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6 Commits

Author SHA1 Message Date
ff57953e75 Manage status 2023-09-15 07:33:44 +02:00
dc07b27801 Minor changes 2023-09-14 23:23:16 +02:00
2394026d0c Minor changes 2023-09-14 21:03:08 +02:00
47db569efd Add hindrance dice 2023-09-13 21:26:47 +02:00
ba98d9c264 Add hindrance dice 2023-09-13 21:25:44 +02:00
c1eb33bc21 Add new init system 2023-09-13 17:37:30 +02:00
15 changed files with 473 additions and 143 deletions

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@ -1,27 +1,32 @@
{
"TYPES": {
"Actor": {
"character": "Character",
"npc": "NPC",
"vehicle": "Vehicle"
},
"Item": {
"Race": "Race",
"Role": "Role",
"Ability": "Ability",
"Specialisation": "Specialisation",
"Perk": "Perk",
"Power": "Power",
"Armor": "Armor",
"Shield": "Shield",
"Equipment": "Equipment",
"Weapon": "Weapon",
"Effect": "Effect",
"Money": "Money",
"Virtue": "Virtue",
"Vice": "Vice",
"Vehiclehull": "Vehicule Hull",
"Powercoremodule": "Power Core Module",
"Mobilitymodule": "Mobility Module",
"Combatmodule": "Combat Module",
"Vehiclemodule": "Vehicle Module",
"Vehicleweaponmodule" : "Vehicle Weapon Module",
"Propulsionmodule": "Propulsion module"
"race": "Race",
"role": "Role",
"ability": "Ability",
"specialisation": "Specialisation",
"perk": "Perk",
"power": "Power",
"armor": "Armor",
"shield": "Shield",
"equipment": "Equipment",
"weapon": "Weapon",
"effect": "Effect",
"money": "Money",
"virtue": "Virtue",
"vice": "Vice",
"vehiclehull": "Vehicule Hull",
"powercoremodule": "Power Core Module",
"mobilitymodule": "Mobility Module",
"combatmodule": "Combat Module",
"vehiclemodule": "Vehicle Module",
"vehicleweaponmodule" : "Vehicle Weapon Module",
"propulsionmodule": "Propulsion module"
}
}

