forked from public/bol
Add new features
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images/icone_parchement_vierge.svg
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4998
images/icone_parchement_vierge.svg
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After Width: | Height: | Size: 372 KiB |
@ -14,6 +14,7 @@ export class BoLActorSheet extends ActorSheet {
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template: "systems/bol/templates/actor/actor-sheet.hbs",
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width: 600,
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height: 600,
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dragDrop: [{ dragSelector: ".items-list .item", dropSelector: null }],
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "stats" }]
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});
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}
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@ -304,23 +304,17 @@ export class BoLActor extends Actor {
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/*-------------------------------------------- */
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getArmorAgiMalus() {
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let malusAgi = 0
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for (let armor of this.armors) {
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for (let armor of this.protections) {
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if (armor.data.worn) {
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malusAgi += Number(armor.data.properties.modifiers.agility) || 0
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}
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}
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for (let shield of this.shields) {
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if (shield.data.worn) {
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malusAgi += Number(shield.data.properties.modifiers.agility) || 0
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}
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}
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return malusAgi
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}
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/*-------------------------------------------- */
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getArmorInitMalus() {
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let armors = this.armors
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let malusInit = 0
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for (let armor of armors) {
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for (let armor of this.protections) {
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if (armor.data.worn) {
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malusInit += Number(armor.data.properties.modifiers.init) || 0
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}
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@ -12,6 +12,7 @@ import { Macros } from "./system/macros.js"
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import { BoLUtility } from "./system/bol-utility.js"
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import { BoLCombatManager } from "./system/bol-combat.js"
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import { BoLTokenHud } from "./system/bol-action-hud.js"
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import { BoLHotbar } from "./system/bol-hotbar.js"
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/* -------------------------------------------- */
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Hooks.once('init', async function () {
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@ -19,6 +20,7 @@ Hooks.once('init', async function () {
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game.bol = {
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BoLActor,
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BoLItem,
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BoLHotbar,
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macros: Macros,
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config: BOL
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};
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@ -52,6 +54,7 @@ Hooks.once('init', async function () {
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// Inot useful stuff
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BoLUtility.init()
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BoLTokenHud.init()
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BoLHotbar.init()
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// Preload Handlebars Templates
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await preloadHandlebarsTemplates();
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@ -32,7 +32,7 @@ export class BoLRoll {
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careerBonus: 0,
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description: description,
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armorAgiMalus: actor.getArmorAgiMalus(),
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armorInitMalus: actor.getArmorAgiMalus(),
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armorInitMalus: actor.getArmorInitMalus(),
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mod: 0
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}
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return this.displayRollDialog(rollData)
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@ -56,12 +56,12 @@ export class BoLRoll {
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attrValue: attribute.value,
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aptValue: aptitude.value,
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armorAgiMalus: actor.getArmorAgiMalus(),
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armorInitMalus: actor.getArmorAgiMalus(),
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armorInitMalus: actor.getArmorInitMalus(),
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label: label,
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careerBonus: 0,
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description: description,
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mod: 0
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});
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})
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}
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/* -------------------------------------------- */
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@ -94,7 +94,7 @@ export class BoLRoll {
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attrValue: attribute.value,
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aptValue: aptitude.value,
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armorAgiMalus: actor.getArmorAgiMalus(),
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armorInitMalus: actor.getArmorAgiMalus(),
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armorInitMalus: actor.getArmorInitMalus(),
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mod: 0,
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modRanged: 0,
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label: (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName'),
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@ -139,7 +139,7 @@ export class BoLRoll {
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pcCostCurrent: Number(alchemyData.properties.pccurrent),
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mod: Number(alchemyData.properties.difficulty),
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armorAgiMalus: actor.getArmorAgiMalus(),
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armorInitMalus: actor.getArmorAgiMalus(),
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armorInitMalus: actor.getArmorInitMalus(),
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label: alchemy.name,
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description: game.i18n.localize('BOL.ui.makeAlchemy') + "+" + alchemy.name,
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}
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@ -147,20 +147,9 @@ export class BoLRoll {
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return this.displayRollDialog(alchemyDef);
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}
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/* -------------------------------------------- */
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static spellCheck(actor, event) {
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if (actor.data.data.resources.power.value <= 0) {
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ui.notifications.warn("Plus assez de points de Pouvoir !")
