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fvtt-pegas
...
fvtt-pegas
Author | SHA1 | Date | |
---|---|---|---|
ff57953e75 | |||
dc07b27801 | |||
2394026d0c |
@ -92,7 +92,7 @@ export class PegasusActor extends Actor {
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return actor;
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}
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if (data.type == 'character'|| this.type == 'npc') {
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if (data.type == 'character' || this.type == 'npc') {
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}
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@ -764,6 +764,10 @@ export class PegasusActor extends Actor {
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/* -------------------------------------------- */
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modifyStun(incDec) {
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if ( incDec < 0 && (this.system.secondary.confidence.status == "anxious" || this.system.secondary.confidence.status == "lostface") ) {
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ui.notifications.warn("Unable to recover STUN because of Confidence status : " + this.system.secondary.confidence.status)
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return
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}
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let myself = this
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let combat = duplicate(myself.system.combat)
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combat.stunlevel += incDec
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@ -1244,25 +1248,6 @@ export class PegasusActor extends Actor {
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nrg.max += item.system.features.nrgcost.value
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await this.update({ 'system.nrg': nrg })
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}
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/* NO MORE USED
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if (item.system.features.bonushealth.flag) {
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let health = duplicate(this.system.secondary.health)
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health.value -= Number(item.system.features.bonushealth.value) || 0
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health.max -= Number(item.system.features.bonushealth.value) || 0
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await this.update({ 'system.secondary.health': health })
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}
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if (item.system.features.bonusdelirium.flag) {
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let delirium = duplicate(this.system.secondary.delirium)
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delirium.value -= Number(item.system.features.bonusdelirium.value) || 0
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delirium.max -= Number(item.system.features.bonusdelirium.value) || 0
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await this.update({ 'system.secondary.delirium': delirium })
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}
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if (item.system.features.bonusnrg.flag) {
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let nrg = duplicate(this.system.nrg)
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nrg.value -= Number(item.system.features.bonusnrg.value) || 0
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nrg.max -= Number(item.system.features.bonusnrg.value) || 0
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await this.update({ 'system.nrg': nrg })
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}*/
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this.disableWeaverPerk(item)
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PegasusUtility.createChatWithRollMode(item.name, {
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content: await renderTemplate(`systems/fvtt-pegasus-rpg/templates/chat-perk-ready.html`, { name: this.name, perk: duplicate(item) })
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@ -1343,7 +1328,7 @@ export class PegasusActor extends Actor {
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/* -------------------------------------------- */
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getTraumaState() {
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this.traumaState = "none"
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if (this.type == "character"|| this.type == 'npc') {
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if (this.type == "character" || this.type == 'npc') {
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if (this.system.secondary.delirium.status == "trauma") {
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this.traumaState = "trauma"
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}
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@ -1445,36 +1430,6 @@ export class PegasusActor extends Actor {
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if (this.isOwner || game.user.isGM) {
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let updates = {}
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/* No more used
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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);
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if (phyDiceValue != this.system.secondary.health.max) {
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updates['system.secondary.health.max'] = phyDiceValue
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}
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if (this.computeValue) {
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updates['system.secondary.health.value'] = phyDiceValue
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}
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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);
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if (mndDiceValue != this.system.secondary.delirium.max) {
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updates['system.secondary.delirium.max'] = mndDiceValue
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}
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if (this.computeValue) {
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updates['system.secondary.delirium.value'] = mndDiceValue
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}
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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);
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if (stlDiceValue != this.system.secondary.stealthhealth.max) {
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updates['system.secondary.stealthhealth.max'] = stlDiceValue
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}
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if (this.computeValue) {
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updates['system.secondary.stealthhealth.value'] = stlDiceValue
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}
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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);
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if (socDiceValue != this.system.secondary.socialhealth.max) {
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updates['system.secondary.socialhealth.max'] = socDiceValue
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}
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if (this.computeValue) {
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updates['system.secondary.socialhealth.value'] = socDiceValue
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}*/
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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)
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if (nrgValue != this.system.nrg.absolutemax) {
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@ -1530,7 +1485,6 @@ export class PegasusActor extends Actor {
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}
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this.computeThreatLevel()
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}
