forked from public/bol
615 lines
22 KiB
JavaScript
615 lines
22 KiB
JavaScript
import { BoLUtility } from "../system/bol-utility.js";
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const _apt2attr = { init: "mind", melee: "agility", ranged: "agility", def: "vigor" }
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/* -------------------------------------------- */
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export class BoLRoll {
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/* -------------------------------------------- */
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static options() {
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return { classes: ["bol", "dialog"], width: 480, height: 540 };
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}
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/* -------------------------------------------- */
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static getDefaultAttribute(key) {
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return _apt2attr[key]
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}
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/* -------------------------------------------- */
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static attributeCheck(actor, key) {
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let attribute = eval(`actor.data.data.attributes.${key}`)
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let label = (attribute.label) ? game.i18n.localize(attribute.label) : null
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let description = game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label)
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let rollData = {
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mode: "attribute",
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actorId: actor.id,
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attribute: attribute,
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attrValue: attribute.value,
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aptValue: 0,
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label: label,
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careerBonus: 0,
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description: description,
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armorAgiMalus: actor.getArmorAgiMalus(),
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armorInitMalus: actor.getArmorInitMalus(),
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mod: 0
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}
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console.log(">>>>>>>>>>", rollData, actor)
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return this.displayRollDialog(rollData)
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}
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/* -------------------------------------------- */
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static aptitudeCheck(actor, key) {
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let aptitude = eval(`actor.data.data.aptitudes.${key}`)
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let attrKey = this.getDefaultAttribute(key)
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let attribute = eval(`actor.data.data.attributes.${attrKey}`)
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let label = (aptitude.label) ? game.i18n.localize(aptitude.label) : null;
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let description = game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label);
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return this.displayRollDialog(
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{
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mode: "aptitude",
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actorId: actor.id,
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attribute: attribute,
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aptitude: aptitude,
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attrValue: attribute.value,
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aptValue: aptitude.value,
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armorAgiMalus: actor.getArmorAgiMalus(),
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armorInitMalus: actor.getArmorInitMalus(),
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label: label,
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careerBonus: 0,
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description: description,
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mod: 0
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})
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}
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/* -------------------------------------------- */
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static weaponCheckWithWeapon(actor, weapon) {
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let target = BoLUtility.getTarget()
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let weaponData = weapon.data.data
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let attribute = eval(`actor.data.data.attributes.${weaponData.properties.attackAttribute}`)
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let aptitude = eval(`actor.data.data.aptitudes.${weaponData.properties.attackAptitude}`)
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// Manage specific case
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let fightOption = actor.getActiveFightOption()
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if (fightOption && fightOption.data.fightoptiontype == "fulldefense") {
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ui.notifications.warn(`{{actor.name}} est en Défense Totale ! Il ne peut pas attaquer ce round.`)
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return
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}
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// Build the roll structure
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let rolldata = {
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mode: "weapon",
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actorId: actor.id,
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weapon: weapon,
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isRanged: weaponData.properties.ranged || weaponData.properties.throwing,
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targetId: target?.id,
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fightOption: fightOption,
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careerBonus: 0,
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defenderId: target?.data?.actorId,
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attribute: attribute,
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aptitude: aptitude,
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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.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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description: game.i18n.localize('BOL.ui.weaponAttack') + " : " + weapon.name,
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}
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return this.displayRollDialog(rolldata)
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}
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/* -------------------------------------------- */
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static weaponCheck(actor, event) {
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const li = $(event.currentTarget).parents(".item")
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const weapon = actor.items.get(li.data("item-id"))
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if (!weapon) {
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ui.notifications.warn("Unable to find weapon !")
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return
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}
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return this.weaponCheckWithWeapon(actor, weapon)
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}
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/* -------------------------------------------- */
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static alchemyCheck(actor, event) {
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const li = $(event.currentTarget).parents(".item");
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const alchemy = actor.items.get(li.data("item-id"));
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if (!alchemy) {
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ui.notifications.warn("Unable to find Alchemy !");
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return;
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}
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let alchemyData = alchemy.data.data
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if (alchemyData.properties.pccurrent < alchemyData.properties.pccost) {
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ui.notifications.warn("Pas assez de Points de Cration investis dans la Préparation !")
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return
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}
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let alchemyDef = {
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mode: "alchemy",
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actorId: actor.id,
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alchemy: alchemy,
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attribute: actor.data.data.attributes.mind,
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attrValue: actor.data.data.attributes.mind.value,
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aptValue: 0,
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careerBonus: actor.getAlchemistBonus(),
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pcCost: Number(alchemyData.properties.pccost),
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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.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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console.log("ALCHEMY!", alchemyDef);
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return this.displayRollDialog(alchemyDef);
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}
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/* -------------------------------------------- */
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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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actorId: actor.id,
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spell: spell,
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attribute: actor.data.data.attributes.mind,
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attrValue: actor.data.data.attributes.mind.value,
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aptValue: 0,
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ppCurrent: Number(actor.data.data.resources.power.value),
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careerBonus: actor.getSorcererBonus(),
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ppCostArmor: actor.getPPCostArmor(),
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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.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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}
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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 = $(event.currentTarget).parents(".item")
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const spell = actor.items.get(li.data("item-id"))
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if (!spell) {
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ui.notifications.warn("Impossible de trouver ce sort !")
