Switch to v11

This commit is contained in:
2023-09-11 20:34:33 +02:00
parent ba50c86800
commit 6a3cb66391
15 changed files with 213 additions and 88 deletions

View File

@@ -41,6 +41,7 @@ export class PegasusActorSheet extends ActorSheet {
effects: this.object.effects.map(e => foundry.utils.deepClone(e.data)),
limited: this.object.limited,
specs: this.actor.getSpecs( ),
config: game.system.pegasus.config,
optionsDiceList: PegasusUtility.getOptionsDiceList(),
optionsLevel: PegasusUtility.getOptionsLevel(),
weapons: this.actor.checkAndPrepareEquipments( duplicate(this.actor.getWeapons()) ),

View File

@@ -112,6 +112,14 @@ export class PegasusActor extends Actor {
/* -------------------------------------------- */
prepareDerivedData() {
if (this.system.secondary.stealthhealth) {
this.update({"system.secondary": {"-=stealthhealth": null}} )
}
if (this.system.secondary.socialhealth) {
this.update({"system.secondary": {"-=socialhealth": null}} )
}
if (!this.traumaState) {
this.traumaState = "none"
}
@@ -668,7 +676,7 @@ export class PegasusActor extends Actor {
for (let spec of specThreat) {
tl += PegasusUtility.getDiceValue(spec.system.level)
}
tl += this.system.nrg.absolutemax + this.system.secondary.health.max + this.system.secondary.delirium.max
tl += this.system.nrg.absolutemax /* NO MORE USED + this.system.secondary.health.max + this.system.secondary.delirium.max*/
tl += this.getPerks().length * 5
let weapons = this.getWeapons()
@@ -781,11 +789,12 @@ export class PegasusActor extends Actor {
if (stunAbove > 0) {
ChatMessage.create({ content: `${this.name} Stun threshold has been exceeded.` })
}
/* NO MORE AUTOMATION HERE
if (incDec > 0 && stunAbove > 0) {
let delirium = duplicate(myself.system.secondary.delirium)
delirium.value -= incDec
myself.update({ 'system.secondary.delirium': delirium })
}
}*/
}
/* -------------------------------------------- */
@@ -1237,6 +1246,7 @@ export class PegasusActor extends Actor {
nrg.max += item.system.features.nrgcost.value
await this.update({ 'system.nrg': nrg })
}
/* NO MORE USED
if (item.system.features.bonushealth.flag) {
let health = duplicate(this.system.secondary.health)
health.value -= Number(item.system.features.bonushealth.value) || 0
@@ -1254,7 +1264,7 @@ export class PegasusActor extends Actor {
nrg.value -= Number(item.system.features.bonusnrg.value) || 0
nrg.max -= Number(item.system.features.bonusnrg.value) || 0
await this.update({ 'system.nrg': nrg })
}
}*/
this.disableWeaverPerk(item)
PegasusUtility.createChatWithRollMode(item.name, {
content: await renderTemplate(`systems/fvtt-pegasus-rpg/templates/chat-perk-ready.html`, { name: this.name, perk: duplicate(item) })
@@ -1287,6 +1297,7 @@ export class PegasusActor extends Actor {
ui.notifications.warn("Not enough NRG to activate the Perk " + item.name)
}
}
/* NO MORE USED
if (item.system.features.bonushealth.flag) {
let health = duplicate(this.system.secondary.health)
health.value += Number(item.system.features.bonushealth.value) || 0
@@ -1298,7 +1309,7 @@ export class PegasusActor extends Actor {
delirium.value += Number(item.system.features.bonusdelirium.value) || 0
delirium.max += Number(item.system.features.bonusdelirium.value) || 0
await this.update({ 'system.secondary.delirium': delirium })
}
}*/
if (item.system.features.bonusnrg.flag) {
let nrg = duplicate(this.system.nrg)
nrg.value += Number(item.system.features.bonusnrg.value) || 0
@@ -1335,14 +1346,11 @@ export class PegasusActor extends Actor {
getTraumaState() {
this.traumaState = "none"
if (this.type == "character") {
let negDelirium = -Math.floor((this.system.secondary.delirium.max + 1) / 2)
if (this.type == "character") {
if (this.system.secondary.delirium.value <= 0 && this.system.secondary.delirium.value >= negDelirium) {
this.traumaState = "trauma"
}
if (this.system.secondary.delirium.value < negDelirium) {
this.traumaState = "severetrauma"
}
if ( this.system.secondary.delirium.status == "trauma") {
this.traumaState = "trauma"
}
if ( this.system.secondary.delirium.status == "severetrauma") {
this.traumaState = "severetrauma"
}
}
return this.traumaState
@@ -1439,6 +1447,7 @@ export class PegasusActor extends Actor {
if (this.isOwner || game.user.isGM) {
let updates = {}
/* No more used
let phyDiceValue = PegasusUtility.getDiceValue(this.system.statistics.phy.value) + this.system.secondary.health.bonus + this.system.statistics.phy.mod + PegasusUtility.getDiceValue(this.system.statistics.phy.bonuseffect);
if (phyDiceValue != this.system.secondary.health.max) {
updates['system.secondary.health.max'] = phyDiceValue
@@ -1467,7 +1476,7 @@ export class PegasusActor extends Actor {
}
if (this.computeValue) {
updates['system.secondary.socialhealth.value'] = socDiceValue
}
}*/
let nrgValue = PegasusUtility.getDiceValue(this.system.statistics.foc.value) + this.system.nrg.mod + this.system.statistics.foc.mod + PegasusUtility.getDiceValue(this.system.statistics.foc.bonuseffect)
if (nrgValue != this.system.nrg.absolutemax) {
@@ -1511,11 +1520,11 @@ export class PegasusActor extends Actor {
}
let race = this.getRace()
if (race && race.name && (race.name != this.system.biodata.racename)) {
if (race?.name && (race.name != this.system.biodata.racename)) {
updates['system.biodata.racename'] = race.name
}
let role = this.getRole()
if (role && role.name && (role.name != this.system.biodata.rolename)) {