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if (this.isOwner || game.user.isGM) {
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// Update current hindrance level
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let hindrance = this.system.combat.hindrancedice
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@ -1541,6 +1495,36 @@ export class PegasusActor extends Actor {
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if (this.system.secondary.health.status == "severlywounded" || this.system.secondary.health.status == "defeated") {
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hindrance += 3
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}
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/* Manage confidence */
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if (this.system.secondary.confidence.status == "shaken" || this.system.secondary.confidence.status == "anxious" ||
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this.system.secondary.confidence.status == "lostface") {
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if (!this.items.find(it => it.name.toLowerCase() == "fear" && it.type == "effect")) {
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let effect = await PegasusUtility.getEffectFromCompendium("Fear")
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this.createEmbeddedDocuments('Item', [effect])
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}
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}
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/* Manage flag state for status */
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this.defeatedDisplayed = this.defeatedDisplayed && this.system.secondary.health.status != "defeated"
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this.deliriumDisplayed = this.deliriumDisplayed && this.system.secondary.delirium.status != "defeated"
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this.concealmentDisplayed = this.concealmentDisplayed && this.system.secondary.concealment.status != "defeated"
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this.confidenceDisplayed = this.confidenceDisplayed && this.system.secondary.confidence.status != "defeated"
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/* Then display relevant messages */
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if (!this.defeatedDisplayed && this.system.secondary.health.status == "defeated") {
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ChatMessage.create({ content: `DEFEATED : ${this.name} must make a Death Save!` })
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this.defeatedDisplayed = true
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}
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if (!this.deliriumDisplayed && this.system.secondary.delirium.status == "defeated") {
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ChatMessage.create({ content: `DEFEATED : ${this.name} must make a Madness Check!` })
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this.deliriumDisplayed = true
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}
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if (!this.concealmentDisplayed && this.system.secondary.concealment.status == "located") {
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ChatMessage.create({ content: `${this.name} has been discovered! You can not longer hide and either must fight/surrender or make a run for it` })
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this.concealmentDisplayed = true
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}
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if (!this.confidenceDisplayed && this.system.secondary.confidence.status == "lostface") {
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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!` })
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this.confidenceDisplayed = true
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}
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}
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this.system.combat.hindrancedice = hindrance
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this.getTraumaState()
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@ -1914,7 +1898,7 @@ export class PegasusActor extends Actor {
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}
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/* -------------------------------------------- */
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computeCurrentHindrances() {
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computeCurrentHindrances(statKey) {
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let hindrancesDices = 0
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if (this.type == "character" || this.type == 'npc') {
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@ -1932,6 +1916,12 @@ export class PegasusActor extends Actor {
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hindrancesDices += effect.system.effectlevel
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}
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}
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if (statKey.toLowerCase() == "stl" && this.system.secondary.concealment.status == "exposed") {
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hindrancesDices += 1
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}
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if (statKey.toLowerCase() == "stl" && (this.system.secondary.concealment.status == "detected" || this.system.secondary.concealment.status == "located")) {
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hindrancesDices += 3
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}
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}
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if (this.type == "vehicle") {
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if (this.system.stun.value > 0) {
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@ -1958,7 +1948,7 @@ export class PegasusActor extends Actor {
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/* -------------------------------------------- */
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addHindrancesList(effectsList) {
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if (this.type == "character"|| this.type == 'npc') {
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if (this.type == "character" || this.type == 'npc') {
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if (this.system.combat.stunlevel > 0) {
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effectsList.push({ label: "Stun Hindrance", type: "hindrance", foreign: true, actorId: this.id, applied: false, value: 2 })
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}
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@ -2057,7 +2047,7 @@ export class PegasusActor extends Actor {
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if (statKey == 'phy' && subKey == "dmg-res") {
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let armors = this.getArmors()
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for (let armor of armors) {
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rollData.armorsList.push({ label: `Armor ${armor.name}`, type: "armor", applied: false, value: armor.system.resistance })
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rollData.armorsList.push({ label: `Armor ${armor.name}`, type: "armor", applied: false, value: armor.system.resistance, adrl: armor.system.adrl })
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}
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}
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if (useShield) {
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@ -2210,7 +2200,7 @@ export class PegasusActor extends Actor {
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}
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if (statKey == "mr") {
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if (this.type == "character"|| this.type == 'npc') {
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if (this.type == "character" || this.type == 'npc') {
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rollData.mrVehicle = PegasusUtility.checkIsVehicleCrew(this.id)
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if (rollData.mrVehicle) {