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return
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}
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const li = $(event.currentTarget).parents(".item");
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const spell = actor.items.get(li.data("item-id"));
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if (!spell) {
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ui.notifications.warn("Unable to find spell !");
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return;
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}
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let spellData = spell.data.data;
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static spellCheckWithSpell( actor, spell ) {
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let spellData = spell.data.data
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let spellDef = {
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mode: "spell",
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actor: actor,
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@ -174,12 +163,27 @@ export class BoLRoll {
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ppCost: Number(spell.data.data.properties.ppcost),
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mod: Number(spellData.properties.difficulty),
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armorAgiMalus: actor.getArmorAgiMalus(),
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armorInitMalus: actor.getArmorAgiMalus(),
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armorInitMalus: actor.getArmorInitMalus(),
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label: spell.name,
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description: game.i18n.localize('BOL.ui.focusSpell') + " : " + spell.name,
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}
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console.log("SPELL!", spellDef);
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return this.displayRollDialog(spellDef);
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console.log("SPELL!", spellDef)
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return this.displayRollDialog(spellDef)
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}
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/* -------------------------------------------- */
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static spellCheck(actor, event) {
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if (actor.data.data.resources.power.value <= 0) {
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ui.notifications.warn("Plus assez de points de Pouvoir !")
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return
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}
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const li = $(event.currentTarget).parents(".item")
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const spell = actor.items.get(li.data("item-id"))
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if (!spell) {
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ui.notifications.warn("Impossible de trouver ce sort !")
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return
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}
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return this.spellCheckWithSpell( actor, spell)
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}
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/* -------------------------------------------- */
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@ -347,6 +351,7 @@ export class BoLRoll {
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rollData.careers = rollData.actor.careers
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rollData.boons = rollData.actor.bonusBoons
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rollData.flaws = rollData.actor.malusFlaws
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rollData.rollOwnerID = rollData.actor.id
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rollData.defence = 0
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rollData.attackModifier = 0 // Used for fight options
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rollData.modArmorMalus = 0 // Used for fight options
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@ -455,6 +460,8 @@ export class BoLDefaultRoll {
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this.rollData.isSuccess = (r.total >= 9)
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this.rollData.isCritical = (diceTotal === 12)
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this.rollData.isRealCritical = (diceTotal === 12)
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this.rollData.isHeroic = (diceTotal === 12)
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this.rollData.isLegendary = false
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this.rollData.isFumble = (diceTotal === 2)
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this.rollData.isFailure = !this.rollData.isSuccess
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if (this.rollData.reroll == undefined) {
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@ -479,21 +486,36 @@ export class BoLDefaultRoll {
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this._buildChatMessage(this.rollData).then(msgFlavor => {
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this.rollData.roll.toMessage({
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user: game.user.id,
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rollMode: game.settings.get("core", "rollMode"),
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//whisper: BoLUtility.getWhisperRecipientsAndGMs(this.rollData.actor.name),
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flavor: msgFlavor,
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speaker: ChatMessage.getSpeaker({ actor: this.rollData.actor }),
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flags: { msgType: "default" }
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})
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});
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})
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}
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/* -------------------------------------------- */
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upgradeToCritical() {
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upgradeToLegendary() {
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// Force to Critical roll
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this.rollData.isCritical = true
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this.rollData.isLegendary = true
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this.rollData.isRealCritical = false
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this.rollData.isSuccess = true