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return
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}
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return this.spellCheckWithSpell( actor, spell)
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}
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/* -------------------------------------------- */
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static updateTotalDice() {
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this.updateArmorMalus(this.rollData)
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this.updatePPCost(this.rollData)
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this.rollData.bmDice = this.rollData.nbBoons - this.rollData.nbFlaws + this.rollData.bDice - this.rollData.mDice
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this.rollData.nbDice = 2 + Math.abs(this.rollData.bmDice)
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if (this.rollData.bmDice == 0) {
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$('#roll-nbdice').val("2")
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} else {
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let letter = (this.rollData.bmDice > 0) ? "B" : "M"
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$('#roll-nbdice').val("2 + " + String(Math.abs(this.rollData.bmDice)) + letter)
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}
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let rollbase = this.rollData.attrValue + "+" + this.rollData.aptValue
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if ( this.rollData.weapon && this.rollData.weapon.data.data.properties.onlymodifier ) {
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rollbase = ""
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}
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$('#roll-modifier').val(rollbase + "+" + this.rollData.careerBonus + "+" + this.rollData.mod + "+" +
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this.rollData.modRanged + "+" + this.rollData.weaponModifier + "-" + this.rollData.defence + "-" + this.rollData.modArmorMalus + "-" +
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this.rollData.shieldMalus + "+" + this.rollData.attackModifier + "+" + this.rollData.appliedArmorMalus)
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}
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/* -------------------------------------------- */
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static preProcessFightOption(rollData) {
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rollData.damagesIgnoresArmor = false // Always reset flags
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rollData.modArmorMalus = 0
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rollData.attackModifier = 0
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let fgItem = rollData.fightOption
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if (fgItem) {
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console.log(fgItem)
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if (fgItem.data.properties.fightoptiontype == "armordefault") {
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rollData.modArmorMalus = rollData.armorMalus // Activate the armor malus
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rollData.damagesIgnoresArmor = true
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}
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if (fgItem.data.properties.fightoptiontype == "intrepid") {
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rollData.attackModifier += 2
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}
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if (fgItem.data.properties.fightoptiontype == "defense") {
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rollData.attackModifier += -1
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}
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if (fgItem.data.properties.fightoptiontype == "attack") {
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rollData.attackModifier += 1
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}
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if (fgItem.data.properties.fightoptiontype == "twoweaponsdef" || fgItem.data.properties.fightoptiontype == "twoweaponsatt") {
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rollData.attackModifier += -1
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}
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}
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}
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/* -------------------------------------------- */
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static updateArmorMalus(rollData) {
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rollData.appliedArmorMalus = 0
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if (rollData.attribute.key == "agility") {
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$("#armor-agi-malus").show()
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rollData.appliedArmorMalus += rollData.armorAgiMalus
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} else {
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$("#armor-agi-malus").hide()
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}
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if (rollData.aptitude && rollData.aptitude.key == "init") {
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$("#armor-init-malus").show()
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rollData.appliedArmorMalus += rollData.armorInitMalus
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} else {
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$("#armor-init-malus").hide()
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}
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}
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/* ------------------------------ -------------- */
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static updatePPCost(rollData) {
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$('#ppcost').html(rollData.ppCost + " + Armor(" + rollData.ppCostArmor + ")=" + Number(rollData.ppCost + rollData.ppCostArmor))
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}
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/* ------------------------------ -------------- */
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static rollDialogListener(html) {
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this.updateTotalDice()
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html.find('#optcond').change((event) => { // Dynamic change of PP cost of spell
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let pp = BoLUtility.computeSpellCost(this.rollData.spell, event.currentTarget.selectedOptions.length)
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this.rollData.ppCost = pp
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this.updatePPCost( this.rollData)
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})
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html.find('#mod').change((event) => {
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this.rollData.mod = Number(event.currentTarget.value)
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this.updateTotalDice()
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})
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html.find('#modRanged').change((event) => {
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this.rollData.modRanged = Number(event.currentTarget.value)
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this.updateTotalDice()
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})
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html.find('#attr').change((event) => {
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let attrKey = event.currentTarget.value
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let actor = game.actors.get( this.rollData.actorId)
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this.rollData.attribute = duplicate(actor.data.data.attributes[attrKey])
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this.rollData.attrValue = actor.data.data.attributes[attrKey].value
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this.updateTotalDice()
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})
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html.find('#apt').change((event) => {
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let aptKey = event.currentTarget.value
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let actor = game.actors.get( this.rollData.actorId)
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this.rollData.aptitude = duplicate(actor.data.data.aptitudes[aptKey])
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this.rollData.aptValue = actor.data.data.aptitudes[aptKey].value
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this.updateTotalDice()
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})
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html.find('#applyShieldMalus').click((event) => {
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if (event.currentTarget.checked) {
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this.rollData.shieldMalus = this.rollData.shieldAttackMalus
