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import { BoLRoll , BoLDefaultRoll } from "../controllers/bol-rolls.js" ;
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// Spell circle to min PP cost
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const _ _circle2minpp = { 0 : 0 , 1 : 2 , 2 : 6 , 3 : 11 }
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const _ _validDices = { "6" : 1 , "8" : 1 , "10" : 1 , "12" : 1 }
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export class BoLUtility {
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/* -------------------------------------------- */
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static init ( ) {
game . settings . register ( "bol" , "rollArmor" , {
name : "Effectuer des jets pour les armures" ,
hint : "Effectue un jet de dés pour les armures (valeur fixe si désactivé)" ,
scope : "world" ,
config : true ,
default : true ,
type : Boolean ,
onChange : lang => window . location . reload ( )
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} )
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game . settings . register ( "bol" , "useBougette" , {
name : "Utiliser la Bougette (règle fan-made)" ,
hint : "Utilise un indicateur de Bougette, comme décrit dans l'aide de jeu Gold&Glory du RatierBretonnien (https://www.lahiette.com/leratierbretonnien/)" ,
scope : "world" ,
config : true ,
default : false ,
type : Boolean ,
onChange : lang => window . location . reload ( )
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} )
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game . settings . register ( "bol" , "auto-remove-dead" , {
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name : "Enlever les PNJs morts automatiquement au round suivant" ,
hint : "Supprime les PNJ (piétaille, créatures, coriaces) automatiquement du combat lorsqu'ils sont à 0 Vitalité ou moins, lors du passage au round suivant" ,
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scope : "world" ,
config : true ,
default : false ,
type : Boolean
} )
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game . settings . register ( "bol" , "dice-formula" , {
name : "Formule de dés" ,
hint : "Sélectionne la formule de dés (par défaut 2d6)" ,
scope : "world" ,
config : true ,
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default : "6" ,
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type : String ,
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choices : { "6" : "2d6" , "8" : "2d8" , "10" : "2d10" , "12" : "2d12" , "20" : "2d20" } ,
onChange : value => {
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BoLUtility . setDiceFormula ( value )
}
} )
game . settings . register ( "bol" , "dice-success-value" , {
name : "Seuil de succès" ,
hint : "Sélectionne le seuil de succès (9 par défaut pour 2d6)" ,
scope : "world" ,
config : true ,
default : 9 ,
range : {
min : 2 ,
max : 40 ,
step : 1
} ,
type : Number ,
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onChange : value => {
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BoLUtility . setSuccessValue ( value )
}
} )
game . settings . register ( "bol" , "dice-critical-success-value" , {
name : "Valeur min de réussite critique" ,
hint : "Indique le seuil minimum de réussite critique (12 par défaut pour 2d6). Si les réussites critiques sont sur 19 et 20, alors indiquez 19." ,
scope : "world" ,
config : true ,
default : 12 ,
range : {
min : 2 ,
max : 40 ,
step : 1
} ,
type : Number ,
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onChange : value => {
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BoLUtility . setCriticalSuccessValue ( value )
}
} )
game . settings . register ( "bol" , "dice-critical-failure-value" , {
name : "Valeur max d'échec critique" ,
hint : "Indique le seuil maximum d'échec critique (2 par défaut pour 2d6). Si les échecs critiques sont sur 2 et 3, alors indiquez 3." ,
scope : "world" ,
config : true ,
default : 2 ,
range : {
min : 2 ,
max : 40 ,
step : 1
} ,
type : Number ,
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onChange : value => {
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BoLUtility . setCriticalFailureValue ( value )
}
} )
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game . settings . register ( "world" , "character-summary-data" , {
name : "character-summary-data" ,
scope : "world" ,
config : false ,
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default : { npcList : [ ] , x : 200 , y : 200 } ,
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type : Object
} )
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game . settings . register ( "bol" , "logoActorSheet" , {
name : "Chemin du logo des fiches de perso" ,
hint : "Vous pouvez changer le logo BoL des fiches de perso, pour jouer dans un autre univers (idéalement 346 x 200, défaut : /systems/bol/ui/logo.webp)" ,
scope : "world" ,
config : true ,
default : "/systems/bol/ui/logo.webp" ,
type : String ,
