Added : Change stance on DicePicker on initiative roll.

Some minors fixes
This commit is contained in:
Vlyan
2021-01-16 13:26:43 +01:00
parent 27e88be49d
commit 7fbce1500c
3 changed files with 15 additions and 6 deletions

View File

@@ -6,9 +6,12 @@
- Added global modifiers for Characters, Adversary and Minons in the combat tracker : Confrontation types, Prepared - Added global modifiers for Characters, Adversary and Minons in the combat tracker : Confrontation types, Prepared
- Added sheet modifiers for Characters and Adversary: Prepared - Added sheet modifiers for Characters and Adversary: Prepared
- Initiative buttons in character sheet now display the DicePicker and do the initiative roll - Initiative buttons in character sheet now display the DicePicker and do the initiative roll
- Change the actor stance on initiative roll in DicePicker
- Note : Due to the lack of the Roll & Keep system, the score is computed with the full success score.
- Spanish real translation by Alejabar (thanks !) - Spanish real translation by Alejabar (thanks !)
- Added a GM Dialog Tool for setting global difficulty (TN) value / hidden (with DicePicker live refresh) - Added a GM Dialog Tool for setting global difficulty (TN) value / hidden (with DicePicker live refresh)
- Compendium now display Ring and Rank if any in list view - Compendium now display Ring and Rank if any in list view
- DicePicker : Fixed the initial display of "use a void point"
## 1.0.0 - First public release ## 1.0.0 - First public release
- Removed the 0ds if no skill point - Removed the 0ds if no skill point

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@@ -43,17 +43,19 @@ export class CombatL5r5e extends Combat {
const updatedCombatants = []; const updatedCombatants = [];
ids.forEach((combatantId) => { ids.forEach((combatantId) => {
const combatant = game.combat.combatants.find((c) => c._id === combatantId); const combatant = game.combat.combatants.find((c) => c._id === combatantId);
if (!combatant || !combatant.actor) {
// Skip if combatant already have a initiative value
if (!messageOptions.rerollInitiative && (!combatant || !combatant.actor)) {
return; return;
} }
// shortcut to data // Shortcut to data
const data = combatant.actor.data.data; const data = combatant.actor.data.data;
// A characters initiative value is based on their state of preparedness when the conflict began. // A characters initiative value is based on their state of preparedness when the conflict began.
// If the character was ready for the conflict, their base initiative value is their focus attribute. // If the character was ready for the conflict, their base initiative value is their focus attribute.
// If the character was unprepared (such as when surprised), their base initiative value is their vigilance attribute. // If the character was unprepared (such as when surprised), their base initiative value is their vigilance attribute.
let initiative = 0; let initiative;
if (combatant.actor.data.type === "npc" && combatant.actor.data.data.type === "minion") { if (combatant.actor.data.type === "npc" && combatant.actor.data.data.type === "minion") {
// Minion NPCs can generate initiative value without a check, using their focus or vigilance attribute // Minion NPCs can generate initiative value without a check, using their focus or vigilance attribute

View File

@@ -28,7 +28,7 @@ export class DicePickerDialog extends FormApplication {
difficulty: { difficulty: {
value: 2, value: 2,
hidden: false, hidden: false,
add_void_point: true, add_void_point: false,
}, },
useVoidPoint: false, useVoidPoint: false,
isInitiativeRoll: false, isInitiativeRoll: false,
@@ -244,6 +244,8 @@ export class DicePickerDialog extends FormApplication {
*/ */
set difficultyHidden(isHidden) { set difficultyHidden(isHidden) {
this.object.difficulty.hidden = !!isHidden; this.object.difficulty.hidden = !!isHidden;
this.object.difficulty.add_void_point = this.object.difficulty.hidden;
this._updateVoidPointUsage();
} }
/** /**
@@ -377,8 +379,10 @@ export class DicePickerDialog extends FormApplication {
if (this._actor) { if (this._actor) {
const actorData = duplicate(this._actor.data.data); const actorData = duplicate(this._actor.data.data);
// TODO update actor stance ? good idea or not, choice-able ? // Update the actor stance on initiative only
// actorData.stance = approach; if (this.object.isInitiativeRoll) {
actorData.stance = this.object.ring.id;
}
// If hidden add 1 void pt // If hidden add 1 void pt
if (this.object.difficulty.add_void_point) { if (this.object.difficulty.add_void_point) {