First PC sheet, WIP
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@@ -94,6 +94,17 @@ export default class PrismRPGActor extends Actor {
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name: game.i18n.localize(`PRISMRPG.Label.${rollKey}`)
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}
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break
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case "sub-attribute":
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if (!this.system.subAttributes || !this.system.subAttributes[rollKey]) {
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ui.notifications.error(`Sub-attribute ${rollKey} not found`)
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return
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}
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rollTarget = {
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...foundry.utils.duplicate(this.system.subAttributes[rollKey]),
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rollKey: rollKey,
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name: game.i18n.localize(SYSTEM.SUB_ATTRIBUTES[rollKey].label)
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}
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break
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case "granted":
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rollTarget = {
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name: rollKey,
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@@ -112,6 +123,10 @@ export default class PrismRPGActor extends Actor {
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rollTarget = foundry.utils.duplicate(this.system.saves[rollKey])
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rollTarget.rollKey = rollKey
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rollTarget.rollDice = rollDice
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// Pass the characteristic value for D&D 5e modifier calculation
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rollTarget.characteristicValue = this.system.characteristics[rollKey].value
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// The save bonus is the proficiency modifier (value stored in saves)
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rollTarget.saveBonus = this.system.saves[rollKey].value
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break
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case "spell":
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rollTarget = this.items.find((i) => i.type === "spell" && i.id === rollKey)
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@@ -128,12 +143,16 @@ export default class PrismRPGActor extends Actor {
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ui.notifications.warn(game.i18n.localize("PRISMRPG.Notifications.rollFromWeapon"))
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return
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}
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// Get the primary attribute for D&D 5e style rolls
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const attrKey = rollTarget.system.primaryAttribute || "dex"
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rollTarget.characteristicValue = this.system.characteristics[attrKey].value
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rollTarget.proficiencyBonus = rollTarget.system.modifier
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break
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case "spell-attack":
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case "spell-power":
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case "miracle-attack":
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case "miracle-power":
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rollTarget = this.items.find((i) => (i.type === "miracle" || i.type == "spell") && i.id === rollKey)
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rollTarget = this.items.find((i) => (i.type === "miracle" || i.type === "spell") && i.id === rollKey)
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rollTarget.rollKey = rollKey
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break
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case "shield-roll": {
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@@ -7,6 +7,15 @@ import { SYSTEM } from "../config/system.mjs"
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export default class PrismRPGRoll extends Roll {
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static CHAT_TEMPLATE = "systems/fvtt-prism-rpg/templates/chat-message.hbs"
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/**
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* Calculate D&D 5e style ability modifier from ability score
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* @param {number} abilityScore The ability score value (3-18+)
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* @returns {number} The ability modifier
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*/
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static getAbilityModifier(abilityScore) {
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return Math.floor((abilityScore - 10) / 2)
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}
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// Getters for roll data
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get type() {
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return this.options.type
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@@ -89,17 +98,40 @@ export default class PrismRPGRoll extends Roll {
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switch (options.rollType) {
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case "characteristic":
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options.rollName = options.rollTarget.name
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// Value already set in actor.mjs
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// Calculate D&D 5e modifier from characteristic value
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options.rollTarget.value = this.getAbilityModifier(options.rollTarget.value)
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break
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case "sub-attribute":
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options.rollName = options.rollTarget.name
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// Sub-attribute value is already a modifier (calculated in prepareDerivedData)
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break
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case "challenge":
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case "save":
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options.rollName = game.i18n.localize(`PRISMRPG.Label.${options.rollTarget.rollKey}`)
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break
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case "save":
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options.rollName = `${game.i18n.localize(`PRISMRPG.Label.${options.rollTarget.rollKey}`)} Save`
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// Calculate D&D 5e saving throw: ability modifier + proficiency bonus
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// Get the characteristic value from rollTarget
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const charValue = options.rollTarget.characteristicValue
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const abilityMod = this.getAbilityModifier(charValue)
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const saveBonus = options.rollTarget.saveBonus || 0
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// Store separate values for display
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options.rollTarget.abilityModifier = abilityMod
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options.rollTarget.saveProficiency = saveBonus
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// Add the save bonus (proficiency) stored in saves
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options.rollTarget.value = abilityMod + saveBonus
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break
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case "skill":
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options.rollName = options.rollTarget.name
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options.rollTarget.value = Math.floor(options.rollTarget.system.skillTotal / 10)
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// D&D 5e style: ability modifier + proficiency bonus
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const skillCharValue = options.rollTarget.characteristicValue
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const skillAbilityMod = this.getAbilityModifier(skillCharValue)
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const proficiency = options.rollTarget.proficiencyBonus || 0
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options.rollTarget.value = skillAbilityMod + proficiency
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break
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case "weapon-attack":
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