ajout config des traits + commentaires
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@@ -158,4 +158,21 @@ VERMINE.origins = {
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"vaelor": "Vaelor",
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"valdheim": "Valdheim"
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}
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VERMINE.traits = {
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"bien_conçu": {
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name: "bien conçu",
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description: "+1 Réussite automatique sur les jets de réparation. + 1 point de Fiabilité sur les jets de réparation de fortune.+ 1 Réussite automatique sur les jets de sabotage.",
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value: 0
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},
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"cassant": {
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name: "cassant",
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description: "Toutes les pertes de Fiabilité subies sont majorées de 1 point.",
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value: 0 // = la valeur "n" dans le tableau page 51 livre règles. 0 si pas de valeur
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},
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"coque": {
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name: "coque",
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description: "Ignore les (n) premiers Dommages. Quand (n) est atteint, l’objet perd ce Trait.",
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value: 1 // = la valeur "n" dans le tableau page 51 livre règles, indiquer 1 si valeur "n" présente
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},
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// etc...etc...
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}
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+152
-42
@@ -34,30 +34,21 @@ export class CombatResultDialog extends Dialog {
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}
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/**
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* Represents a dialog for rolling dice.
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*/
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export class RollDialog extends Dialog {
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static async create(data = {
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label: null,
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rolltype: null,
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NoD: 1,
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Reroll: false,
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actorId: game.user.character.id
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}) {
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data.actor = await game.actors.get(data.actorId);
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data.config = CONFIG.VERMINE;
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let options = { classes: ["nocDialog"], width: 420, height: 'fit-content', 'z-index': 99999 };
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let html = await renderTemplate('systems/vermine2047/templates/roll-dialog.hbs', data);
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/**
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* Creates a new RollDialog instance.
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* @param {Object} data - The data for the dialog.
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* @param {HTMLElement} html - The HTML content of the dialog.
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* @param {Object} options - The options for the dialog.
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* @param {Function} close - The callback function for closing the dialog.
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*/
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return new RollDialog(data, html, options);
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}
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static get defaultOptions() {
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return foundry.utils.mergeObject(super.defaultOptions, {
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focus: true,
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classes: ["dialog vermine-roll"],
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});
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}
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/* -------------------------------------------- */
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constructor(data, html, options, close = undefined) {
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let conf = {
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title: "jet de dés",
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@@ -78,33 +69,87 @@ export class RollDialog extends Dialog {
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},
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close: close,
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}
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return super({ ...conf, ...data }, options);
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};
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/**
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* Creates a new RollDialog instance.
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* @param {Object} data - The data for the dialog.
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* @param {HTMLElement} html - The HTML content of the dialog.
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* @param {Object} options - The options for the dialog.
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* @param {Function} close - The callback function for closing the dialog.
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*/
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static async create(data = {
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label: null,
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rolltype: null,
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NoD: 1,
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Reroll: false,
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actorId: game.user.character.id
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}) {
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// Retrieve the actor data based on the actorId
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data.actor = await game.actors.get(data.actorId);
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data.config = CONFIG.VERMINE;
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// Define options for the dialog
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let options = { classes: ["nocDialog"], width: 420, height: 'fit-content', 'z-index': 99999 };
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// Render the HTML template for the dialog
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let html = await renderTemplate('systems/vermine2047/templates/roll-dialog.hbs', data);
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// Return a new RollDialog instance with the provided data, HTML, and options
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return new RollDialog(data, html, options);
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}
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/**
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* Retrieves the default options for the RollDialog.
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*/
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static get defaultOptions() {
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return foundry.utils.mergeObject(super.defaultOptions, {
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focus: true,
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classes: ["dialog vermine-roll"],
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});
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}
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/**
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* Retrieves the data for the dialog.
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* @returns {Object} The context data for the dialog.
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*/
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getData() {
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// Get the context data from the superclass
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let context = super.getData();
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context.data = this.data;
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context.config = CONFIG.VERMINE;
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return context;
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}
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/**
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* Activates event listeners for the dialog.
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* @param {HTMLElement} html - The HTML element of the dialog.
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*/
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async activateListeners(html) {
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// Activate event listeners from the superclass
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super.activateListeners(html);
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this.getRollData();
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// Retrieve roll data and set up event listeners
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await this.getRollData();
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let rollInputs = html.find('[data-roll');
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for (let inp of rollInputs) {
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// Add event listener for roll input changes
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inp.addEventListener('change', await this.getRollData.bind(this))
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};
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let selectAbil = html.find('#ability')[0];
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// Set the maximum value for self control based on ability value
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html.find("#self_control")[0].max = selectAbil.value;
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selectAbil.addEventListener('change', this._onChangeAbility.bind(this));
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let selfControl = html.find('#self_control')[0]
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// Add event listener for self control changes
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selfControl.addEventListener('change', this._onChangeSelfControl.bind(this));
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};
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/**
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* Retrieves the roll data for the dialog.
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* @param {Event} ev - The event triggering the roll data retrieval.
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*/
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async getRollData(ev) {
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console.log(this)
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// Calculate and store the roll data
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this.rollData = {
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actor: this.data.actor,
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NoD: this.getDicePool(),
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@@ -115,78 +160,143 @@ export class RollDialog extends Dialog {
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self_control: this.getSelfControl(),
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max_effort: this.getMaxEffort()
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}
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console.log('____________________________________calculating roll', this.rollData);
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};
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/**
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* Handles the change in self control value.
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* @param {Event} ev - The event triggering the change in self control value.