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rollData.effectsList.push({
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@ -2229,9 +2219,9 @@ export class PegasusActor extends Actor {
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})
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}
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}
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}
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rollData.hindranceDices = this.computeCurrentHindrances()
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}
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rollData.hindranceDices = this.computeCurrentHindrances(statKey)
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this.processSizeBonus(rollData)
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this.addEffects(rollData, isInit, isPower, subKey == "power-dmg")
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@ -2250,7 +2240,7 @@ export class PegasusActor extends Actor {
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processSizeBonus(rollData) {
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if (rollData.defenderTokenId) {
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let diffSize = 0
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if (this.type == "character"|| this.type == 'npc') {
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if (this.type == "character" || this.type == 'npc') {
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this.system.biodata.sizenum = this.system.biodata?.sizenum ?? 0
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this.system.biodata.sizebonus = this.system.biodata?.sizebonus ?? 0
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diffSize = rollData.defenderSize - this.system.biodata.sizenum + this.system.biodata.sizebonus
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@ -19,6 +19,11 @@ export class PegasusCombatTracker extends CombatTracker {
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let combatantId = $(ev.currentTarget).data("combatant-id")
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game.combat.revealTIC(ticNum, combatantId)
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})
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html.find('.reset-npc-initiative').click(ev => {
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game.combat.resetNPCInitiative()
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})
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}
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}
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@ -39,48 +44,70 @@ export class PegasusCombat extends Combat {
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return this;
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}
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/* -------------------------------------------- */
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async resetNPCInitiative() {
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for(let c of this.combatants) {
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if (c.actor && c.actor.type == "npc") {
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await this.updateEmbeddedDocuments("Combatant", [{ _id: c.id, initiative: -1 }]);
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}
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}
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}
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/* -------------------------------------------- */
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isCharacter(combatantId) {
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const combatant = game.combat.combatants.get(combatantId)
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if (combatant) {
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return combatant.actor.type == "character"
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}
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}
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return false
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}
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/* -------------------------------------------- */
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async setTic(combatantId, rollData) {
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if ( !combatantId) {
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if (!combatantId) {
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return
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}
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const combatant = game.combat.combatants.get(combatantId)
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if (combatant) {
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await combatant.setFlag("world", "tic1", { revealed: false, text: rollData.tic1 })
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await combatant.setFlag("world", "tic2", { revealed: false, text: rollData.tic2 })
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await combatant.setFlag("world", "tic1", { revealed: false, text: rollData.tic1, displayed: false })
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await combatant.setFlag("world", "tic2", { revealed: false, text: rollData.tic2, displayed: false })
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}
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}
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/* -------------------------------------------- */
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getTIC(num, combatantId) {
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if ( !combatantId) {
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if (!combatantId) {
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return ""
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}
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const combatant = game.combat.combatants.get(combatantId)
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if (combatant) {
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let ticData = combatant.getFlag("world", "tic" + num)
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if (ticData) {
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let ticText = "TIC" + num + ":" + ticData.text
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/* returns if revealed or if GM and NPC or if player and owner */
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if (ticData.revealed || (game.user.isGM && combatant.isNPC) || (!game.user.isGM && combatant.isOwner)) {
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return ticText
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/* returns if revealed */
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if (ticData.revealed && ticData.displayed) {
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return "ACTED"
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}
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if (ticData.revealed && !ticData.displayed) {
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ticData.displayed = true
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combatant.setFlag("world", "tic" + num, ticData ).then(() => {
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let chatData = {
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user: game.user.id,
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alias: combatant.actor.name,
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rollMode: game.settings.get("core", "rollMode"),
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whisper: [game.user.id].concat(ChatMessage.getWhisperRecipients('GM')),
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content: `<div>${combatant.actor.name} is performing ${ticData.text}</div`
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};
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ChatMessage.create(chatData);
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return "ACTED"
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})
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}
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}
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}
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return "TIC" + num + ":???"
