forked from public/bol
Sync attempt
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@ -134,6 +134,17 @@ export class BoLActor extends Actor {
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return this.itemData.filter(i => i.type === "item" && i.data.category === "equipment" && (i.data.subtype === "other" ||i.data.subtype === "container" ||i.data.subtype === "scroll" || i.data.subtype === "jewel"));
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}
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heroReroll( ) {
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if (this.type == 'character') {
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return this.data.data.resources.hero.value > 0;
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} else {
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if (this.data.data.type == 'adversary') {
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return this.data.data.resources.hero.value > 0;
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}
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}
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return false
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}
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getResourcesFromType() {
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let resources = {};
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if (this.type == 'encounter') {
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@ -89,7 +89,7 @@ export class BoLRoll {
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const adv = html.find('#adv').val();
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const mod = html.find('#mod').val();
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let careers = html.find('#career').val();
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const career = (careers && careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)));
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const career = (!careers || careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)));
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const isMalus = adv < 0;
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const dicePool = (isMalus) ? 2 - parseInt(adv) : 2 + parseInt(adv);
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const attrValue = eval(`actor.data.data.attributes.${attr}.value`);
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@ -158,7 +158,7 @@ export class BoLRoll {
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}
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let careers = html.find('#career').val();
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const career = (careers && careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)));
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const career = (!careers || careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)));
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const isMalus = adv < 0;
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const dicePool = (isMalus) ? 2 - parseInt(adv) : 2 + parseInt(adv);
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const attrValue = eval(`attackDef.attacker.data.data.attributes.${attr}.value`);
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@ -206,7 +206,7 @@ export class BoLRoll {
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const adv = html.find('#adv').val();
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const mod = html.find('#mod').val();
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let careers = html.find('#career').val();
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const career = (careers && careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)));
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const career = (!careers || careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)));
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const isMalus = adv < 0;
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const dicePool = (isMalus) ? 2 - parseInt(adv) : 2 + parseInt(adv);
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const aptValue = eval(`actor.data.data.aptitudes.${apt}.value`);
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@ -261,6 +261,7 @@ export class BoLDefaultRoll {
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const tplData = {
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actor: actor,
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label: this._label,
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reroll: actor.heroReroll(),
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isSuccess: this._isSuccess,
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isFailure: !this._isSuccess,
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isCritical: this._isCritical,
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@ -285,7 +286,7 @@ export class BoLAttackRoll {
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console.log("Attack def",this.attackDef.formula )
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const r = new Roll(this.attackDef.formula);
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await r.roll({ "async": false });
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//await BoLUtility.showDiceSoNice(r);
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await BoLUtility.showDiceSoNice(r);
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const activeDice = r.terms[0].results.filter(r => r.active);
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const diceTotal = activeDice.map(r => r.result).reduce((a, b) => a + b);
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this._isSuccess = (r.total >= 9);
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@ -297,28 +298,11 @@ export class BoLAttackRoll {
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flavor: msgFlavor,
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speaker: ChatMessage.getSpeaker({ actor: this.attackDef.attacker }),
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flags: { msgType: "default" }
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}).then( this.processResult() );
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});
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});
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}
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if (this._isSuccess) {
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let attrDamage = this.attackDef.weapon.data.data.properties.damageAttribute;
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let weaponFormula = BoLUtility.getDamageFormula(this.attackDef.weapon.data.data.properties.damage)
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let damageFormula = weaponFormula + "+" + this.attackDef.attacker.data.data.attributes[attrDamage].value;
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this.damageRoll = new Roll(damageFormula);
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await this.damageRoll.roll({ "async": false });
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//await BoLUtility.showDiceSoNice(this.damageRoll);
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// Update attackDef object
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this.attackDef.damageFormula = damageFormula;
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this.attackDef.damageRoll = this.damageRoll;
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this._buildDamageChatMessage(this.attackDef.attacker, this.attackDef.weapon, this.damageRoll.total).then(msgFlavor => {
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this.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.attackDef.attacker }),
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flags: { msgType: "default" }
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});
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});
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async processDefense() {
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if (this._isCritical) {
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ChatMessage.create({
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alias: this.attackDef.attacker.name,
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@ -335,6 +319,28 @@ export class BoLAttackRoll {
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BoLUtility.sendAttackSuccess( this.attackDef);
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}
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}
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async processResult( ) {
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if (this._isSuccess) {
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let attrDamage = this.attackDef.weapon.data.data.properties.damageAttribute;
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let weaponFormula = BoLUtility.getDamageFormula(this.attackDef.weapon.data.data.properties.damage)
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let damageFormula = weaponFormula + "+" + this.attackDef.attacker.data.data.attributes[attrDamage].value;
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this.damageRoll = new Roll(damageFormula);
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await this.damageRoll.roll({ "async": false });
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await BoLUtility.showDiceSoNice(this.damageRoll);
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// Update attackDef object
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this.attackDef.damageFormula = damageFormula;
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this.attackDef.damageRoll = this.damageRoll;
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this._buildDamageChatMessage(this.attackDef.attacker, this.attackDef.weapon, this.damageRoll.total).then(msgFlavor => {
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this.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.attackDef.attacker }),
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flags: { msgType: "default" }
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}).then( this.processDefense() );
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});
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}
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}
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_buildDamageChatMessage(actor, weapon, total) {
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@ -354,6 +360,7 @@ export class BoLAttackRoll {
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const tplData = {
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actor: actor,
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label: this._label,
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reroll: actor.heroReroll(),
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isSuccess: this._isSuccess,
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isFailure: !this._isSuccess,
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isCritical: this._isCritical,
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@ -111,6 +111,7 @@ export class BoLUtility {
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static async chatListeners(html) {
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// Damage handling
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html.on("click", '.damage-increase', event => {
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event.preventDefault();
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let attackId = event.currentTarget.attributes['data-attack-id'].value;
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let damageMode = event.currentTarget.attributes['data-damage-mode'].value;
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if ( game.user.isGM) {
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@ -120,7 +121,13 @@ export class BoLUtility {
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}
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});
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html.on("click", '.hero-reroll', event => {
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event.preventDefault();
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ui.notifications.warn("Not implemented up to now");
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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 attackId = event.currentTarget.attributes['data-attack-id'].value;
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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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@ -13,7 +13,10 @@
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<h2 class="failure"><i class="fas fa-times"></i> {{localize "BOL.ui.failure"}}...</h2>
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{{/if}}
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{{/if}}
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<h3><strong>{{description}}</strong>
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<h3><strong>{{description}}</strong></h3>
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{{#if reroll}}
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<a class="button hero-reroll" data-actor-id="{{actor.id}}">Relancer!</a>
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{{/if}}
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{{!#if hasDescription}}
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<!--<h4>-->
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<!-- <pre class="rollDescr-line">{{!description}}</pre>-->
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