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@ -92,9 +92,7 @@ export class PegasusActor extends Actor {
return actor;
}
if (data.type == 'character') {
}
if (data.type == 'npc') {
if (data.type == 'character' || this.type == 'npc') {
}
@ -124,7 +122,7 @@ export class PegasusActor extends Actor {
this.traumaState = "none"
}
if (this.type == 'character') {
if (this.type == 'character' || this.type == 'npc') {
this.computeNRGHealth();
this.system.encCapacity = this.getEncumbranceCapacity()
this.buildContainerTree()
@ -766,6 +764,10 @@ export class PegasusActor extends Actor {
/* -------------------------------------------- */
modifyStun(incDec) {
if ( incDec < 0 && (this.system.secondary.confidence.status == "anxious" || this.system.secondary.confidence.status == "lostface") ) {
ui.notifications.warn("Unable to recover STUN because of Confidence status : " + this.system.secondary.confidence.status)
return
}
let myself = this
let combat = duplicate(myself.system.combat)
combat.stunlevel += incDec
@ -965,7 +967,7 @@ export class PegasusActor extends Actor {
}
/* -------------------------------------------- */
getInitiativeScore(combatId, combatantId) {
if (this.type == 'character') {
if (this.type == 'character' || this.type == 'npc') {
this.rollMR(true, combatId, combatantId)
}
if (this.type == 'vehicle') {
@ -1016,7 +1018,7 @@ export class PegasusActor extends Actor {
/* -------------------------------------------- */
getStat(statKey) {
let stat
if (this.type == "character" && statKey == 'mr') {
if ((this.type == "character" || this.type == 'npc') && statKey == 'mr') {
stat = duplicate(this.system.mr)
} else {
stat = duplicate(this.system.statistics[statKey])
@ -1193,7 +1195,7 @@ export class PegasusActor extends Actor {
/* -------------------------------------------- */
incDecNRG(value) {
if (this.type == "character") {
if (this.type == "character" || this.type == 'npc') {
let nrg = duplicate(this.system.nrg)
nrg.value += value
if (nrg.value >= 0 && nrg.value <= nrg.max) {
@ -1246,25 +1248,6 @@ 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
health.max -= Number(item.system.features.bonushealth.value) || 0
await this.update({ 'system.secondary.health': health })
}
if (item.system.features.bonusdelirium.flag) {
let delirium = duplicate(this.system.secondary.delirium)
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
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) })
@ -1345,7 +1328,7 @@ export class PegasusActor extends Actor {
/* -------------------------------------------- */
getTraumaState() {
this.traumaState = "none"
if (this.type == "character") {
if (this.type == "character" || this.type == 'npc') {
if (this.system.secondary.delirium.status == "trauma") {
this.traumaState = "trauma"
}
@ -1447,36 +1430,6 @@ 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
}
if (this.computeValue) {
updates['system.secondary.health.value'] = phyDiceValue
}
let mndDiceValue = PegasusUtility.getDiceValue(this.system.statistics.mnd.value) + this.system.secondary.delirium.bonus + this.system.statistics.mnd.mod + PegasusUtility.getDiceValue(this.system.statistics.mnd.bonuseffect);
if (mndDiceValue != this.system.secondary.delirium.max) {
updates['system.secondary.delirium.max'] = mndDiceValue
}
if (this.computeValue) {
updates['system.secondary.delirium.value'] = mndDiceValue
}
let stlDiceValue = PegasusUtility.getDiceValue(this.system.statistics.stl.value) + this.system.secondary.stealthhealth.bonus + this.system.statistics.stl.mod + PegasusUtility.getDiceValue(this.system.statistics.stl.bonuseffect);
if (stlDiceValue != this.system.secondary.stealthhealth.max) {
updates['system.secondary.stealthhealth.max'] = stlDiceValue
}
if (this.computeValue) {
updates['system.secondary.stealthhealth.value'] = stlDiceValue
}
let socDiceValue = PegasusUtility.getDiceValue(this.system.statistics.soc.value) + this.system.secondary.socialhealth.bonus + this.system.statistics.soc.mod + PegasusUtility.getDiceValue(this.system.statistics.soc.bonuseffect);
if (socDiceValue != this.system.secondary.socialhealth.max) {
updates['system.secondary.socialhealth.max'] = socDiceValue
}
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) {
@ -1532,7 +1485,6 @@ export class PegasusActor extends Actor {
}
this.computeThreatLevel()
}
if (this.isOwner || game.user.isGM) {
// Update current hindrance level
let hindrance = this.system.combat.hindrancedice
@ -1543,6 +1495,36 @@ export class PegasusActor extends Actor {
if (this.system.secondary.health.status == "severlywounded" || this.system.secondary.health.status == "defeated") {
hindrance += 3
}
/* Manage confidence */
if (this.system.secondary.confidence.status == "shaken" || this.system.secondary.confidence.status == "anxious" ||
this.system.secondary.confidence.status == "lostface") {
if (!this.items.find(it => it.name.toLowerCase() == "fear" && it.type == "effect")) {
let effect = await PegasusUtility.getEffectFromCompendium("Fear")
this.createEmbeddedDocuments('Item', [effect])
}
}
/* Manage flag state for status */
this.defeatedDisplayed = this.defeatedDisplayed && this.system.secondary.health.status != "defeated"
this.deliriumDisplayed = this.deliriumDisplayed && this.system.secondary.delirium.status != "defeated"
this.concealmentDisplayed = this.concealmentDisplayed && this.system.secondary.concealment.status != "defeated"
this.confidenceDisplayed = this.confidenceDisplayed && this.system.secondary.confidence.status != "defeated"
/* Then display relevant messages */
if (!this.defeatedDisplayed && this.system.secondary.health.status == "defeated") {
ChatMessage.create({ content: `DEFEATED : ${this.name} must make a Death Save!` })
this.defeatedDisplayed = true
}
if (!this.deliriumDisplayed && this.system.secondary.delirium.status == "defeated") {
ChatMessage.create({ content: `DEFEATED : ${this.name} must make a Madness Check!` })
this.deliriumDisplayed = true
}
if (!this.concealmentDisplayed && this.system.secondary.concealment.status == "located") {
ChatMessage.create({ content: `${this.name} has been discovered! You can not longer hide and either must fight/surrender or make a run for it` })
this.concealmentDisplayed = true
}
if (!this.confidenceDisplayed && this.system.secondary.confidence.status == "lostface") {
ChatMessage.create({ content: `${this.name} have Lost Face! You can not longer make any Social Rolls, all social rolls against your character is considered an automatic success until healed!` })
this.confidenceDisplayed = true
}
}
this.system.combat.hindrancedice = hindrance
this.getTraumaState()
@ -1916,9 +1898,9 @@ export class PegasusActor extends Actor {
}
/* -------------------------------------------- */
computeCurrentHindrances() {
computeCurrentHindrances(statKey) {
let hindrancesDices = 0
if (this.type == "character") {
if (this.type == "character" || this.type == 'npc') {
if (this.system.combat.stunlevel > 0) {
hindrancesDices += 2
@ -1934,6 +1916,12 @@ export class PegasusActor extends Actor {
hindrancesDices += effect.system.effectlevel
}
}
if (statKey.toLowerCase() == "stl" && this.system.secondary.concealment.status == "exposed") {
hindrancesDices += 1
}
if (statKey.toLowerCase() == "stl" && (this.system.secondary.concealment.status == "detected" || this.system.secondary.concealment.status == "located")) {
hindrancesDices += 3
}
}
if (this.type == "vehicle") {
if (this.system.stun.value > 0) {
@ -1960,7 +1948,7 @@ export class PegasusActor extends Actor {
/* -------------------------------------------- */
addHindrancesList(effectsList) {
if (this.type == "character") {
if (this.type == "character" || this.type == 'npc') {
if (this.system.combat.stunlevel > 0) {
effectsList.push({ label: "Stun Hindrance", type: "hindrance", foreign: true, actorId: this.id, applied: false, value: 2 })
}
@ -2059,7 +2047,7 @@ export class PegasusActor extends Actor {
if (statKey == 'phy' && subKey == "dmg-res") {
let armors = this.getArmors()
for (let armor of armors) {
rollData.armorsList.push({ label: `Armor ${armor.name}`, type: "armor", applied: false, value: armor.system.resistance })
rollData.armorsList.push({ label: `Armor ${armor.name}`, type: "armor", applied: false, value: armor.system.resistance, adrl: armor.system.adrl })
}
}
if (useShield) {
@ -2137,6 +2125,7 @@ export class PegasusActor extends Actor {
let rollData = PegasusUtility.getBasicRollData(isInit)
rollData.alias = this.name
rollData.actorImg = this.img
rollData.actorType = this.type
rollData.tokenId = this.token?.id
rollData.actorId = (this.token) ? this.token.actor.id : this.id
rollData.img = this.img
@ -2147,6 +2136,8 @@ export class PegasusActor extends Actor {
rollData.noBonusDice = this.checkNoBonusDice()
rollData.dicePool = []
rollData.subKey = subKey
rollData.tic1 = "NONE"
rollData.tic2 = "NONE"
if (subKey == "melee-dmg" || subKey == "ranged-dmg" || subKey == "power-dmg") {
rollData.isDamage = true
@ -2209,7 +2200,7 @@ export class PegasusActor extends Actor {
}
if (statKey == "mr") {
if (this.type == "character") {
if (this.type == "character" || this.type == 'npc') {
rollData.mrVehicle = PegasusUtility.checkIsVehicleCrew(this.id)
if (rollData.mrVehicle) {
rollData.effectsList.push({
@ -2228,9 +2219,9 @@ export class PegasusActor extends Actor {
})
}
}
}
rollData.hindranceDices = this.computeCurrentHindrances()
}
rollData.hindranceDices = this.computeCurrentHindrances(statKey)
this.processSizeBonus(rollData)
this.addEffects(rollData, isInit, isPower, subKey == "power-dmg")
@ -2249,7 +2240,7 @@ export class PegasusActor extends Actor {
processSizeBonus(rollData) {
if (rollData.defenderTokenId) {
let diffSize = 0
if (this.type == "character") {
if (this.type == "character" || this.type == 'npc') {
this.system.biodata.sizenum = this.system.biodata?.sizenum ?? 0
this.system.biodata.sizebonus = this.system.biodata?.sizebonus ?? 0
diffSize = rollData.defenderSize - this.system.biodata.sizenum + this.system.biodata.sizebonus