onChange : lang => window . location . reload ( )
} )
game . settings . register ( "bol" , "logoTopLeft" , {
name : "Chemin du logo haut gauche" ,
hint : "Vous pouvez changer le logo BoL en haut à gauche de chaque écran (idéalement 718 x 416, défaut : /systems/bol/ui/logo2.webp)" ,
scope : "world" ,
config : true ,
default : "/systems/bol/ui/logo2.webp" ,
type : String ,
onChange : lang => window . location . reload ( )
} )
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game . settings . register ( "bol" , "horoscope-group" , {
name : "horoscope-group" ,
scope : "world" ,
config : false ,
default : { } ,
type : Object
} )
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this . rollArmor = game . settings . get ( "bol" , "rollArmor" ) // Roll armor or not
this . useBougette = game . settings . get ( "bol" , "useBougette" ) // Use optionnal bougette rules
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this . actorSheetLogo = game . settings . get ( "bol" , "logoActorSheet" ) || "/systems/bol/ui/logo.webp"
this . logoTopLeft = game . settings . get ( "bol" , "logoTopLeft" ) || "/systems/bol/ui/logo2.webp"
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this . diceFormula = game . settings . get ( "bol" , "dice-formula" )
this . successValue = Number ( game . settings . get ( "bol" , "dice-success-value" ) )
this . criticalSuccessValue = Number ( game . settings . get ( "bol" , "dice-critical-success-value" ) )
this . criticalFailureValue = Number ( game . settings . get ( "bol" , "dice-critical-failure-value" ) )
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}
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/* -------------------------------------------- */
static setDiceFormula ( value ) {
this . diceFormula = value
}
static setSuccessValue ( value ) {
this . successValue = Number ( value )
}
static setCriticalSuccessValue ( value ) {
this . criticalSuccessValue = Number ( value )
}
static setCriticalFailureValue ( value ) {
this . criticalFailureValue = Number ( value )
}
static getDiceData ( ) {
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let df = this . diceFormula
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if ( ! _ _validDices [ String ( this . diceFormula ) ] ) {
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df = "6"
}
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return {
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diceFormula : df ,
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successValue : this . successValue ,
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criticalSuccessValue : this . criticalSuccessValue ,
criticalFailureValue : this . criticalFailureValue
}
}
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/* -------------------------------------------- */
static getRollArmor ( ) {
return this . rollArmor
}
/* -------------------------------------------- */
static getUseBougette ( ) {
return this . useBougette
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}
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/* -------------------------------------------- */
static getLogoActorSheet ( ) {
return this . actorSheetLogo
}
/* -------------------------------------------- */
static getLogoTopLeft ( ) {
return this . logoTopLeft
}
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/* -------------------------------------------- */
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static getActorFromRollData ( rollData ) {
let actor = game . actors . get ( rollData . actorId )
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if ( rollData . tokenId ) {
let token = canvas . tokens . placeables . find ( t => t . id == rollData . tokenId )
if ( token ) {
actor = token . actor
}
}
return actor
}
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/* -------------------------------------------- */
static async ready ( ) {
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//$("#logo").attr("src", this.getLogoTopLeft() )
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$ ( "#logo" ) . css ( "content" , ` url( ${ this . getLogoTopLeft ( ) } ) ` )
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CONFIG . statusEffects = duplicate ( game . bol . config . statusEffects )
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}
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/* -------------------------------------------- */
static chatDataSetup ( content , modeOverride , isRoll = false , forceWhisper ) {
let chatData = {
user : game . user . id ,
rollMode : modeOverride || game . settings . get ( "core" , "rollMode" ) ,
content : content
} ;
if ( [ "gmroll" , "blindroll" ] . includes ( chatData . rollMode ) ) chatData [ "whisper" ] = ChatMessage . getWhisperRecipients ( "GM" ) . map ( u => u . id ) ;
if ( chatData . rollMode === "blindroll" ) chatData [ "blind" ] = true ;
else if ( chatData . rollMode === "selfroll" ) chatData [ "whisper" ] = [ game . user ] ;
if ( forceWhisper ) { // Final force !