if (role?.name && (role.name != this.system.biodata.rolename)) {
updates['system.biodata.rolename'] = role.name
}
if (Object.entries(updates).length > 0) {
@@ -1528,22 +1537,82 @@ export class PegasusActor extends Actor {
// Update current hindrance level
let hindrance = this.system.combat.hindrancedice
if (!this.checkIgnoreHealth()) {
if (this.system.secondary.health.value < 0) {
if (this.system.secondary.health.value < -Math.floor((this.system.secondary.health.max + 1) / 2)) { // Severe wounded
hindrance += 3
} else {
hindrance += 1
}
if (this.system.secondary.health.status == "wounded") {
hindrance += 1
}
if (this.system.secondary.health.status == "severelywounded") {
hindrance += 3
}
}
this.system.combat.hindrancedice = hindrance
this.getTraumaState()
this.cleanupPerksIfTrauma()
await this.parseStatEffects()
this.parseStatEffects()
this.parseDamageValues()
await this.parseStatusEffects()
}
}
/* -------------------------------------------- */
getArmorResistanceBonus() {
let bonus = 0
for (let a of armors) {
bonus += Number(a.system.resistance)
}
return bonus
}
/* -------------------------------------------- */
parseDamageValues() {
if (this.system.biodata.noautobonus) { // If we are in "no-bonus mode
return
}
let updates = []
/* Get MDL bonus */
let meleeBonus = 0
let effects = this.items.filter(effect => effect.type == "effect" && effect.system.affectstatus && effect.system.affectstatus == "mdl" && (Number(effect.system.effectlevel) > 0))
for(let e of effects) {
meleeBonus += Number(e.system.effectlevel)
}
let weaponsMelee = this.items.filter( it => it.type == "weapon" && it.system.damagestatistic.toLowerCase() == "str")
for (let w of weaponsMelee) {
let damage = Number(w.system.damage) + this.system.biodata.sizenum + this.system.biodata.sizebonus + this.system.statistics.str.value + this.system.statistics.str.bonuseffect + meleeBonus
if (damage != w.system.mdl ) {
updates.push({ _id: w.id, "system.mdl": damage })
}
}
let rangedBonus = 0
effects = this.items.filter(effect => effect.type == "effect" && effect.system.affectstatus && effect.system.affectstatus == "rdl" && (Number(effect.system.effectlevel) > 0))
for(let e of effects) {
rangedBonus += Number(e.system.effectlevel)
}
let weaponsRanged = this.items.filter( it => it.type == "weapon" && it.system.statistic.toLowerCase() == "agi")
for (let w of weaponsRanged) {
let damage = Number(w.system.damage) + rangedBonus
if (damage != w.system.rdl ) {
updates.push({ _id: w.id, "system.rdl": damage })
}
}
let armorBonus = 0
effects = this.items.filter(effect => effect.type == "effect" && effect.system.affectstatus && effect.system.affectstatus == " adrl" && (Number(effect.system.effectlevel) > 0))
for(let e of effects) {
armorBonus += Number(e.system.effectlevel)
}
let armors = this.items.filter( it => it.type == "armor")
for (let a of armors) {
let adrl = this.system.statistics.phy.value + this.system.statistics.phy.bonuseffect + this.system.biodata.sizenum + this.system.biodata.sizebonus + a.system.resistance + armorBonus
if (adrl != a.system.adrl ) {
updates.push({ _id: a.id, "system.adrl": adrl })
}
}
if (updates.length > 0) {
this.updateEmbeddedDocuments('Item', updates)
}
}
/* -------------------------------------------- */
parseStatEffects() {
if (this.system.biodata.noautobonus) { // If we are in "no-bonus mode
@@ -1693,13 +1762,13 @@ export class PegasusActor extends Actor {
if (objetQ) {
let newQ = objetQ.system.ammocurrent + incDec;
if (newQ >= 0 && newQ <= objetQ.system.ammomax) {
const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.ammocurrent': newQ }]); // pdates one EmbeddedEntity
await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.ammocurrent': newQ }]); // pdates one EmbeddedEntity
}
}
}
/* -------------------------------------------- */
async applyAbility(ability, updates = [], directUpdate = false) {
async applyAbility(ability, updates = {}, directUpdate = false) {
// manage stat bonus
if (!ability.system) {
ability.system = ability.data
@@ -1722,6 +1791,7 @@ export class PegasusActor extends Actor {
nrg.mod += Number(ability.system.statusmodifier)
updates[`system.nrg`] = nrg
}
/* NO MORE USED
if (ability.system.statusaffected == 'health') {
let health = duplicate(this.system.secondary.health)
health.bonus += Number(ability.system.statusmodifier)
@@ -1741,7 +1811,7 @@ export class PegasusActor extends Actor {
let stealthhealth = duplicate(this.system.secondary.stealthhealth)
stealthhealth.bonus += Number(ability.system.statusmodifier)
updates[`system.secondary.stealthhealth`] = delirium
}
}*/
}
if (directUpdate) {
await this.update(updates)
@@ -1887,12 +1957,8 @@ export class PegasusActor extends Actor {
/* ROLL SECTION
/* -------------------------------------------- */
pushEffect(rollData, effect) {
if (this.getTraumaState() == "none" && !this.checkNoBonusDice()) {
if ( (this.getTraumaState() == "none" && !this.checkNoBonusDice()) || !effect.system.bonusdice) {
rollData.effectsList.push({ label: effect.name, type: "effect", applied: false, effect: effect, value: effect.system.effectlevel })
} else {
if (!effect.system.bonusdice) { // Do not push bonus dice effect when TraumaState is activated
rollData.effectsList.push({ label: effect.name, type: "effect", applied: false, effect: effect, value: effect.system.effectlevel })
}
}
}