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@ -1,21 +1,133 @@
import { PegasusUtility } from "./pegasus-utility.js";
/* -------------------------------------------- */
export class PegasusCombat extends Combat {
export class PegasusCombatTracker extends CombatTracker {
/* -------------------------------------------- */
async rollInitiative(ids, formula = undefined, messageOptions = {} ) {
static get defaultOptions() {
let path = "systems/fvtt-pegasus-rpg/templates/pegasus-combat-tracker.html";
return foundry.utils.mergeObject(super.defaultOptions, {
template: path,
});
}
/* -------------------------------------------- */
activateListeners(html) {
super.activateListeners(html)
html.find('.combat-tracker-tic').click(ev => {
let ticNum = $(ev.currentTarget).data("tic-num")
let combatantId = $(ev.currentTarget).data("combatant-id")
game.combat.revealTIC(ticNum, combatantId)
})
html.find('.reset-npc-initiative').click(ev => {
game.combat.resetNPCInitiative()
})
}
}
/* -------------------------------------------- */
export class PegasusCombat extends Combat {
/* -------------------------------------------- */
async rollInitiative(ids, formula = undefined, messageOptions = {}) {
ids = typeof ids === "string" ? [ids] : ids;
for (let cId = 0; cId < ids.length; cId++) {
const c = this.combatants.get(ids[cId]);
let id = c._id || c.id;
let initBonus = c.actor ? c.actor.getInitiativeScore( this.id, id ) : -1;
await this.updateEmbeddedDocuments("Combatant", [ { _id: id, initiative: initBonus } ]);
let initBonus = c.actor ? c.actor.getInitiativeScore(this.id, id) : -1;
await this.updateEmbeddedDocuments("Combatant", [{ _id: id, initiative: initBonus }]);
}
return this;
}
/* -------------------------------------------- */
async resetNPCInitiative() {
for(let c of this.combatants) {
if (c.actor && c.actor.type == "npc") {
await this.updateEmbeddedDocuments("Combatant", [{ _id: c.id, initiative: -1 }]);
}
}
}
/* -------------------------------------------- */
isCharacter(combatantId) {
const combatant = game.combat.combatants.get(combatantId)
if (combatant) {
return combatant.actor.type == "character"
}
return false
}
/* -------------------------------------------- */
async setTic(combatantId, rollData) {
if (!combatantId) {
return
}
const combatant = game.combat.combatants.get(combatantId)
if (combatant) {
await combatant.setFlag("world", "tic1", { revealed: false, text: rollData.tic1, displayed: false })
await combatant.setFlag("world", "tic2", { revealed: false, text: rollData.tic2, displayed: false })
}
}
/* -------------------------------------------- */
getTIC(num, combatantId) {
if (!combatantId) {
return ""
}
const combatant = game.combat.combatants.get(combatantId)
if (combatant) {
let ticData = combatant.getFlag("world", "tic" + num)
if (ticData) {
/* returns if revealed */
if (ticData.revealed && ticData.displayed) {
return "ACTED"
}
if (ticData.revealed && !ticData.displayed) {
ticData.displayed = true
combatant.setFlag("world", "tic" + num, ticData ).then(() => {
let chatData = {
user: game.user.id,
alias: combatant.actor.name,
rollMode: game.settings.get("core", "rollMode"),
whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')),
content: `<div>${combatant.actor.name} is performing ${ticData.text}</div`
};
ChatMessage.create(chatData);
return "ACTED"
})
}
}
}
return "TIC " + num
}
/* -------------------------------------------- */
async revealTIC(num, combatantId) {
if (!num || !combatantId) {
return
}
const combatant = game.combat.combatants.get(combatantId)
if (combatant) {
let ticData = combatant.getFlag("world", "tic" + num)
if (ticData) {
ticData.revealed = true
await combatant.setFlag("world", "tic" + num, ticData)
}
}
}
/* -------------------------------------------- */
nextRound() {
for(let c of this.combatants) {
c.setFlag("world", "tic1", { revealed: false, text: "", displayed: false })
c.setFlag("world", "tic2", { revealed: false, text: "", displayed: false })
}
super.nextRound()
}
/* -------------------------------------------- */
_onUpdate(changed, options, userId) {
}
@ -28,11 +140,11 @@ export class PegasusCombat extends Combat {
}
/* -------------------------------------------- */
static async decInitBy10( combatantId, value) {
static async decInitBy10(combatantId, value) {
const combatant = game.combat.combatants.get(combatantId)
let initValue = combatant.initiative + value
await game.combat.setInitiative(combatantId, initValue)
setTimeout( this.checkTurnPosition, 400) // The setInitiative is no more blocking for unknown reason
setTimeout(this.checkTurnPosition, 400) // The setInitiative is no more blocking for unknown reason
}
}