chatData [ "speaker" ] = ChatMessage . getSpeaker ( ) ;
chatData [ "whisper" ] = ChatMessage . getWhisperRecipients ( forceWhisper ) ;
}
return chatData ;
}
/* -------------------------------------------- */
static postItem ( chatData ) {
// Don't post any image for the item (which would leave a large gap) if the default image is used
if ( chatData . img . includes ( "/blank.png" ) ) {
chatData . img = null ;
}
// JSON object for easy creation
chatData . jsondata = JSON . stringify (
{
compendium : "postedItem" ,
payload : chatData ,
} ) ;
renderTemplate ( 'systems/bol/templates/item/post-item.hbs' , chatData ) . then ( html => {
let chatOptions = BoLUtility . chatDataSetup ( html ) ;
ChatMessage . create ( chatOptions , "selfroll" )
} ) ;
}
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/* -------------------------------------------- */
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static createDirectOptionList ( min , max ) {
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let options = { } ;
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for ( let i = min ; i <= max ; i ++ ) {
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options [ ` ${ i } ` ] = ` ${ i } ` ;
}
return options ;
}
/* -------------------------------------------- */
static buildListOptions ( min , max ) {
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let options = [ ] ;
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for ( let i = min ; i <= max ; i ++ ) {
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options . push ( ` <option value=" ${ i } "> ${ i } </option> ` ) ;
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}
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return options . join ( "" ) ;
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}
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/* -------------------------------------------- */
static async showDiceSoNice ( roll , rollMode ) {
if ( game . modules . get ( "dice-so-nice" ) ? . active ) {
if ( game . dice3d ) {
let whisper = null ;
let blind = false ;
rollMode = rollMode ? ? game . settings . get ( "core" , "rollMode" ) ;
switch ( rollMode ) {
case "blindroll" : //GM only
blind = true ;
case "gmroll" : //GM + rolling player
whisper = this . getUsers ( user => user . isGM ) ;
break ;
case "roll" : //everybody
whisper = this . getUsers ( user => user . active ) ;
break ;
case "selfroll" :
whisper = [ game . user . id ] ;
break ;
}
await game . dice3d . showForRoll ( roll , game . user , true , whisper , blind ) ;
}
}
}
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/* -------------------------------------------- */
static getUsers ( filter ) {
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return game . users . filter ( filter ) . map ( user => user . id ) ;
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}
/* -------------------------------------------- */
static getWhisperRecipients ( rollMode , name ) {
switch ( rollMode ) {
case "blindroll" : return this . getUsers ( user => user . isGM ) ;
case "gmroll" : return this . getWhisperRecipientsAndGMs ( name ) ;
case "selfroll" : return [ game . user . id ] ;
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}
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return undefined ;
}
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/* -------------------------------------------- */
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static getOtherWhisperRecipients ( name ) {
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let users = [ ]
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for ( let user of game . users ) {
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if ( ! user . isGM && user . name != name ) {
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users . push ( user . id )
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}
}
return users
}
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/* -------------------------------------------- */
static getWhisperRecipientsAndGMs ( name ) {
let recep1 = ChatMessage . getWhisperRecipients ( name ) || [ ] ;
return recep1 . concat ( ChatMessage . getWhisperRecipients ( 'GM' ) ) ;
}
/* -------------------------------------------- */
static blindMessageToGM ( chatOptions ) {
let chatGM = duplicate ( chatOptions ) ;
chatGM . whisper = this . getUsers ( user => user . isGM ) ;
chatGM . content = "Blind message of " + game . user . name + "<br>" + chatOptions . content ;
console . log ( "blindMessageToGM" , chatGM ) ;
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game . socket . emit ( "system.bol" , { name : "msg_gm_chat_message" , data : chatGM } ) ;
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}
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/* -------------------------------------------- */
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static sendAttackSuccess ( rollData ) {
if ( rollData . targetId ) {
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// Broadcast to GM or process it directly in case of GM defense
if ( ! game . user . isGM ) {
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game . socket . emit ( "system.bol" , { name : "msg_attack_success" , data : duplicate ( rollData ) } )
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} else {
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BoLUtility . processAttackSuccess ( rollData )
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}
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}
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}
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/* -------------------------------------------- */
static async chatMessageHandler ( message , html , data ) {
const chatCard = html . find ( '.flavor-text' )
if ( chatCard . length > 0 ) {
// If the user is the message author or the actor owner, proceed
const actor = game . actors . get ( data . message . speaker . actor )
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//console.log("FOUND 1!!! ", actor)
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if ( actor && actor . isOwner ) return
else if ( game . user . isGM || data . author . id === game . user . id ) return
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const divButtons = chatCard . find ( '.actions-section' )
divButtons . hide ( )
}
}
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/* -------------------------------------------- */
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static getRollDataFromMessage ( event ) {
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let messageId = BoLUtility . findChatMessageId ( event . currentTarget )
let message = game . messages . get ( messageId )
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return message . getFlag ( "world" , "bol-roll-data" )
}
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/* -------------------------------------------- */
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static requestInitRoll ( actorId , combatData ) {
let actor = game . actors . get ( actorId )
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if ( actor && actor . isOwner ) {
ui . notifications . info ( game . i18n . localize ( "BOL.ui.warninitiative" ) )