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this.rollData.isFailure = false
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this.rollData.roll = new Roll("12+" + this.rollData.modifiers)
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this.rollData.reroll = false
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this.sendChatMessage()
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}
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/* -------------------------------------------- */
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upgradeToHeroic() {
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// Force to Critical roll
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this.rollData.isCritical = true
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this.rollData.isHeroic = true
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this.rollData.isLegendary = false
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this.rollData.isRealCritical = false
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this.rollData.isSuccess = true
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this.rollData.isFailure = false
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this.rollData.roll = new Roll("12+" + this.rollData.modifiers)
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this.rollData.reroll = false
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this.sendChatMessage()
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@ -510,7 +532,7 @@ export class BoLDefaultRoll {
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this.rollData.damageRoll.toMessage({
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user: game.user.id,
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flavor: msgFlavor,
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speaker: ChatMessage.getSpeaker({ actor: this.rollData.actor }),
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speaker: ChatMessage.getSpeaker({ actor: this.rollData.actors }),
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flags: { msgType: "default" }
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})
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});
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@ -12,7 +12,7 @@ export class BoLItemSheet extends ItemSheet {
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classes: ["bol", "sheet", "item"],
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template: "systems/bol/templates/item/item-sheet.hbs",
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width: 650,
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height: 750,
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height: 780,
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tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "description" }]
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});
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}
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87
module/system/bol-hotbar.js
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87
module/system/bol-hotbar.js
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@ -0,0 +1,87 @@
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import { BoLRoll } from "../controllers/bol-rolls.js";
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export class BoLHotbar {
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/**
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* Create a macro when dropping an entity on the hotbar
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* Item - open roll dialog for item
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* Actor - open actor sheet
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* Journal - open journal sheet
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*/
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static init( ) {
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Hooks.on("hotbarDrop", async (bar, documentData, slot) => {
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// Create item macro if rollable item - weapon, spell, prayer, trait, or skill
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if (documentData.type == "Item") {
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console.log("Drop done !!!", bar, documentData, slot)
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let item = documentData.data
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let command = `game.bol.BoLHotbar.rollMacro("${item.name}", "${item.type}");`
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let macro = game.macros.contents.find(m => (m.name === item.name) && (m.command === command))
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if (!macro) {
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macro = await Macro.create({
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name: item.name,
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type: "script",
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img: item.img,
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command: command
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}, { displaySheet: false })
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}
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game.user.assignHotbarMacro(macro, slot);
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}
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// Create a macro to open the actor sheet of the actor dropped on the hotbar
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else if (documentData.type == "Actor") {
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let actor = game.actors.get(documentData.id);
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let command = `game.actors.get("${documentData.id}").sheet.render(true)`
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let macro = game.macros.contents.find(m => (m.name === actor.name) && (m.command === command));
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if (!macro) {
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macro = await Macro.create({
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name: actor.data.name,
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type: "script",
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img: actor.data.img,
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command: command
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}, { displaySheet: false })
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game.user.assignHotbarMacro(macro, slot);
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}
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}
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// Create a macro to open the journal sheet of the journal dropped on the hotbar
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else if (documentData.type == "JournalEntry") {