View File

@ -92,9 +92,11 @@ export class PegasusActorCreate {
if (step == 'select-race-optionnal') {
let ability = this.raceOptionnalAbilities.optionnalabilities.find(item => item._id == itemId);
let update = []
let update = {}
await this.actor.applyAbility(ability, update);
this.actor.update(update)
if (!jQuery.isEmptyObject(update)) {
this.actor.update(update)
}
this.actor.createEmbeddedDocuments('Item', [ability]);
PegasusUtility.removeChatMessageId(PegasusUtility.findChatMessageId(event.currentTarget));
this.raceOptionnalAbilities.optionnalabilities = this.raceOptionnalAbilities.optionnalabilities.filter(item => item._id != itemId);

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@ -0,0 +1,25 @@
export class PegasusHindranceDie extends Die {
constructor(termData ) {
termData.faces=6;
super(termData);
}
/* -------------------------------------------- */
/** @override */
static DENOMINATION = "h";
/* -------------------------------------------- */
/** @override */
getResultLabel(result) {
return {
"1": '<img src="systems/fvtt-pegasus-rpg/images/dice/hindrance-dice-empty.png" />',
"2": '<img src="systems/fvtt-pegasus-rpg/images/dice/hindrance-dice-empty.png" />',
"3": '<img src="systems/fvtt-pegasus-rpg/images/dice/hindrance-dice-empty.png" />',
"4": '<img src="systems/fvtt-pegasus-rpg/images/dice/hindrance-dice-empty.png" />',
"5": '<img src="systems/fvtt-pegasus-rpg/images/dice/hindrance-dice-empty.png" />',
"6": '<img src="systems/fvtt-pegasus-rpg/images/dice/hindrance-dice.png" />'
}[result.result];
}
}

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@ -12,11 +12,10 @@ import { PegasusActor } from "./pegasus-actor.js";
import { PegasusItemSheet } from "./pegasus-item-sheet.js";
import { PegasusActorSheet } from "./pegasus-actor-sheet.js";
import { PegasusVehicleSheet } from "./pegasus-vehicle-sheet.js";
import { PegasusNPCSheet } from "./pegasus-npc-sheet.js";
import { PegasusUtility } from "./pegasus-utility.js";
import { PegasusCombat } from "./pegasus-combat.js";
import { PegasusCombatTracker,PegasusCombat } from "./pegasus-combat.js";
import { PegasusItem } from "./pegasus-item.js";
import { PegasusToken } from "./pegasus-token.js";
import { PegasusHindranceDie } from "./pegasus-hindrance-die.js";
import { PEGASUS_CONFIG } from "./pegasus-config.js"
/* -------------------------------------------- */
@ -58,6 +57,8 @@ Hooks.once("init", async function () {
CONFIG.Combat.documentClass = PegasusCombat
CONFIG.Actor.documentClass = PegasusActor
CONFIG.Item.documentClass = PegasusItem
CONFIG.ui.combat = PegasusCombatTracker
CONFIG.Dice.terms["h"] = PegasusHindranceDie
game.system.pegasus = {
utility: PegasusUtility,
config: PEGASUS_CONFIG
@ -67,6 +68,7 @@ Hooks.once("init", async function () {
// Register sheet application classes
Actors.unregisterSheet("core", ActorSheet);
Actors.registerSheet("fvtt-pegasus", PegasusActorSheet, { types: ["character"], makeDefault: true })
Actors.registerSheet("fvtt-pegasus", PegasusActorSheet, { types: ["npc"], makeDefault: true })
Actors.registerSheet("fvtt-pegasus", PegasusVehicleSheet, { types: ["vehicle"], makeDefault: false })
Items.unregisterSheet("core", ItemSheet);
@ -74,7 +76,6 @@ Hooks.once("init", async function () {
PegasusUtility.init()
});
/* -------------------------------------------- */

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@ -39,6 +39,8 @@ export class PegasusRollDialog extends Dialog {
/* -------------------------------------------- */
roll() {
this.rollData.tic1 = $('#roll-input-tic1').val()
this.rollData.tic2 = $('#roll-input-tic2').val()
PegasusUtility.rollPegasus(this.rollData)
}