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BoLRoll . aptitudeCheck ( actor , "init" , undefined , combatData )
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}
}
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/* -------------------------------------------- */
static cleanupButtons ( id ) {
$ ( ` # ${ id } ` ) . hide ( ) // Hide the options roll buttons
game . socket . emit ( "system.bol" , { name : "msg_cleanup_buttons" , data : { id : id } } )
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}
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/* -------------------------------------------- */
static async chatListeners ( html ) {
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// Damage handling
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html . on ( "click" , '.chat-damage-apply' , event => {
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let rollData = BoLUtility . getRollDataFromMessage ( event )
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BoLUtility . cleanupButtons ( rollData . applyId )
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BoLUtility . sendAttackSuccess ( rollData )
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} ) ;
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html . on ( "click" , '.chat-damage-roll' , event => {
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event . preventDefault ( )
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let rollData = BoLUtility . getRollDataFromMessage ( event )
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rollData . damageMode = event . currentTarget . attributes [ 'data-damage-mode' ] . value
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let bolRoll = new BoLDefaultRoll ( rollData )
bolRoll . rollDamage ( )
} ) ;
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html . on ( "click" , '.transform-legendary-roll' , event => {
event . preventDefault ( ) ;
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let rollData = BoLUtility . getRollDataFromMessage ( event )
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let actor = game . actors . get ( rollData . actorId )
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actor . subHeroPoints ( 1 )
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let r = new BoLDefaultRoll ( rollData )
r . upgradeToLegendary ( )
} )
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html . on ( "click" , '.transform-heroic-roll' , event => {
event . preventDefault ( ) ;
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let rollData = BoLUtility . getRollDataFromMessage ( event )
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let actor = game . actors . get ( rollData . actorId )
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actor . subHeroPoints ( 1 )
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let r = new BoLDefaultRoll ( rollData )
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r . upgradeToHeroic ( )
} )
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html . on ( "click" , '.hero-reroll' , event => {
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event . preventDefault ( ) ;
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let rollData = BoLUtility . getRollDataFromMessage ( event )
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let actor = game . actors . get ( rollData . actorId )
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actor . subHeroPoints ( 1 )
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rollData . reroll = false // Disable reroll option for second roll
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let r = new BoLDefaultRoll ( rollData )
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r . roll ( ) ;
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} ) ;
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html . on ( "click" , '.damage-handling' , event => {
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event . preventDefault ( )
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let attr = event . currentTarget . attributes [ 'data-attack-id' ]
if ( ! attr ) {
ui . notifications . warn ( "Impossible de trouver l'attaque correspondante, erreur de suivi de combat." )
return
}
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let attackId = event . currentTarget . attributes [ 'data-attack-id' ] . value
let defenseMode = event . currentTarget . attributes [ 'data-defense-mode' ] . value
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let weaponId = ( event . currentTarget . attributes [ 'data-weapon-id' ] ) ? event . currentTarget . attributes [ 'data-weapon-id' ] . value : - 1
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// Remove message for all
let msgId = BoLUtility . findChatMessageId ( event . currentTarget )
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if ( game . user . isGM ) {
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BoLUtility . processDamageHandling ( attackId , defenseMode , weaponId , msgId )
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} else {
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game . socket . emit ( "system.bol" , { name : "msg_damage_handling" , data : { msgId : msgId , attackId : attackId , defenseMode : defenseMode , weaponId : weaponId } } )
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}
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} )
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html . on ( "click" , '.recup-vitalite' , event => {
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event . preventDefault ( )
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let actorId = event . currentTarget . attributes [ 'data-actor-id' ] . value
let recupHP = event . currentTarget . attributes [ 'data-recup-hp' ] . value
let actor = game . actors . get ( actorId )
let messageId = BoLUtility . findChatMessageId ( event . currentTarget )
BoLUtility . removeChatMessageId ( messageId )
actor . applyRecuperation ( recupHP )
} )
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}
/* -------------------------------------------- */
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static async processDamageHandling ( attackId , defenseMode , weaponId = - 1 , msgId ) {
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if ( ! game . user . isGM ) {
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return
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}
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let message = game . messages . get ( msgId )
let rollData = message . getFlag ( "world" , "bol-roll-data" )
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BoLUtility . removeChatMessageId ( msgId )
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console . log ( "Damage Handling" , attackId , defenseMode , weaponId )
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// Only GM process this
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if ( rollData && rollData . defenderId ) {
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if ( rollData . defenseDone || defenseMode == 'damage-not-applied' ) {
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return
} // ?? Why ???