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} else {
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this.rollData.shieldMalus = 0
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}
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})
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html.find('#career').change((event) => {
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let careers = $('#career').val()
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this.rollData.careerBonus = (!careers || careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)))
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this.updateTotalDice()
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})
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html.find('#boon').change((event) => {
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let boons = $('#boon').val()
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this.rollData.nbBoons = (!boons || boons.length == 0) ? 0 : Math.max(...boons.map(i => parseInt(i)))
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this.updateTotalDice()
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})
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html.find('#flaw').change((event) => {
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let flaws = $('#flaw').val()
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this.rollData.nbFlaws = (!flaws || flaws.length == 0) ? 0 : Math.max(...flaws.map(i => parseInt(i)))
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this.updateTotalDice()
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})
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html.find('.bdice').click((event) => {
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this.rollData.mDice = 0
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this.rollData.bDice = Number(event.currentTarget.value)
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this.updateTotalDice()
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})
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html.find('.mdice').click((event) => {
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this.rollData.bDice = 0
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this.rollData.mDice = Number(event.currentTarget.value)
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this.updateTotalDice()
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})
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}
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/* -------------------------------------------- */
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static preProcessWeapon(rollData) {
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if (rollData.mode == "weapon") {
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rollData.weaponModifier = rollData.weapon.data.data.properties.attackModifiers ?? 0;
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rollData.attackBonusDice = rollData.weapon.data.data.properties.attackBonusDice
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if (rollData.defender) { // If target is selected
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rollData.defence = rollData.defender.defenseValue
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rollData.armorMalus = rollData.defender.armorMalusValue
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rollData.shieldBlock = 'none'
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let shields = rollData.defender.shields
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for (let shield of shields) {
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rollData.shieldBlock = (shield.data.properties.blocking.blockingAll) ? 'blockall' : 'blockone';
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rollData.shieldAttackMalus = (shield.data.properties.blocking.malus) ? shield.data.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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}
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/* ROLL DIALOGS */
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/* -------------------------------------------- */
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static async displayRollDialog(rollData, onEnter = "submit") {
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// initialize default flags/values
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const rollOptionTpl = `systems/bol/templates/dialogs/${rollData.mode}-roll-dialog.hbs`
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let actor = game.actors.get( rollData.actorId )
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rollData.careers = actor.careers
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rollData.boons = actor.bonusBoons
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rollData.flaws = actor.malusFlaws
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rollData.rollOwnerID = 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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rollData.bDice = 0
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rollData.mDice = 0
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rollData.nbBoons = 0
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rollData.nbFlaws = 0
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rollData.nbDice = 0
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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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rollData.id = randomID(16)
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rollData.weaponModifier = 0
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rollData.attackBonusDice = false
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rollData.armorMalus = 0
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// Specific stuff
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this.preProcessWeapon(rollData)
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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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// Save
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this.rollData = rollData
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console.log("ROLLDATA", rollData)
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// Then display+process the dialog
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const rollOptionContent = await renderTemplate(rollOptionTpl, rollData);
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let d = new Dialog({
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title: rollData.label,
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content: rollOptionContent,
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rollData: rollData,
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render: html => this.rollDialogListener(html),
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buttons: {
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cancel: {
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icon: '<i class="fas fa-times"></i>',
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label: game.i18n.localize("BOL.ui.cancel"),
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callback: () => {
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}
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},
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submit: {
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icon: '<i class="fas fa-check"></i>',
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label: game.i18n.localize("BOL.ui.submit"),
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callback: (html) => {
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if (rollData.mode == 'spell' && rollData.ppCurrent < rollData.ppCost) { // Check PP available
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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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rollData.registerInit = (rollData.aptitude && rollData.aptitude.key == 'init') ? $('#register-init').is(":checked") : false;
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const isMalus = rollData.mDice > 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.data.data.properties.onlymodifier ) {
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rollbase = 0
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}
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const modifiers = rollbase + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier + rollData.appliedArmorMalus
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const formula = (isMalus) ? rollData.nbDice + "d6kl2 + " + modifiers : rollData.nbDice + "d6kh2 + " + modifiers
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rollData.formula = formula
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rollData.modifiers = modifiers
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let r = new BoLDefaultRoll(rollData);
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r.roll();
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}
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}
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},
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default: onEnter,