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*/
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_onChangeSelfControl(ev) {
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let html = this.element[0];
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// Update the displayed self control value based on the event
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html.querySelector('#self_control_value').innerText = ev.currentTarget.value;
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};
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/**
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* Retrieves the self control value from the HTML element.
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* @returns {number} The self control value.
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*/
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getSelfControl() {
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let html = this.element[0];
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// Parse and return the self control value from the HTML element
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let selfControl = parseInt(html.querySelector('#self_control').value)
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return selfControl
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}
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/**
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* Retrieves the maximum effort value from the HTML element.
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* @returns {number} The maximum effort value.
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*/
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getMaxEffort() {
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let html = this.element[0];
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// Retrieve and return the maximum effort value from the HTML element
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return parseInt(html.querySelector('#ability').value);
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}
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/**
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* Retrieves the selected totems from the HTML element.
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* @returns {Object} An object containing the selected totems.
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*/
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getTotems() {
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let html = this.element[0];
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// Check and store the status of human and adapted totems
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let totems = {
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human: html.querySelector('#human-totem').checked,
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adapted: html.querySelector('#adapted-totem').checked,
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human: html.querySelector('#human-totem')?.checked,
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adapted: html.querySelector('#adapted-totem')?.checked,
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}
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return totems
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}
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/**
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* Handles the change in ability value.
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* @param {Event} ev - The event triggering the change in ability value.
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*/
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_onChangeAbility(ev) {
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let html = this.element[0];
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// Retrieve the selected ability score and update related elements
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let score = html.querySelector('#ability').options[html.querySelector('#ability').selectedIndex].value;
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// Check if the score is a number, otherwise set it to 0
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if (!typeof score == "number") {
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score = 0
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}
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html.querySelector('#abilityScore').value = score;
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html.querySelector('#self_control').max = score;
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}
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/**
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* Retrieves the total dice pool based on various factors.
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* @returns {number} The total dice pool value.
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*/
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getDicePool() {
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// Retrieve the HTML element
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let html = this.element[0];
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// Get the ability value or set to 0 if not found
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let abilValue = html.querySelector('#ability').options[html.querySelector('#ability').selectedIndex].value || 0;
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// Get the skill value or set to 0 if not found
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let skillValue = html.querySelector('#skill').options[html.querySelector('#skill').selectedIndex].dataset.pool || 0;
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// Get the self control value
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let selfControl = html.querySelector('#self_control').value;
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// Calculate bonuses based on certain conditions
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let bonuses =
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(html.querySelector('#usingSpecialization').checked ? 1 : 0) +
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(html.querySelector('#helped').checked ? 1 : 0) +
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(html.querySelector('#usingTools').checked ? 1 : 0);
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// Calculate the total dice pool
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let total = parseInt(abilValue) + parseInt(selfControl) + parseInt(skillValue) + bonuses;
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return total || 0;
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}
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/**
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* Retrieves the reroll value based on selected skill.
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* @returns {number} The reroll value.
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*/
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getReroll() {
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// Retrieve the HTML element
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let html = this.element[0];
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// Get the selected skill index
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let selected = html.querySelector('#skill').selectedIndex;
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// Get the reroll value from the selected skill or set to 0 if not found
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let reroll = html.querySelector('#skill').options[selected].dataset.reroll || 0;
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return parseInt(reroll) || 0;
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}
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/**
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* Retrieves the difficulty value based on selected option.
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* @returns {number} The difficulty value.
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*/
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getDifficulty() {
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// Retrieve the HTML element
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let html = this.element[0];
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// Get the selected index for difficulty
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let selected = html.querySelector('#difficulty').selectedIndex;
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// Get the difficulty value from the selected option or set to 0 if not found
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let diff = html.querySelector('#difficulty').options[selected].value || 0;
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return parseInt(diff) || 0;
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}
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roll() {
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/**
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* Performs a dice roll based on the roll data and handles self control checks.
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* @returns {Promise} A promise that resolves with the result of the dice roll.
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*/
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async roll() {
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// Check if self control is required for the roll
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if (this.rollData.self_control > 0) {
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// Check if the actor has enough self control
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if (this.rollData.actor.system.attributes.self_control.value < this.rollData.self_control) {
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return ui.notifications.warn('vous navez pas assez de sang-froid')
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// Display a warning message if self control is insufficient
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ui.notifications.warn('vous navez pas assez de sang-froid');
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// Re-render the dialog
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this.render(true);
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return false; // Exit the function if self control is insufficient
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}
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}
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return VermineUtils.roll({ ...this.rollData })
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}
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// Deduct self control points if necessary
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if (this.rollData.self_control > 0) {
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// Update the actor's self control value
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await this.rollData.actor.update({ "system.attributes.self_control.value": this.rollData.actor.system.attributes.self_control.value - this.rollData.self_control });
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}
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// Perform the dice roll using VermineUtils
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return VermineUtils.roll({ ...this.rollData });
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}
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}
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@@ -1,4 +1,10 @@
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export async function initUserDice(dice3d) {
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// Ce fichier contient des fonctions pour initialiser des dés personnalisés pour chaque utilisateur du jeu.
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// Les fonctions permettent de définir des couleurs de dés réguliers, de totem humain et adaptés en fonction de la couleur de l'utilisateur.
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// De plus, il y a des fonctions pour assombrir et éclaircir une couleur donnée.
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export async function initUserDice(dice3d, user) {
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let baseColor = game.user.color;
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dice3d.addColorset({
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name: 'regular_' + game.user.name,
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