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rollData . defenseDone = true
rollData . defenseMode = defenseMode
let token = game . scenes . current . tokens . get ( rollData . targetId )
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let defender = token . actor
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if ( defenseMode == 'damage-with-armor' ) {
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let armorFormula = defender . getArmorFormula ( )
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rollData . rollArmor = new Roll ( armorFormula )
rollData . rollArmor . roll ( { async : false } )
rollData . armorProtect = ( rollData . rollArmor . total < 0 ) ? 0 : rollData . rollArmor . total
rollData . finalDamage = rollData . damageTotal - rollData . armorProtect
rollData . finalDamage = ( rollData . finalDamage < 0 ) ? 0 : rollData . finalDamage
defender . sufferDamage ( rollData . finalDamage )
console . log ( "Armor roll -> result " , rollData )
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}
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if ( defenseMode == 'damage-without-armor' ) {
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rollData . finalDamage = rollData . damageTotal
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defender . sufferDamage ( rollData . finalDamage )
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}
if ( defenseMode == 'hero-reduce-damage' ) {
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let armorFormula = defender . getArmorFormula ( )
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rollData . rollArmor = new Roll ( armorFormula )
rollData . rollArmor . roll ( { async : false } )
rollData . armorProtect = ( rollData . rollArmor . total < 0 ) ? 0 : rollData . rollArmor . total
rollData . rollHero = new Roll ( "1d6" )
rollData . rollHero . roll ( { async : false } )
rollData . finalDamage = rollData . damageTotal - rollData . rollHero . total - rollData . armorProtect
rollData . finalDamage = ( rollData . finalDamage < 0 ) ? 0 : rollData . finalDamage
defender . sufferDamage ( rollData . finalDamage )
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defender . subHeroPoints ( 1 )
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}
if ( defenseMode == 'hero-in-extremis' ) {
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rollData . finalDamage = 0 ;
rollData . weaponHero = defender . weapons . find ( item => item . _id == weaponId ) ;
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defender . deleteEmbeddedDocuments ( "Item" , [ weaponId ] ) ;
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}
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let defenderUser
for ( let user of game . users ) {
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if ( user . character && user . character . id == defender . id ) {
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defenderUser = user
}
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}
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let damageResults = {
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attackId : rollData . id ,
attacker : rollData . attacker ,
rollArmor : rollData . rollArmor ,
rollHero : rollData . rollHero ,
weaponHero : rollData . weaponHero ,
armorProtect : rollData . armorProtect ,
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name : defender . name ,
defender : defender ,
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defenseMode : rollData . defenseMode ,
finalDamage : rollData . finalDamage
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}
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ChatMessage . create ( {
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alias : defender . name ,
whisper : BoLUtility . getWhisperRecipientsAndGMs ( defender . name ) ,
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content : await renderTemplate ( 'systems/bol/templates/chat/rolls/defense-result-card.hbs' , damageResults )
} )
console . log ( "Defender data : " , defenderUser )
ChatMessage . create ( {
alias : defender . name ,
whisper : BoLUtility . getOtherWhisperRecipients ( defenderUser ? . name ) ,
content : await renderTemplate ( 'systems/bol/templates/chat/rolls/defense-summary-card.hbs' , damageResults )
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} )
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}
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}
/* -------------------------------------------- */
static createChatMessage ( name , rollMode , chatOptions ) {
switch ( rollMode ) {
case "blindroll" : // GM only
if ( ! game . user . isGM ) {
this . blindMessageToGM ( chatOptions ) ;
chatOptions . whisper = [ game . user . id ] ;
chatOptions . content = "Message only to the GM" ;
}
else {
chatOptions . whisper = this . getUsers ( user => user . isGM ) ;
}
break ;
default :
chatOptions . whisper = this . getWhisperRecipients ( rollMode , name ) ;
break ;
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}
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chatOptions . alias = chatOptions . alias || name ;
ChatMessage . create ( chatOptions ) ;
}
/* -------------------------------------------- */
static createChatWithRollMode ( name , chatOptions ) {
this . createChatMessage ( name , game . settings . get ( "core" , "rollMode" ) , chatOptions ) ;