View File

@ -23,9 +23,32 @@ export class PegasusUtility {
Hooks.on('renderChatLog', (log, html, data) => PegasusUtility.chatListeners(html))
Hooks.on('targetToken', (user, token, flag) => PegasusUtility.targetToken(user, token, flag))
Hooks.on('renderSidebarTab', (app, html, data) => PegasusUtility.addDiceRollButton(app, html, data))
Hooks.on("getCombatTrackerEntryContext", (html, options) => {
/* Deprecated, no more used in rules Hooks.on("getCombatTrackerEntryContext", (html, options) => {
PegasusUtility.pushInitiativeOptions(html, options);
});
});*/
Hooks.once('diceSoNiceReady', (dice3d) => {
dice3d.addSystem({ id: "pegasus-hindrance", name: "Hindrance Die" }, "preferred");
dice3d.addDicePreset({
type: "dh",
labels: [
'systems/fvtt-pegasus-rpg/images/dice/hindrance-dice-empty.png',
'systems/fvtt-pegasus-rpg/images/dice/hindrance-dice-empty.png',
'systems/fvtt-pegasus-rpg/images/dice/hindrance-dice-empty.png',
'systems/fvtt-pegasus-rpg/images/dice/hindrance-dice-empty.png',
'systems/fvtt-pegasus-rpg/images/dice/hindrance-dice-empty.png',
'systems/fvtt-pegasus-rpg/images/dice/hindrance-dice.png'
],
bumpMaps: [
'systems/fvtt-pegasus-rpg/images/dice/hindrance-dice-empty.png',
'systems/fvtt-pegasus-rpg/images/dice/hindrance-dice-empty.png',
'systems/fvtt-pegasus-rpg/images/dice/hindrance-dice-empty.png',
'systems/fvtt-pegasus-rpg/images/dice/hindrance-dice-empty.png',
'systems/fvtt-pegasus-rpg/images/dice/hindrance-dice-empty.png',
'systems/fvtt-pegasus-rpg/images/dice/hindrance-dice.png'
],
system: "pegasus-hindrance"
}, "d6")
})
Hooks.on("dropCanvasData", (canvas, data) => {
PegasusUtility.dropItemOnToken(canvas, data)
});
@ -87,7 +110,12 @@ export class PegasusUtility {
Handlebars.registerHelper('isGM', function () {
return game.user.isGM
})
Handlebars.registerHelper('getTIC', function (num, id) {
return game.combat.getTIC(num, id)
})
Handlebars.registerHelper('isCharacter', function (id) {
return game.combat.isCharacter(id)
})
}
@ -219,9 +247,9 @@ export class PegasusUtility {
for (let weapon of rollData.vehicleWeapons) {
if (weapon.applied) {
newDicePool = newDicePool.concat(this.buildDicePool("damage", weapon.value, 0))
if( weapon.weapon.system.extradamage) {
for(let i=0; i < weapon.weapon.system.extradamagevalue; i++) {
newDicePool = newDicePool.concat(this.buildDicePool("damage", 5, 0) )
if (weapon.weapon.system.extradamage) {
for (let i = 0; i < weapon.weapon.system.extradamagevalue; i++) {
newDicePool = newDicePool.concat(this.buildDicePool("damage", 5, 0))
}
}
}
@ -562,7 +590,7 @@ export class PegasusUtility {
/* -------------------------------------------- */
static getDiceFromLevel(level = 0) {
level = Math.max( Number(level), 0)
level = Math.max(Number(level), 0)
return this.diceList[level];
}
/* -------------------------------------------- */
@ -841,19 +869,20 @@ export class PegasusUtility {
myRoll = new Roll(diceFormula).roll({ async: false })
rollData.roll = myRoll
}
if ( rollData.hindranceDices > 0) {
rollData.hindranceRoll = new Roll(rollData.hindranceDices + "d6").roll({ async: false })
if (rollData.hindranceDices > 0) {
rollData.hindranceRoll = new Roll(rollData.hindranceDices + "dh").roll({ async: false })
this.showDiceSoNice(rollData.hindranceRoll, game.settings.get("core", "rollMode"))
for (let res of rollData.hindranceRoll.terms[0].results) {
if (res.result == 6) {
rollData.hindranceFailure = true
rollData.img = `systems/fvtt-pegasus-rpg/images/dice/hindrance-dice.png`
}
}
}
}
await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
// Final score and keep data
rollData.finalScore = myRoll.total
rollData.finalScore = (rollData.hindranceFailure) ? 0 : myRoll.total
if (rollData.damages) {
let dmgFormula = this.getFoundryDiceFromLevel(rollData.damages.value)
@ -869,6 +898,7 @@ export class PegasusUtility {
// Init stuf
if (rollData.isInit) {
let combat = game.combats.get(rollData.combatId)
await combat.setTic(rollData.combatantId, rollData)
combat.updateEmbeddedDocuments("Combatant", [{ _id: rollData.combatantId, initiative: rollData.finalScore }])
}
@ -1064,9 +1094,9 @@ export class PegasusUtility {
let defenderActor = target.actor
rollData.defenderTokenId = target.id
rollData.defenderSize = 0
if ( defenderActor.type == "character") {
if (defenderActor.type == "character") {
rollData.defenderSize = Number(defenderActor.system.biodata.sizenum) + Number(defenderActor.system.biodata.sizebonus)
} else if ( defenderActor.type == "vehicle" ){
} else if (defenderActor.type == "vehicle") {
rollData.defenderSize = Number(defenderActor.system.statistics.hr.size)
}
//rollData.attackerId = this.id
@ -1110,10 +1140,10 @@ export class PegasusUtility {
/* -------------------------------------------- */
static checkIsVehicleCrew(actorId) {
let vehicles = game.actors.filter( actor=> actor.type == "vehicle") || []
for(let vehicle of vehicles) {
let vehicles = game.actors.filter(actor => actor.type == "vehicle") || []
for (let vehicle of vehicles) {
console.log("Checking", vehicle.name)
if ( vehicle.inCrew(actorId) ) {
if (vehicle.inCrew(actorId)) {
return vehicle
}
}
@ -1146,7 +1176,7 @@ export class PegasusUtility {
let tacticianTokens = canvas.tokens.placeables.filter(token => token.actor.isTactician() && !token.document.hidden)
for (let token of tacticianTokens) {
token.refresh()
let friends = canvas.tokens.placeables.filter(newToken => newToken.actor.type == "character" && !newToken.document.hidden && newToken.document.disposition == token.document.disposition)
let friends = canvas.tokens.placeables.filter(newToken => newToken.actor.type == "character" && !newToken.document.hidden && newToken.document.disposition == token.document.disposition)
for (let friend of friends) {
if (friend.actor.id != token.actor.id) {
let existing = toApply[friend.id] || { token: friend, add: false, level: 0, names: [] }
@ -1194,7 +1224,7 @@ export class PegasusUtility {
let enhancerTokens = canvas.tokens.placeables.filter(token => token.actor.isEnhancer() && !token.document.hidden)
for (let token of enhancerTokens) {
token.refresh()
let friends = canvas.tokens.placeables.filter(newToken => newToken.actor.type == "character" && !newToken.document.hidden && newToken.document.disposition == token.document.disposition)
let friends = canvas.tokens.placeables.filter(newToken => newToken.actor.type == "character" && !newToken.document.hidden && newToken.document.disposition == token.document.disposition)
for (let friend of friends) {
if (friend.actor.id != token.actor.id) {
let existing = toApply[friend.id] || { token: friend, add: false, level: 0, names: [] }
@ -1246,13 +1276,13 @@ export class PegasusUtility {
token.refresh()
let ennemies = []
if (token.document.disposition == -1) {
ennemies = canvas.tokens.placeables.filter(newToken => newToken.actor.type == "character" && !newToken.document.hidden && (newToken.document.disposition == 1 || newToken.document.disposition == 0 ))
ennemies = canvas.tokens.placeables.filter(newToken => newToken.actor.type == "character" && !newToken.document.hidden && (newToken.document.disposition == 1 || newToken.document.disposition == 0))
}
if (token.document.disposition == 1) {
ennemies = canvas.tokens.placeables.filter(newToken => newToken.actor.type == "character" && !newToken.document.hidden && (newToken.document.disposition == -1 || newToken.document.disposition == 0 ))
ennemies = canvas.tokens.placeables.filter(newToken => newToken.actor.type == "character" && !newToken.document.hidden && (newToken.document.disposition == -1 || newToken.document.disposition == 0))
}
if (token.document.disposition == 0) {
ennemies = canvas.tokens.placeables.filter(newToken => newToken.actor.type == "character" && !newToken.document.hidden && (newToken.document.disposition == -1 || newToken.document.disposition == 1 ))
ennemies = canvas.tokens.placeables.filter(newToken => newToken.actor.type == "character" && !newToken.document.hidden && (newToken.document.disposition == -1 || newToken.document.disposition == 1))
}
console.log("Ennemies for token", token.actor.name, ennemies)
for (let ennemy of ennemies) {