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let journal = game.journal.get(documentData.id);
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let command = `game.journal.get("${documentData.id}").sheet.render(true)`
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let macro = game.macros.contents.find(m => (m.name === journal.name) && (m.command === command));
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if (!macro) {
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macro = await Macro.create({
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name: journal.data.name,
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type: "script",
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img: "systems/bol/icons/images/icone_parchement_vierge.webp",
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command: command
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}, { displaySheet: false })
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game.user.assignHotbarMacro(macro, slot);
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}
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}
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return false;
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});
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}
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/** Roll macro */
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static rollMacro(itemName, itemType, bypassData) {
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const speaker = ChatMessage.getSpeaker()
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let actor
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if (speaker.token) actor = game.actors.tokens[speaker.token]
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if (!actor) actor = game.actors.get(speaker.actor)
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if (!actor) {
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return ui.notifications.warn(`Selectionnez votre personnage pour utiliser la macro`)
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}
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let item = actor.items.find(it => it.name === itemName && it.type == itemType)
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if (!item ) {
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return ui.notifications.warn(`Impossible de trouver l'objet de cette macro`)
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}
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// Trigger the item roll
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if (item.data.data.category === "equipment" && item.data.data.subtype === "weapon") {
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return BoLRoll.weaponCheckWithWeapon( actor, item)
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}
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if (item.data.data.category === "spell") {
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return BoLRoll.spellCheckWithSpell( actor, item)
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}
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}
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}
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@ -32,7 +32,6 @@ export class BoLUtility {
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this.rollArmor = game.settings.get("bol", "rollArmor") // Roll armor or not
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this.useBougette = game.settings.get("bol", "useBougette") // Use optionnal bougette rules
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console.log("UTIL", this)
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}
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@ -127,6 +126,17 @@ export class BoLUtility {
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}
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return undefined;
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}
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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.data._id)
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}
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}
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return users
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}
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/* -------------------------------------------- */
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static getWhisperRecipientsAndGMs(name) {
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let recep1 = ChatMessage.getWhisperRecipients(name) || [];
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@ -154,6 +164,22 @@ export class BoLUtility {
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}
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}
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/* -------------------------------------------- */
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static async chatMessageHandler(message, html, data) {
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const chatCard = html.find('.flavor-text')
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if (chatCard.length > 0) {
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// If the user is the message author or the actor owner, proceed
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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
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else if (game.user.isGM || data.author.id === game.user.id) return
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const divButtons = chatCard.find('.actions-section')
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console.log("FOUND 2!! ", divButtons)
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divButtons.hide()
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}
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}
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/* -------------------------------------------- */
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static async chatListeners(html) {
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@ -172,13 +198,21 @@ export class BoLUtility {
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bolRoll.rollDamage()
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});
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html.on("click", '.transform-legendary-roll', event => {
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event.preventDefault();
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let rollData = BoLUtility.getLastRoll()
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rollData.actor.subHeroPoints(1)
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let r = new BoLDefaultRoll(rollData)
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r.upgradeToLegendary()