}
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/* -------------------------------------------- */
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static isRangedWeapon ( weapon ) {
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return weapon . system . type == 'ranged' || weapon . system . thrown ;
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}
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/* -------------------------------------------- */
static removeChatMessageId ( messageId ) {
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if ( messageId ) {
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game . messages . get ( messageId ) ? . delete ( ) ;
}
}
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static findChatMessageId ( current ) {
return BoLUtility . getChatMessageId ( BoLUtility . findChatMessage ( current ) ) ;
}
static getChatMessageId ( node ) {
return node ? . attributes . getNamedItem ( 'data-message-id' ) ? . value ;
}
static findChatMessage ( current ) {
return BoLUtility . findNodeMatching ( current , it => it . classList . contains ( 'chat-message' ) && it . attributes . getNamedItem ( 'data-message-id' ) ) ;
}
static findNodeMatching ( current , predicate ) {
if ( current ) {
if ( predicate ( current ) ) {
return current ;
}
return BoLUtility . findNodeMatching ( current . parentElement , predicate ) ;
}
return undefined ;
}
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/* -------------------------------------------- */
static getTarget ( ) {
if ( game . user . targets && game . user . targets . size == 1 ) {
for ( let target of game . user . targets ) {
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return target
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}
}
return undefined ;
}
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/* -------------------------------------------- */
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static async processAttackSuccess ( rollData ) {
console . log ( "Attack success processing" , rollData )
if ( ! game . user . isGM || ! rollData . defenderId ) { // Only GM process this
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return
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}
// Build and send the defense message to the relevant people (ie GM + defender)
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let defender = game . actors . get ( rollData . defenderId )
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let defenderWeapons = defender . weapons || [ ]
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let msg = await ChatMessage . create ( {
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alias : defender . name ,
whisper : BoLUtility . getWhisperRecipientsAndGMs ( defender . name ) ,
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content : await renderTemplate ( 'systems/bol/templates/chat/rolls/defense-request-card.hbs' , {
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attackId : rollData . id ,
attacker : rollData . attacker ,
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defender : defender ,
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defenderHeroPoints : defender . getHeroPoints ( ) ,
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defenderWeapons : defenderWeapons ,
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damageTotal : rollData . damageTotal ,
damagesIgnoresArmor : rollData . damagesIgnoresArmor ,
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} )
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} )
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msg . setFlag ( "world" , "bol-roll-data" , rollData )
console . log ( "DEF WEP" , rollData , defender )
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}
/* -------------------------------------------- */
static onSocketMessage ( sockmsg ) {
if ( sockmsg . name == "msg_attack_success" ) {
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BoLUtility . processAttackSuccess ( sockmsg . data )
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}
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if ( sockmsg . name == "msg_cleanup_buttons" ) {
$ ( ` # ${ sockmsg . data . id } ` ) . hide ( ) // Hide the options roll buttons
}
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if ( sockmsg . name == "msg_request_init_roll" ) {
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this . requestInitRoll ( sockmsg . data . actorId , sockmsg . data . combatData )
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}
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if ( sockmsg . name == "msg_damage_handling" ) {
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BoLUtility . processDamageHandling ( sockmsg . data . attackId , sockmsg . data . defenseMode , sockmsg . data . weaponId , sockmsg . data . msgId )
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}
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}
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/* -------------------------------------------- */
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static computeSpellCost ( spell , nbOptCond = 0 ) {
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let pp = spell . system . properties . ppcost
let minpp = _ _circle2minpp [ spell . system . properties . circle ]