View File

@ -1142,7 +1142,6 @@ ul, li {
position: relative;
margin:4px;
}
.chat-card-button {
box-shadow: inset 0px 1px 0px 0px #a6827e;
background: linear-gradient(to bottom, #21374afc 5%, #152833ab 100%);
@ -1352,6 +1351,20 @@ Focus FOC: #ff0084
max-height: 26px;
margin-top: 4px;
}
.combat-tracker-tic-section {
max-width: 5rem;
min-width: 5rem;
align-content: center;
}
.combat-tracker-tic {
text-align: center;
background: linear-gradient(to bottom, #21374afc 5%, #152833ab 100%);
border-radius: 3px;
border: 2px ridge #846109;
color: #ffffff;
font-size: 0.8rem;
margin:2px;
}
.no-grow {
flex-grow: 1;
max-width: 32px;

View File

@ -252,7 +252,7 @@
],
"title": "Pegasus RPG",
"url": "https://www.uberwald.me/data/files/fvtt-pegasus-rpg",
"version": "11.0.4",
"download": "https://www.uberwald.me/gitea/uberwald/fvtt-pegasus-rpg/archive/fvtt-pegasus-rpg-v11.0.4.zip",
"version": "11.0.9",
"download": "https://www.uberwald.me/gitea/uberwald/fvtt-pegasus-rpg/archive/fvtt-pegasus-rpg-v11.0.9.zip",
"background": "systems/fvtt-pegasus-rpg/images/ui/pegasus_welcome_page.webp"
}

View File

@ -2,6 +2,7 @@
"Actor": {
"types": [
"character",
"npc",
"vehicle"
],
"templates": {
@ -171,7 +172,7 @@
"type": "value",
"ismax": true,
"iscombat": true,
"status": "healthy",
"status": "healthy",
"bonus": 0,
"max": 0
},
@ -372,6 +373,12 @@
"core"
]
},
"npc": {
"templates": [
"biodata",
"core"
]
},
"vehicle": {
"templates": [
"vehicle"