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return "TIC " + num
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}
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/* -------------------------------------------- */
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async revealTIC(num, combatantId) {
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if ( !num || !combatantId) {
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if (!num || !combatantId) {
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return
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}
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const combatant = game.combat.combatants.get(combatantId)
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@ -92,7 +119,15 @@ export class PegasusCombat extends Combat {
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}
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}
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}
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/* -------------------------------------------- */
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nextRound() {
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for(let c of this.combatants) {
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c.setFlag("world", "tic1", { revealed: false, text: "", displayed: false })
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c.setFlag("world", "tic2", { revealed: false, text: "", displayed: false })
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}
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super.nextRound()
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}
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/* -------------------------------------------- */
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_onUpdate(changed, options, userId) {
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}
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@ -1142,7 +1142,6 @@ ul, li {
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position: relative;
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margin:4px;
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}
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.chat-card-button {
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box-shadow: inset 0px 1px 0px 0px #a6827e;
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background: linear-gradient(to bottom, #21374afc 5%, #152833ab 100%);
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@ -1352,6 +1351,20 @@ Focus FOC: #ff0084
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max-height: 26px;
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margin-top: 4px;
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}
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.combat-tracker-tic-section {
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max-width: 5rem;
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min-width: 5rem;
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align-content: center;
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}
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.combat-tracker-tic {
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text-align: center;
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background: linear-gradient(to bottom, #21374afc 5%, #152833ab 100%);
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border-radius: 3px;
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border: 2px ridge #846109;
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color: #ffffff;
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font-size: 0.8rem;
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margin:2px;
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}
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.no-grow {
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flex-grow: 1;
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max-width: 32px;
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@ -252,7 +252,7 @@
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],
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"title": "Pegasus RPG",
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"url": "https://www.uberwald.me/data/files/fvtt-pegasus-rpg",
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"version": "11.0.6",
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"download": "https://www.uberwald.me/gitea/uberwald/fvtt-pegasus-rpg/archive/fvtt-pegasus-rpg-v11.0.6.zip",
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"version": "11.0.9",
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"download": "https://www.uberwald.me/gitea/uberwald/fvtt-pegasus-rpg/archive/fvtt-pegasus-rpg-v11.0.9.zip",
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"background": "systems/fvtt-pegasus-rpg/images/ui/pegasus_welcome_page.webp"
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}
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@ -172,7 +172,7 @@
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"type": "value",
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"ismax": true,
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"iscombat": true,
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"status": "healthy",
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"status": "healthy",
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"bonus": 0,
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"max": 0
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},
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@ -51,6 +51,15 @@
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<li>Damage type : {{weapon.weapon.system.damagetype}} {{weapon.weapon.system.damagetypelevel}}</li>
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{{/if}}
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{{/if}}
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{{#if (eq subKey "dmg-res")}}
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<li>Damage Resistance</li>
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{{#each armorsList as |armor idx|}}
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{{#if armor.applied}}
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<li>ADRL: {{armor.adrl}}</li>
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{{/if}}
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{{/each}}
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{{/if}}
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{{#if power}}
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<li>Power Damage type : {{power.system.powerdamagetype}} {{power.system.powerdamagetypelevel}}</li>
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@ -30,7 +30,10 @@
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<a class="combat-button combat-control" aria-label="{{localize 'COMBAT.RollNPC'}}" role="button" data-tooltip="COMBAT.RollNPC" data-control="rollNPC" {{#unless turns}}disabled{{/unless}}>
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<i class="fas fa-users-cog"></i>
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</a>
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{{/if}}
|
||||
<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}}
|
||||
@ -92,7 +95,7 @@
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
<div class="token-resource" id="{{this.id}}">
|
||||
<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>
|
||||
|
Reference in New Issue
Block a user