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close: () => { }
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}, this.options());
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return d.render(true);
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}
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}
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/* -------------------------------------------- */
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export class BoLDefaultRoll {
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constructor(rollData) {
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BoLUtility.storeRoll(rollData)
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this.rollData = rollData
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if (this.rollData.isSuccess == undefined) { // First init
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this.rollData.isSuccess = false;
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this.rollData.isCritical = false;
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this.rollData.isFumble = false;
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}
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if (this.rollData.optionsId) {
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$(`#${this.rollData.optionsId}`).hide() // Hide the options roll buttons
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}
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if (this.rollData.applyId) {
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$(`#${this.rollData.applyId}`).hide() // Hide the options roll buttons
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}
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this.rollData.optionsId = randomID(16)
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this.rollData.applyId = randomID(16)
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}
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/* -------------------------------------------- */
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async roll() {
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const r = new Roll(this.rollData.formula)
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// console.log("Roll formula", this.rollData.formula)
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await r.roll({ "async": false })
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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.rollData.roll = r
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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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let actor = game.actors.get( this.rollData.actorId)
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if (this.rollData.reroll == undefined) {
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this.rollData.reroll = actor.heroReroll()
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}
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if (this.rollData.registerInit) {
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actor.registerInit(r.total, this.rollData.isCritical, this.rollData.isFumble)
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}
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if (this.rollData.isSuccess && this.rollData.mode == "spell") { // PP cost management
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actor.spendPowerPoint(this.rollData.ppCost + this.rollData.ppCostArmor)
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}
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if (this.rollData.mode == "alchemy") { // PP cost management
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actor.resetAlchemyStatus(this.rollData.alchemy.id)
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}
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await this.sendChatMessage()
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}
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/* -------------------------------------------- */
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async sendChatMessage() {
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let actor = game.actors.get( this.rollData.actorId)
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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: actor }),
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})
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})
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}
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/* -------------------------------------------- */
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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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}
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|
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/* -------------------------------------------- */
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setSuccess(flag) {
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this.rollData.isSuccess = flag
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}
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/* -------------------------------------------- */
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async sendDamageMessage() {
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let actor = game.actors.get( this.rollData.actorId)
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this._buildDamageChatMessage(this.rollData).then(msgFlavor => {
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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: 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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getDamageAttributeValue(attrDamage) {
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let attrDamageValue = 0
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let actor = game.actors.get( this.rollData.actorId)
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if (attrDamage.includes("vigor")) {
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attrDamageValue = actor.data.data.attributes.vigor.value
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if (attrDamage.includes("half")) {
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attrDamageValue = Math.floor(attrDamageValue / 2)
|
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}
|
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}
|
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return attrDamageValue
|
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}
|
|
|
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/* -------------------------------------------- */
|
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async rollDamage() {
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if (this.rollData.mode != "weapon") { // Only specific process in Weapon mode
|
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return;
|
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}
|
|
|
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if (this.rollData.isSuccess) {
|
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if (!this.rollData.damageRoll) {
|
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let bonusDmg = 0
|
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if (this.rollData.damageMode == 'damage-plus-6') {
|
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bonusDmg = 6
|
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}
|
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if (this.rollData.damageMode == 'damage-plus-12') {
|
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bonusDmg = 12
|
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}
|
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let attrDamageValue = this.getDamageAttributeValue(this.rollData.weapon.data.data.properties.damageAttribute)
|
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let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.data.data, this.rollData.fightOption)
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|
|
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let damageFormula = weaponFormula + "+" + bonusDmg + "+" + attrDamageValue
|
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console.log("DAMAGE !!!", damageFormula, attrDamageValue, this.rollData)
|
|
|
|
//console.log("Formula", weaponFormula, damageFormula, this.rollData.weapon.data.data.properties.damage)
|
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this.rollData.damageFormula = damageFormula
|
|
this.rollData.damageRoll = new Roll(damageFormula)
|
|
await this.rollData.damageRoll.roll({ "async": false })
|
|
this.rollData.damageTotal = this.rollData.damageRoll.total
|
|
}
|
|
$(`#${this.rollData.optionsId}`).hide() // Hide the options roll buttons
|
|
this.sendDamageMessage()
|
|
}
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
_buildDamageChatMessage(rollData) {
|
|
const rollMessageTpl = 'systems/bol/templates/chat/rolls/damage-roll-card.hbs';
|
|
return renderTemplate(rollMessageTpl, rollData)
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
_buildChatMessage(rollData) {
|
|
const rollMessageTpl = 'systems/bol/templates/chat/rolls/default-roll-card.hbs';
|
|
return renderTemplate(rollMessageTpl, rollData);
|
|
}
|
|
|
|
}
|