30
modules/pegasus-config.js Normal file
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@@ -0,0 +1,30 @@
export const PEGASUS_CONFIG = {
healthStatus: {
healthy: { key: "healthy", name: 'Healthy', hindrance: 0 },
injured: { key: "injured",name: 'Injured',hindrance: 0 },
wounded: { key: "wounded",name: 'Wounded',hindrance: 1, rolls: 'ALL' },
severlywounded: { key: "severlywounded",name: 'Severly Wounded',hindrance: 3, rolls: 'ALL' },
defeated: { key: "defeated",name:'Defeated',hindrance: 3, defeated: true}
},
deliriumStatus: {
stable: { key:'stable', name: 'Stable', hindrance: 0 },
unstable: { key:'unstable',name: 'Unstable', hindrance: 0 },
trauma: { key:'trauma',name: 'Trauma', hindrance: 0, nobonusdice: true },
severetrauma: { key:'severetrauma',name: 'Severe Trauma', hindrance: 0, nobonusdice: true, noperks: true },
defeated: { key:'defeated',name:'Defeated',hindrance: 0, defeated: true}
},
concealmentStatus: {
hidden: { key:'hidden',name: 'Hidden', hindrance: 0 },
covered: { key:'covered',name: 'Covered', hindrance: 0 },
exposed: { key:'exposed',name: 'Exposed', hindrance: 1, rolls: 'STL' },
detected: { key:'detected',name: 'Detected', hindrance: 3, rolls: 'STL'},
located: { key:'located',name: 'Located', hindrance: 0 }
},
confidenceStatus: {
confident: { key:'confident',name: 'Confident', hindrance: 0 },
uncertain: { key:'uncertain',name: 'Uncertain', hindrance: 0 },
shaken: { key:'shaken',name: 'Shaken', hindrance: 0, hasfear: true },
anxious: { key:'anxious',name: 'Anxious', hindrance: 0, nostunrecover: true },
lostface: { key:'lostface',name: 'Lost Face', hindrance: 0 }
}
}

