début des messages d'items
This commit is contained in:
+29
-39
@@ -13,21 +13,15 @@ export class VermineItem extends Item {
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}
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prepareBaseData() {
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const actorType = (this.actor !== null) ? this.actor.type : 'character';
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const itemType = this.type;
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switch (this.type) {
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case 'ability':
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if (this.system.type == "") {
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// console.log('je suis une capacité, avec pour sous-type', this.system.type, actorType);
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this.system.type = actorType;
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}
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if (this.system.totem == "" && this.actor !== null && this.actor.system.identity.totem != "") {
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// console.log('je suis une capacité, avec pour sous-type', this.system.type, actorType);
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this.system.totem = this.actor.system.identity.totem;
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}
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break;
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default:
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break;
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// Vérifie si une méthode spécifique au type existe// preparedData specifique au type
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if (typeof this[`prepare${itemType.charAt(0).toUpperCase() + itemType.slice(1)}Data`] === 'function') {
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this[`prepare${itemType.charAt(0).toUpperCase() + itemType.slice(1)}Data`]();
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}
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// si dégats sur l'item, application du damage label et damage icon
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if (this.system.damages?.value) {
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this.damagedLabel = this.system.damages.state[parseInt(this.system.damages?.value) - 1];
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switch (this.damagedLabel) {
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@@ -45,6 +39,19 @@ export class VermineItem extends Item {
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}
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}
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prepareAbilityData() {
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console.log('ability data', this)
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const actorType = (this.actor !== null) ? this.actor.type : 'character';
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if (this.system.type == "") {
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// console.log('je suis une capacité, avec pour sous-type', this.system.type, actorType);
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this.system.type = actorType;
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}
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if (this.system.totem == "" && this.actor !== null && this.actor.system.identity.totem != "") {
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// console.log('je suis une capacité, avec pour sous-type', this.system.type, actorType);
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this.system.totem = this.actor.system.identity.totem;
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}
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}
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/**
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* Prepare a data object which is passed to any Roll formulas which are created related to this Item
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* @private
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@@ -65,9 +72,6 @@ export class VermineItem extends Item {
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* @private
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*/
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async roll() {
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if (this.type == "weapon") {
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this.rollWeapon()
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}
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const item = this;
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// Initialize chat data.
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@@ -76,29 +80,15 @@ export class VermineItem extends Item {
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const label = `[${item.type}] ${item.name}`;
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// If there's no roll data, send a chat message.
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if (!this.system.formula) {
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ChatMessage.create({
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speaker: speaker,
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rollMode: rollMode,
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flavor: label,
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content: item.system.description ?? ''
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});
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}
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// Otherwise, create a roll and send a chat message from it.
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else {
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// Retrieve roll data.
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const rollData = this.getRollData();
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// Invoke the roll and submit it to chat.
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const roll = new Roll(rollData.item.formula, rollData);
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// If you need to store the value first, uncomment the next line.
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// let result = await roll.roll({async: true});
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roll.toMessage({
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speaker: speaker,
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rollMode: rollMode,
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flavor: label,
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});
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return roll;
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}
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let mess = new ChatMessage({
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speaker: speaker,
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rollMode: rollMode,
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flavor: label,
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});
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mess.content = await renderTemplate(`systems/vermine2047/templates/item/chatCards/${this.type}.html`, { item: this, message: mess }) ?? null;
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console.log(mess)
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}
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}
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@@ -134,7 +134,6 @@ export class VermineCharacterSheet extends VermineActorSheet {
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if (input.name != "flags.world.editMode") {
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input.setAttribute('disabled', true)
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}
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}
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for (let select of html.find('select')) {
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select.setAttribute('disabled', true)
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@@ -20,8 +20,8 @@ export async function initUserDice(dice3d, user) {
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name: 'human_' + user.name,
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description: "human totem dice for " + user.name,
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category: "vermine 2047",
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foreground: oppositeColor(lightenColor(baseColor, 60)),
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background: lightenColor(baseColor, 60),
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foreground: oppositeColor(lightenColor(baseColor, 70)),
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background: lightenColor(baseColor, 70),
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outline: 'black',
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visibility: 'visible',
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@@ -30,8 +30,8 @@ export async function initUserDice(dice3d, user) {
