forked from public/bol
Add gitea CI/CD
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2e3a97de04
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@ -21,6 +21,18 @@ export class BoLActor extends Actor {
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super.prepareData()
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}
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/* -------------------------------------------- */
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async _preCreate(data, options, user) {
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await super._preCreate(data, options, user);
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// Configure prototype token settings
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const prototypeToken = {};
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if (this.type === "character") Object.assign(prototypeToken, {
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sight: { enabled: true }, actorLink: true, disposition: CONST.TOKEN_DISPOSITIONS.FRIENDLY
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});
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this.updateSource({ prototypeToken });
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}
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/* -------------------------------------------- */
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isHeroAdversary() {
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if (this.type === 'character') {
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@ -424,6 +424,7 @@ export class BoLRoll {
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} else {
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this.rollData.shieldMalus = 0
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}
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this.updateTotalDice()
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})
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html.find('#career').change((event) => {
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@ -492,10 +493,10 @@ export class BoLRoll {
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rollData.armorMalus = defender.armorMalusValue
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rollData.shieldBlock = 'none'
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let shields = defender.shields
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//console.log("Defender stats", defender)
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for (let shield of shields) {
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rollData.shieldBlock = (shield.system.properties.blocking.blockingAll) ? 'blockall' : 'blockone';
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rollData.shieldAttackMalus = (shield.system.properties.blocking.malus) ? shield.system.properties.blocking.malus : 1;
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rollData.applyShieldMalus = false
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}
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}
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}
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@ -528,11 +529,6 @@ export class BoLRoll {
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rollData.nbFlaws = 0
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rollData.nbDice = 0
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rollData.isHeroAdversary = actor.isHeroAdversary()
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if (rollData.shieldBlock == 'blockall') {
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rollData.shieldMalus = rollData.shieldAttackMalus;
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} else {
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rollData.shieldMalus = 0
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}
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rollData.careerBonus = rollData.careerBonus ?? 0
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rollData.modRanged = rollData.modRanged ?? 0
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rollData.mod = rollData.mod ?? 0
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@ -545,6 +541,12 @@ export class BoLRoll {
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this.preProcessFightOption(rollData)
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this.updateArmorMalus(rollData)
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this.updatePPCost(rollData)
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// Prepare blocking case
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if (rollData.shieldBlock == 'blockall') {
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rollData.shieldMalus = rollData.shieldAttackMalus;
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} else {
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rollData.shieldMalus = 0
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}
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// Save
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this.rollData = rollData
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console.log("ROLLDATA", rollData)
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@ -571,24 +573,21 @@ export class BoLRoll {
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ui.notifications.warn("Pas assez de Points de Pouvoir !")
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return
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}
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//console.log("ROLLMALUS", rollData)
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rollData.registerInit = (rollData.aptitude && rollData.aptitude.key == 'init') ? $('#register-init').is(":checked") : false;
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const isMalus = (rollData.bmDice < 0)
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//rollData.nbDice += (rollData.attackBonusDice) ? 1 : 0
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let rollbase = rollData.attrValue + rollData.aptValue
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if (rollData.weapon && rollData.weapon.system.properties.onlymodifier) {
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rollbase = 0
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}
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let diceData = BoLUtility.getDiceData()
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let malusInit = rollData.combatData?.malusInit || 0
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const modifiers = rollbase + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier + rollData.appliedArmorMalus + rollData.effectModifier - malusInit
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const formula = (isMalus) ? rollData.nbDice + "d" + diceData.diceFormula + "kl2 + " + modifiers : rollData.nbDice + "d" + diceData.diceFormula + "kh2 + " + modifiers
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rollData.formula = formula
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rollData.modifiers = modifiers
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console.log("Rolldata before", rollData)
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let r = new BoLDefaultRoll(rollData);
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r.roll();
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@ -17,8 +17,7 @@
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"version": "11.0.7",
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"compatibility": {
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"minimum": "10",
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"maximum": "11",
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"verified": "11"
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"maximum": "11"
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},
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"esmodules": [
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"module/bol.js"
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