View File

@ -51,13 +51,22 @@
<li>Damage type : {{weapon.weapon.system.damagetype}} {{weapon.weapon.system.damagetypelevel}}</li>
{{/if}}
{{/if}}
{{#if (eq subKey "dmg-res")}}
<li>Damage Resistance</li>
{{#each armorsList as |armor idx|}}
{{#if armor.applied}}
<li>ADRL: {{armor.adrl}}</li>
{{/if}}
{{/each}}
{{/if}}
{{#if power}}
<li>Power Damage type : {{power.system.powerdamagetype}} {{power.system.powerdamagetypelevel}}</li>
{{/if}}
{{#if hindranceFailure}}
<li><strong>Failed due to Hindrance Dice(s) !!</strong>
<li><strong>Failed due to Hindrance Dice !!</strong>
{{else}}
{{#if isResistance}}
<li><strong>Defense Result : {{finalScore}}</strong>

View File

@ -0,0 +1,135 @@
<section class="{{cssClass}} directory flexcol" id="{{cssId}}" data-tab="{{tabName}}">
<header class="combat-tracker-header">
{{#if user.isGM}}
<nav class="encounters flexrow" aria-label="{{localize 'COMBAT.NavLabel'}}">
<a class="combat-button combat-create" aria-label="{{localize 'COMBAT.Create'}}" role="button" data-tooltip="COMBAT.Create">
<i class="fas fa-plus"></i>
</a>
{{#if combatCount}}
<a class="combat-button combat-cycle" aria-label="{{localize 'COMBAT.EncounterPrevious'}}" role="button" data-tooltip="COMBAT.EncounterPrevious"
{{#if previousId}}data-document-id="{{previousId}}"{{else}}disabled{{/if}}>
<i class="fas fa-caret-left"></i>
</a>
<h4 class="encounter">{{localize "COMBAT.Encounter"}} {{currentIndex}} / {{combatCount}}</h4>
<a class="combat-button combat-cycle" aria-label="{{localize 'COMBAT.EncounterNext'}}" role="button" data-tooltip="COMBAT.EncounterNext"
{{#if nextId}}data-document-id="{{nextId}}"{{else}}disabled{{/if}}>
<i class="fas fa-caret-right"></i>
</a>
{{/if}}
<a class="combat-button combat-control" aria-label="{{localize 'COMBAT.Delete'}}" role="button" data-tooltip="COMBAT.Delete" data-control="endCombat" {{#unless combatCount}}disabled{{/unless}}>
<i class="fas fa-trash"></i>
</a>
</nav>
{{/if}}
<div class="encounter-controls flexrow {{#if hasCombat}}combat{{/if}}">
{{#if user.isGM}}
<a class="combat-button combat-control" aria-label="{{localize 'COMBAT.RollAll'}}" role="button" data-tooltip="COMBAT.RollAll" data-control="rollAll" {{#unless turns}}disabled{{/unless}}>
<i class="fas fa-users"></i>
</a>
<a class="combat-button combat-control" aria-label="{{localize 'COMBAT.RollNPC'}}" role="button" data-tooltip="COMBAT.RollNPC" data-control="rollNPC" {{#unless turns}}disabled{{/unless}}>
<i class="fas fa-users-cog"></i>
</a>
<a class="combat-button reset-npc-initiative" aria-label="Reset NPC" role="button" data-tooltip="Reset NPC Initiative" data-control="resetNPC" {{#unless turns}}disabled{{/unless}}>
<i class="fas fa-pickaxe"></i>
</a>
{{/if}}
{{#if combatCount}}
{{#if combat.round}}
<h3 class="encounter-title noborder">{{localize 'COMBAT.Round'}} {{combat.round}}</h3>
{{else}}
<h3 class="encounter-title noborder">{{localize 'COMBAT.NotStarted'}}</h3>
{{/if}}
{{else}}
<h3 class="encounter-title noborder">{{localize "COMBAT.None"}}</h3>
{{/if}}
{{#if user.isGM}}
<a class="combat-button combat-control" aria-label="{{localize 'COMBAT.InitiativeReset'}}" role="button" data-tooltip="COMBAT.InitiativeReset" data-control="resetAll"
{{#unless hasCombat}}disabled{{/unless}}>
<i class="fas fa-undo"></i>
</a>
<a class="combat-button combat-control" aria-label="{{localize 'labels.scope'}}" role="button" data-tooltip="{{labels.scope}}"
data-control="toggleSceneLink" {{#unless hasCombat}}disabled{{/unless}}>
<i class="fas fa-{{#unless linked}}un{{/unless}}link"></i>
</a>
{{/if}}
<a class="combat-button combat-settings" aria-label="{{localize 'COMBAT.Settings'}}" role="button" data-tooltip="COMBAT.Settings" data-control="trackerSettings">
<i class="fas fa-cog"></i>
</a>
</div>
</header>
<ol id="combat-tracker" class="directory-list">
{{#each turns}}
<li class="combatant actor directory-item flexrow {{this.css}}" data-combatant-id="{{this.id}}">
<img class="token-image" data-src="{{this.img}}" alt="{{this.name}}"/>
<div class="token-name flexcol">
<h4>{{this.name}}</h4>
<div class="combatant-controls flexrow">
{{#if ../user.isGM}}
<a class="combatant-control {{#if this.hidden}}active{{/if}}" aria-label="{{localize 'COMBAT.ToggleVis'}}" role="button" data-tooltip="COMBAT.ToggleVis" data-control="toggleHidden">
<i class="fas fa-eye-slash"></i>
</a>
<a class="combatant-control {{#if this.defeated}}active{{/if}}" aria-label="{{localize 'COMBAT.ToggleDead'}}" role="button" data-tooltip="COMBAT.ToggleDead" data-control="toggleDefeated">
<i class="fas fa-skull"></i>
</a>
{{/if}}
{{#if this.canPing}}
<a class="combatant-control" aria-label="{{localize 'COMBAT.PingCombatant'}}" role="button" data-tooltip="COMBAT.PingCombatant" data-control="pingCombatant">
<i class="fa-solid fa-bullseye-arrow"></i>
</a>
{{/if}}
<div class="token-effects">
{{#each this.effects}}
<img class="token-effect" src="{{this}}"/>
{{/each}}
</div>
</div>
</div>
{{#if this.hasResource}}
<div class="token-resource">
<span class="resource">{{this.resource}}</span>
</div>
{{/if}}
<div class="combat-tracker-tic-section flexcol" id="{{this.id}}">
<a class="combat-tracker-tic" data-tic-num="1" data-combatant-id="{{this.id}}">{{getTIC 1 this.id}}</a>
{{#if (isCharacter this.id)}}
<a class="combat-tracker-tic" data-tic-num="2" data-combatant-id="{{this.id}}">{{getTIC 2 this.id}}</a>
{{/if}}
</div>
<div class="token-initiative">
{{#if this.hasRolled}}
<span class="initiative">{{this.initiative}}</span>
{{else if this.owner}}
<a class="combatant-control roll" aria-label="{{localize 'COMBAT.InitiativeRoll'}}" role="button" data-tooltip="COMBAT.InitiativeRoll" data-control="rollInitiative"></a>
{{/if}}
</div>
</li>
{{/each}}
</ol>
<nav id="combat-controls" class="directory-footer flexrow" data-tooltip-direction="UP">
{{#if hasCombat}}
{{#if user.isGM}}
{{#if round}}
<a class="combat-control" aria-label="{{localize 'COMBAT.RoundPrev'}}" role="button" data-tooltip="COMBAT.RoundPrev" data-control="previousRound"><i class="fas fa-step-backward"></i></a>
<a class="combat-control" aria-label="{{localize 'COMBAT.TurnPrev'}}" role="button" data-tooltip="COMBAT.TurnPrev" data-control="previousTurn"><i class="fas fa-arrow-left"></i></a>
<a class="combat-control center" aria-label="{{localize 'COMBAT.End'}}" role="button" data-control="endCombat">{{localize 'COMBAT.End'}}</a>
<a class="combat-control" aria-label="{{localize 'COMBAT.TurnNext'}}" role="button" data-tooltip="COMBAT.TurnNext" data-control="nextTurn"><i class="fas fa-arrow-right"></i></a>
<a class="combat-control" aria-label="{{localize 'COMBAT.RoundNext'}}" role="button" data-tooltip="COMBAT.RoundNext" data-control="nextRound"><i class="fas fa-step-forward"></i></a>
{{else}}
<a class="combat-control center" aria-label="{{localize 'COMBAT.Begin'}}" role="button" data-control="startCombat">{{localize 'COMBAT.Begin'}}</a>
{{/if}}
{{else if control}}
<a class="combat-control" aria-label="{{localize 'COMBAT.TurnPrev'}}" role="button" data-tooltip="COMBAT.TurnPrev" data-control="previousTurn"><i class="fas fa-arrow-left"></i></a>
<a class="combat-control center" aria-label="{{localize 'COMBAT.TurnEnd'}}" role="button" data-control="nextTurn">{{localize 'COMBAT.TurnEnd'}}</a>
<a class="combat-control" aria-label="{{localize 'COMBAT.TurnNext'}}" role="button" data-tooltip="COMBAT.TurnNext" data-control="nextTurn"><i class="fas fa-arrow-right"></i></a>
{{/if}}
{{/if}}
</nav>
</section>