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name: 'adapted_' + user.name,
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description: "adapted totem dice for " + user.name,
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category: "vermine 2047",
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foreground: oppositeColor(darkenColor(baseColor, 60)),
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background: darkenColor(baseColor, 60),
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foreground: oppositeColor(darkenColor(baseColor, 70)),
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background: darkenColor(baseColor, 70),
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outline: 'black',
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visibility: 'visible',
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+1
-60
@@ -327,66 +327,7 @@ export class VermineCombat extends Combat {
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async rollInitiative(ids, formula = undefined, messageOptions = {}) {
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console.log(`${game.system.title} | Combat.rollInitiative()`, ids, formula, messageOptions);
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// Structure input data
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ids = typeof ids === "string" ? [ids] : ids;
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// étape 1 : on vérifie que le combattant est un pj
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/*if (ids.length == 1){
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console.log("il n'y a qu'un actor en lice");
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} else {
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console.log("il faut prendre le premier pj pour lancer la confrontation");
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}*/
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const combatant = this.combatants.get(ids[0]);
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let token = canvas.scene.tokens.get(combatant.tokenId);
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combatant.type = game.actors.get(combatant.actorId)?.type;
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combatant.disposition = token.disposition;
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let enemies = [];
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let adversaries = this.combatants.filter((cbt) => {
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let token = canvas.scene.tokens.get(cbt.tokenId);
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let enemy = token.actor;
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const isEnemy = (token.disposition == -1) ? true : false;
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if (isEnemy) {
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enemies.push({
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id: enemy.id,
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name: enemy.name,
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img: enemy.img,
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achievement: parseInt(enemy.system.reroll.achievement.value) + 7,
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conservation: 7 - parseInt(enemy.system.reroll.conservation.value)
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})
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}
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return isEnemy;
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});
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let allies = this.combatants.filter((cbt) => {
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let token = canvas.scene.tokens.get(cbt.tokenId);
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return (token.disposition == 1 && cbt.id != combatant.id) ? true : false;
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});
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if (combatant.type != 'character') {
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let warningDialogHTML = await renderTemplate('systems/vermine2047/templates/dialogs/warning.html', {
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warningText: "Seuls les PJs peuvent initier des confrontations. Relancer l'opération au tour du PJ actif."
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});
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Dialog.prompt({
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title: "Avertissement",
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content: warningDialogHTML,
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label: 'Okay !',
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callback: () => {
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// console.log('Il a compris');
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},
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});
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} else {
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// étape 2 : on envoie les infos
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let fightingActor = game.actors.get(combatant.actorId);
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VermineFight.ui({
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speakerId: combatant.actorId,
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speakerWeapons: fightingActor.items.filter(item => item.type == 'weapon'),
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speakerExperience: fightingActor.system.attributes.experience.value,
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speakerEffects: token.actor.effects,
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adversaries: enemies,
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allies: allies
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});
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}
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return super.rollInitiative(ids, formula, messageOptions)
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}
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@@ -1,5 +1,6 @@
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import RollDialog from "./dialogs/rollDialog.mjs";
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import { initUserDice } from "./dice3d.mjs";
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import { DiceSystem } from '../../../../modules/dice-so-nice/api.js';
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import { VermineUtils } from "./roll.mjs";
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import { registerTours } from "./tour.mjs";
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@@ -9,7 +10,8 @@ export const registerHooks = function () {
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*/
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CONFIG.debug.hooks = true;
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Hooks.once('diceSoNiceReady', async (dice3d) => {
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dice3d.addSystem({ id: "Vermine2047", name: "Vermine 2047" }, "preferred");
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const vermineSystem = new DiceSystem('Vermine2047', 'Vermine 2047', "preferred", 'totem')
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dice3d.addSystem(vermineSystem);
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game.users.forEach(user => {
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initUserDice(dice3d, user)
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@@ -32,7 +34,7 @@ export const registerHooks = function () {
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system: "Vermine2047",
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},);
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});
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});
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@@ -41,7 +41,6 @@ export class VermineUtils {
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let roll = new Roll(formula, actor.getRollData());
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//effectuer le lancé
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await roll.evaluate();
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roll.dice.forEach(die => die.options.appearance = { system: "vermine2047" })
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//afficher le lancer 3d
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await VermineUtils.showDiceSoNice(roll);
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// afficher le résultat dans le chat
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@@ -53,6 +53,8 @@ Hooks.once('init', async function () {
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CONFIG.ui.combat = VermineCombatTracker;
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CONFIG.Combatant.documentClass = VermineCombatant;
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CONFIG.Combat.documentClass = VermineCombat;
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// Register sheet application classes
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Actors.unregisterSheet("core", ActorSheet);
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