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pp = ( pp - nbOptCond < minpp ) ? minpp : pp - nbOptCond
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return pp
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}
/* -------------------------------------------- */
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static getDamageFormula ( weaponData , fightOption ) {
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let upgradeDamage = ( fightOption && fightOption . system . properties . fightoptiontype == "twoweaponsatt" )
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let damageString = weaponData . properties . damage
let modifier = weaponData . properties . damageModifiers ? ? 0
let multiplier = weaponData . properties . damageMultiplier ? ? 1
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if ( damageString [ 0 ] == 'd' ) { damageString = "1" + damageString } // Help parsing
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if ( modifier == null ) modifier = 0 ;
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let reroll = ( weaponData . properties . damageReroll1 ) ? "r1" : "" // Reroll 1 option
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let formula = damageString
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if ( damageString . includes ( "d" ) || damageString . includes ( "D" ) ) {
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let myReg = new RegExp ( '(\\d+)[dD]([\\d]+)([MB]*)?([\\+\\d]*)?' , 'g' )
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let res = myReg . exec ( damageString )
let nbDice = parseInt ( res [ 1 ] )
let postForm = 'kh' + nbDice
let modIndex = 3
// Upgrade damage if needed
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if ( upgradeDamage && ( ! res [ 3 ] || res [ 3 ] == "" ) ) {
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res [ 3 ] = "B" // Upgrade to bonus
}
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if ( res [ 3 ] ) {
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if ( upgradeDamage && res [ 3 ] == 'M' ) {
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res [ 3 ] = "" // Disable lamlus for upgradeDamage
}
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if ( res [ 3 ] == 'M' ) {
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postForm = 'kl' + nbDice
nbDice ++
modIndex = 4
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}
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if ( res [ 3 ] == 'MM' ) {
postForm = 'kl' + nbDice
nbDice += 2
modIndex = 4
}
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if ( res [ 3 ] == 'B' ) {
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postForm = 'kh' + nbDice
nbDice ++
modIndex = 4
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}
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if ( res [ 3 ] == 'BB' ) {
postForm = 'kh' + nbDice
nbDice += 2
modIndex = 4
}
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}
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formula = "(" + nbDice + "d" + res [ 2 ] + reroll + postForm + "+" + modifier + ") *" + multiplier
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}
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return formula
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}
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/* -------------------------------------------- */
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static async loadCompendiumData ( compendium ) {
const pack = game . packs . get ( compendium ) ;
return await pack ? . getDocuments ( ) ? ? [ ] ;
}
/* -------------------------------------------- */
static async loadCompendium ( compendium , filter = item => true ) {
let compendiumData = await this . loadCompendiumData ( compendium ) ;
return compendiumData . filter ( filter ) ;
}
/* -------------------------------------------- */
static async searchItem ( dataItem ) {
let item
if ( dataItem . pack ) {
let id = dataItem . id || dataItem . _id
let items = await this . loadCompendium ( dataItem . pack , item => item . id == id )
item = items [ 0 ] || undefined
} else {
item = game . items . get ( dataItem . id )
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}
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return item
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}
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/* -------------------------------------------- */
static updateSheets ( ) {
// Then force opened actor refresh if needed
for ( let actor of game . actors ) {
if ( actor . sheet . rendered ) {
actor . sheet . render ( )
}
}
game . bol . charSummary . updatePCSummary ( ) // Refresh if needed
}
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/* -------------------------------------------- */
static removeGroupHoroscope ( rollData ) {
let horo = rollData . horoscopeGroupList [ rollData . selectedGroupHoroscopeIndex ]
let horoscopes = duplicate ( game . settings . get ( "bol" , "horoscope-group" ) )
let toChange = duplicate ( horoscopes [ horo . id ] )
toChange . availableDice -= horo . nbDice // Remove the dice
if ( toChange . availableDice <= 0 ) {
horoscopes [ horo . id ] = undefined
} else {
horoscopes [ horo . id ] = toChange
}
game . settings . set ( "bol" , "horoscope-group" , horoscopes )
this . updateSheets ( )
}
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}