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})
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html.on("click", '.transform-heroic-roll', event => {
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event.preventDefault();
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let rollData = BoLUtility.getLastRoll()
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rollData.actor.subHeroPoints(1)
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let r = new BoLDefaultRoll(rollData)
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r.upgradeToCritical();
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});
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r.upgradeToHeroic()
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})
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html.on("click", '.hero-reroll', event => {
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event.preventDefault();
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@ -63,9 +63,9 @@ export const registerHandlebarsHelpers = function () {
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return val1 || val2 || val3;
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})
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Handlebars.registerHelper('for', function(from, to, incr, block) {
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Handlebars.registerHelper('for', function (from, to, incr, block) {
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var accum = '';
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for(var i = from; i < to; i += incr)
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for (var i = from; i < to; i += incr)
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accum += block.fn(i);
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return accum;
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})
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@ -116,7 +116,13 @@ export const registerHandlebarsHelpers = function () {
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Handlebars.registerHelper('eval', function (expr) {
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return eval(expr);
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})
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Handlebars.registerHelper('isOwnerOrGM', function (actor) {
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console.log("Testing actor", actor.isOwner, game.userId)
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if (actor.isOwner || game.isGM) {
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return true
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}
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return false
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})
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@ -14,7 +14,8 @@ export default function registerHooks() {
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html.find("img").attr("src", "systems/bol/ui/pause2.webp")
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}))
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Hooks.on('renderChatLog', (log, html, data) => BoLUtility.chatListeners(html));
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Hooks.on('renderChatLog', (log, html, data) => BoLUtility.chatListeners(html))
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Hooks.on('renderChatMessage', (message, html, data) => BoLUtility.chatMessageHandler(message, html, data))
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/**
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* Create a macro when dropping an entity on the hotbar
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|
@ -14,7 +14,7 @@
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"url": "https://github.com/ZigmundKreud/bol",
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"license": "LICENSE.txt",
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"flags": {},
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"version": "1.2.7",
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"version": "1.3.0",
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"minimumCoreVersion": "0.8.6",
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"compatibleCoreVersion": "9",
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"scripts": [],
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@ -1,9 +1,14 @@
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<img class="chat-icon" src="{{weapon.img}}" alt="{{weapon.name}}"/>
|
||||
<h3><strong>Dommages de {{weapon.name}} : {{damageRoll.total}}</strong></h3>
|
||||
|
||||
{{#if target}}
|
||||
<div id="{{applyId}}">
|
||||
<button class="chat-damage-apply" data-attack-id="{{id}}">Appliquer les dommages à la cible</button>
|
||||
</div>
|
||||
<br>
|
||||
{{#if defender}}
|
||||
<h3><strong>Cible : {{defender.name}}</strong></h3>
|
||||
{{/if}}
|
||||
|
||||
<div class="actions-section">
|
||||
{{#if target}}
|
||||
<div id="{{applyId}}">
|
||||
<button class="chat-damage-apply" data-attack-id="{{id}}">Appliquer les dommages à la cible</button>
|
||||
</div>
|
||||
<br>
|
||||
{{/if}}
|
||||
</div>
|
||||
|
@ -19,13 +19,14 @@
|
||||
|
||||
<h3><strong>{{description}}</strong></h3>
|
||||
|
||||
{{#if fightOption}}
|
||||
<div>
|
||||
<div class="actions-section">
|
||||
{{#if fightOption}}
|
||||
<div>
|
||||
Option de combat : {{fightOption.name}}
|
||||
</div>
|
||||
{{/if}}
|
||||
</div>
|
||||
{{/if}}
|
||||
|
||||
<div id="{{optionsId}}">
|
||||
<div id="{{optionsId}}">
|
||||
{{#if (and isSuccess weapon)}}
|
||||
{{> "systems/bol/templates/chat/rolls/attack-damage-card.hbs"}}
|
||||
{{/if}}
|
||||
@ -39,8 +40,14 @@
|
||||
{{#if reroll}}
|
||||
<button class="chat-button button hero-reroll" data-roll-id=="{{rollId}}" data-actor-id="{{actor.id}}">Relancer (1 P. Heroisme)</button>
|
||||
{{/if}}
|
||||
{{#if (and isSuccess (not isCritical))}}
|
||||
<button class="chat-button button transform-heroic-roll" data-roll-id=="{{rollId}}" data-actor-id="{{actor.id}}">Transformer en succés Héroïque (1 P. Héroisme)</button>
|
||||
{{/if}}
|
||||
|
||||
{{#if isRealCritical}}
|
||||
<button class="chat-button button transform-heroic-roll" data-roll-id=="{{rollId}}" data-actor-id="{{actor.id}}">Transformer en succes héroique (1 P. Heroisme)</button>
|
||||
<button class="chat-button button transform-legendary-roll" data-roll-id=="{{rollId}}" data-actor-id="{{actor.id}}">Transformer en succes Légendaire (1 P. Heroisme)</button>
|
||||
{{/if}}
|
||||
<br>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
|
@ -1,5 +1,5 @@
|
||||
<img class="chat-icon" src="{{defender.img}}" alt="{{defender.name}}"/>
|
||||
Va encaisser {{damageTotal}} dégats !
|
||||
{{defender.name}} va encaisser {{damageTotal}} dégats !
|
||||
|
||||
{{#if damagesIgnoresArmor}}
|
||||
<br>C'est une attaque au défaut de l'armure : vous devez encaisser SANS la protection de l'armure !
|
||||
|
Loading…
Reference in New Issue
Block a user