filter(e => e.name).map(e => [e.name, e.value])
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),
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callback: (_ev, btn) => {
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const out = {}
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for (const el of btn.form.elements) {
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if (!el.name) continue
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out[el.name] = el.type === "checkbox" ? String(el.checked) : el.value
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}
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return out
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},
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}],
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})
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@@ -62,9 +75,11 @@ export default class OathHammerArmorDialog {
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return {
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av,
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isReinforced,
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apPenalty: parseInt(result.ap) || 0,
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bonus: parseInt(result.bonus) || 0,
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visibility: result.visibility ?? game.settings.get("core", "rollMode"),
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colorOverride: result.colorOverride || defaultColor,
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apPenalty: parseInt(result.ap) || 0,
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bonus: parseInt(result.bonus) || 0,
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visibility: result.visibility ?? game.settings.get("core", "rollMode"),
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explodeOn5: result.explodeOn5 === "true",
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}
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}
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}
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