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@@ -423,7 +423,6 @@ export class PegasusItemSheet extends ItemSheet {
}
}
/* -------------------------------------------- */
async _onDrop(event) {

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@@ -17,6 +17,7 @@ import { PegasusUtility } from "./pegasus-utility.js";
import { PegasusCombat } from "./pegasus-combat.js";
import { PegasusItem } from "./pegasus-item.js";
import { PegasusToken } from "./pegasus-token.js";
import { PEGASUS_CONFIG } from "./pegasus-config.js"
/* -------------------------------------------- */
/* Foundry VTT Initialization */
@@ -58,7 +59,8 @@ Hooks.once("init", async function () {
CONFIG.Actor.documentClass = PegasusActor
CONFIG.Item.documentClass = PegasusItem
game.system.pegasus = {
utility: PegasusUtility
utility: PegasusUtility,
config: PEGASUS_CONFIG
}
/* -------------------------------------------- */

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@@ -70,6 +70,11 @@ export class PegasusUtility {
Handlebars.registerHelper('getDice', function (a) {
return PegasusUtility.getDiceFromLevel(a)
})
Handlebars.registerHelper('getStatusConfig', function (a) {
let key = a + "Status"
console.log("TABE", key, game.system.pegasus.config[key] )
return game.system.pegasus.config[key]
})
}
@@ -1282,9 +1287,9 @@ export class PegasusUtility {
this.lastRoleEffectProcess = now
console.log("=========================+> Searching/Processing roles effects")
await this.processTactician()
/*NO MORE USED : await this.processTactician()*/
await this.processEnhancer()
await this.processAgitator()
/*NO MORE USED : await this.processAgitator()*/
}