View File

@ -64,21 +64,6 @@
{{/if}}
{{/if}}
<!--
{{#if isDamage}}
<div class="flexrow">
<span class="roll-dialog-label">Weapon Damage :</span>
<select class="roll-dialog-label" id="damageDiceLevel" type="text" name="damageDiceLevel"
value="{{damageDiceLevel}}" data-dtype="Number">
{{#select damageDiceLevel}}
{{{optionsDiceList}}}
{{/select}}
</select>
<span class="small-label">&nbsp;</span>
</div>
{{/if}}
-->
<div class="dice-pool-div">
<span>
@ -108,7 +93,7 @@
{{#if hindranceDices}}
<div class="dice-pool-div">
<span>
<h3 class="dice-pool-label">Hindrance Dices</h3>
<h3 class="dice-pool-label">Hindrance Dice</h3>
</span>
<div class="flexrow dice-pool-stack">
{{#for 1 hindranceDices 1}}
@ -170,6 +155,19 @@
{{> systems/fvtt-pegasus-rpg/templates/partial-roll-select-effects.html}}
{{/if}}
{{#if isInit}}
<div class="flexrow">
<span class="roll-dialog-label">TIC 1:</span>
<input class="roll-input-tic" id="roll-input-tic1" type="text" name="tic1" value="{{tic1}}" data-dtype="String">
</div>
{{#if (eq actorType "character")}}
<div class="flexrow">
<span class="roll-dialog-label">TIC 2:</span>
<input class="roll-input-tic" id="roll-input-tic2" type="text" name="tic2" value="{{tic2}}" data-dtype="String">
</div>
{{/if}}
{{/if}}
</div>
</div>